Insanity in Graveyard Keeper 2 is a resource like energy or money, and it works against you in exactly one way: it lowers the ceiling on your energy. The whole relationship is one line of arithmetic, and everything else about the mechanic follows from it.
Your maximum
energy is 100 minus your
insanity. Insanity starts at 10, floors at 0 and caps at 80, so at worst you are working on a fifth of the energy you began the game with.
The game’s own tutorial puts it the same way, and it does not fire until you cross 30 insanity, which for most players is well past the point where the days started feeling shorter. If you have been wondering why you run out of energy faster than you did on day one, this is why, and nothing in the interface connects the two.
Some actions generate insanity. When you are tired, any action will generate insanity. / Insanity reduces your maximum energy.
Tutorial: Insanity, two panels inAutopsies are the real source, not gravestones
A hundred and sixty seven recipes raise insanity while you work them, and they split into three rates. The one everybody blames is the smallest of the three.
A hundred and nine crafts run at
+0.3 per tick, the worst rate in the game, and a hundred and eight of them are autopsies: every skin and organ extraction at the
Autopsy Table I, six to fourteen seconds each. Upgrading does not help, because the same hundred and eight run at the same rate on the
Autopsy Table II.
Taken apart completely, one body costs
18.6, and that figure barely moves across the sixty eight bodies in the game or their five tiers. From the starting 10 that is four corpses to the cap. A long session at the table is how players arrive at a twenty point energy bar without ever noticing the moment it happened.

Forty three crafts run at
+0.2 and forty one of them are graveyard work: gravestones, wooden and marble crosses, stone and marble fences, urns, signs, and the removal actions that undo them. The other two are
Tooth and
Leather Scroll, and the scroll is made at the Writing Desk, the same bench as the only crafts that pay insanity back. Fifteen more run at
+0.15, and despite sitting in the same bracket they are zombie collars and organ improvers rather than decoration.
The table below lists the named recipes and their rates. The autopsy extractions are not in it, because the game gives them no display name of their own, so there is nothing for a table to list. Everything in it is named after what it produces, so both story improvements read as Story recipe and the organ improvers read as the organ they work on.
| Name | Duration | Insanity / tick |
|---|---|---|
| Bones III (1 red, 3 white) recipe | 6 | 0.15 |
| | 6 | 0.15 |
| | 8 | 0.15 |
| Brain III (3 white) recipe | 8 | 0.15 |
| | 8 | 0.15 |
| | 12 | 0.15 |
| | 8 | 0.2 |
| | 8 | 0.2 |
| Guts III (1 red, 3 white) recipe | 8 | 0.15 |
| | 8 | 0.15 |
| | 8 | 0.15 |
| Heart III (3 white) recipe | 8 | 0.15 |
| | 3 | 0.2 |
| | 12 | 0.2 |
| | 12 | 0.2 |
| | 12 | 0.2 |
| | 12 | 0.2 |
| Skin III (1 red, 3 white) recipe | 6 | 0.15 |
| | 6 | 0.15 |
| | 6 | 0.15 |
| Skull III (3 white) recipe | 6 | 0.15 |
| | 16 | 0.15 |
| | 8 | 0.2 |
| | 8 | 0.2 |
| Story | 10 | -1 |
| | 12 | -1 |
| Story III recipe | 16 | -1 |
| | 4 | 0.2 |
| Unholy Idol recipe | 2 | -3 |
| | 4 | 0.2 |
| | 4 | 0.2 |
| | 4 | 0.2 |
| | 4 | 0.2 |
| | 4 | 0.2 |
| | 4 | 0.2 |
| | 4 | 0.2 |
The Lack of sleep debuff reads: “You’re tired. Until you go to bed, any work will waste more energy, and your insanity will increase more quickly.” It is not a flat penalty, it is a multiplier on both halves, and the tutorial is blunt that it applies to any action rather than only the recipes above.

Four recipes remove it
Only four crafts in the game run at a negative rate, and they are worth knowing by name because nothing signposts them. The Unholy Idol has the best rate at
-3 per tick from one Wooden Billet, three times anything else and the largest single value in the game. It runs for two seconds, though, so it removes only
6 in total, costs ten energy, and pays
6 back.
The other three are stories at the
Writing Desk, all at
-1 per tick. Story takes three
Faith, two
Clean Paper and one
Ink over ten seconds; Improve story I turns two Stories into one better one in twelve; Improve story II does the same again in sixteen. The rate runs for the whole craft, which makes those durations the point: Story clears
10, Improve story I
12 and Improve story II
16, so the longest of them removes nearly three times what the idol does.
That makes writing the only productive work in the game that pays insanity back down while you do it, instead of costing you a night. The game half agrees in its own text, where strings sit for an inspiration called Back to Normal, “Reduce your insanity without sleeping”, with no inspiration defined behind them. Nothing tracks it, so the habit is yours to keep.

