Its hard to believe it was 5 years ago today!
We still remember the first time we opened the gates to the graveyard. That fresh smell of wet and rotting wood, howling wind and Gerrys mumbling. Ah Good times! Weve seen it all. The donkey revolution, rat races, cleansing of sins and the countless bodies thrown into the river. Oh yes, we know their exact number (did you really think they were going nowhere?). Thank you so much for your support during these 5 years of Graveyard Keeper. We are participating in Steams Weekly Deal with 80% off the main game and all DLCs, including the Last Journey Edition, to celebrate the occasion.
Thats not all!
Join us tomorrow, August 16th, at 19:00 CEST/10am PT for a celebration live stream!
Well discuss and reminisce about the development process of Graveyard Keeper, answer community questions and give away a couple of game codes!
Punch Club 2: Fast Forward is now available!
https://store.steampowered.com/app/1161590/Punch_Club_2_Fast_Forward/ Journey to the future to learn about your past and become a true champion! Meet familiar faces and new friends, find love and battle your way through the harsh reality called REAL LIFE thats thrown into your face.
WATCH THE RELEASE TRAILER
[previewyoutube=UkmuRVJaUK8;full][/previewyoutube] We're so excited for you to experience the next chapter of Punch Club, and we can't wait to see what you think! Don't forget to join our official Discord server for some fun and follow us on Twitter (while it's still alive lol), Facebook and Instagram! We'll see you in the gym!
Good day to you, fellow Keeper! Its been a while but we were able to fix some long awaited issues. 1. Be not afraid to go to the deepest and darkest levels of dungeons. We fixed critical issue that appeared while one tried to move to the next floor. Enemies and resources awaits! 2. And you know what? Looks like popping achievements are back on the menu, Keepers! We know we took our time with it and some of you might say that it would be faster if the eagles just fixed everything but it's not how it works. 3. Minor changes in localization. Thank you for your patience and all the love for our game! - Lazy Bear Games.
How do you do, fellow Keepers? 1. We talked to parishioners, they will behave well now. No more creepy-standing in the church after a sermon. 2. Dont be afraid to deconstruct bookshelves - all the stored items will be safe and sound (and fall on the floor, but still). 3. Fixed Axeman perk - now it affects the number of wood wedges you can get. 4. NPCs will now do everything as planned and talk to Keeper as planned, and wont just stay in their houses or on the streets. We arranged a quick briefing and they told us it was just quick little lunacy, and it wont happen again. 5. Added some changes in localization. 6. Minor fixes here and there. Thank you for your support and all the love for our game! - Lazy Bear Games.
What this update will bring to you? We are glad that youve asked! Check it out: 1. We fixed the prioritization of resources for crafting. Now they will be taken directly from Keepers inventory instead of bags or trunks or shelves, etc. 2. Snake and Garry are back on track and ready to talk to you. Sleep safely, the game shouldnt freeze anymore. 3. Fixed some issues that occurred after extracting souls. 4. Updated interface for Remote Craft Control. Everything should look and run smoothly now. 5. Your inventory wont scroll down if you open it while walking upwards. 6. Polished the display of some icons and text in the Technology Tree and crafts. 7. Updated interface for skullbars of graves, bodies, and zombies. No more skulls out of borders, everything is in place. 8. Added some changes in localization. 9. Even more minor fixes. For DLC Better Save Soul: 1. We added new Grave Markers and Grave Fences! Bury bodies with even more style. And don't blink! Just joking, you're a Keeper, you're safe. Thank you for your constant support and feedback! Lazy Bear Games.
Good news, everyone: 1. No more game freezes after sleep. 2. Miss Chain is back and ready to talk about the statuette. 3. Position of the Keeper is now considered while placing objects in the world. 4. Added some changes in localization. 5. Minor fixes. Thank you for your support and feedback! Lazy Bear Games.
Super quick fixes, fresh from the oven: 1. Walls are back! No more deep dark void of nothingness, you are safe, Keepers. 2. Added some changes in localization. 3. Minor fixes here and there. We are aware of issues on MacOS and problems with other DLC and are currently working on fixing them too. Thank you for your reports and patience! Lazy Bear Games.
Keepers, the new DLC Better Save Soul has arrived!
[previewyoutube=6mlSI_IFf9o;full][/previewyoutube] No one is without sin - this is what the Bishop in the Town teaches, and it is true. But who said that one could not be cleansed from these sins? Help your new friend Euric fulfill his cherished dream and remove the shards of sins from his soul. In return, he is ready to share a book, which describes a new technology for global craft control of Zombie Workstations... What are you prepared to do to get it?
Whats in store
- Expect to have 6-12 hours of extra gameplay
- Discover a new area for all the new workbenches
- Manage your Zombie Workstations directly from the map with the Global Craft Control
- Save souls for the sake of The Ancient Contract (and your own profit)
- Help to fulfill the dream of your new shady friend - Euric
- Customize your humble abode
Now go save some souls!
https://store.steampowered.com/app/1788370/Graveyard_Keeper__Better_Save_Soul/
Hi, Keepers! Weve got something for you: 1. Added customization (ornaments, wallpapers, paintings, etc.) for Sweet Home. 2. Expanded storage space inside the Sweet Home. 3. Fixed a bug with doubling items in the Big universal bag through the trading window. 4. Fixed an issue when you couldnt purchase diamonds from the Merchant. 5. Fixed a bug with duplication of descriptions of objects. 6. Minor fixes here and there.
Halloween is coming and weve got something special for all you Graveyard Keepers Thats right, prepare yourself for the new DLC Better Save Soul! [previewyoutube=tTdt3x_uMRk;full][/previewyoutube] Release date of DLC Better Save Souls on Steam - October 27th!. Youll discover who are the brightest sinners in the world of Graveyard Keeper, how to make zombies even more productive, and, most importantly, how to manage the craft on workbenches using only the map! Oh yes, here comes the new mechanic - remote craft control. Add to wishlist now! https://store.steampowered.com/app/1788370/Graveyard_Keeper__Better_Save_Soul/
Today, our fellow indie devs from Hungry Couch Games are launching their long-awaited pixel art skypunk adventure Black Skylands. In this open world sandbox, you are a captain of a flying ship on a mission of saving your homeland from an onslaught of the unrelenting Swarm. Features include, among other things, land and aerial combat, building your own base, capturing territories, gathering crops and crafting.
