
Build and manage a medieval graveyard while facing ethical dilemmas and making questionable decisions. Welcome to Graveyard Keeper, the most inaccurate medieval cemetery sim of the year.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best RU #87, worst PL #97 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−80% | 55.6Kreviews | 85% | — | $5.1M |
| $49.99 | 4.9Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1813 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game! I had a great time and am looking forward to the sequel (assuming the dev does not resort to using AI). Unfortunately, the DLCs are vital for the game to feel complete. And because of that, despite what would have otherwise been a positive review, I cannot mark the game as recommended. If you do not get the 2 available DLCs, you will quite quickly encounter deliberately empty map areas, unsatisfying story beats, and oddly shallow NPCs. Yes, the feeling of "something is missing here" was indeed [i]very blatant[/i]. Furthermore, if you complete the vanilla game and [i]then[/i] decide to play the DLCs, now the sections that would have otherwise been filled by vanilla gameplay and story beats will feel woefully empty. If you think you will like this game, GRAB THE DLCs IMMEDIATELY. DO NOT BOTHER PLAYING JUST VANILLA. YOUR VANILLA EXPERIENCE, AND SUBSEQUENT DLC REPLAY, WILL BE NEGATIVELY IMPACTED.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 14/day in the week to Aug 5 → 23.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Spanish - Spain, Portuguese - Brazil, Korean, Japanese, Russian, Italian, Polish
| $19.99 |
| 2.5Kratings |
| 80% |
| — |
| not modelled |
| $4.19−79% | 754ratings | 78% | #108 | not modelled |
| $4.99−75% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had fun at a lot of points, but by the end it was becoming obvious that many of the frustrations I had with the game were implemented on purpose in order to sell DLC. A lot of work was put into making money hard to get in the base game, but don't worry - just shell out $10 and they'll implement a way to sell beer and wine without the pointless frustration of the supply/demand system. Just one example. The game feels like it was built to bother you by wasting your time, not because tasks are satisfyingly challenging, but just because they consume lots of time.
Having completed the game, other than a few acheivement, I can give you my verdict. Are you a Stardew Valley fan? If so, this game is comparable but a much less deep and evolved version of the genre. Although I spent over 100 hours on it, I'd say half of those hours were spent forcing myself to complete the game, but it was so monotonous that I wouldn't recommend it to anyone. The game is fun for the first few hours as you discover the story and build the different areas you own, but it all becomes repetitive and lacks depth in its progression. You grow a few vegetables, improve your cemetery, and then advance the story, but this story is nothing but drawn-out dialogue between NPCs. The dungeon is a real shame, especially when compared to Stardew Valley. The NPC availability mechanic makes progressing through the game even slower and sadly tedious. Except at the very beginning of your adventure, as soon as your constructions are even slightly advanced, all you do is try to find a way to fast-forward time in order to talk to X NPC to advance Y quest, which then requires you to talk to X other NPC, forcing you to wait days before their next visit. I got this game for $0 (steam deal). If I had paid for it, I would have been extremely disappointed. For $0, it was still entertaining for a while, but it quickly became a chore. I bought all the DLC hoping for an interesting addition, but it was a complete waste of time. One of the worst game purchases of my life. Thanks
The game is quite mid actually. The writing is atrocious at times and some of the mechanics are not expanded enough to make them fun. I honestly mainly kept playing because, I expected more from the game, but it would seem that after 14/19 hours you are doing all the same things on repeat. I loved the idea of the game and I wish it was better executed. I hope the second game will be better.
Забрал Graveyard Keeper совершенно бесплатно на распродаже в Steam, и, начитавшись отзывов других игроков, решил поделиться своим мнением. В сообществе эту игру уже давно окрестили «Средневековым Stardew Valley, но с трупами», и это описание бьет в самое яблочко. Атмосфера здесь отличная: отменный черный юмор, саркастичный епископ, который постоянно гоняет вас за книгами и вином, и общий мрачно-уютный вайб. Первые часы играются просто на ура, ты с удовольствием копаешь могилы, варишь зелья и пытаешься оптимизировать свои процессы. Но, как справедливо отмечают многие в Steam, за этим забавным фасадом скрывается бездна гринда и совершенно неочевидные механики. Игра откровенно не любит объяснять, как что работает, так что гайды и вики станут вашими лучшими друзьями. А еще здесь очень много рандома, который иногда может ломать любые планы. Отдельная боль — это сложность достижений. Если вы охотник за ачивками, готовьтесь к суровым испытаниям. Многие достижения завязаны на диком фарме, RNG и специфических условиях, которые нужно ловить часами. Более того, имейте в виду: для получения платины (100% на игру) вам обязательно понадобятся абсолютно все DLC. Без них некоторые ачивки просто физически не выбить, так что готовьтесь либо докупать весь дополнительный контент, либо смириться с неполным списком достижений. Я эту игру советую, но не для перфекционистов. Если вы любите, чтобы всё лежало по полочкам, а прогресс был предсказуемым и логичным — эта игра быстро вызовет у вас приступы ярости из-за рандома, нехватки места в инвентаре и необходимости делать рутинные действия по десять раз. Но если вы готовы закрыть глаза на кривоватую логистику и просто наслаждаться черным юмором — время за игрой пролетит незаметно. В сухом остатке: проект самобытный, затягивающий и местами очень смешной, но к середине прохождения он начинает больше напоминать вторую смену на заводе, чем расслабляющее развлечение. Моя общая оценка: 6/10
Everything, and I mean EVERYTHING, is done in a way that completely stymies your progress. I understand the concept of building and upgrading and improving over time, but there's a limit to my patience, and this game adds tons of steps for the sake of just adding steps. There is no sense of accomplishment because the goal posts move every time. Oh, you want to create a new prayer? Well first you need notes, and for that you need GOOD paper and ink, and for that you need this perk, and for that you need blue gems, and for that you need to study, and for that you need faith, and for that you need...and by the way, you only have limited energy, so when you run out after doing some menial tasks, make sure you go to bed and WAIT IN REAL TIME for the stamina bar to replenish. I just...I don't get it. I like grindy games. I like cozy sim games. But you have to give the player something every once in a while to ease the grind a bit, otherwise it stops being cozy. The way you make these games work is that you make the player feel like they're not doing chores, when in reality they are. This is chores: infinite, unending chores, disguised as chores.
