Graveyard Keeper 2 Days of the Week — What Happens on Each Day
Graveyard Keeper 2 days of the week: all six glyphs, what each one unlocks, and the exact in-day moment every window opens and closes.
How many days are in a Graveyard Keeper 2 week?
Six, and the count is hard-coded rather than implied. The shipped constants define exactly six day numbers — day_gluttony through day_wrath, 1 to 6 — and the day number is computed as day % 6, wrapping back to 6. No seventh day constant exists in the data, and Greed, the seventh portal fragment, has no day attached to it.
| Day number | Constant | Glyph | What the day unlocks |
|---|---|---|---|
| 1 | day_gluttony |
Gluttony | PR Machine charges, which raise your zombie limit for the week |
| 2 | day_sloth |
Sloth | Town battles at the guard post, sewer fights at the raider camp |
| 3 | day_lust |
Lust | Merchant ship at the pier, Linda’s Green Scroll collection, Davy’s raider orders |
| 4 | day_envy |
Envy | The storm that powers the Resurrection Lab |
| 5 | day_pride |
Pride | Town orders on the chalk board, plus the weekly vendor reset |
| 6 | day_wrath |
Wrath | Sermons in the church, and the Nun’s weekly corpse request |
Source: consts.csv → day_* intValue, build 25509347. Day numbers: work/dll/src/EnvironmentData.cs → GetDayNumberFromDay, build 25509347.
Greed is the odd one out. The string table carries all seven fragment names — Gluttony, Sloth, Lust, Envy, Pride, Wrath and Greed — and the quest that introduces a day refers to it only as a glyph inserted into a sprite reference, never as a word. Seven fragments, six days, one missing seventh.
What exactly opens and closes on each day?
Every day-locked mechanic is a flag toggled by a scheduled rule, and the shipped table lists exactly twelve such rules. Ten of them switch on at 0.01 of the named day and switch off at 0.99, so each window spans 98% of the day. Gluttony is the exception: the table has no Gluttony row at all.
| Day | Opens at | Closes at | What the rule actually does |
|---|---|---|---|
| Gluttony (1) | — | — | No scheduled rule; the PR Machine gate is checked in code, not in the rule table |
| Sloth (2) | 0.01 | 0.99 | battle_ready set to 1, then back to 0 at the end of the day |
| Lust (3) | — | 0.99 | resurrection_has_power set to 1 at the very end of Lust |
| Envy (4) | 0.01 | 0.99 | Storm event started at 0.01, ended at 0.99 |
| Pride (5) | 0.01 | 0.99 | reset_town_vendors, clear_town_palettes and enable_chalk_board at 0.01; disable_chalk_board at 0.99 |
| Wrath (6) | 0.01 | 0.99 | sermon_ready set to 1 at 0.01, back to 0 at 0.99; the panic-reduction craft also finishes at 0.99 |
Source: game_logic.csv → gameLogicsDefs[].dayNumber / dayTime / exec_expressions, build 25509347. The 12 day-scoped rules are the ones carrying start_type = 2 (Day).
The Pride pair is the one you will feel. The chalk board is the flag the town order window reads to decide whether an order can be accepted at all, so the board is genuinely closed for the final 1% of Pride — not merely greyed out in a tooltip. The same window tells you, in the game’s own words, that orders can only be accepted on that glyph and on no other day.
Sloth works the same way through its flag, and the Wrath flag is read by the prayer stand handler, which refuses the interaction outright on any other day. Gluttony’s gate is the outlier: the interaction handler compares the current day number directly against day_gluttony and shows a “available tomorrow” bubble. Two systems, one visible rule set.
When inside a day do the recurring events fire?
The day cycle is a 0-to-1 fraction, not a clock. Daylight begins at 0.25, and a recurring rule stores the fraction it fires at plus a period measured in whole days. The donkey and the nun’s body drop sit at 0.55 on a two-day period; the bonfire guards switch on at 0.83 and off at 0.175.
| Recurring rule | Fires at | Repeats every | Condition |
|---|---|---|---|
| Donkey corpse delivery | 0.55 | 2 days | donkey_ready |
| Nun body drop | 0.55 | 2 days | nun_body_drop_ready |
| Bonfire guards enabled | 0.83 | 1 day | — |
| Bonfire guards disabled | 0.175 | 1 day | — |
| Villager activity rolls | 0.25, 0.45, 0.65 | 1 day | — |
| Villagers sent home | 0.80 | 1 day | — |
| Villager lantern night rolls | 0.10, 0.90 | 1 day | — |
| Town A1–A4 activity rolls | 0.25, 0.45, 0.65 | 1 day | — |
| Town A1–A4 guard rolls | 0.20, 0.40, 0.60, 0.80, 0.99 | 1 day | — |
Source: game_logic.csv → gameLogicsDefs[].startTime / periodTime / condition for the 49 start_type = 1 (Period) rules, build 25509347.
These are the numbers behind several “what time does X happen” answers you will find elsewhere. A widely repeated claim puts the donkey’s corpse delivery at 13:12 on three named weekdays. The shipped data records 0.55 and a two-day period, with no weekday condition on the rule at all, and 0.55 is a fraction of the day rather than an hour. Converting it to a clock reading is the error, not the data. The same caution applies to the claim that trader caps reset at 00:14: the reset fires at the start of Pride, not at a timestamp.
The shipped game data does not record how long a day lasts in real time, so no honest source can convert 0.55 into minutes. What it can tell you is the shape: 0.10 and 0.175 belong to the small hours, 0.25 to 0.80 is the lit part of the cycle, and 0.90 onward is late evening. Note that the two day/night checks disagree slightly — the HUD wheel uses 0.25 to 0.80, the environment engine uses 0.25 to 0.75.
Why does the wheel show a glyph instead of a name?
The interface never spells a day out. Every string that mentions a day embeds a sprite reference — the tutorial line about resurrection reads “during [glyph] the room is powered” with no word for the day at all. So players describe the week by shapes, and a cheat sheet built on names is hard to match against the wheel.
You can work out where you are by elimination instead. The order board tells you when Pride opens, the prayer stand tells you when Wrath opens, the guard post tells you when Sloth opens, and the resurrection lab tells you when Envy opens. Each of those refusals is a free clock. Once four are known, Gluttony and Lust are the two remaining positions in the cycle. The broader picture of who is where on which day is in the NPC schedule and weekly days guide, and the day-and-time basics are in Graveyard Keeper 2 days and time.
How do I plan a week without missing a window?
Plan backwards from the four flags you cannot replace, then fill the rest. Battles, sermons, town orders and resurrection power are each single-day windows with no partial credit, so spend those days on those systems and nothing else. The remaining two days carry no exclusive mechanic at all and are the right ones for wood, food and research.
- Sloth is the only day a fight will accept a squad, so a lost battle waits six more days. The thresholds and the structure of each fight are in the town battle guide.
- Wrath is the only day the prayer stand accepts you, and sermons are the source of Faith. Sermon payouts and quality rules are in church and sermons.
- Pride is the only day the chalk board accepts an order, and the same rule resets vendors and town palettes at 0.01. The vendor side is in town shops and economy.
- Envy is the only day the storm powers the lab, and the power flag is actually set at the end of Lust, so an Envy you spend on anything else costs a full cycle.
Two things are worth knowing before you commit a week. Nothing carries over: miss the window and the flag is simply gone until the same day number comes round again. And the weekly count is six, so a plan written as “next Tuesday” has no meaning here — write it as the glyph, or as the day number from the table above.
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