To celebrate this big release by our countrymen (Hungry Couch are based in Russia, just like we are), we decided to release the Graveyard Keeper/Black Skylands bundle. You can purchase it with a 10% discount on top of the individual game discounts.
> Purchase Graveyard Keeper + Black Skylands Bundle <
Graveyard Keeper is currently -67% off. If you already own the game, you still have an option to save an additional 10% by purchasing Black Skylands now via this bundle. -10% bundle discount plus -10% launch price cut = you save 20% on Black Skylands by picking the bundle up today!
During this time we have released 10 updates with fixes. And here are the most important of them:
- Added ambient sounds.
- Added Polish and Italian localizations to the DLC "Game of Crone".
- Fixed bug when Camp Quality was shown as 0 in some cases.
- Added ability to remove beehives in Apiary.
- Now bags are shown in the trade window as well as in chests.
- Golem near the Witch Hill no longer goes to the mountains.
- Fixed prayers.
- Teleport stone cooldown has become shorter.
- Now Zombies can craft Memory tincture in Zombie alchemy workbench after Keeper crafts it once by self.
- Now items can be bought to a bag and sold from bags.
- Changes in the balance
- The task to craft [spoiler] Emulsions of Death [/spoiler] now says where to find it.
- Added new sounds for all kinds of crafting.
- Now water and pail of water can be inserted in Food bags.
- Now Aristocrat Papers can be bought more than once.
- And much more (the full list can be found in the news section)
1. Fixed bug when Camp Quality was shown as 0 in some cases. 2. Fixed an issue where sounds continued to play when exiting the main menu. 3. Fixed a bug where the lighting in the basement was broken when entering it through the tavern. 4. Now Aristocrat Papers can be bought more than once. 5. Fixed an issue where the crate rack in the tavern basement may not be displayed.
1. Fixed a bug when in some cases an object could be missing when dragged into a bag. 2. Fixed a bug where the Garden Beds in the "Refugee camp" that had ceased to produce crops. 3. fixed a bug where the player's health bar remained in the main menu. 4. fixed a bug where the quality of the settlement was shown as 0 in some cases. 5. Fixed a bug where the "Refugee camp" had not produced water in the well.
1. Fixed the bug when the character's interface was broken during the removal of objects in the Refugee camp. 2. Added ambient sounds. 3. orrected wrong music in the cut-scene with Beatrice at the marina. 4. Buffs icons are now hidden during the cut-scene. 5. Added ability to remove beehives in Apiary.
The refugee camp quality is now displayed correctly.
1. Added Polish and Italian localizations to the "Game of Crone" DLC. 2. Now items can be bought to a bag and sold from a bags. 3. Now bags are shown in the trade window as well as in chests. 4. Changed the cut-scene with Clotho's memories. 5. Fixed a bug where Miss hain was able to walk away from the pier when the game was saved. 6. Fixed bug when Camp Quality was shown as 0 in some cases. 7. Fixed a bug that could lead to the loss of seeds in zombie farm. 8. Corrected sound and music in the dungeon. 9. Miss Chain's voice changed.
1. Fixed bug, when cutscene with Koukol stuck in some cases. 2. Fixed bug, when the Golem near the Witch Hill can go to the mountains. 3. Fixed bug, when church quality increased by 10 in some cases. 4. Fixed bug with relation bar, when redundant relation changes appeared in some cases. 5. Fixed bug, when the task to ask Teodoro about vampires not removed. 6. Fixed bug in the cutscene with Ms. Chain in the tavern, when Keeper asks about Misty Quagmire. 7. Fixed bug, when water in automatic water well was invisible for crafts in the zone. 8. Fixed bug, when mobs played sounds after dying. 9. Added sound for opening and closing bags in inventory. 10. Fixed bug, when after moving a bag to and from a chest, a gamepad cursor was selecting the first item in inventory.
1. Changed logic of donkey arrival: now he comes to start the [spoiler] revolution [/spoiler] or to pick up the [spoiler] contraband [/spoiler] even if there is no place for a new corpse or not enough carrots in the carrot box. 2. Fixed bug, when removing garden beds in refugee camp worked incorrectly. 3. Fixed bug, when bush in camp garden prevented building garden beds. 4. Changed cutscenes and dialogs in the storyline: 4.1. with Beatrice: now more obvious, when Keeper chooses [spoiler] helping her [/spoiler]. 4.2. with Teodoro: now the player is being warned before refugees are [spoiler] leaving the camp [/spoiler]. 5. Now Zombies can craft Memory tincture in Zombie alchemy workbench after Keeper crafts it once by self. 6. The goal on Teodoro "Ask him about Misty Quagmire when your part of the bargain is complete" now correctly removes. 7. Fixed bug, when perks "Industriousness" and "Eloquence" were given both. Only one of the perks should be issued, depending on the ending.
1. Fixed critical bug: in Craft UI if there are more than three perks and buffs that affect craft quality, Craft UI brakes. 2. Fixed softlock: when after talking with Koukol Keeper not talked with Teodoro about [spoiler] refugees leaving the camp. [/spoiler] 3. Donkey's task to take Piece of donkey hair finishes correctly. 4. If refugees [spoiler] leave the camp, [/spoiler] refugee happiness resets to 0. 5. Task to craft [spoiler] Emulsions of Death [/spoiler] now says where to find it. 6. Small fixes in Spanish localisation.
