Release-build guide hub · Official facts separated from player routes
Graveyard Keeper 2 Zombies: How to Make Them Work
For an idle zombie, check the assignment, required mastery, equipped tool, input supply, and output space. Update 1.006 officially fixed several zombie problems, including missing red tech-points from fights, work audio, kitchen production losses, and some collision traps. The detailed setup routes below remain release-build player reports where no official manual exists.
Choose the zombie problem you have
Zombie will not work
Confirm the zombie is assigned, has the task’s tool and mastery, can reach the station, has inputs, and has room for output.
Zombie mine
Use the dedicated zombie mine checklist for access, assignment, tools, storage, and transport troubleshooting.
Reanimation Liquid / Zombie Juice
Read the ingredient report and its evidence limits, plus the technology-tree route below. The reported recipe is not independently reproduced.
Zombie farm or garden
Use the zombie farming checklist to check crop selection, seeds, plot readiness, worker assignment, and output capacity separately.
Zombie limit or Gunter
Check the current in-game hint, quest state, and your active roster. No stable, source-backed universal cap or complete Gunter unlock sequence is asserted here.
PC 1.008: Panic, stalled farmers, and short PR duration
Official patch: October 2, 2026; reviewed October 4. 1.008 fixes the Panic debuff failing to trigger when over the zombie cap, a zombie stuck taking items from the firewood holder, wheat following the player and farmers failing to produce, conflicting carousel interaction hints, and the PR machine lasting less time than stated (progress bar and duration).
If your symptom matches, compare your installed PC build with 1.008 before relying on older reports below. For an idle worker, still use the assignment/input/output checklist; for Panic, inspect the displayed cap and PR status. For early PR expiry, check the live duration rather than treating the older timer hypotheses as a confirmed explanation. These fixes do not establish a universal cap or guarantee that every worker or console save is fixed.
Steam PC 1.010: Belt Master gears increased
Released patch; source reviewed October 16, 2026. The official 1.010 changelog says zombies provide more gears with the Belt Master perk and fixes a zombie porter walking through factory walls. It gives no gear count or multiplier. This is released Steam PC guidance, not a console rollout confirmation or a site playtest.
Steam 1.011: released autocrafting versus remaining plans
Zombie assistants can now start and finish autocrafts. The official Steam 1.011 changelog confirms this exact scope:
- Yard: Furnaces and Kiln.
- Home: Kitchen Oven.
- Garden: Compost Pile.
- Vineyard Basement: Cider and Wine production.
- Alchemy Lab: Distillation Cube.
Keep the required materials supplied and check the assistant's mastery to start the craft. Assistants earn tech-points on completion; those rewards do not waive the starting mastery requirement. Test one supplied craft and collection cycle before scaling up. This is not confirmation that every workstation supports assistant autocrafting.
The October 2 plans are historical: the named autocrafts and zombie cremation have now shipped in Steam 1.011. Gear increases without the perk and the proposed Panic Reduction rework are not confirmed by this changelog. These Steam changes do not establish a console rollout.
Can I assign a zombie to fishing?
October 3, 2026 player reports; reviewed October 4 against the 1.008-era evidence. A player who unlocked the lake reports that trying fishing spots with a zombie and rod starts the player's fishing instead, with no zombie-fishing technology found. One reply says it is not implemented; another believes there is no zombie fishing.
No supported fishing assignment route is established here. These are player reports, not official confirmation of cut content or a permanent restriction. A fishing perk alone does not establish a dispatch point. If there is no assignment interaction, do not treat this as the same problem as an already-assigned miner standing idle; use the game's player-fishing interaction for now rather than an invented zombie automation recipe.
How to create and resurrect a zombie
Preparation is not the resurrection event. The October 17 re-read of the community rules requires a complete corpse with all six organs and no Surgeon's Error. At Resurrection Table I (Reanimation technology), keep the collar in your backpack and Reanimation Liquid in open storage in the same room. Select the collar and press Prepare: the record says both supplies are consumed then and the table locks until resurrection. Prepare all intended tables before activating the Resurrection device on Envy; activation raises the prepared tables together. It has one weekly charge, replenished at the end of Lust. These are database rules for source-reported build 4599483364566526977, not independently tested mechanics or an official 1.010 mapping. See the six-day week and glyph calendar if the day symbols are unclear.
Looking for Reanimation Liquid? A player-reported technology-tree route places it in the Anatomy and Alchemy branch, after Dynamite on the top row. Check that branch and your current quest and technology prerequisites before assuming the recipe is missing. This is a reported tree position, not a verified ingredient recipe or a guarantee that the tech is available at every quest stage.
