GK2 Tools

📖 GK1 mechanic — applies to Graveyard Keeper (2018), not confirmed for GK2

Farming

Branch: garden

Farming in Graveyard Keeper provides the raw ingredients that feed the cooking, alchemy, and trading systems. The garden occupies dedicated plots behind the keeper's home and operates on a seed → plant → harvest loop tied to the in-game day cycle. Seeds are primarily purchased from the Farmer NPC in the village (carrots, cabbage, wheat, beet, hemp), with hemp additionally obtainable by digging in appropriate areas. Each plot type is matched to a crop: most grow in an Empty Garden Bed, while Lentils require a Garden Bed with Sticks. Crops are divided into two categories based on their quality behavior. Non-improvable crops (carrot, cabbage, wheat, beet, hemp) do not carry quality stars and cannot be packed into crates for trade. Improvable crops — Lentils, Pumpkin, and Onion — carry quality levels that respond to fertilizer application and can be crated at the Crate Factory to sell through the Trade Office. This distinction makes improvable crops the primary target for farming investment: maximizing their star level directly translates into trade income and into higher-quality cooking inputs. Fertilizer is the core quality lever. The composting pipeline starts at the Compost Heap, which converts 8 units of crop waste into 6 units of Peat and 2 units of Maggots. Peat is the starter fertilizer — it has a Copper quality and copper boost rating — and also serves as a base ingredient for crafting more advanced fertilizers. Multiple fertilizers can be stacked on a single farm plot to combine their bonuses; however, the effects do not stack in cases of duplicate types (using Peat and Quality Fertilizer I together applies both their effects: +2 seeds, +2 produce, plus reduced growth time, and the wiki notes not to apply them in the wrong order or the first will be wasted). Different icons display on the plot UI depending on which fertilizers are active, giving visual feedback on active bonuses. For players with the Stranger Sins DLC and access to the Souls Room (via the Euric questline), there is an alternative fertilizer crafting route through the Organ Workbench: both Boost Fertilizer I, Boost Fertilizer II, Quality Fertilizer I, and Quality Fertilizer II can be crafted using Peat, Hemp, Sin Shards, and Ash. This DLC path bypasses some vendor dependencies and lets players produce high-tier fertilizer before normal prerequisites are cleared. Watering is required between planting and harvest; plots that dry out do not progress. The day-cycle gating means farming has a real-time throughput cap per crop type. Players who want to scale output either expand the number of plots (through tech unlocks) or shift to higher-yield crops with fertilizer boosts rather than farming more low-yield base crops. Zombies cannot tend garden plots in the base game — farming remains one of the few production systems that requires direct player involvement at the watering and harvesting steps.

Key data

LabelValueNote
Non-improvable crop types5 (Carrot, Cabbage, Wheat, Beet, Hemp)
Improvable crop types3 (Lentils, Pumpkin, Onion) — support quality stars, tradeable
Compost conversion rate8 crop waste → 6 Peat + 2 Maggots
Fertilizer stackingMultiple types can combine bonuses on one plot; duplicate types do not stack
DLC fertilizer routeBoost/Quality Fertilizer I & II craftable at Organ Workbench (Stranger Sins) with Peat + Hemp + Sin Shard + Ash

Sources