Graveyard Keeper cover
Graveyard Keeper screenshot
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Genre: Role-playing (RPG), Simulator, Adventure, Indie

Graveyard Keeper

Developer diares!

Hey there! We are back in touch and open a series of materials on our studio and the games we create.

Four months have passed since the release of Graveyard Keeper and all this time we spent on optimization of the project and correcting errors that players have reported to us. Also we have developed first major DLC called “Breaking Dead” and released it right on Halloween.

We have a little bit more time at the moment and we decided to return to the format of the developer diaries, as it means a closer connection with our players. Let’s see what happened three years ago after success of the Punch Club, what ideas were born and how we have decided to develop Graveyard Keeper.

Our first PC project was created in a small room by the efforts of three people. We had three tables and three chairs, but we were full of enthusiasm. The success of the Punch Club excited us unexpectedly and immediately turned our lives around, only heating our desire to create games. And we wanted to develop games that we would like. So that is our main point now.



Inspired by the success, we decided to invite to a team two or three people in order to work simultaneously on several projects. Of course, we immediately decided to start developing the sequel of the Punch Club, as well as construct few concept ideas for possible games.

So we came up with the idea of ​​a tavern manager simulator, which was supposed to be a mixture of Majesty and classic tycoon. This idea was nice, until our dreams were destroyed by Kickstarter. The fact is that on it, one after another, a couple of projects appeared with a similar concept and an earlier release date, so that is the point where we have decided to abandon this concept.



Other idea was about post-apocalyptic game with last train on Earth that travels through the desolated lands. The game had to be very simple and elegant in its mechanics, and we perceived it as a small project for half a year or a year. In fact, we plan to return to it as soon as we can allow time to develop it. This idea most likely to be released than two years ago :)




We also had an idea about an RPG, where a player becomes ... a sword. However, we were not able to clarify how key game mechanics would work, and we abandoned this idea.

Ver. 1.122

  • Fixed bug when zombie alchemists were using their organs in crafts.
  • Performance / microfreeze optimizations.

Ver. 1.121

  • Optimized footsteps (should increase overall game performance).
  • Fixed disappearing dropped tech points after game re-loading.
  • Fixed text position in some hints.
  • Fixed some missing translations.

Ver. 1.120 - Alchemy rework and more


  • Alchemy rework: now wrong alchemy result gives you a clue of a recipes. More information here: https://steamcommunity.com/gid/103582791457451905/announcements/detail/1709576801685201983
  • Optimizations / microfreeze fixes.
  • Well pump fix.

Reworked alchemy system

Hey there people!
Today we will figure out how new alchemy system would work.

First of all, what's wrong with current alchemy?
Alchemy is like jack-in-the-box, so novice can't predict result of ingredient mix. In case of failure, you will get useless goo and that's not proper way to being alchemist.


How we will change the alchemy?
We will reward players curiosity and make alchemy more friendly. That's why in case of failure you will receive tip-goo. This goo will give you a clue how to mix properly one of used ingredients.
For instance, you may turn goo into ingredient on alchemy workbench.

How does it works?
I am trying to mix Acceleration powder with Toxic solution. I get Slowing goo as a result.



It mean that I can successfuly mix Acceleration powder with Slowing solution, or Slowing powder with Toxic solution. We will try first case. With our Hand mixer I can turn 4 Slowing goo into Slowing solution.



Then I mix Acceleration powder with earned Slowing solution.



Done! We've discovered new alchemy receipe!

Ver. 1.115

  • Fixed some GUI bugs in the zombie alchemy table.
  • Added graphics for the stone/marble storage.

Ver. 1.113 / 1.114

  • Fixed micro-freezing for some late-game states (for example, when you have a lot of zombie workers active).
  • Added rotations for some objects.


1.114 hotfix



  • Fixed context mouse menu.

Ver. 1.112

Hotfix fixing some troubles with alchemy, crops and resurrection.

Ver. 1.111

  • Zombie alchemy added. You can build new zombie workbenches to make zombies craft known alchemy recipes.
  • Now you can use gamepad bumpers to add +10/-10 in crafts.
  • Minor GUI fixes/improvements.

Ver. 1.110

  • Fixed some gamepad troubles (unable to select a sermon, etc.)
  • Fixed a broken alchemy mixer object.