- Advance the zombie quest and technology path. If Gunter or the resurrection interaction is unavailable, first inspect active objectives and dialogue rather than assuming the corpse or station is broken.
- Unlock and build the reported reanimation table near the lightning equipment. This location and station sequence began as community guidance and should be checked against your current UI.
- Place the corpse and required collar at the station.
- Return at the required quest/day state and use the lever. Earlier player reports name Envy day; because this detail is not in the official patch notes, follow the live quest prompt if it differs.
- If resurrection still fails, update the game first. Update 1.005 explicitly fixed a requirement-met resurrection failure.
Missing resurrection technology: check the Necronomicon
A September 30 player reply says receiving the Necronomicon from the astrologer unlocks the missing resurrection technologies. If the technology box is grey or the resurrection table is absent from the build menu, check that quest and your current unlocks before blaming the corpse.
Conflicting report: the questioner says the technology was already unlocked on PS4 and Switch without seeing the astrologer, and later says the table was already repaired. This is not a universal prerequisite or guaranteed fix; dialogue, platform/build, technology availability, and table repair must be checked separately. It is not an official unlock walkthrough.
Reanimation Liquid: buy it, make it, then prepare a zombie
Choose the branch that matches your blocker: buy or find liquid, make more, use it at a table, or check a failed preparation. The historical item and zombie records below describe extracted build GraveyardKeeper2-4599483364566526977, not an independently played current-patch route.
Buy or find Reanimation Liquid
- Starting supply: check the Resurrection Lab chest for 3 liquids and 3 Bronze Zombie Collars. The historical item record also lists 2 liquids in the Sawmill chest and 2 in the Old Mine chest; the mine supply is behind its hidden entrance and blockages, not a guaranteed early shortcut.
- Buy replacements: Gunter lists tier II and III stock of 3 each. The town Alchemist lists 5 at tier I and 10 at tier II/III; build the town stall first. These are listed stock amounts, not a verified restock schedule. Gunter's location and visiting hours are not established by these item records.
Make more: technology, study, and three slots
The reviewed game-data item fields list Reanimation Liquid as resurrection_balm, with a historical Laboratory I or II station label and red/green/blue runes 2-1-4. That label conflicts with the three-slot requirement: its three-ingredient examples need Laboratory II, not Lab I. Examples are Brain ★★★ + Cheese + Clay, Brain ★★★ + Cheese + Sand, or Brain ★★★ + Tin + Berry. Study ingredients before looking for them in the Laboratory selector. The Reanimation Liquid technology in Anatomy and alchemy costs 30 red + 40 green + 50 blue tech points in the cached technology data; these rune values are not tech-point costs.
The Reanimation Liquid technology has ID resurrection_liquid, requires Gunter's reputation 20 and is hidden until its condition is met. These are technology fields, separate from the liquid entity and its runes. Community information reviewed October 13, 2026; not independently tested in the game.
If mixing is blocked, the cached item record lists purchases from Gunter at tier II/III and the Alchemist at tier I/II/III, plus three liquids in the Resurrection Lab starting chest. Check the vendor's current stock. The listed Alcohol + Catalyst direct formula is not a dependable alternative: Catalyst has no known source, and that item entry does not establish a usable crafting station.
Use it: Prepare first, activate on Envy day
- Place a corpse with all six organs and no Surgeon's Error on Resurrection Table I. Match the collar to its red-skull count: Bronze up to 5, Golden up to 10, Steel up to 99.
- Keep the collar in your backpack and the liquid in open storage in the table's room. Select the collar and press Prepare: this consumes one collar and one liquid immediately and locks the table until resurrection.
- Prepare every intended table before using the Resurrection device on Envy day. One activation raises all prepared tables; collect the zombies afterwards. The charge refills at the end of Lust day, not after each table.
If the liquid or resurrection is not working
- Liquid not counted: move it out of your backpack into open storage in the same room; keep the collar in the backpack instead.
- Prepare unavailable: check the six organs, Surgeon's Error, collar red-skull range, and whether the table is already prepared. A consumed liquid with a locked table can be the prepared state, not lost ingredients.
- Prepared but still a corpse: check Envy day and the device charge. Preparing a second table after activation does not give another weekly charge.
- Cannot mix: check Gunter reputation 20, the Reanimation Liquid technology, studied ingredients, exact organ quality/runes, and Laboratory II's three slots. Do not replace the Brain ★★★ example with an arbitrary brain.
