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Zombis y automatizaciónParcialmente confirmado

Zombis obreros de Graveyard Keeper 2

Answering: How do I assign zombie workers?

De un vistazo

Origin
First DLC of the original game
Jobs
Workbenches and semi-automatic machines
Progression
Individual skill progression per zombie
Quality Stat
Corruption (red skulls)
Best Source
Sinners
Player Zombie Mark
Possession-Free Zombie
Hostile Type
Corrupted townsfolk, curses (allegedly)

Esta página aún no está traducida: se muestra la versión en inglés.

Fuentes y fiabilidad

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Zombies are your workforce in Graveyard Keeper 2, and they are the reason the sequel can support an automation game at all. They were introduced in the first DLC of the original Graveyard Keeper "once we realized there were just too many tasks to deal with at the graveyard", where they helped with quarrying stone, farming and alchemy.

In the sequel they do considerably more — and, importantly, the stat you optimise has been inverted.

What can zombie workers actually do?

The developers describe two tiers of work. The old tier is workbenches; the new tier is that zombies "can also efficiently operate semi-automatic machines in underground factories", assuming "very minimum working conditions" are provided.

Because they do not ask for food or payment, the design intent is stated plainly: give them more work. There is also a combat use — as the new Inquisitor you lead zombies into battle, and "who could fight zombies better than other zombies... especially those equipped with the finest weapons and armor?" That side is covered in the zombie army guide.

The full list of assignable jobs is unconfirmed. What is confirmed is the principle that different roles require specialisation.

How does zombie skill progression work?

Officially: "different roles require specialization. Each zombie has its own skill progression... and perhaps even earns a name as a reward for ten years of loyal service."

That is a meaningful design statement. It means:

  • Zombies are individuals, not interchangeable units. Two zombies on the same station will not perform identically.
  • Specialisation is rewarded. Moving a zombie between job types presumably costs you progression invested in the old role.
  • Tenure matters. The "name after ten years of loyal service" line implies long-term retention has value, so churning your workforce is likely a mistake.

Exactly how skills are gained, what the skills are, and whether specialisation is locked or soft are all unconfirmed.

Why corruption is the stat that matters

This is the most important change from the original game, and it is easy to miss.

In Graveyard Keeper 1 you tried hardest to collect as many white skulls as possible. In the sequel, the developers say, "now you may find yourself doing the exact opposite."

The rule is: "The more corrupted a zombie is (red skulls), the better skills it can develop." And the source of corruption is sin — "it should come as no surprise that the most corrupted zombies come from sinners."

That produces a genuinely funny and strategically real inversion: to build a better workforce, you want the townsfolk to live easier, more comfortable, more sinful lives. A prosperous Town full of consumer goods produces better corpses which produce better zombies. The loop is explained in the town restoration guide.

How to secure a flow of sinners

Three mechanics were described:

  1. Make life comfortable. By "making the townsfolk's lives easier and more comfortable, you can secure a steady flow of sinners".
  2. Increase Town prosperity. A larger Town yields more corpses; a more prosperous and sinful one yields corpses with more skulls.
  3. Corruption embalming. "If they're not corrupted enough during life, you can always take the most corrupted parts from different corpses and add some corruption embalming as the cherry on top."

That last point is the manual override — a way to fix a bad corpse rather than wait for a better one. Exact inputs, costs and limits are unconfirmed.

Your zombies versus the Town's zombies

Not every zombie is yours. The developers are explicit that there are other zombies in the game that "terrorize The Town. They may look similar, but their manners are entirely different."

  • Your zombies are "made with love and a pinch of science... mostly", and each carries a special mark identifying it as a Possession-Free Zombie — safe enough that, per the developers, "you can even keep one at home safely."
  • Hostile zombies are "dark beings created from corrupted townsfolk through the use of sinister curses (allegedly)".

Whether the Possession-Free mark is cosmetic lore, a gameplay flag, or a prerequisite for station work is unconfirmed — but the naming strongly suggests it matters mechanically.

How to assign zombie workers effectively

No assignment UI has been shown, so treat the following as principles drawn from confirmed mechanics:

  • Route by corruption first, tenure second. Corruption gates how good a zombie can become; tenure compounds it. Put your most corrupted, longest-serving zombies on the bottleneck step of your most important chain.
  • Do not churn. If a name is earned after years of service, repeatedly swapping workers is throwing away progression.
  • Match specialisation to the chain you actually run. A zombie specialised in a job you have automated away is wasted capacity.
  • Keep quality and volume separate. Use your best zombies for quality-critical steps, and cheap zombies for bulk steps that only need throughput.

For the production side of this, see zombie automation and use the production calculator to find which step is actually your bottleneck.

FAQ

Where do zombie workers come from?

They are raised from corpses. The quality of the resulting zombie is tied to the corpse's corruption, and the most corrupted zombies come from sinners.

Can a zombie do any job?

Unconfirmed. The developers confirmed roles require specialisation, but not whether any single zombie can be retrained freely.

Is there a limit on how many zombies you can have?

Unconfirmed. No cap has been published.

Is the talking skull companion a zombie?

No — and notably, the developers confirmed your talking skull companion is not Gerry. It is "simply another charming talking skull with a dark sense of humor."

Do zombies fight as well as work?

Yes. They form the undead army you lead into battle. See the zombie army guide.

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Automatización de zombis en Graveyard Keeper 2

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