1. Achievements that were not received earlier due to an error will be returned. 2. Fixed missing Japanese hieroglyphs. 3. Fixed critical stuck with Memory Powder item (which is needed for memory tincture) - now you can get it from Clotho. 4. Now water and pail of water can be inserted in Food bags. 5. Fixed localization error in Portuguese.
[olist]
Ghostly greetings to all graveyard keepers!
Just before the spooky time of year comes, weve prepared something fun and thrilling enough for this Halloween! Stay warm when you are out there trick-or-treating because winter is coming! The historically inaccurate medieval cemetery management sim Graveyard Keeper has a third DLC - Game of Crone, live NOW!
In this expanded adventure, youll have 6-12 hours of extra gameplay, new achievements, storylines and bag mechanics to upgrade the journey and testify if you are professional in the business. Get your shovels ready to help the escaped prisoners of the Inquisition survive in the wilderness by providing them with everything they need!
If you are ready for the boo-tiful journey ahead, lets dive deep into the list of updates now:
What to expect in Game of Crone:
- Develop the prisoners camp into a fortified settlement
- Protect the camp by sword and fire
- Untangle the secrets of the Great Blast and the return of the Ancient Curse
- Enjoy brand new bag mechanics
- Get access to new dishes, gravestones, fences, and teleportation scrolls
- Deal with a vampire terrorizing a peaceful Village
- Unravel the secret of the mysterious death of your predecessor
- Become an ally of Comrade Donkey and take part in the Revolution
And of course, fixes and new soundtracks will be added to the existing versions of the game! Here is a list of facts about the new add-ons:
- You can pass the DLC both from the beginning and after the whole game
- If you have already passed the game, this DLC will take from 3 to 10 extra hours to complete, depending on your level of progress
- New achievements!!!
- Fixes to the main game will be live along with the new DLC
- The price will be the same as the previous DLC
- New music will appear in the DLC, plus it will be added to the DLC with soundtracks for no extra charge
Bring a shovel to trick-or-treat this year and dont forget to send us your ideas and suggestions on the new content through socials. Let the ghoul times roll and follow @tinyBuild and @LazyBearGames to celebrate with us! Eat, dig, and be scary! We wish you all a happy Halloween! https://store.steampowered.com/app/1430990/Graveyard_Keeper__Game_Of_Crone/ Sincerely, tinyBuild and Lazy Bear Games
1. Fixed a lot of bugs. 2. Fixed mistakes in localization. 3. Added new sounds for mobs. 4. Added new sounds for objects and the environment.
Q. Do I need to replay the main game? A. You can pass the DLC both from the beginning and after the whole game. Q. How many hours of gameplay time for beginners and for those who have passed the game? A. If the game is passed DLC will take at least 3-6 extra hours. If you are new to the game - 6-10 extra hours (depending on your level of progress). Q. Will the DLC come out on PS, Xbox, Switch? A. We'll tell you soon, stay tuned. Q. Will there be new achievements? A. Yep! Q. Will there be fixes in the main game? A. Yes, along with the DLC there will be fixes to the main game. Q. What will be the price? A. The price will be the same as the previous DLC. Q. What about the music? A. New music will appear in the DLC, plus it will be added to the DLC with soundtracks for free.
Hi there!
Get your shovels ready, graveyard keepers! We are thrilled to announce that the historically inaccurate medieval cemetery management sim Graveyard Keeper will have a third DLC - Game of Crone, released on October 27th, 2020!
In this new expanded adventure, youll have to help the escaped prisoners of the Inquisition survive in the wilderness by providing them with everything they need. To develop their camp to a fortified settlement while keeping in mind its benefits. To protect those who entrusted you with their lives, from the sword and fire. And also - to untangle the circumstances of the cruel game, which turned into the Great Blast and the return of the Ancient Curse.
Whats featured in this new DLC?
- 6-12 hours of extra gameplay
- Build your own refugee camp and bring it to prosperity
- Brand new bag mechanics
- Get access to new dishes, gravestones, fences, and to teleportation scrolls
- Deal with a vampire terrorizing a peaceful Village
- Unravel the secret of the mysterious death of your predecessor
- Find out even more terrible secrets of your old and new friends
- Become an ally of Comrade Donkey and take part in the Revolution
As always, we welcome all ideas, suggestions and comments that help us improve the game and offer better experience to our smart and brave graveyard keepers, remember to follow us on socials for more Graveyard Keepers latest updates, fun memes and more! And dont hesitate to comment here or send us DMs through social media to report issues, provide feedback or just show off your awesome screenshots!
Follow Us On Social Media: Now, without further ado, have fun digging the game, we hope you enjoy Game of Crone! https://store.steampowered.com/app/1430990/Graveyard_Keeper__Game_Of_Crone/ Sincerely, tinyBuild and Lazy Bear Games
- Fixed: game crashes because of removing mobs from the map.
- The first cut-scene in Stranger Sins DLC doesn't freeze anymore (Asian languages)
- Lack of Achievement "Master Alchemist Achievement" was fixed.
- The bug of overfilling the sales window in the tavern won't happen again.
Greetings, keepers! Boy, have the last couple of years been exciting or what. We launched Graveyard Keeper in August of last year, and since then the game has received over 40 updates! With plenty more to come, the whole team at LazyBearGames humbly invites you to nominate Graveyard Keeper for the Labor of Love award in 2019's Steam Awards. We hope you love the game as much as we love working on it. This is also a great opportunity to get the game at a wooping 60% discount. It will not be cheaper for a long time. https://store.steampowered.com/app/599140/Graveyard_Keeper/
- Fixed bug when alcohol was sold only once in the tavern.
- The tavern was added on the map.
- Now new zombie technologies are only available after the opening of the first zombie.
- Fixed freezing of the lighthouse keeper when approaching the lighthouse.
- Fixed incorrect display of some Asian characters.
- The crash of the game when you try to skip the introduction text in the first cut-scene with the gamepad will not happen again.
- Added a new spot to work on the desk.
- Fixed sound notification of a new corpse.
- Some dialogues and quest titles were fixed.