Put the liquid in storage in the same room as the Resurrection Table, not in your backpack. The cached zombie rules put the collar in the backpack instead: load a complete corpse, select the collar, then Prepare. Activate the Resurrection device on Envy day. Prepare all intended tables before activation; the device has one charge per week, replenished at the end of Lust day.
Evidence conflict: the old Bronze Powder / Nightclover player report conflicts with the cached item and station records, which do not contain those named ingredients or a Tier 3 Alchemy Workbench. Do not use it as a crafting instruction. This is database-backed guidance, not an official current-build recipe table; compare the live tome and UI. The separate Necronomicon discussion above remains a conflicting progression report, not a universal prerequisite.
Blue Crystal and the collar's red-skull threshold
The community Blue Crystal record identifies Blue Crystal as the stone used in every collar, not the separate Gem item. It lists Gunter's tier II/III stock and a story source after Heart of the Swamp: the Goddess of Nature's tears yield four on Envy day. Verify your quest state, current stock and the interactable before relying on a free weekly supply; this is historical community data, not a guaranteed current-build pickup or a recipe to craft crystals.
At the Jewelry Table, the community station catalogue lists these one-collar batches; the community zombie rules supply the red-skull thresholds:
- Bronze Zombie Collar: 1 Bronze Ingot + 1 Blue Crystal + 3 Faith; accepts up to 5 red skulls.
- Golden Zombie Collar: 1 Golden ingot + 1 Blue Crystal + 5 Faith; accepts up to 10 red skulls.
- Steel Zombie Collar: 1 Steel Ingot + 1 Blue Crystal + 10 Faith; database threshold 99 red skulls, not proof that a 99-red-skull corpse is attainable.
Match the corpse's red skulls before preparing it. These are collar acceptance limits, not a zombie population cap or a fixed mastery value. The record links red skulls to talent-upgrade slots, with talents paid from the zombie's own work-earned tech points. The io records self-report build 4599483364566526977; Wikily's patch version and individual editors are unspecified. Cross-database agreement is not independent game testing, and none of these records is official 1.010 documentation.
Zombie not working? Check these in order
Supply Station, Supplier Station, and Porter are different jobs
A Zombie Supplier Station serves ordinary workbenches in the same area. A working zombie does not fetch its own inputs: a supplier brings missing materials from local storage, or you supply them manually. Zombie work rules identify Zombie Assistant as the supplier technology; the cached technology table prices it at 35 red + 5 green. The building record lists 4 Wooden Plank + 4 Bronze Nails for the station and separately associates it with Kitchen II. Check both the technology and local build menu rather than treating those two records as one identical unlock condition.
The Factory's Supply Station and Zombie Supply Porter instead belong to Zombie Delivery, a Building technology costing 110 red + 10 blue. Their cached construction bills are, respectively, 4 Bronze Gear + 6 Iron Detail + 2 Wooden beam and 4 Wooden Plank + 8 Iron Nails + 2 Iron Detail. A Supply: Iron package is an order product, not a station. A player report on order collection says the factory delivery setup only collects products belonging to town orders, not arbitrary kits; check the active order before blaming the Porter.
Supply Station and Zombie Supplier Station are separate buildings with different technology associations. Do not treat the factory delivery system and ordinary-area ingredient supply as interchangeable unlocks. Community information reviewed October 13, 2026.
Area-specific unlock clarification: the Wikily Zombie Supplier Station record distinguishes ordinary-area Zombie Assistant from Kitchen II for Home, with the same 4 Wooden Plank + 4 Bronze Nails bill. Do not impose Home's Kitchen II requirement on every area. This community record has no verified patch version; compare the local blueprint rather than treating the two unlock labels as contradictory universal requirements.
Unlocking delivery is not raising porter mastery. Keeper technology purchases are separate from each zombie's own work-earned tech points and zombie talents. No porter-specific mastery cost curve is established here. For a stop, check same-area storage, the requested input, assignment, displayed mastery and tool, then clear the output: cached rules say a worker waits for its previous output to be collected. Use the Factory layout checklist for belts and the order checklist for delivery.
- Assignment: verify that the zombie is attached to the intended workstation, bed, garden, or mine role.
- Mastery: compare the task’s displayed requirement with the zombie’s available mastery.
- Tool: equip the job-appropriate tool. Release-era reports use axes for wood and pickaxes for mining, but do not prove that every task uses the same tier rules.
- Inputs: put the required materials or seeds where the current interface expects them. Do not assume every nearby chest is searched automatically.
- Output and transport: clear full storage and test whether a separate supplier or transport assignment is required.
- Pathing: remove access obstructions and briefly observe whether the worker can reach both station and storage.
