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Graveyard Keeper 2 keeps the Technology Tree from the original game, and current reference material organizes that tree into six practical branches: Building, Metallurgy, Farming, Theology, Anatomy, and Cooking. Each branch groups technologies that move a particular part of your settlement forward, such as construction, metal production, agriculture, church activity, body processing, or food preparation.
The developer has confirmed that the tree returns and that technologies can unlock special Graveyard modules. However, the official announcement does not publish a branch-by-branch list. The six-tab breakdown comes from a third-party reference, so exact nodes can change with updates. Use the guide below as a way to understand what each branch is for, then verify names and prerequisites in the current in-game tabs.
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How the Technology Tree works
Technology branches are progression categories rather than six completely separate occupations. The reference describes a prerequisite-linked tree: you spend technology points on nodes, and those nodes open access to workbenches, buildings, recipes, and other production options. A technology farther along a branch may therefore require earlier research in the same branch or a related prerequisite.
Costs are shown through colored technology-point requirements. The colors and exact amounts are interface details that can be rebalanced, so plan around the prerequisites displayed in your build instead of memorizing a fixed route from an older guide.
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The developer also says technologies unlock special Graveyard modules. That matters because research is not limited to making individual items; it can expand what your graveyard installation itself can do. Graveyard Keeper 2 adds a separate talent system as well, but the official announcement does not explain how talents interact with any particular technology branch. Treat talents and technologies as related progression systems until the game gives you a specific connection.
Building
What it covers
Building is the branch for construction and material work. The current third-party reference associates it with woodworking, stone-related work, tools, pottery, zombies, and conveyors. In practical terms, this is the branch to inspect when your immediate problem is that you cannot construct a structure, prepare a building material, use a production station, or move goods through an automated setup.
Typical progression decisions
Wood and stone technologies form the basic construction side of the branch. Tool-related nodes support the ability to work those materials, while pottery represents a more specialized craft path. Zombie and conveyor entries point toward labor and logistics: one set of technologies is associated with undead workers, and another with moving materials between production points.
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When to look here first
- You need a new building, workshop, or material-processing option.
- Your production chain is blocked by woodworking, stonework, tools, or pottery.
- You are trying to automate transport or investigate zombie-based labor.
Building is not automatically the best first investment for every save. If your next objective is a meal, a crop, a church activity, or body processing, the corresponding branch may remove that bottleneck more directly.
Metallurgy
What it covers
Metallurgy groups metalworking and forge progression. It is the branch to check when advancement depends on producing or processing metal rather than on general construction materials.
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How to read its role
The reference describes this branch at a category level, not as a complete list of ores, stations, recipes, or equipment. Its defining function is progression through metal production and the forge. That makes it distinct from Building: Building handles broad construction and material infrastructure, while Metallurgy focuses on the metalworking path itself.
When to prioritize it
- A prerequisite specifically names a forge or metalworking technology.
- A tool, component, or building cannot be made because its metal stage is locked.
- Your next objective depends on moving beyond wood- and stone-based production.
Do not assume every tool belongs exclusively to Metallurgy. The reference places tools among Building examples, which is a reminder that the branches are organizational aids and that individual unlocks can cross the boundaries players expect.
Farming
What it covers
Farming is the agricultural progression branch. It covers technologies that advance cultivation and the systems needed to turn agricultural activity into a dependable source of materials or food.
What progression means here
The available description does not enumerate particular crops, field sizes, irrigation options, or farming stations. Instead, it identifies Farming as the place for agricultural advancement. Read the branch as a route for expanding or improving farm-related capabilities, not as a promise that every agricultural action appears under one tab.
When to choose it
- You are short on farm outputs needed by another production chain.
- A recipe or construction requirement depends on a farming technology.
- Your settlement is shifting from occasional gathering toward regular agricultural production.
Because Farming feeds other systems, its value depends on your current prerequisites. A crop-related unlock may be less useful than a construction or cooking node if you have not yet opened the facilities that consume the harvest.
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Theology
What it covers
Theology handles church and faith-related progression. It is the branch to inspect for technologies tied to religious activity and the systems surrounding the church side of the settlement.
How it differs from general construction
A church building may involve construction materials, but the faith-related capabilities that operate through it belong conceptually to Theology. This distinction helps when a church objective is blocked: first identify whether the missing requirement is a physical building or a faith technology, then inspect Building or Theology accordingly.