- Now you can sell to Adam blessing commerce.
- Ocassional impossibility to build porter stations at Vineyard is fixed.
- Fixed disappearence of Bella's ring from the body.
- Some missing translation for Zombies working at Vineyard is localized now (Russian).
- Some 1366x768 resolution issues corrupting UI should be fixed.
- Ocassional interactions icons disappearence is fixed.
- Tavern is now running fine after any Event.
- Fix for quest items disappearing from Bartender's inventory after Event.
- Keeper using the fishing rod in wrong direction is fixed.
- New corpse arrival and buffs icons should not overlap each other anymore.
- Few dialogues errors are fixed.
- Fixed a bug when a farmer didn't go home after a quest with his son and a flask.
- Fixed the game freeze if you give Cloto the potion treatment.
- Fixed the shadow offset of zombie-porters.
- Fixed an issue in the dialogue with Gerry about the last Keeper.
- Missing shoulders of a downhill zombie-porter with a box have been fixed.
- The impassable light from the lantern in the cemetery has been fixed.
- Now you will see visual notifications when a new corpse arrives.
- Available ability to automate grapes and hops growing.
- You can assign zombies to carry grapes and hops to the house basement.
- New zombie-brewery and zombie-winery added.
- Added missing character voices
- Added light from windows in rooms
- Added a list of all tutorial windows, and now you can see them at any time.
- Fixed a lot of bugs.
- Improved performance and optimization.
Good news, keepers
Stranger Sins is out now on Steam, Xbox and Switch! The PS4 version is coming very soon.
Enjoy the launch trailer:
https://www.youtube.com/watch?v=zPB9XSITmfM
Get the DLC:
https://store.steampowered.com/app/1163770/Graveyard_Keeper__Stranger_Sins/
Greetings, keepers.
We bring you a donkey-driven cart full of good news.
Graveyard Keeper: Stranger Sins is launching on October 28
https://youtu.be/uFnps5i9lAc The long-awaited Stranger Sins DLC is launching on October 28th. The DLC brings 4-8 hours of brand new content! To learn checkout and wishlist the DLC store page: https://store.steampowered.com/app/1163770/Graveyard_Keeper__Stranger_Sins/ In more good news, we just passed certification (the process for getting content on consoles) on Xbox One and Nintendo Switch! PlayStation is very close to passing, so we can bet the DLC will launch on all 4 platforms including Steam at once!
Remember, we recently announced DLC for Graveyard Keeper, and you have a lot of questions? The answers to these questions came along. Q. Do I need to replay the main game? A. You can pass the DLC both from the beginning and after the whole game. Q. How many hours of gameplay time for beginners and for those who have passed the game? A. If the game is passed DLC will take at least 4-5 extra hours. If you are new to the game, 4-8 extra hours (depending on your level of progress). Q. When will the DLC come out on PS, Xbox, Switch? A. Surely this year. As you are - we want as soon as possible. We will announce it. Q. Will there be achievements? A. Yep! Q. Will there be fixes in the main game? A. Yes, along with the DLC there will be fixes to the main game, and they are not the last one. Q. Is there a town in the DLC? A. No. Since the focus will be on the history of the village. But you will be able to witness some of the events from the past that took place in the city. Q. Tavern management? Really? A. Hell yeah! It's like in real life: selling alcohol and food, event management, you can even build an automated alcohol production chain. This will bring additional income. Q. What's ahead of us in the game? A. A large number of staged cut-scenes in which you will learn what happened to this world two centuries ago, what caused the decline of ancient civilization, on the ruins of which the village was built. And most importantly, who are the Graveyard Keepers? Q. Free or Paid DLC? A. Paid. Q. What about the music? A. New music will appear in the DLC, plus it will be added to the DLC with soundtracks for free. P.S. Spoiler: some more spoilers will be in the trailer in a week or two.
We wanted to announce it so badly! And now the time has come...
https://store.steampowered.com/app/1163770/Graveyard_Keeper__Stranger_Sins/
Good news everyone! Swag and Sorcery is now out on Steam!
Launch Trailer
https://www.youtube.com/watch?v=pNKqvhHGBlA&t
Launch Discount
We are happy to launch with an extraordinary 25% launch discount! This is so you check the game out and to reward early adopters.
Loyalty Coupons
All owners of Punch Club and Graveyard Keeper get an additional 10% off, and this also includes owners of tinyBuild pixelart games, SpeedRunners, and Hello Neighbor. Enjoy!
The Road to Come
While we're launching NOT into Early Access, you can expect us to continue working on the game. One of the things we're putting in shortly after launch is more language support for example, including Japanese, Simplified Chinese, and Korean.
Swag and Sorcery out now on Steam
https://store.steampowered.com/app/929010/Swag_and_Sorcery/
- reduced operating time on most crafts
- reduced the amount of energy required for most crafts
- increased the number of blue points dropping from some crafts
- increased the amount of energy that food restores
- the first zombie worker that can be found under the rockslide is now more efficient
- some workbenches require less resources for construction
- significantly reduced the time of installation, removing and repair of tombstones and grave fences
Good news, heroes and warriors!
Swag and Sorcery is coming to the fabulous kingdom of Steam tomorrow! Here's everything you need to know:
Pricing
- Base price - $12.99
- On launch the game will cost $9.75 w a 25% launch discount
Launch Trailer
https://www.youtube.com/watch?v=pNKqvhHGBlA
Coupons for Fans
If you own Graveyard Keeper, Punch Club, or any of the games below, you will get an additional 10% off! We love our fans <3
- Streets of Rogue
- The Final Station
- Garage
- Party Hard
- Party Hard 2
- SpeedRunners
- Hello Neighbor
Launch Time
The game will launch tomorrow at 10am PST (Seattle / Los Angeles)
- That's 6pm London Time
- 7pm Germany / Central Europe
- And 8pm Moscow / Eastern Europe
We're super excited to see you all play the game! Don't forget to Wishlist it tomorrow
https://store.steampowered.com/app/929010/Swag_and_Sorcery/
Good news, everyone!