- Patch state: check the Steam 1.011 autocraft and garden fixes above, then compare older symptoms with 1.005–1.010 before applying demo advice.
How does zombie mastery increase?
In one release-build discussion, players explain that working zombies gain mastery by doing tasks, while equipping a suitable tool can raise their effective level. One reply suspects red skulls limit maximum mastery; that ceiling is a player hypothesis, not a verified formula. Compare the requirement displayed on the recipe or station with the worker's displayed mastery before trying a different tool or task. Another reply says a supplier will not deliver to an unstaffed station.
A kitchen troubleshooting thread suggests the hourglass may mean the recipe meets mastery but is waiting for inputs. One player reports getting the chef working after adding a supply station in the kitchen and a bronze shovel. In contrast, one Russian community guide says kitchen workers need farming skill but no shovel. These are conflicting community reports, not a confirmed universal shovel requirement. Check inputs, fuel, and the local supplier first; compare the live recipe's mastery and equipment requirements rather than assuming either report applies to every station or build.
The reported kitchen success changed both the supply station and bronze shovel, so it cannot isolate a tool requirement. Another player in the same thread already had an iron shovel and still stalled after one serving. The precise build is unknown, and the later factory-kitchen guide may describe a different building, tier or recipe. These dates do not prove a patch changed the tool rule. Prioritize recipe mastery, inputs, fuel and output; no same-build, same-recipe tool-only comparison has been reproduced here.
Zombie farm, garden, and farming checklist
For a zombie garden, confirm that the plot or crop bed is usable by the player first, the selected crop is available, required seeds or inputs are present, the worker meets any displayed requirement, and output storage has room. Change one variable at a time so you can tell whether the blocker is the crop, plot, worker, or logistics loop.
The Update 1.006 crop-bed note is narrow: it fixes beds becoming permanently stuck immediately before harvest. It is not evidence that every gardening, Green Thumb, or zombie-farming problem was fixed. For Flax and the separate Green Thumb reports, use the Flax guide.
For orchard fruit, a single discussion says zombie workers cannot be assigned to orchard harvesting; do not treat orchard trees as crop beds. The older manual-only compost answer is superseded for Steam 1.011 by the confirmed Garden Compost Pile assistant autocraft above; it should not guide current Steam compost automation.
Steam 1.011 garden fixes: the patch fixes being unable to plant anything or swap fertilizer on an empty garden bed, a farmer without a shovel blocking others, and a farmer carrying seed in organ slots. Update before retrying the same bed manually, then check the worker separately. These are not a universal shovel rule, a Green Thumb fix, or a new fertilizer recipe.
Zombie limit: what is actually confirmed?
Steam 1.011 fixes Albert's zombie raising the zombie limit and breaking the debuff. If your count or penalty behaved unexpectedly around Albert, update and compare the live count, limit, PR buffs and debuff before making more zombies. The fix publishes no universal cap and does not announce the planned Panic Reduction rework.
Choose the check you need: read the displayed count and hint below, or jump to Lab quality, PR programs and bonuses. For an early-expiring program, use the separate PR timer reports.
Update 1.005 confirms that a zombie-limit hint exists and that it was missing on PlayStation before the patch. That proves the game communicates a limit, but the note does not publish one number that can safely be applied to every progression state or platform. Read the current hint and count active zombies in your own save before diagnosing a resurrection failure.
In one limit/PR discussion, two players say the number appears in the Resurrection Lab/chamber after enough quest progress, in place of the corpse count. The original poster says it was invisible until they used the PR machine once, and reports a forced debuff even while under the limit. Those visibility and penalty details are player accounts from one thread, not an official rule for every save.
- If the game shows a limit, check the current PR program and bonuses; do not assume moving or reassigning a zombie reduces the total. The community rules say ordinary reassignment does not lower the count.
- If no hint appears, verify the game version and finish pending zombie quest steps.
- Do not assume a number copied from the first game, demo, or another player’s progression is universal.
Zombie PR machine, limit, and Faith
Do not use 90 as a universal hard cap. The community zombie rules tie the displayed limit to Resurrection Lab quality, temporary PR programs and the Good fellow bonus; they describe an excess-zombie debuff rather than a hard block on raising more. This historical dataset is not an official current-build penalty formula. Check the displayed count, limit and live buffs; the official 1.008 Panic and PR-display fixes above do not validate every older numerical claim.
Calendar route: the Wikily calendar puts PR Machine loading on Gluttony, after Congregation Trouble, using Charged hypno-devices, Newspapers or both. It lists programs adding 10–80 to the limit for 1–5 weeks: +10 for one week at PR Machine I through +80 for five weeks at V. These are attributed community program examples, not a tested stacking rule or promise against timer bugs. Use the six-day-week calendar to distinguish Gluttony loading, Envy resurrection and Wrath Mass, and the Hypno Device route for a charged device.
