
Make the dead do the heavy lifting.
Official material describes undead workers operating semi-automatic machines and supporting larger production chains.
Systems atlas
The official Graveyard Keeper 2 material points to a connected loop of graveyard management, production automation, Town restoration, crafting, and undead combat.

System study / 01
Official material describes undead workers, semi-automatic machines, production chains, skills and combat. This feature-level reference does not provide tested production rates or exact worker stats.
ZOMBIES / AUTOMATION / CRAFTINGConfirmed at feature level
This overview covers the systems described in official material. Exact recipes, unlock costs, production times and best layouts are outside its scope.

Official material describes undead workers operating semi-automatic machines and supporting larger production chains.

The Town is a playable restoration system, with quests, damaged homes, zombie threats, and new ways to turn problems into revenue.

The listing confirms machinery, weapons, armour, towers, fortifications, and combat around the undead army.

The graveyard remains a core management loop, connected to harvesting, machinery, automation, and the wider Town.
Graveyard Keeper 2 is most interesting when the systems are read as one loop rather than separate features.
The official description connects the cemetery, production chains, the Town, and an undead army into one management loop rather than presenting them as separate modes.
The zombie dev diary describes undead workers using semi-automatic machines in underground factories. It also mentions skill progression, role specialisation, and zombies joining battles. For a worker that will not start or stops between jobs, use the current setup checks and official patch fixes.
The Town dev diary confirms district-by-district reclamation and restoration. This overview does not provide a complete Town map, quest walkthrough or upgrade-cost table. The official update archive records version-specific progression fixes.
The official store page names machinery, weapons, armour, towers, and fortifications. That supports the crafting and combat index today; it does not support a “best build” or complete recipe list yet.
The September 18 combat diary separates fighting into two confirmed routes. City battles will only be available on a certain day of the week, while the sewers are open 6/6 for combat on the other days.
Town fights happen in the streets rather than separate arenas. The official examples include defending the Town Square against waves from several directions and advancing through central streets by capturing control points.
Preparation uses gathered materials to build barricades and towers. Players can position zombie fighter squads, raise their banner, and lead them into battle. The diary names archers, spiked barricades, and combat potions as possible tactical choices, but it does not publish exact costs or damage values.
Evidence scope. Developer diaries describe features; current player checks and official fixes are labelled separately in the linked guides. A tested “best automation setup” is not established by this overview.
Source Official combat dev diary ↗
Source Official Steam listing ↗
Source Zombie dev diary ↗
Source The Town dev diary ↗