A week in Graveyard Keeper 2 is six days long and not one of them has a name. The game writes the day as a small symbol and nothing else, so every character who says “come back on this day” is pointing at an icon you have no way to look up.
The six are the deadly sins, in the order Gluttony, Sloth, Lust, Envy, Pride and Wrath. Each one carries a job that can be done on that day and no other, which is the part that catches people out: miss Pride and you wait six days for another order.
The whole week, in order
Read this as a rota rather than a calendar. Four of the six carry something that is genuinely locked to the day, and the other two are the days you use to prepare for them.

| 1 | Gluttony | Load the PR Machine with Newspapers and Charged Hypno Devices to raise the zombie limit for the week |
| 2 | Sloth | Battles. The guards pull back to the town center when the bell rings that morning |
| 3 | Lust | The merchant ship docks, the Trade Master puts out exotic goods, Linda takes your Green Scrolls and the looters take new orders |
| 4 | Envy | The storm powers the Resurrection Room, so zombies can be raised. Blue Crystals appear at the Goddess statue |
| 5 | Pride | Accept town orders, and only today. Every shop happiness allowance resets |
| 6 | Wrath | Hold a ceremony at the Church. The Nun calls in, and the Crossroads sets your corpse quota for the week |
The dial in the corner of the screen is where you read it. Six medallions sit around a picture of the town, they run clockwise in the order above, and the one standing proud of the ring is today.



The game has no written name for any of the six. Every mention, in tutorials and in dialogue alike, is the sin symbol on its own, so a line like “stop by every [symbol] and I will have new goods ready” means nothing until you can read the symbol.
The table above is the key. Match the medallion on the dial to the row and you have the day, and the six on the dial run clockwise in the order they are listed.
There is a seventh sin in the art. Greed has a symbol and a portal fragment of its own and no day, so if you are counting seven you are counting one too many.
Gluttony, day one: the PR Machine
Gluttony is the day the PR Machine will take a load. Newspapers and Charged Hypno Devices go on it, and what they buy is a higher ceiling on how many zombies you can keep for the week ahead.
That ceiling is the thing that produces the crowded debuff, so the day is worth defending. If you are over your limit and cannot work out why nothing you do fixes it, the answer is usually that the machine has not been fed. The full loop is on the zombie limit.
Sloth, day two: the fighting day
Battles are planned on Sloth and run on Sloth. Pick any other day and the planner tells you the battle is available on this one, which is the game’s way of saying you have six days to prepare and one to fight.
Good thing we get a break every [Sloth].
It rings every [Sloth] morning, and most of them seem to withdraw back to the town center.
Two guards, on their one day off
The same morning bell pulls the town guards back to the centre, which matters if you were counting on them being where they usually stand. Both lines above are the game telling you about the day with the symbol in place of the word.
Lust, day three: the ship, the Trade Master and Linda
Lust is the busiest day of the six and the easiest to waste. A merchant ship docks at the port once a week and this is the week, the Trade Master puts out goods he stocks on no other day, and the looters take new orders.
It is also the day Linda takes ![]()
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Two more things sit on the same day and both are easy to miss. The Astrologer’s third portal fragment arrives with the ship rather than being on a shelf, so buying it means being at the Main Pier on Lust with the money already in hand.
Fine. Come back on [Lust] with the money, and it is yours.
Be sure to come by on [Lust]… I want you to hear how amazing I sound!
The Trade Master, and a singer who has been practicing
Envy, day four: the storm, the dead and the crystals
Envy is storm day, and the storm is the point. Lightning strikes the tower and powers the Resurrection Room, so this is the only day a body on the table can be brought back.
Every [Envy] when it storms, lightning strikes the tower.
Wait… there is a lightning storm every [Envy]?
Finding out how the Resurrection Room is powered
Prepare on the five days around it, because the room will not run without the weather. The other thing Envy brings is ![]()
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I shed them every [Envy]. Grieving over what has happened to this world.
The Goddess, on her tears
Pride, day five: the only day orders are accepted
This is the day the article exists for. town orders can be accepted on Pride and on no other day of the week, and since orders are the main source of happiness in the game, missing the day costs you the week.
Pride also resets the allowance on every shop counter. Each vendor will take a limited amount of goods for smiles per week, and the reset lands here, so a trader you emptied out on Wrath is ready again the next morning.
Accepting an order and finishing it are two different things. The acceptance is what is locked to Pride, and the crates can be left on the warehouse pallets any day after that.
So the routine is to take everything on offer on Pride even if you cannot start it yet, rather than taking only what you can finish that day.
Wrath, day six: the ceremony
A sermon can only be held at the Church on Wrath. The Nun uses the same day for her rounds, so anything she has asked you to fix gets inspected on the day you were going to be at the church anyway.