PR reports concern zombie public relations and its penalties, not a crafting station for zombie jobs. If you see a PR warning, inspect the in-game PR/limit prompt and your quest stage rather than assuming the worker lacks mastery. Players report charging a Hypno Device with Faith to handle PR and receiving less Faith from sermons during the penalty. One player says the effect expired on sermon day and another describes a drop from 12 to 3 Faith; neither account proves a universal penalty rate or guaranteed reset schedule. See Faith troubleshooting.
PR expires early: upgrades, battles, and timer desync reports
In an October 1 discussion, a player hypothesizes that PR uses a timer rather than counting Gluttony days, and asks whether battles altered time that week. Another reply reports observations of build mode causing timer desync and proposes PR and sermons use the same kind of timer. This is a community mechanism hypothesis, not a verified implementation or an official diagnosis.
An upgrade suggestion is contradicted as a cure by a player reporting that upgraded, four-week PR ended on day two of week four despite no battles. Upgrading is not a guarantee against early expiry, and battles cannot explain every reported case. Track your actual PR status, expiry and refresh opportunity; do not rely on weekday counting alone or the older speculative “15 minutes” estimate. These accounts do not establish a reproducible workaround or a universal duration.
Worker zombies and fighter zombies
The official combat development log confirms zombie-fighter squads in Town battles. Update 1.006 further states that zombies should now earn red tech-points in fights and protects Defender’s Emblems from destruction so squad unlocks cannot be soft-locked that way. Neither source publishes a complete eligibility chart, exact final squad cap, or full progression table.
Battle emblems, extra Barracks slot, and planned recovery
Official support list checked October 13, 2026. The tinyBuild Known Issues article says Defender’s Emblems earned from battle drop on the ground if your inventory is full: check the area before leaving. The 1.006 protection against destroying emblems is not a promise that battle rewards can never be lost.
The Barracks currently shows an extra slot even after all available squads are unlocked. An empty slot does not prove another squad can be unlocked; the official paragraph gives no exact squad total. Squad unlocks are separate from the worker cap and Victory Banner fortification-building space.
The team says it is adding lost-item recovery and updating the Barracks design in an upcoming patch. These are plans, not confirmed as released; the statement provides no version, release date, or recovery steps. The support article has no verifiable publication date: October 13 is our check date, not its official release date.
Quick answers
Why is my zombie standing still?
Check assignment, mastery, tool, inputs, output room, and pathing—in that order. Audio alone was fixed in 1.006, so silence on an older build did not necessarily prove no work occurred.
Can zombies farm?
Player reports describe garden automation, but exact release-build rules remain bounded. Validate the crop bed, seeds, requirement, worker, and storage separately.
What is the zombie limit?
An official patch confirms an in-game limit hint, not a universal number in the patch notes. Use the value shown by your current build and progression.
Where is Gunter?
The evidence reviewed for this page does not support a precise universal route. Follow the active zombie quest and NPC markers rather than an invented location or schedule.
How do I get rid of unwanted zombies?
On Steam 1.011, zombies can now be cremated. The official released changelog confirms the capability, superseding the October 2 cremation plan and older removal-unavailable reports for this build. It does not specify the station, unlock prerequisites, interaction sequence, fuel or material cost, outputs, or effect on the displayed zombie count and PR penalty.
- Check your installed Steam version first. Update to 1.011 or later before looking for the cremation option, then inspect the live interaction and its requirements. If no option appears, record the build and UI state rather than assuming an ordinary-corpse recipe applies. This announcement does not confirm the same option on consoles or older builds.
- Do not use river disposal as a zombie-removal instruction. The river-discussion reply was corrected to refer to an ordinary corpse. The October 16 unavailable-removal report is historical, with its build and platform unspecified.
- For a limit problem, inspect the live count and PR separately. The patch does not confirm that cremation reduces the effective count or removes a debuff. Use the Albert fix and limit checks, not an assumed count-reduction formula. For an idle worker, use the assignment, mastery and input checklist instead.
For Zombie Juice, distinguish Reanimation Liquid, Zombie Goo and Solution for Zombies rather than using their names interchangeably. If you are making a three-ingredient Reanimation Liquid mix, read the Lab I/II station-label conflict; the displayed historical label does not make three ingredients fit two slots.
Continue the guide
Open the zombie mine task page, use Flax and Green Thumb troubleshooting, or read the official combat devlog summary.