We have been working with the fashionable team at Uruboros on a brand new game called Swag & Sorcery! And it's arriving to Steam this Thursday, May 9th.
https://www.youtube.com/watch?v=96LUrWulbpo
To celebrate, we made an imgur album outlining everything you can expect from the game. Check it out!
A Launch Trailer and a very special promotion for owners of Graveyard Keeper and Punch Club are coming!
I just wanted to give you a heads up for when you go "why is this discount coupon in my library?" on Thursday ;)
Don't Forget to Wishlist
https://store.steampowered.com/app/929010/Swag_and_Sorcery/
Hey everyone!
Graveyard Keeper is 25% during this week's Midweek Madness. The offer ends on Jan 18th!
Happy autopsying!
Fanart credit: https://steamcommunity.com/sharedfiles/filedetails/?id=1571201353
https://store.steampowered.com/app/599140/Graveyard_Keeper/
Welcome to 2019!
New Year is here and we are so encouraged with 2018! We've released our second game and, due to Valve data, very impressive game. Graveyard Keeper was mentioned in two top-lists: best releases of august and games with 15 000 simultaneous online players.
We've pass through great work this year, but it couldn't be real without our players! Thank you for your support and assistance, for your complaints, reports, suggestions as well.
We promise you to pay more attention to QA and community management :)
Thank you for being with us through this complicated, but great year. This year Lazy Bear will delight you with new releases and announces!
Sincerely yours,
Lazy Bear Games
Merry Christmas!
Keep your beloved and friends safe
Forthcoming year will bring some surprises for our players ;)
New Year's Eve is coming! So we'd like to make some gifts for our players
What you have to do?
1. Log in via Facebook.
2. Follow our page.
3. Like and share.
Winners will be announced on December 31st!
Hey there! We are back in touch and open a series of materials on our studio and the games we create.
Four months have passed since the release of Graveyard Keeper and all this time we spent on optimization of the project and correcting errors that players have reported to us. Also we have developed first major DLC called Breaking Dead and released it right on Halloween.
We have a little bit more time at the moment and we decided to return to the format of the developer diaries, as it means a closer connection with our players. Lets see what happened three years ago after success of the Punch Club, what ideas were born and how we have decided to develop Graveyard Keeper.
Our first PC project was created in a small room by the efforts of three people. We had three tables and three chairs, but we were full of enthusiasm. The success of the Punch Club excited us unexpectedly and immediately turned our lives around, only heating our desire to create games. And we wanted to develop games that we would like. So that is our main point now.
Inspired by the success, we decided to invite to a team two or three people in order to work simultaneously on several projects. Of course, we immediately decided to start developing the sequel of the Punch Club, as well as construct few concept ideas for possible games.
So we came up with the idea of a tavern manager simulator, which was supposed to be a mixture of Majesty and classic tycoon. This idea was nice, until our dreams were destroyed by Kickstarter. The fact is that on it, one after another, a couple of projects appeared with a similar concept and an earlier release date, so that is the point where we have decided to abandon this concept.
Other idea was about post-apocalyptic game with last train on Earth that travels through the desolated lands. The game had to be very simple and elegant in its mechanics, and we perceived it as a small project for half a year or a year. In fact, we plan to return to it as soon as we can allow time to develop it. This idea most likely to be released than two years ago :)
We also had an idea about an RPG, where a player becomes ... a sword. However, we were not able to clarify how key game mechanics would work, and we abandoned this idea.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27930497/a9ba5443d84317f98816f3a3ad5778463b1ef3bf.jpg[/img
So here we returned to the idea of a tycoon, changing the setting towards the graveyard, but even that was not that easy. As I noticed before, we are trying to make games that we would like to play. And it would be easy if the team had one person. As a result, we constantly had to compromise with each other, inventing mechanics and implementations that would fit the vision of each of us. Sometimes something cool comes out of it, sometimes something grindy, but always something unusual. It happened to Graveyard Keeper.
Considering simple graveyard tycoon, everything becomes boring too quickly: someone is digging graves, and someone is making coffins, so it all comes down to the usual logistics and workers management. Boring, right? That is why the game gradually began to acquire mystical and magical outlines, and at one point we acquired a bearded hero. And we did not just find him, this event turned the game upside down! Tycoon suddenly turned into an adventure fairytale that reveals the story of our hero.
To some extent, the adventures of a bearded buddy influenced us too. It is impossible to create a game about the cemetery for two years and remain the same person. Many of our own experiences and reflections on human nature, life, death, about what is good and what is evil, we tried to transfer to our game. And along with the hero, experiencing his epic adventure, we also tried to figure out something. We did this primarily for ourselves and tried to hide all philosophical and complicated moral topics behind humor, relaxing-meditative gameplay and nice graphics. As a result, Graveyard Keeper turned out to be completely different than it was originally intended. The project lived its own life, which is closely intertwined with our lives. We could even create it for five years more. There were still a lot of ideas to include. But it happens that one chapter of life ends and it was necessary to put an end. A week before the release of the game I became a father, and our hero reached a very important stage in his adventure. I am pretty sure we would see more than one chapter ahead. We will support the game, making world deep and interesting. Our hero has yet to unravel the many secrets of the mysterious world of Graveyard Keeper. We may even add a City someday, but thats not our primary objective.
And thats how our studio has changed:
_____________
Nikita
Lazy Bear Games co-founder
- Fixed bug when zombie alchemists were using their organs in crafts.
- Performance / microfreeze optimizations.
- Optimized footsteps (should increase overall game performance).
- Fixed disappearing dropped tech points after game re-loading.
- Fixed text position in some hints.
- Fixed some missing translations.
- Alchemy rework: now wrong alchemy result gives you a clue of a recipes. More information here: https://steamcommunity.com/gid/103582791457451905/announcements/detail/1709576801685201983
- Optimizations / microfreeze fixes.