I have not finished this game and I likely will not finish it. For context, I don't have much experience with other cozy-type games in this genre, but I thought this looked interesting and gave it a shot. The two primary things that are preventing me from enjoying this game are that it is both tedious and opaque. In a lot of places in the game there is just straight up not enough information to easily progress. What exactly many items do is simply not told to you until after you make them, if you need to craft an item that has an ingredient you have not seen before, you can open up the information for the craft which will tell you the name of the item, but not what ingredients it requires or what workstation it needs to be crafted from or what technology that workstation is locked behind. Major mechanics are simply not explained. You unlock the ability to gather bugs from a technology but it doesn't say how or where bugs are found, you just need to intuit (or look it up, as I did) that they will randomly drop only when you pick flowers (a resource that was totally useless when I picked up the technology and so I had no reason to ever pick flowers naturally). How does item quality work? I don't know! How do you level up vendors? I don't know! Sometimes when I buy things from them their level seems to increase, but sometimes it doesn't seem to. What do the different prayers do? I don't know! They list effects underneath them but all of the listed effects are the same! I have to constantly open up the wiki or google answers to very basic questions in a very frustrating way that I simply do not need to do in 90% of other games I've played. Of course, I am not against forcing the player to experiment and figure things out in principle. I have played and really enjoyed lots of games that forced me to do that, where I actively avoid looking things up so I could figure them out myself. However, the tedium required for so much of what might progress me totally saps my desire to actually do any experimentation. Unlocking technologies requires research points with costs that rapidly escalate past what you can reasonably farm out by hand, needing you to do research on different materials you find, but research requires tons of faith points, which you only generate once every 7 days, and the game does not tell you how faith point generation scales or how to scale it. There are technologies that unlock blueprints to improve the quality of your church, but they are expensive, and the technology page doesn't indicate what materials are needed to construct the new furniture, nor does it say how many quality points that furniture has, making it impossible to reason about what technologies are important to get, unless of course you look up all the technologies on the wiki to see what they unlock. I'm certain every practical problem I'm having with progression in the game has a solution somewhere, but it seems like I made a series of poor decisions which hamstrung my ability to progress at a reasonable rate and the game did not give me enough information to avoid those bad decisions. Now I cannot be ♥♥♥♥♥♥ to read the entire wiki for this game to get the information I need to eventually not make everything feel like a horrible deadlocked slog when I could just play something else instead.
