Graveyard Keeper is the most inaccurate medieval cemetery management sim of all time. Build and manage your own graveyard, and expand into other ventures, while finding shortcuts to cut costs. Use all the resources you can find. After all, this is a game about the spirit of capitalism, and doing wha...
Graveyard Keeper is the most inaccurate medieval cemetery management sim of all time. Build and manage your own graveyard, and expand into other ventures, while finding shortcuts to cut costs. Use all the resources you can find. After all, this is a game about the spirit of capitalism, and doing whatever it takes to build a thriving business. And it’s also a love story.
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 discover new alchemy ingredients -- which may or may not poison a whole bunch of nearby villagers.
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Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
I'm replaying the game, because I managed to lose an important quest item or otherwise soft lock my game the first playthrough.
I re-did all of the grinding, noticed everything I wanted to do to make the game easier/more fun is hidden in late game after you no longer have any reason to do it. Very much "here's some stuff that would have been cool, if we let you do it. Sucks that you bought a game from people who hate you."
I get back to the end-game stuff, and I just spent 30 minutes checking all of my storage. The inventory management minigame BS means you have things stashed wherever they will fit or wherever you needed to store some things to have space for whatever you want to do *right now*.
There is clearly an interesting game in there somewhere, and the devs have done everything they can to prevent you from getting to the enjoyable parts.
If you liked Stardew Valley you should at least get your money's worth of fun out of the game, but it is by no means a complete game yet. Several game play aspects have been changed frequently and a few bugs have been fixed.
The game should clearly be marked "early release".
It has potential, but you are not likely to enjoy this one as long as some of its fellow gametypes.
There was a good game in here but it got lost under the stupid limited inventory system that meant LOTS and LOTS of walking.
There were three options open to the devs:
Option A: Give player unlimited inventory
Option B: Confine the gameplay to certain areas/tasks that require little movement.
Option C: What the devs chose which was dumb and meant sooooooo muuuuuuch walking that you never seem to play the game just walk the game, again and again and again and again.
On top of all that:
-keyboard controls stink - this game badly needs controller support and some sensible UI (e.g. M opens map, M does not close map)
-quests are really difficult to keep track of
-the day/night/mystic cycle is wasted opportunity
I was wondering what exactly I thought about this game. But now it's definitely no more than 3 stars, because I lost a week of in game time building myself into a softlock between a zombie garden and three pole plots. This is because a combination of you can't remove built objects unless you can reach the crafting bench, the pole plots have a very solid square shaped zone you can't cross, and the zombie garden's top left and top right squares (out of 3x3) are easier to move around before building them. Once you build them, they'e a full sized impassible square. And if you stand in the top middle of the zombie garden, finish building all it's parts from there, and have a 3x1 row of pole plots immeidately above it, you can cause this softlock. And the reason I lost an in game week was because I was using food to supplment bothering to go to bed to sleep to restore energy. And you get one guess as to when is the only time this game saves. You could say "but Harvest Moon/Stardew are like that," but I'd reply that those games also have a much more day by day nature. This game gives you the freedom to run around as much as you want, and if you have the food and put up with the tiredness debuff, you potentially never have to sleep.
They also clearly wanted a mild alchemy system where you experiment with combinations until you find workings ones, but only successful combinations are tracked. The 2nd tier station also expects you to combine 3 items each time. Combined with how rare some are earlier on, they don't explain nearly every useful combination always starts with a power very explicity on the left input, then a fluid, then a second fluid on the tier 2. Like so many other alchemy systems, you feel more punished for experimentation than rewarded for not going to the wiki.
There's also a mild issue of game stuttering every so many seconds, and I've got a decent gaming PC where this is not happening in other similar or more complex games.
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