
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.
Latest in each market: best PL #97, worst RU #100 · 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.
Reviews, worldwide (the counter carries no country): 22.29/day in the week to Sep 14 → 21.25/day in the week after.
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 1840 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is not accessible at all. Either you have a tutorial and the wiki open from the beginning or you can get hard stuck with a graveyard with a too low score, you can't fix any more, which hinders you from gaining access to the core mechanics of this game. I wasted 3.7 hours on this. or to be fair, half of that - in the beginning i was having fun exploring. that just dwindled when i realised more and more: this is not a game where you're supposed to have fun and explore and learn the mechanics along the way. you have to min max. i hate min-maxing. more than anything. for all the people comparing this to stardew valley: in stardew valley you have a choice: you can min max, but you don't have to. that's where the game is far superior. not sure yet, but i'm genuinely considering getting a refund, for which i'm apparently still eligible. this sucks.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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% | 755ratings | 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 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The premise is good. The grind is not different from what you would expect from other titles like Stardew Valley, but unlike Stardew, this game is much more focused on the grind rather than character relations. Characters are mere vessels to give you quests. Crafting is unintuitive and the game should make more effort in teaching how it works, but once you're on the loop it is satisfying. The church, graveyard and morgue mechanics are interesting and honestly fresh, I enjoyed them. Unfortunately, this game is plagued with downtime: there is way, WAY too much walking. Maps are pointlessly large, and there is nothing going on in them for you to keep interest. Every trip is literally the same, with the same resources spawning in the same places, and lack of random events with NPCs. On top of that, the barebones quest journal and lack of indications make much of this walking feel aimless. After a few hours, you realise that, even if you are invested in the progression, you are not up to spending hours upon hours walking from point A to point B. The game desperatedly needed faster walk speed.
Figure it out simulator
The game is slightly interesting, but it feels very grindy in a bad way, and feels a bit aimless. It also lacks a lot of quality of life, so it is really awkward to play. The quests are very difficult to figure out, because there's not a real quest log. There's a lot of characters that only show up on certain days, and the days are marked with symbols instead of names, so you just have to remember several different characters and their symbols. I was also stuck for a while because I could not figure out how to unlock smithing. The game's hint was "You'll discover this... somehow". Turned out to be a specific character in the village I had to talk to. What stopped me from playing were gamebreaking bugs. I lost a lot of progress due to a freeze in what you can consider the game's main quest. Apparently that bug always happens if you play the game above 60fps, and completely prevents you from progressing the game past the first couple hours. I also had another bug that may or may not be related to the fps, where the main mechanic of the game also stopped working. I found steam discussions about this from 2024, and it has still not been fixed. So not only dit it make me stop playing this game, but it also makes me not want to get their next game, because clearly they are fine with 100% reproduceable gamebreaking bugs that can cost quite a lot of progress, and require some annoying work arounds to be done by the players. This would be easy to fix, the devs just don't care
Поминки поминки такие вечеринки
If I'm being honest, I found the idea of this game intriguing. I like fairly morbid things and after trying the Traveler's Rest game, I had really high hopes for this. But I was almost immediately let down. Not just in comparison to Traveler's Rest, which tops this game in terms of design, graphics and story, but just in general! It's set in a small all-white town, all the women characters are posed as "simple" or "seductive" (with most falling under the 'simple' category) with little in terms of character development or intrigue. You're "allowed" to make certain choices but the main character will stay determined to go home to his wife and kids you've heard ♥♥♥♥♥♥♥♥ about and there's a lot of mechanics that you have to wander around trying to figure out because none of it is explained. There are also quests and you're supposed to have a board with all the characters and your quests related to them but the notes are so vague and some of them don't appear at all. Which I'd be okay-ish with if this were in-progress but this is a finished game? The building mechanics are also awkward. You can't really tell exactly how big things are going to be until you're definitely placing them down to build and then you can't pick them up and move them, you have to destroy them and get new materials to rebuild in a new (hopefully better) position. (The visuals also get so dark sometimes and it is genuinely difficult to see what's on screen!) The church is very basic and repetitive. It repeats the same scene almost every time, even with different prayers and all the townspeople can say of the church is that they hate sinners who bring about things like magic and such, they hate the poor who live in the little all white town, they hate graveyard keepers like ourselves and witches. There's not much in terms of actual building or interesting mechanics there, which is disappointing. I hate church but I'd still be interested in actual mechanics involving it! Which brings us to the zombies. I was so excited about the prospect of alchemy in the game but when they introduce it, it's so clear that the biggest "purpose" of alchemy in the game is to create zombies, which the game literally presents as "ethical slaves." I cannot emphasize how much I do not want to enslave people, "ethically" or not. At no point in my life have I ever asked myself, "Why don't they have games with ethical slavery? Someone should get on that." At no point have I ever wanted to bring people back to life in my Breaking Bad-ass church backroom just so that I can enslave them to do infinite labor for me until they die again. What type of Confederate knockoff manifestos were the devs reading? 'Cause that's what its giving. I want to mess around with magic, I want to grow and build some ♥♥♥♥, I want to serve some customers; I do not want to own slaves in some creepy all-white town with next-to-no women. And don't get me started on the Roma people in the game. It's an all-white town except for the "traveling heathen" that is a Roma guy who camps in town, whose sister might be scheduled to be burnt as a witch or something. Except of course, they use a slur for Roma and it's a complete caricature but surely that says nothing about the game designers. 🙄 The most frustrating aspect is that the game has potential. The skill tree is so well-designed, the fighting is an awesome aspect (actually exciting, very good addition!), the alchemy is just as complicated and vague as I wanted it to be, there's so much to do and yet the story again and again falls short! So many of the mechanics are awkward as ♥♥♥♥ and unexplained (don't get me started on the fishing!) and so much of it is just monotonous as ♥♥♥♥. So no, I do not recommend it. It's a waste of money (and time).
Seeing that GK2 is about to drop, I decided to add my 2 cents. GK1 is enjoyable, and I really liked it. The mechanics are decent, the style and story are unique and interesting. Unfortunately, I simply stopped playing once I learned that the "city" you hear so much about is completely inaccessible. Devs: If this was intended to be DLC, leave it out until then, don't tease it to players throughout the whole game. If not i DLC, why is it there at all? I don't even know if it is among of the DLCs because the whole concept of a location that you hear so much about and doesn't actually exist is just annoying and I simply gave up on the game. I have a very high threshold for criticizing a game and a very low threshold for enjoyment. But in this case I have to give a thumbs-down just because of that miss. I'm hoping that the devs do the new one better. Don't tease things that don't exist (or are hiding behind a paywall -- again, I don't know if this is in a DLC because I gave up purely on principle). As a result, instead of buying the version 2 immediately and for full price, I intend to wait until I see if there are any issues that I can't support before I even consider buying. I spend a lot of money on games, often on games I don't even intend to play, just to support the ethical devs. I will buy a game solely to supports devs who behave ethically and have created another game I feel strongly positive about. This is not one of those situations. I will wait and see what gets released.
I tried to like it but this was a very tedious game. The game loop does not do it for me.
Miserable game with miserable direction and miserable timegating with miserable guidance. Getting softlocked into not getting bodies delivered and not being able to resolve it after many hours is just terrible design. Got it during a free weekend and I still feel like I paid far too much. Not worth the time, belongs in the compost heap.
Bir çivi çakmak için 4 farklı tezgah kurup 3 kişiyle takas yapman gerekiyor. Komünist eşeğin hatırına, kafa boşken saatleri yutacak tatlı bir amelelik simülasyonu. Beğendim.
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.
Related
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