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Graveyard Keeper 2 Days and Time — Week, Shops and Hours

Time in Graveyard Keeper 2: the six-day symbolic week, which mechanic each day unlocks, Workshop Hours and Pride, and weekly shop and order resets.

9/27/2026 7 min read
Graveyard Keeper 2 Days and Time — Week, Shops and Hours

How does the six-day week work?

The game never writes a day name. It shows a symbol — a glyph carved from a portal fragment — and the six are Gluttony, Sloth, Lust, Envy, Pride and Wrath. The seventh fragment, Greed, has no associated day. Six symbols, six days, one week: if you are counting on a Sunday or a Monday, stop.

Symbol Day Exclusive mechanic Cost of missing it
Gluttony PR Machine day The PR Machine raises your zombie cap Wait a full week
Sloth Battle day Town battles at the guard post, sewer fights at the raider camp Wait a full week
Lust Port day The merchant ship docks, Linda collects Green Scrolls, Davy posts raider orders Wait a full week
Envy Storm day A thunderstorm powers the resurrection table Wait for the next Envy, or use the God of the storms buff
Pride Market day Town orders open and every trader’s weekly Likes cap resets Wait a full week
Wrath Sermon day Mass and sermons in the church Wait a full week

Each day carries exactly one headline mechanic, and the game does not skip or refund the window. The full day-by-day breakdown is in the NPC schedule guide.

What is Workshop Hours?

Workshop Hours is a hidden quest in the Port chapter, not a shop timetable. Its id is 58_port_supplies_order, it belongs to Jack, and its objective is the Town order loop: fulfil Orders, then report to Jack in the Town Warehouse. Because orders only open on Pride, the quest hands you the market-day economy instead of explaining it.

It leads into Jack's Back in Business next, and the shipped game data does not record it as the quest that draws the Pride glyph onto the six-day wheel — the files show only the order loop it hands you. Pride itself is the widest reset day in the game: town orders open on the order board (pickup only, 2 active orders), every trader’s weekly Likes ceiling resets, and Gratitude-spending headroom refills. It is the best day to spend caps you have been saving and the worst day to be busy elsewhere. How trader stock, purses and weekly caps interact is in the town shops and economy guide.

When do shops, orders and sermons reset?

All three run on the weekly wheel, not on a day timer — which is why the order and sermon quests matter more than any clock. There is no daily reset to memorise; the six glyphs are the only schedule the game ships.

Pride carries all three together: shops, orders and sermons reset on the same day, so it is the one weekday the town is fully open. Every one of those resets lands on a day you can name from the weekly day cycle wheel.

System Reset day Rule
Town orders Pride Board opens, 2 active orders, deliveries pay Likes not coins
Trader weekly Likes caps Pride Every trader’s cap resets; rotate goods before the tag vanishes
Sermon and Faith Wrath One sermon per week; attendance is the lower of Gratitude and church quality
Gratitude stock Wrath (consumed) Unspent points do not carry over; excess above cap is lost
Battles Sloth Lost fights wait six days for the retry
Resurrection power Envy Lab unpowered otherwise; Prayer for Storms grants the any-day buff

Sermon payouts scale off the church quality and prayer formula, and the attendance ceiling comes from Gratitude banked across the week. Most rows above are flags the game raises at the start of their day and clears at the end; the days of the week guide lists the rules one by one with their exact fractions.

How long is a day, and do workshops have opening hours?

One gap is real and one is not. The shipped data stores every in-day moment as a fraction between 0 and 1 and holds no constant converting a day into real minutes, so nobody can honestly say how long a Graveyard Keeper 2 day lasts. The schedule itself is fully recorded; the shop question is the wrong one.

System Opens at Closes at What the rule does
Town order board 0.01 of Pride 0.99 of Pride enable_chalk_board, then disable_chalk_board
Town traders 0.01 of Pride — reset_town_vendors and clear_town_palettes fire together
Battles 0.01 of Sloth 0.99 of Sloth battle_ready set, then cleared by battle_lock
Sermons 0.01 of Wrath 0.99 of Wrath sermon_ready set, then cleared by sermon_lock
Resurrection power 0.99 of Lust 0.99 of Envy Set at the very end of Lust, storm ends at 0.99 of Envy

Source: game_logic.csv → gameLogicsDefs[].dayNumber / dayTime / exec_expressions, build 25509347.

Read 0.01 as the first sliver of the day and 0.99 as the last, not as one and ninety-nine percent of a clock. The order board really does shut for the tail of Pride, because the chalk-board flag it reads is cleared at 0.99 rather than merely greyed out. The one system that checks a day number directly rather than reading a flag is the PR Machine, which takes material only on Gluttony; its tiers run from plus 10 zombies to plus 80.

Where did “the donkey delivers corpses at 13:12” come from?

It is a unit error, and the arithmetic is visible in the shipped data. game_logic.csv records the donkey’s corpse delivery at start_time = 0.550000011920929 on a two-day period, gated on donkey_ready, and that value is a fraction of the day rather than an hour of the day.

Zero point five five is a fraction of the day, not an hour. Multiply it by 24 and you get 13.2, which is where 13:12 came from. The same arithmetic explains the other quoted time: trader caps reset at 0.01 of Pride, and 0.01 × 24 is 0.24 hours, or 00:14.

The fraction is stored with float noise, 0.550000011920929 rather than a clean 0.55, which is a further sign it was authored as a ratio rather than as a clock time.

Which days the donkey runs is also not what the machine-translated guide says. The rule carries a two-day period and an empty day number, so it fires on every second day of the cycle rather than on Gluttony, Lust and Pride by name. The nun’s corpse drop sits at exactly the same 0.55 fraction on the same two-day period, and the bonfire guards switch on at 0.83 and off at 0.175. The rest of the recurring events, and who runs them, are in the NPC schedule guide.

How do I plan a week around the calendar?

Plan backwards from the four windows you cannot replace. Battles, sermons, town orders and resurrection power are single-day flags with no partial credit, so spend those days on those systems and nothing else. Wood, food, research and hauling belong on the two days that carry no exclusive mechanic at all.

Two rules catch people out. Nothing carries over: miss a window and the flag is simply gone until the same day number comes round again. And the resurrection power flag is set at 0.99 of Lust rather than at the start of Envy, so an Envy spent on anything else costs a full cycle. If you are sequencing the opening days rather than the clock, the beginner first week guide covers the route and the common mistakes guide covers the waiting traps.

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