Fourteen consumables lower it and seven raise it
The tutorial says only that “some consumables can reduce insanity” and leaves it there. Twenty one items carry an insanity value when used, and the spread is wider than the tutorial suggests.
Drink is the strong end.
Krotowuha is
-50 in one go,
Wine III is
-35 against
-25 for
Wine I,
Chocolate is
-20, and
Beer is
-12 from the
Brewing Stand, five Hops, five Water and ten
Fuel for five cups.

Below those, Cognac is
-15,
Mead and
Blueberry Cider are
-10,
Apple Cider is
-7,
Croissant is
-5 and
Berry Pie is
-3. None of this needs a perk or a technology, only a kitchen or a brewing stand.
Soldier’s ale is
+20 despite being a drink,
Flesh and
Baked meat are
+10 each, and
Burger and
Sandwich are
+5. Baked meat is an ingredient in the Sandwich, so an early staple meal costs you insanity twice over.
Two perks help, and two more do not exist
Iron Will is the one most players find. It drops the ceiling from 80 to 70, which is ten permanent points of maximum energy rather than a cure.
Grave Builder is the one that matters more and nobody mentions. It takes
0.1 off the rate and
1 off the energy cost of gravestones and grave fences, and those crafts run at
+0.2, so it removes half the cost of the entire graveyard decoration line. It finishes the craft two ticks sooner as well, so the lower rate and the shorter run compound.
Son of a butcher does the same job for the bigger source. It is
0.1 off the rate and
2 off the energy for autopsies, against a base rate of
+0.3, so it takes a third off the hundred and eight recipes that cost you the most.
Both names exist in the game’s text, with descriptions, and neither has a node anywhere in the talent tree. Nothing grants them. Any guide telling you to take Sanity for better sleep, or to avoid Insanity as a trap, is reading strings rather than the tree.
There is also a buff called God of sane, and its description is the strongest line written about insanity anywhere in the game: “You do not get insanity at all.” It is a buff rather than a perk, so it is temporary, and it is the church that hands it out.
Prayer for Purity turns it off
Preach the Prayer for Purity at the church tribune and a successful sermon grants God of sane, which stops insanity accruing at all while it lasts. It comes in three tiers, and the only thing separating them is the size of congregation you can draw.
Purity I asks for twenty parishioners against a difficulty of 50 and runs half an hour. Purity II wants fifty at difficulty 100 for a full hour, and Purity III wants a hundred at difficulty 150 for just under a hundred minutes. Each one also pays Faith and a few coins into the donation box, so the sermon is not charity.
A hundred minutes of God of sane covers a full autopsy run, and the same run unprayed costs about
18.6 a body. Purity is the only thing in the game that removes the cost rather than paying it back afterwards.
The tribune offers the opposite as well. Prayer for Insanity grants God of insane, which gives you more of it rather than less, and it asks for smaller congregations at fifteen, forty and eighty.
What to actually do about it
Sleep is the intended answer and the tutorial says so outright: “Sleeping when you’re tired is the best way to reduce insanity.” It is also free, which none of the alternatives are.
When you cannot afford the night, drink first. A
Krotowuha is
-50 on the spot and Wine III is
-35, and neither needs a perk or a technology to make. After that a writing session clears
10 to
16 and leaves you a story you wanted anyway, while an idol is
6 for a single Wooden Billet.
The habit that prevents the problem is batching differently. Autopsies and gravestones are both jobs you do in runs, and a run without sleep in the middle is where the ceiling drops, so break them up rather than clearing the whole corpse pile in one night.
Insanity questions
Graveyard Keeper 2 insanity FAQ
What does insanity actually do in Graveyard Keeper 2?
It lowers your maximum energy, point for point. Your energy ceiling is 100 minus your insanity, so 40 insanity means a 60 point energy bar. It does nothing else, and there is no death or game over attached to it.
How high can insanity go?
It starts at 10 and caps at 80. The Iron Will perk lowers that cap to 70, which is worth ten permanent points of maximum energy.
What generates the most insanity?
Autopsies. A hundred and eight extraction recipes run at 0.3 per tick, the highest rate in the game, against 0.2 for gravestones and fences and 0.15 for zombie collars and organ improvers. Gravestones get the blame, but the autopsy table costs more: taking one body fully apart is 18.6 insanity, so four corpses carry you from the starting 10 to the cap.
How do I reduce insanity without sleeping?
Drink something: Krotowuha is minus 50 on use, Wine III is minus 35 and Beer is minus 12. Failing that, an Unholy Idol runs at minus 3 per tick and stories at the Writing Desk at minus 1, and those four crafts are the only ones in the game with a negative rate. Better still, preach the Prayer for Purity at the church tribune, where the God of sane buff stops insanity accruing at all for up to a hundred minutes.
Why is my insanity going up when I am not crafting gravestones?
Because you are tired. The Lack of sleep debuff makes any work generate insanity, not just the recipes that normally do, and it also makes all work cost more energy.
Which perks reduce insanity?
Iron Will lowers the cap from 80 to 70. Grave Builder takes 0.1 off gravestone and fence crafts, and Son of a butcher takes 0.1 off autopsies. The Sanity and Insanity perks are named in the game’s text but have no node in the talent tree, so neither can be taken.








