Restoration permit desk · Verified Sep 4, 2026

Town Buildings & Businesses

Official material names four restoration categories—homes, cafés, shops, and infrastructure—and says players may choose from several options after reclaiming an area. Buildings can create markets for the Keeper’s goods and unlock products or resources to buy.

Priority ASource-backedPre-release baseline
Official Graveyard Keeper 2 developer-log media showing dense modular construction inside the town
Official art-log media shows the modular Town construction system used to create dense districts.Official source ↗

Evidence state

System confirmed · details need launch verification

Confirmed now

  • Housing, cafés, shops, and infrastructure are restoration categories.
  • Several choices may be available in a reclaimed area.
  • Buildings influence markets and access to goods.
  • Town construction uses a modular art kit.

Launch check

  • Every building name, location, requirement, effect, and exclusivity rule.
  • Market stock, prices, demand, and refresh behavior.
  • Whether building categories share upgrade paths.
Confirmed relationship mapTown profit loop
01Restore district
02Open market
03Supply production
04Grow prosperity
05Change corpse flow

Order illustrates the relationship, not a verified optimal sequence.

FIELD DECISION / 01

What to do with this information

  1. Choose a goal before a building.
  2. Record the market before and after restoration.
  3. Do not infer an upgrade tree from artwork alone.

LEDGER NOTE / 02

Why buildings deserve their own ledger

A district is a location and progression gate; a building is a choice with economic consequences. Separating the two lets the launch database answer both “where is this?” and “what did this restoration change?” without mixing evidence.