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Graveyard Keeper 2’s Technology Tree is divided into six practical progression areas: Building, Metallurgy, Farming, Theology, Anatomy, and Cooking. Each branch focuses on a different kind of work, from constructing facilities and processing materials to advancing church systems, agriculture, body-processing, and food production.
The developer has confirmed that the sequel keeps the Technology Tree, but has not published an official branch-by-branch catalogue. The six-tab layout and the example subjects associated with each tab come from a third-party reference, so treat the descriptions below as a useful guide to the current structure rather than a guaranteed list of every node in every game build.
How the Technology Tree works in Graveyard Keeper 2
Technology branches are progression categories rather than isolated skill trees. The reference layout describes technologies with prerequisites and technology-point costs. Unlocking one technology can therefore open the next stage of a production chain instead of giving an immediate, standalone upgrade.
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In practical terms, technologies can unlock three broad kinds of content:
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- Workbenches: stations where you perform a new type of processing or crafting.
- Buildings: structures that expand your graveyard, settlement, production area, or supporting infrastructure.
- Recipes: repeatable production options for materials, food, or other supplies.
The developer has also said that technologies unlock special Graveyard modules. That means the tree is not limited to ordinary crafting stations: some progress can change how the graveyard itself is organized or operated.
The sequel introduces a separate talent system as well. The official announcement confirms that talents are new, but it does not explain whether talents modify branch costs, add alternate routes, or provide bonuses to specific technologies. Do not assume that a talent belongs to one of the six branches until the current in-game interface shows that connection.
The official Steam listing identifies Lazy Bear Games as the developer, tinyBuild as the publisher, and September 22, 2026 as the PC release date. It describes a game built around graveyard management, production automation, zombie combat and fortification, and rebuilding the town. Those activities help explain why the tree is split into construction, materials, food, faith, anatomy, and agriculture, but they do not replace the in-game branch labels.
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| Branch | Primary progression focus | Typical content associated with it |
|---|---|---|
| Building | Construction and non-metal materials | Woodworking, stone work, tools, pottery, zombies, conveyors |
| Metallurgy | Metalworking and forge progression | Metal-processing technologies and related forge work |
| Farming | Agricultural production | Farming-related improvements and production steps |
| Theology | Church and faith progression | Faith-related and church-focused technologies |
| Anatomy | Body-processing progression | Anatomy-related processing and associated technologies |
| Cooking | Food preparation | Cooking technologies and recipes |
The examples in the final column reflect the third-party reference’s organization. They are not an official promise that every listed item will remain in the same tab after updates.
Building: construction, materials, and automation infrastructure
Building is the branch to inspect when your immediate problem is a lack of structures, material-processing capacity, or physical infrastructure. Its broad role is construction and working with materials such as wood and stone.
What Building is associated with
- Woodworking: technologies for turning wood into usable construction or production materials.
- Stone-related work: progression for handling stone and using it in construction.
- Tools: equipment-related improvements connected to work that depends on construction materials.
- Pottery: ceramic or clay-related production listed among the example subjects for the branch.
- Zombies: zombie-related entries are included in the reference’s Building examples, linking them to practical labor or infrastructure progression rather than treating them as a separate top-level branch.
- Conveyors: automation infrastructure that can move materials through a production setup.
Choose Building when you are blocked because a facility has not been constructed, a basic material cannot be processed, or your production area needs another physical link between stations. It is also the most logical place to investigate when you are expanding automation, although the exact conveyor requirements should be checked against the current technology screen.
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Building should not be read as “everything that happens outside.” Some activities may depend on another branch even when their output is used in a building project. The branch describes the main progression category for construction and infrastructure, not a rule that every construction ingredient originates there.
Metallurgy: metalworking and forge progression
Metallurgy covers metal production and the progression of forge-related work. If a recipe or station requires a metalworking step, this is the branch to check first.
What Metallurgy changes
The reference identifies Metallurgy as the place for metalworking and related forge progression. That makes it distinct from Building: Building handles general construction and materials such as wood and stone, while Metallurgy handles the specialized processes needed to work metal.
Metallurgy is therefore likely to matter when a prerequisite chain changes from collecting raw material to refining, shaping, or using metal in a more advanced station. The exact names, point costs, and order of forge technologies are not established by the official announcement, so use the visible prerequisites in your current build rather than planning around an assumed node order.
When deciding between Building and Metallurgy, identify the bottleneck rather than the final item. A missing building shell or conveyor belongs to the construction side; a missing forge process or metalworking step belongs to Metallurgy. Both branches can support the same larger project, but they solve different stages of its production chain.
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Farming is the branch for agricultural progression. It supports the part of the game loop that turns cultivated land and farm work into a dependable supply of ingredients or other agricultural outputs.
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When to invest in Farming
- Choose it when your next objective depends on improving agricultural production.
- Check it when a food or crafting chain is waiting for a farm-grown ingredient.