- Well pump fix.
Hey there people!
Today we will figure out how new alchemy system would work.
First of all, what's wrong with current alchemy?
Alchemy is like jack-in-the-box, so novice can't predict result of ingredient mix. In case of failure, you will get useless goo and that's not proper way to being alchemist.
How we will change the alchemy?
We will reward players curiosity and make alchemy more friendly. That's why in case of failure you will receive tip-goo. This goo will give you a clue how to mix properly one of used ingredients.
For instance, you may turn goo into ingredient on alchemy workbench.
How does it works?
I am trying to mix Acceleration powder with Toxic solution. I get Slowing goo as a result.
It mean that I can successfuly mix Acceleration powder with Slowing solution, or Slowing powder with Toxic solution. We will try first case. With our Hand mixer I can turn 4 Slowing goo into Slowing solution.
Then I mix Acceleration powder with earned Slowing solution.
Done! We've discovered new alchemy receipe!
- Fixed some GUI bugs in the zombie alchemy table.
- Added graphics for the stone/marble storage.
- Fixed micro-freezing for some late-game states (for example, when you have a lot of zombie workers active).
- Added rotations for some objects.
Hotfix fixing some troubles with alchemy, crops and resurrection.
- Zombie alchemy added. You can build new zombie workbenches to make zombies craft known alchemy recipes.
- Now you can use gamepad bumpers to add +10/-10 in crafts.
- Minor GUI fixes/improvements.
- Fixed some gamepad troubles (unable to select a sermon, etc.)
- Fixed a broken alchemy mixer object.
- Fixed zombie disappearence when resurrecting.
- Fixed wrong science points display in the GUI.
- Item you use in a craft/survey now returns to the place where it was before (the chest or your inventory).
- Added the possibility to rotate some tables.
- Added possibility for zombies to transport silver and gold from the cabin.
- Added scrolling lists with keyboard.
- Same items dropped on the ground with stick to each other into one stack.
- Some more Polish language fixes.
- Now you can manually take some water from the water pump.
- Other minor fixes.
- Fixed disappearing sermons.
- Changed balance for the Random text generator.
- Fixed some language issues (mostly, Polish, thanks to Grzegorz Prusinowski).
- Sevaral minor fixes.
- Zombies now try to put items in the chests where the same or similar items are found.
- Fixed bug allowing to put two hearts in a zombie (regular + dark one).
- Added possibility to switch tabs in the character GUI with keys.
- Fixed bug wrong displaying amount of crafted items in some cases.
Ver. 1.105 changelog:
- Zombie resurrection table can now be removed.
- Fixed a bug that broke a zombie when trying to put him fishing.
- Fixed zombies stopping crates craft after 1 item (they couldn't take the resources from a neighbor world zone).
- Fixed zombie crafts that uses chisels.
- Fixed missing sounds for zombie workers.
- Fixed zombie sawmill missing some parts after game reload.
- Fixed porter station gamepad controls.
- Fixed duplicating items in removal crafts.
- Fixed zombies couldn't transport coal.
- Added a possibility to pick up an idle courier zombie.
- Added "not enough storage space" indicator for zombie crafts.
- Minor GUI fixes.
Version 1.103 changelog:
- Fixed restoring crafts after game loading.
- Zombie ore mining craft is now split into two sequenced crafts: one for the ore, other for the coal.
- Fixed bugs related to burying/un-burying zombies.
- Made fixing tools possible without un-equipping.
- Fixed some language issues.
So you may have been wondering what this Resurrection countdown was all about ;)
We are super excited to announce that the first DLC for Graveyard Keeper is free for everyone on Steam, and is part of the main game!
Introducing Breaking Dead - the first DLC/expansion of Graveyard Keeper!
https://www.youtube.com/watch?v=e-ClYMJHHQc
The trailer above gives you a clear idea of what to expect: you now have access to a Resurrection table, which allows you to resurrect bodies and make them do your bidding.
Create an army of undead workers that automate chores around your Graveyard:
- Automate gathering of stone, wood, and have zombies craft your items
- Taking care of your graveyard's garden has never been easier when zombies do it for you
- Create logistics chains where zombies automate sale of merchandise, for extra profit
- Modify and upgrade your zombies (they might need better organs) to make them more efficient
- Added "Breaking Dead" content: zombie workers (craft automation), zombie couriers. New related questline, new crafts. Possibility to sell crates of different goods and earn money.
- Added the toolbelt (now your tools/equip are stored in a different set of slots, so the inventory space is increased).
- Added the meditation (garden of stones) to fast-forward time.
- Many minor fixes/improvements. For example, game now pauses when you open the chest, etc.
- Zombie disappearing fix.
- Zombie sounds fix.
- Resurrection window fix / controller fix.
In 2 hours from this post. Breaking Dead.
Some more information:
* No, we're not teasing a console release.
* The thing that is coming is related to pictures you see.
Hello! Im a lead programmer of the game Graveyard Keeper. I'd like to share with you some techniques and tricks that we used to make our game look as you see it from the GIF above.
We are very passionate about graphics in our games. Thats why we put so much time and effort into different effects and other stuff that makes our pixel art as attractive as possible. Maybe you will find here something helpful for your work.
First I want to say some words about big parts that compose the visual part of our game:
- Dynamic ambient light is just change of illumination depending on the time of the day.
- LUT color-correction is responsible for the change of color shades depending (again) on the time of the day (or world zone).
- Dynamic light sources torches, ovens, lamps.
- Normal maps make objects look like they have a real volume, especially when light sources move.
- The math of light 3D distribution a light source centered on the screen should illuminate a higher object properly and should not illuminate an object below (turned to the camera with its dark side).
- Shadows are made with sprites, they turn and react to light source positions.
- Object altitude simulation for the fog to be displayed correctly.
- Other stuff: rain, wind, animations (including shader animation of leaves and grass) and so on.
