Emplacements des ressources dans Graveyard Keeper 2
Answering: Where can I find important resources?
En bref
- Harvest Categories
- Flora, fauna, human remains
- Confirmed Areas
- Town, southern outskirts, village, forest, swamp, church, graveyard
- Home Base
- Graveyard outside the city walls
- Buyable Resources
- Unlocked by Town buildings
- Node Coordinates
- unconfirmed until launch
- Respawn Rules
- unconfirmed until launch
Cette page n'a pas encore été traduite — la version anglaise est affichée.
Sources et fiabilité
On this page
No official source has published a Graveyard Keeper 2 resource map, node list or respawn timer. This page will not fabricate one. What it does instead is set out the confirmed gathering structure — the three resource categories and the confirmed world areas — so that when you start playing you know what to look for and where to record it.
What are the resource categories?
The official store page names exactly three things you harvest: "as much flora, fauna, and human remains as you can".
That phrasing is doing a lot of work. It tells you the economy has three distinct gathering tracks, not one:
- Flora — plants, and by implication farming, which is supported by the Agriculture and Farming Sim tags on Steam.
- Fauna — animals and their products. The developers joke about "picking berries or robbing beehives", which places at least one fauna source in wild natural areas.
- Human remains — the series' signature resource, tied directly to your burial duty and to Town size and prosperity.
All three feed the same downstream goal: "build extraordinary machinery, automate production, and expand your graveyard for pure profit."
Which areas are confirmed?
The final pre-launch devlog confirmed the sequel opens a much larger part of the world than the original. The confirmed list of places:
| Area | Status |
|---|---|
| Your graveyard | Confirmed — outside the city walls, near your base |
| The Town | Confirmed — playable, restorable, largely zombie-infested |
| The Town's southern outskirts | Confirmed |
| Another village | Confirmed |
| Another tavern | Confirmed |
| Another forest | Confirmed |
| Another swamp | Confirmed |
| Another church | Confirmed |
| Another graveyard | Confirmed |
The developers describe these as "all different, yet somehow familiar, and all of them are created with love and filled with small details". They also confirm you will meet traders bringing goods from foreign lands and refugees searching for new homes.
That is the full confirmed area list. Anything more specific — names, sizes, which resource lives where — is unconfirmed. See the map guide for what is known about the world layout.
How Town markets change resource access
This is the most strategically important confirmed fact on this page, and it is easy to miss.
Restored Town buildings "unlock valuable products and resources for you to buy". That means some materials are not gathered at all — they are purchased, and the purchase becomes available only after you restore the right building.
The practical consequence: a missing resource is not always a gathering problem. Before you go hunting for a node, check whether the material is a Town market unlock. That is covered in the town restoration guide.
Environmental detail that affects gathering
The art devlog confirmed several world systems that matter for anyone planning gathering routes:
- A real day/night cycle. The sun "genuinely orbits the Earth" and night brings proper dynamic shadows, so visibility is not constant.
- Dynamic weather. Forests and grass react to wind, and the world has deep volumetric fog.
- Natural areas built for lingering. The developers describe the forests as an "escape from boring modern life", with significant work put into making them pleasant to spend time in.
Whether any specific resource is day-gated or weather-gated is unconfirmed — but the presence of a real cycle means it is worth noting the time of day when you find something rare.
How to build your own resource map
Because no public data exists, the most useful thing you can do is keep a personal log from your first session. Record:
- Resource name and category (flora / fauna / remains).
- Area it was found in, using the confirmed area names above.
- Approximate landmark — the game has no published coordinate system, so use fixed landmarks.
- Respawn behaviour — harvest it, note the in-game time, come back and check.
- Whether it is also purchasable, and from which Town building.
That last field is the one that turns a resource list into a production plan, because it tells you when to stop gathering and start automating.
Turning resources into a production plan
Once you know what you can gather, the next question is how much you need. That is a rate problem, not a location problem.
The production calculator takes your recipes, cycle times and a target output rate, and returns the required input rate for every step and the total raw material demand per minute and per hour. Compare that number against what you can realistically harvest in a day, and you know exactly which line is unaffordable before you build it.
For one-off crafting targets, use the recipe calculator instead.
What is still unknown
Everything location-specific: node positions, densities, respawn timers, tool requirements, carry limits, storage capacity, and whether any resource is exclusive to a single area. All unconfirmed.
FAQ
Is there a published resource map?
No. Not from the developers, and no third-party map can be verified before launch.
Where do human remains come from?
From your burial duty. Confirmed: the larger the Town grows, the more corpses you receive, and the more prosperous and sinful the Town becomes, the more skulls each corpse has.
Can you buy resources instead of gathering them?
Yes, for some. Restored Town buildings unlock products and resources you can buy.
Do resources respawn?
Unconfirmed. No respawn rule has been published.
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