- Use its prerequisites to determine whether a new agricultural station, building, or recipe is required before production can scale.
The branch name does not establish a complete list of crops, tools, seasons, yields, or worker assignments. None of those details are confirmed in the official announcement or the branch summary. Farming’s reliable meaning is its category: progression for agricultural work and the technologies that support it.
Farming can intersect with Cooking because farm output may become a cooking ingredient, but the two branches answer different questions. Farming governs the agricultural source; Cooking governs the preparation step. If a recipe is visible but an ingredient is missing, inspect both the food recipe’s prerequisites and the agricultural chain that supplies its inputs.
Theology: church and faith systems
Theology covers church and faith-related progression. It is the branch to examine when your goal concerns religious facilities, faith-oriented work, or technologies tied to the church side of the game.
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What belongs under Theology
The reference gives Theology a broad church-and-faith role rather than listing every individual doctrine or building. That distinction matters: the branch tells you where to look for religious progression, but it does not prove that every church activity or every faith-related item is represented by a separate technology.
Use Theology when a prerequisite points to a religious technology, when a church-focused facility is unavailable, or when progress is blocked by a faith-related requirement. Because technology costs and prerequisites are connected, a later church upgrade may require earlier Theology nodes even if the final activity also uses materials from Building or Metallurgy.
Do not assume that Theology determines the effect of the new talent system. The developer has confirmed talents as a separate addition but has not described their interaction with this branch.
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Anatomy: body-processing progression
Anatomy is the branch associated with body-processing and related progression. It represents the specialized work involved in handling bodies and the systems built around that work.
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Anatomy is narrower than Building or Farming because its identity comes from a particular type of processing rather than a general material or facility category. If a station, recipe, or upgrade concerns body preparation or an anatomy-related production step, Anatomy is the first branch to inspect.
The branch label alone does not establish exact procedures, outcomes, quality rules, or unlock order. Those details may depend on prerequisites elsewhere in the tree and may change with updates. Read the node description and its connected requirements in the current game before spending points.
Anatomy can support the wider graveyard-management loop without being interchangeable with Theology. Theology concerns church and faith progression; Anatomy concerns body-processing progression. A project that touches both systems may require technologies from both branches.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Cooking: recipes and food preparation
Cooking handles food-related progression and cooking recipes. It is the branch to use when the missing capability is not growing an ingredient but turning available ingredients into prepared food.
What Cooking unlocks
The branch reference specifically associates Cooking with cooking technologies and recipes. Those recipes are part of the same technology system as buildings and workbenches, so a new dish may require earlier nodes or a particular station before it can be produced.
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Cooking is separate from Farming even when both are needed for one meal. Farming supplies agricultural inputs; Cooking supplies the preparation step. If you have ingredients but cannot prepare them, check Cooking. If the recipe is available but an ingredient cannot be produced, check Farming and any material branch named in the recipe’s prerequisites.
The available evidence does not establish a complete recipe catalogue, nutritional system, preservation rules, or the exact point cost for each dish. Those values should be read from the current technology interface rather than inferred from the branch name.
How to choose a branch for your next objective
There is no universally best branch. The useful choice depends on the task currently blocking your settlement or graveyard. Use this decision table as a quick routing guide:
| Your immediate goal | Start by checking | Why |
|---|---|---|
| Construct a facility or expand physical infrastructure | Building | It covers construction, wood and stone work, tools, and infrastructure examples such as conveyors. |
| Unlock a forge or a metalworking step | Metallurgy | It is the metal-production and forge-progression branch. |
| Increase agricultural capability | Farming | It contains agricultural progression. |
| Advance church or faith-related work | Theology | It covers church and faith progression. |
| Perform a body-processing step | Anatomy | It covers anatomy-related processing. |
| Prepare a dish or unlock food production | Cooking | It contains cooking technologies and recipes. |
If the branch you expect does not contain the node you need, follow the prerequisite links instead of assuming the tree is wrong. The reference describes a connected tree, and a final unlock can depend on a station, material, or recipe from another category.
What is confirmed, and what should be verified in-game
The developer’s confirmed points are that Graveyard Keeper 2 retains the Technology Tree, adds a talent system, and uses technologies to unlock special Graveyard modules. The official announcement does not list the six branches or describe every node.
The six names and their broad functions come from a third-party reference. Because that reference may lag behind a patch, verify the following before committing to a long progression plan:
- The exact tab names and whether any have been renamed or reorganized.
- The current node order and prerequisite connections.
- The technology-point type and cost shown for each node.
- Which workbench, building, or recipe is awarded by a particular technology.
- Whether zombie, conveyor, pottery, or other example entries have moved to another category.
- How talents interact with technologies, since that relationship has not been explained officially.
For a current playthrough, the in-game tabs are the authoritative practical reference. Use the branch descriptions above to find the right area quickly, then confirm the exact unlock text, cost, and prerequisite chain in your installed build.
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