Dynamic ambient light
Nothing special here. Darker at night, lighter in the daytime. The lights color set with a gradient. By nightfall a light source not only becomes darker but gets blue tint. It looks like this:
LUT color correction
LUT (Look-up table) is a table of color change. Roughly speaking its a three-dimensional RGB array where each element (a) corresponds to a color with its coordinates as RGB values; (b) contains the color value that the color associated with the element should be changed to. So if there is a red point at coordinates (1, 1, 1), it means that all the white color from the picture will be replaced with red. But if there is white color at the same coordinates (R=1, G=1, B=1), the change doesnt happen. So LUT by default has coordinates associated with a particular color. I mean that point with coordinates (0.4, 0.5, 0.8) is associated with color (R=0.4, G=0.5, B=0.8). It should also be pointed here that for convenience that 3D texture is represented as two-dimensional. Thats how for example default LUT (that doesnt change color) looks:
Easy to make. Easy to use. Works really fast. It is very easy to set up -- you give an artist a picture from your game and say: Make it look like its evening. Then you apply all color layers plus the default LUT. Congratulations! You get an Evening LUT. Our artist was actually very passionate about it. He created 10 different LUTs for different time of day (night, twilight, evening and so on) Thats how the final set of LUTs looks:
As a result one location may look different at different time of day:
The picture also shows how the intensity of the light sprites changes depending on the time of day.
Dynamic light sources and normal maps
We use regular light sources, the default Unity ones. Also, every sprite has its own normal map. This helps to feel the volume.
These normals are pretty easy to draw. An artist roughly paints light on 4 sides with a brush:
And then we merge them with a script in a normal map:
If you are looking for a shader (or software) that can do that, pay attention to Sprite Lamp.
3D light simulation
This is where things start to be a bit more complicated. You cant just light the sprites. Its very important whether a sprite is behind a light source or in front of it. Take a look at this picture.
These two trees are at the same distance from the light source but the back one is illuminated while the front one is not (because the camera faces its dark side). I solved this problem very easily. There is a shader that calculates the distance between a light source and a sprite on the vertical axis. If its positive (the light source is in front of the sprite), we illuminate the sprite like we always do, but if its negative (the sprite is blocking the light source), then the intensity of lighting is fading depending on the distance at a very quick rate. There is a rate, not just not to illuminate. So if the light source behind the sprite is moving, the sprite is blackening gradually, not at once. Yet its still very fast.
Shadows
Shadows are made with sprites rotating around a point. I tried to add a skew there, but it turned out to be unnecessary. Every object may have a maximum of 4 shadows. The shade from the sun and the additional three from dynamic light sources. So the image below shows this concept:
The problem how to find the closest 3 light sources and to calculate the distance and an angle was solved with a script running in the Update() loop. Yes, its not the quickest way considering how much math is involved. If I programmed it today, I would use that modern Unity Jobs System. But when I did it there was no such thing so I had to optimize regular scripts we had. The most important thing here is that I did the sprite rotation not modifying the transform but inside a vertex shader. So the rotation isnt involved here. You just put a parameter to a sprite (I used the color channel for that, all the shadows are black anyway), while the shader is responsible for sprite rotations. It turns out to be quicker -- you dont have to use Unity geometry. There is a minus to this approach. The shadows are to be adjusted (and sometimes drawn) separately for each object. Yet actually, we used about ten different more or less universal sprites (thin, thick, oval etc.) The next disadvantage is that its difficult to make a shadow for an object that is stretched along one axis. For instance, look at the fence shadow:
Not ideal. Thats how it looks if you make a fence sprite translucent:
It should be noted here, by the way, that the sprite is highly distorted vertically (the shadow sprite original looks like a circle). Thats why its rotation looks like not just a simple rotation but also like a distortion.
The fog and the altitude simulation
There is also fog in the game. It looks like this (the regular version above and and an extreme 100% fog to demonstrate the effect).
As you see, the tops of houses and trees are seen from the fog. In fact, this effect is really easy to make. The fog consists of a great deal of horizontal clouds spread across all the picture. As a result the upper part of all the sprites is covered with a fewer amount of fog sprites:
The wind
The wind in a pixel art game is a completely different story. There are not many options here. To animate manually (its not possible considering how much art we have) or to make a deforming shader, but then youll have to deal with some ugly distortions. You can also dont do any animation, but then the picture will look static and lifeless. We chose the deforming shader. It looks like that:
Its pretty obvious whats happening here if we apply the shader to the chequered texture:
It should also be pointed here that we do not animate the whole crown of a tree but some particular leaves:
There are also an animation of a wheat field shake and things are pretty simple here too. The vertex shader changes the shape of the x-coordinates taking y-coordinate into account. The highest point will be shaken the most intensely. The intention here is that the top should move while the root shouldnt. Plus the phase of shaking varies according to the x/y coordinates to make different sprites move separately.
This shader is also used to create a swinging effect when a player goes through wheat or grass.
I think thats all for now. I havent spoken about scene construction and about its geometry, because there is a lot to speak about in a new entry. Beyond that Ive spoken about all the main solutions that we applied developing our game.
- Fixed "the empty tech tree" bug appeared to some users.
- Fixed red lantern bug.
- Fixed ingredients dissappear during alchemy.
- Some other minor bugfixes...
- Fixed bug when alchemy craft started at graves.
- Fixed bug when garden beds didn't remember fertilizers.
- Fixed some bugs in Spanish localization.
- Full screen mode for Mac.
- Fixed merchant's quest when player gives him money for the garden.
- Fixed bug when donkey was dropping an "invisible" body.
- Fixed Snake/Astrologer reputation deadlock.
- Fixed negative grave quality calculation bug.
- Fixed Snake/Astrologer questline.
- Fixed an incense burner exploit.
- Language fixes.
- New localizations added: Italian, Polish.
- A lot of language-related fixes (mostly in Chinese / Japanese / Korean).
- Fixed issue with a mouse scroll wheel in a full-screen mode.
- Fixed a bug when a graveyard quality suddenly increases.
