The Town is the sequel's long-awaited answer. In the original game, the city sat behind "the gate, heavily guarded" and a Town Pass you never really got to use; the devlog opening the sequel's version is titled "The Town That Probably Exists" as a direct nod: "not only will you be able to see The Town in Graveyard Keeper 2, you'll be able to restore it, too."

What The Town is
The devlog gives the town a history: founded "during the era of the Old Mighty God", whose people had everything they needed and built "a beautiful ancient city" with the spare time. The place now "lies nearly abandoned", overrun by undead townsfolk, and zombies are not the real problem: "The real problem is much worse: hopelessness... and a lack of consumer goods." That framing is why the rebuild loop is economic, not military.
The rebuild loop, step by step
Neoseeker's walkthrough of Linda's restore-the-old-shop task line turns the devlog's philosophy into an actual workflow:
- Find the repair sign marking a restore site (the game walks you past one early).
- Pick what the site becomes from a candidate list. You decide the business; you are not restoring a fixed blueprint.
- Hand over kits, the building materials for the job, which are deducted on confirmation.
- Report back ("The shop is open.") for reputation and Town Gratitude.
The devlog's "at any time, you'll be able to choose from several buildings and businesses to restore. Those choices matter" lands here: restored buildings "create new markets for your goods and unlock valuable products and resources for you to buy."
The districts
Named surfaces so far (devlog screenshot, achievements, and Neoseeker's task pages):
| Place | What happens there |
|---|---|
| Port Area / Main Pier | The harbor quarter; the Trademaster's stall |
| Dockside Club | Linda's venue, home of the concert night |
| Town Warehouse and Warehouse Cellar | Supply drop-off and the porters' route |
| Supply Storage (underground) | The stockroom feeding the town economy |
| Plaza and central streets | Battle arenas that become markets after victory |
| Village gate | The gate the opening retreat fights toward |
| Royal Foundry | Late-game steel source and the final battle's site |
| The South part of Town | Cleared of zombies per the A New Dawn achievement |
| Barracks / Town Workshop | The military desk; the zombie-run craft hall |
| The sewers (and the Sewrena) | The every-day combat underlayer |
Merchants, stalls and orders
Neoseeker's trading guide counts 18 merchants: Januarius, Herm, Trademaster, Gunter, Bishop and Harold among the named traders, the Apothecary and Alchemist for alchemy, food and seed sellers including the Vegetable Stand and Fish Stand market stalls, drinks at the Tavern and Brewery, and crafters from Tailor to Smithy. Stock comes in tiers with daily restocking, and prices move.
The order board starts with two slots and posts each merchant's requests in two shapes: Regular jobs you can accumulate toward, and Urgent ones that must be delivered in a single go. Rewards are paid in Happiness, with base and perk values, and payments wait on the notice board until commerce day. Supply boxes (15 kinds, roughly 0.5 to 2 silver) ship out through the warehouse chain, and settlers arrive on the weekly merchant ship once Linda's New people? topic opens, which is how reclaimed streets become staffed shops.
Money runs copper, silver and gold; Town Gratitude is the parallel reward currency from battles and town jobs, and reputation is tracked per NPC for task gates. The achievements list doubles as a checklist: Open for Business (first town order), Merchants' Best Friend (25 orders), Supplier (50 supplies), Urban Planner and Patron of merchants.
The graveyard stays outside
The devlog keeps the series' identity intact: "The Graveyard will be located in a peaceful and beautiful area outside the city walls, near the Keeper's base", with Graveyard modules from the tech tree providing space for "tombs, benches, columbaries, monuments and last but not least, graves". The zombies page covers how the town's comfort feeds the corpse supply, and the tips page covers the early economy that funds the rebuild.
What we cannot confirm yet
- Restore-kit costs per business and whether choices lock others out.
- The full district count and the Happiness math behind order rewards.
- Technologies' per-node costs (the guide page renders client-side and was not retrievable).
- How deep the designated-days NPC scheduling goes, beyond battle day and commerce day.
FAQ
Do I have to rebuild The Town to finish the game?
The achievement "The End of the Journey" is the only official completion marker, and it does not specify Town progress. The rebuild loop is the story's backbone per the devlog, but the exact completion requirements are spoiler territory Lazy Bear has not published.
How do new residents arrive?
Through the weekly merchant ship, per Linda's New people? topic after your first restore: settlers come to a town with working businesses, and their goods needs are what the order board serves.