Because the ceremony is weekly, everything that feeds it is weekly too. The congregation is drawn from smiles you spent the previous five days collecting, and a sermon consumes them, so the size of the turnout is a reflection of the week rather than of the day.
Wrath is also corpse day, which is the part that catches people out, because it is a supply line rather than an errand. The Nun at the Crossroads hands over bodies once a week and she is specific about when.
Fine. I will give you a couple once a week. The poorest of the lot.
Come on [Wrath] and take them.
Agatha, agreeing to part with a body or two
Once the donkey is allowed to do the carrying, the collection turns into a standing order and the day becomes the only place you can change it. She will keep sending the same number until you say otherwise.
You may ask me every [Wrath] how many corpses you will need for the week.
If nothing changes, I will keep sending the same amount.
Setting the weekly corpse quota
The number you set is the number that keeps arriving, so a quota agreed when you had six graves is still arriving when you have thirty. Nothing prompts you to revisit it.
Wrath is the only day you can ask, and you are going to the church anyway, so make it the same trip.
How the six days fit together
Laid end to end the week has a shape. Gluttony sets your zombie ceiling, Sloth is the fight, Lust is the shopping and the scroll hand in, Envy raises the dead, Pride takes the orders that pay the smiles, and Wrath spends those smiles at the church.
| Gluttony | Newspapers, and Hypno Devices already charged |
| Sloth | Squads equipped, defenses repaired, potions brewed |
| Lust | Green Scrolls in the bag and coins for the ship |
| Envy | A prepared body on the table and a collar for it |
| Pride | Warehouse space, and an idea of which orders you can fill |
| Wrath | Smiles banked, a written prayer to preach from, and room for the corpses |
The one to guard is Pride, because it is the only day of the six where missing it removes an entire week of income rather than delaying a job. Everything else can slip a week and cost you only time. Orders pay the happiness and the coins that the other five days spend.
Questions about the days in Graveyard Keeper 2
How long is a week in Graveyard Keeper 2?
Six days. They run Gluttony, Sloth, Lust, Envy, Pride and Wrath, and then start again. There is a seventh sin in the game, Greed, but it has no day.
What day can I accept town orders?
Pride, the fifth day, and no other. You can deliver a finished order on any day, but accepting one is locked to Pride, so missing it costs a full week of orders.
How do you tell what day it is?
Read the dial in the corner of the screen. Six medallions sit around it, one per day, and the symbol is the only label the game ever gives you, because none of the six has a written name anywhere in the game.
Why do the days have no names?
The game never writes them down. Every reference is the sin symbol on its own, in tutorials and in dialogue alike, so a line like “come back every [symbol]” gives you nothing to look up until you can read the symbol.
What day do I collect corpses from the Nun?
Wrath, the same day as the sermon. She hands over a couple a week, and once the donkey is allowed to carry them it becomes a standing delivery whose size you can only change by asking her on a Wrath.
What day are sermons held?
Wrath, the sixth day. The Nun also does her rounds that day to check on anything she has asked you to fix.
What day can I resurrect a zombie?
Envy, the fourth day. The storm that day powers the Resurrection Room, and without it the room has no power at all, so prepare the body in advance.
When does the merchant ship come?
Lust, the third day. That is also the day the Trade Master stocks his exotic goods and the day Linda takes your Green Scrolls.
What is the PR Machine day?
Gluttony, the first day. Newspapers and Charged Hypno Devices go on it, and they raise the zombie limit for the week that follows.