- Fixed gamepad issues for some Linux machines.
- New teleport points added -- the lighthouse and the quarry.
- Updated the gamepad plugin. Some controller-related issues should be fixed.
- Fixed game freeze when fishing without a rod.
- Fixed "Speed potion" - now it works correctly.
- Fixed game freeze when you buy everything from a vendor (could happen with an egg seller).
- Fixed game freeze when exiting the game.
- Some visual fixes related to grape growing.
- A lot of fixes in Chinese / Japanese / Korean.
- Fixed player freeze while fishing with full inventory.
- Changed vendor buyout cap.
- Fixed different controller issues (embalment table, craft GUI).
- Fixed empty perk list when playing using the controller.
- "Prayer for prosperity" now drops "Blessing of commerce" which increases vendor's progress.
- Fixed a bug when some in-game GUI could be left opened in the main menu.
- Changed Donkey logics to be more clear for the player -- after the carrot quest, he comes every day except weekends (you can still control amount of bodies with carrots).
- Fixed Astrologer/key quest (also the missing key should be available for all who experienced this bug before).
- Fixed Mrs.Chain quest.
- Fixed wooden church shrine removing.
- Fixed jelly craft time.
- Removing something while it is crafting now gives you resources back.
- Restored the stone quarry for those who completely mined it.
- Several language fixes.
- Fixed sand/blue tech points abbuse.
- Garden beds now remember the last fertilizer as well as the last seed, so planting crops made easier.
- Instant removing of not-finished buildings (you can remove some stuck objects now).
- Sand gathering made much easier/faster.
- Removed blocking bushes in the garden.
- Bishop now buys prayers (you can sell some extras you have).
- Minor language/translation fixes.
- Fixed some issues in Eastern languages.
- Fixed un-removable church shrine (table) bug.
- Fixed some dialogs and scripts.
- Fixed a lot of minor bugs.
It is time to work on stability!
- Late game performance improved.
- Made saving game more safe, added a backup system.
- Improved stability of saving and RAM requirements during saving.
- Huge logs with lots of errors -- fixed.
- Cloud saves now exclude log files.
- Fixed a couple of performance issues.
- Tweaked a day length a little bit.
- Fixed some bugs in Chinese, added missing translation in Korean.
- Fast traveling! You can buy a teleport stone from the Tavern Keeper.
- Made days much longer (9 minutes now).
- Tools efficiency increased.
- Ability to break old gravestones and fences to get resources.
- Ability to craft a bucket of blood.
- Fixed silver parts requirement.
- Fixed fish kebab cooking recipies.
- Increased iron ore drops and made stone infinite.
- Fixed some issues in Korean / Japanese / Chinese
- Isolated a bug related Turkish date format (a complete fix is coming later)
- Fixed techology orbs you can't pick up.
Hi guys! We're reading the reviews and trying to tune the game for the better experience. So, while one part of our team was working on the key-binding system, the other part was tweaking the balance. 1.022:
- Made a lot of crafts shorter.
- Increased the energy from the tier II fuel.
- Lowered the requirements of some crafts.
- Lowered the requirements of some buildings.
- Applied some other balance changes for more smooth experience.
- Key rebinding added
- Fixed Donkey not delivering bodies
- Fixed different dialog bugs
- Fixed game crashes at startup
- Fixed player stuck in the workyard
- Slightly modified game balance (lowered the requirement for several crafts)
Graveyard Keeper is Now Available on Steam!
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.
Hey everyone! What an amazing 2 years this has been. On behalf of Lazy Bear Games and tinyBuild, I'd like to thank everyone who followed Graveyard Keeper during its journey!
The game is officially LIVE on Steam for Windows, Mac, and Linux!
Launch Trailer:
https://www.youtube.com/watch?v=Zd5S5rlKf_M
We have the Collector's Edition Bundle live here:
https://store.steampowered.com/bundle/8077/Graveyard_Keeper_Collectors_Edition/
Main game:
https://store.steampowered.com/app/599140/Graveyard_Keeper/
We'll be hanging out on the forums all day! Happy Graveyard Keepin
PS
Join our subreddit - https://reddit.com/r/graveyardkeeper
Join our discord - https://discord.gg/tm4ShSb
- Team LazyBearGames and tinyBuild
Hello Keepers!
We're almost there.
Graveyard Keeper is finally launching on Steam. In 24 hours. Brace yourselves!
https://www.youtube.com/watch?v=GzGHBbCaaT0
https://store.steampowered.com/app/599140/Graveyard_Keeper/
Graveyard Keeper
Lazy Bear Games
tinyBuild
2018-08-15
Indie RPG Adventure Simulation Singleplayer
Game News Posts 95
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(32944 reviews)
http://graveyardkeeper.com
https://store.steampowered.com/app/599140 
The Game includes VR Support
Graveyard Keeper Content - Linux [849.56 M]Stranger Sins - Linux [128 ]Game of Crone - Linux [512 ]Better Save Soul - Linux [512 ]
Graveyard Keeper Artbook
Graveyard Keeper - Stranger Sins
Graveyard Keeper - Better Save Soul
- Face ethical dilemmas. Do you really want to spend money on that proper burger meat for the witch-burning festival, when you have so many resources lying around?
- Gather valuable materials and craft new items. Expand your Graveyard into a thriving business. Help yourself -- gather the valuable resources scattered across the surrounding areas, and explore what this land has to offer.
- Quests and corpses. These dead bodies don't need all those organs, do they? Why not grind them up and sell them to the local butcher? Or you can go on proper quests, you roleplayer.
- Explore mysterious dungeons. No medieval game would be complete without those! Take a trip into the unknown, and find discover new alchemy ingredients -- which may or may not poison a whole bunch of nearby villagers.
- OS: Ubuntu 18.04. CentOS 7
- Processor: Intel core i5. 1.5 GHz and upMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: 1 Gb dedicated video card. shader model 3.0+
- Storage: 1 GB available space
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