Game itself is not bad but the developer supports AI slop and is more than happy to feed all the game's assets into ai
As random as this might sound, I picked up this game because it reminded me of Tirisfal Glades and the undead starting area in World of Warcraft: Wrath of the Lich King. I 100% got it because of the vibes and aesthetic and I loved it. I loved the idea of tending to a graveyard, working at the morgue, learning alchemy, and having my own zombies. I've barely touched Stardew Valley, which is where most players seem to come from. People compare these games all the time, but I've noticed that those looking for a traditional cozy experience enjoy this less than the people just playing for the vibes. I'd recommend it if you like the idea of it more than the actual genre. [h3]About the game[/h3] You start your journey when you're appointed the new graveyard keeper in a strange world, where a speaking, communist donkey brings you corpses to bury, and you have to help the townsfolk with their various problems; all while trying to figure out how to get back to your own world. The characters have unique personalities and they're all hilarious in their own ways. You get to reunite families and there's a lot of lore behind this little town. The game has six different days, each representing a deadly sin, on which a specific NPC will spawn. These NPCs have their own questlines, stores, or game features (selling food at the witch-burning session, holding a mass, etc.). [i]B-b-but aren't there seven deadly sins?[/i] Yes, apparently, you represent the seventh one: GREED. Listen, anybody would be greedy if they had to live in this world. Making gold here is harder than making gold in Warcraft Classic. There are a lot of options to make a living, but it's reeeally slow in the beginning. By the time you have everything automated with zombies, you don't really need the gold anymore, but now you have 49 different small businesses bringing in cash. You only need gold for a couple of things, really, but what are you supposed to do with all these amazing income sources after you get those things? [i]Just stop?[/i] /gasp No, no, no. Even tho you're the graveyard keeper, you spend most of your time doing quests, figuring out how to get out of this place, collecting mats, growing food, building stuff, managing machines, systems, zombies, etc. By the time I finished the game, half of my graveyard was still untouched, unfortunately. After reaching a certain quality for a quest, you don't really need to keep upgrading it, so I used a lot of corpses to make zombies and also cremated a bunch for the ashes. You don't have to go deep into the dungeons if you don't want to, and you don't need to fish either (thank the lord, because I hated the fishing mechanic; I think it's the same as Stardew, but I might be wrong). You don't even have to automate things or get into zombie min-maxing; you can stay at a pretty casual level and still finish the game and do plenty. [h3]THE GRIND[/h3] The grind people talk about didn't feel like a long, tedious thing to me. It's more like a million little tasks you want to do at the same time, so you end up starting one and switching halfway through because you remembered you needed to get that other thing first.. oh, but if I run to town NOW and catch this guy before sunset, I can get the quest item for that other guy three days from now. Wait, actually, I need to deliver some bread before I can talk to that guy. I guess I gotta start growing wheat. I mean.. since I'm growing wheat, I might as well grow carrots for the donkey, right? Ah ♥♥♥♥, I gotta go to town to buy seeds. [i]OH, BUT ALSO![/i] I'm way too familiar with this hell loop, it's the bane of my existence in real life, but here, it never caused the typical analysis paralisis you might expect; the game actually helped me deal with the anxiety of having 99+ ongoing tasks. I'd just do one thing, literally anything, and that would get me going. You can always find a manageable task to get you going without getting ahead of yourself and planning the whole week before you even launch the game. You don't have a deadline, so if you want to focus on getting mats the entire week, you can do that and go back to questing later. You can focus on whatever you want for as long as you want; the story will progress when you decide to, so there's no rush. [h3]DLCs[/h3] I'd definitely recommend you get the DLCs rather early. I got them when I was close to ending the game, and I finished the game before I finished the DLC questlines. You can log into your last save after you finish the game to wrap up the DLC stories if you want. It's definitely easier to craft what you need for the DLCs once you have all your technology trees unlocked, but at the same time, the rewards are definitely more helpful early on. The extra quests and lore we get are definitely worth going through. You help the donkeys with their revolution, hunt down a vampire, and get lore from hundreds of years ago. I got them all on sale and I think they were all worth it. They also have their own achievements, so you can't get 100% unless you get all the DLCs. [h3]Some things that need work (that might hopefully be improved in the sequel):[/h3] - The alchemy system is too complex for no reason. There are too many stations and you don't have the recipes until you ♥♥♥♥ around with materials and accidentally find one (or until you google them). Also, the game never reminds you how to craft the components (powders, liquids, etc.) for the big recipes, even after crafting them multiple times and studying the mats at the study table. This is the only thing I had to google several times. - There's no recipe book of any kind, so if you're out and about and want to know what to buy or gather to craft something, cook a meal or brew a potion, you gotta go back home or google. - There's no inventory search or indicator to show if you have a specific mat in one of your many chests, which makes organization very important. - There's no easy way to see your ongoing quests outside the NPC tab, which wouldn't always tell you if they had asked for something recently. - There's no feature to manage your zombies. No easy way to move them around or re-assign them, and no way to see if you left one on the floor somewhere before you put it to work. You have to manually move them around. - Gathering buckets of water (with casting time) to craft TWENTY (20) UNITS OF WATER, when you need a minimum of TWO HUNDRED (200) for one of you MANY tasks that involve water. The fastest way to get water was using the well from the Game of Crone DLC's encampment. What a blessing that was. I'd buy the DLC just to press E and get water instantly. - There's no "you are here" marker on the map, which was disorienting at first and just a small QoL change I'd make. [h3]TLDR[/h3] If you want to play something like Stardew Valley or are looking for a short, cozy, and non-grindy experience, this game might not be for you. However, if a graveyard, zombies, a talking skull, and a communist donkey sound like your cup of tea; if you want to harvest crops but also organs, if you want to befriend the innkeeper but also the sketchy guy doing cult rituals under the church, and if you live and breathe for the spooky vibes.. then this game is definitely for you, my friend.
Отличная гриндилка. Нет, не скучно, нет, не надоедает. Проработанный крафт, где ты не можешь из говна и палок сделать самолет, надо сначала из говна и палок сделать запчасти, чтобы сделать части самолета, чтобы сделать самолет (просто пример, в игре самолета нет)) Незаслуженно заниженные оценки от нытиков "долго ходить" "много крафтить" "глупые квесты" в Спокойной игре про ферму (кладбище?). Вы как бы не в Скурим, не в слешер играете. Куда вам бежать тут? на похороны? (бадум -тссс) Ради таких даже добавили камень телепорта. Они все недовольны. Короче игру крайне советую! Шикарная музыка, хороший гринд, интересное постепенное развитие и крафт. 10 белых черепов из 10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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