When to prioritize it
- Your next objective is explicitly church- or faith-related.
- A religious activity requires a technology rather than a new material-processing station.
- You are developing the spiritual side of the graveyard and want the relevant progression path.
The branch label does not establish a fixed order for services, sermons, doctrines, or other named systems. Check the node text and prerequisites in your current build before committing points.
Anatomy
What it covers
Anatomy is the branch for body-processing and related progression. It is the most relevant tab when an objective concerns handling bodies or developing the processes associated with them.
What the evidence does and does not specify
The reference identifies the branch’s subject but does not provide a complete node list, extraction table, quality system, or station-by-station walkthrough. Therefore, Anatomy should be understood as the home of body-related advancement without assuming that every procedure, resource, or recipe has been permanently assigned to it.
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When to look here
- A body-processing action is unavailable or has a technology prerequisite.
- A graveyard task depends on improving the way bodies are handled.
- You have reached a production or burial objective that cannot be solved through Building alone.
Anatomy can intersect with graveyard management, but the existence of that connection does not mean every graveyard upgrade is an Anatomy unlock. The technology description in the current tree is the deciding authority for a particular node.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Cooking
What it covers
Cooking is the food-preparation branch. It groups cooking recipes and other food-related progression, making it the natural destination when your goal is to prepare meals rather than grow ingredients or build a production room.
Cooking versus Farming
Farming supplies agricultural progression; Cooking turns available ingredients into prepared food through recipes and related capabilities. The two branches can support the same objective, but they solve different stages of the chain. If you can grow an ingredient but cannot make the required meal, inspect Cooking. If the recipe is available but its ingredient is missing, inspect Farming or another material branch.
When to prioritize it
- A recipe or meal is locked behind a technology.
- Your settlement has ingredients but no way to convert them into the needed food.
- A task calls for food preparation rather than raw agricultural output.
The source material does not establish a definitive list of dishes, nutrition values, kitchen stations, or recipe costs, so those details should be read directly from the current game build.
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| Branch | Primary progression area | Examples or scope currently described |
|---|---|---|
| Building | Construction and general material work | Woodworking, stone work, tools, pottery, zombies, conveyors |
| Metallurgy | Metal production and forge progression | Metalworking and related forge advances |
| Farming | Agricultural development | Farm-related progression; individual crops and nodes are not specified |
| Theology | Church and faith systems | Religious progression; exact services and nodes are not specified |
| Anatomy | Body-processing development | Body-related progression; exact procedures are not specified |
| Cooking | Food preparation | Cooking recipes and food-related technologies |
How to choose your next branch
There is no universally best branch. The useful choice is the one that removes the prerequisite blocking your current objective. Use this order whenever several branches look attractive:
Best Value
- Name the immediate output. Decide whether you need a building or material, metal, an agricultural product, a church capability, a body-processing action, or prepared food.
- Open the relevant tab and read the node requirements. Confirm the technology-point color and amount, then check every prerequisite shown by the game.
- Trace upstream dependencies. If the desired node is locked, identify whether the missing step belongs to the same branch or to another branch such as Building.
- Compare the unlock with your next two tasks. A technology that opens a workbench, recipe, or transport option can be more useful than one that solves only a single short-term item.
- Spend points only after checking the current build. Branch contents and costs can change, and the third-party map may lag behind an update.
This approach also prevents a common mistake: choosing a branch because its name sounds important rather than because its next node satisfies an actual prerequisite.
What is confirmed about Graveyard Keeper 2’s tree
The developer’s announcement confirms two broad facts: Graveyard Keeper 2 retains the familiar Technology Tree, and the sequel introduces a new talent system. The announcement does not describe how talents modify, replace, or accelerate any individual branch.
The official Steam listing identifies Lazy Bear Games as developer, tinyBuild as publisher, and September 22, 2026 as the PC release date. It describes graveyard management, production automation, zombie combat and fortification, and town rebuilding. Those systems explain why the technology categories matter, but they do not constitute an official branch-by-branch chart.
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The six names and their broad functions should therefore be treated as a practical reference map, not a permanent guarantee that every node will remain in the same tab. For an exact walkthrough, compare the labels, prerequisites, and costs shown in your installed version with the descriptions above.
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