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Graveyard Keeper 2 Resources and Selling Guide

Which Graveyard Keeper 2 resources are infinite and which run out, what is safe to sell, and why dumping a big stack collapses the price until the weekly refresh.

10/1/2026 1.0 Last updated: 10/1/2026 5 min read

FAQ

Which resources are infinite in Graveyard Keeper 2?
Community beginner coverage names stone, sand and clay as effectively unlimited sources you will find near your base, while minerals such as iron are described as limited early on. The practical difference is that infinite resources are safe to spend freely, and finite ones should be budgeted.
What should you sell to vendors?
Sell what you can reproduce without limit — farming goods are the example given — and hold back anything you cannot renew, especially timber and crafted planks. Coverage is blunt: do not sell things you are not sure you can produce again, because you may need them long before the map gives you more.
Why did the price crash after I sold a big stack?
Because pricing is dynamic. Community coverage reports that dumping a large quantity keeps the price at a catastrophic level until the weekly inventory refresh resets things. Selling in smaller batches on separate days protects the rate you get.
How much of each resource should you stockpile?
One stack is the rule of thumb in community coverage for a reason: it is usually enough, and the game will keep inventing things to craft. Bottleneck resources are the exception worth a second stack, and you will discover which those are by watching what your stations run out of.

How Many Resources Should You Actually Keep?

The uncomfortable answer is: fewer than you think, and the game will not tell you so. Community beginner coverage describes a world designed to fill your pockets and a crafting list long enough to justify hoarding almost anything — which is exactly why the recommended rule of thumb is a fixed ceiling rather than a judgment call.

That rule: one stack of a resource is usually enough. Once you have it, you are safe to move on and let the stockpile get consumed by something else. Bottleneck resources are the exception, and coverage says you will discover which those are by watching where production actually stalls, not by predicting it up front.

Two habits make the rule workable:

  • Empty your pockets before a gathering run. The game scatters small items into your inventory constantly, and a full pack is what forces the abortive mid-route trip.
  • Treat each new stack as a question. Do you have a station that will consume this in the next session? If not, leave it in the ground.

The inventory and storage guide covers where these stacks should physically live.

Which Resources Are Infinite and Which Run Out?

This is the distinction that separates a well-planned base from a stalled one, and community coverage is unusually specific about it.

Tier Resources named What it means for you
Effectively infinite Stone; sand and clay in the vicinity Spend freely. Running out is not a real risk, so distance and hauling are the only costs.
Limited, at least early Iron and similar minerals Budget them. There are only so many available to you for a stretch of the game.

The practical consequence is that a stone-heavy build is cheap and an iron-heavy build is a commitment. When you are deciding whether to upgrade a tool, a station, or a piece of equipment, the material it consumes tells you whether that decision is reversible. Anything built from an infinite source is a mistake you can afford; anything built from iron is not, at least early.

Coverage notes that you will work out which sources are which quickly on your own — the map makes it fairly obvious once you notice that a stone pile keeps refilling while a mineral vein does not.

What Should You Sell and What Should You Hoard?

The selling rule that follows from the finite/infinite split is simple to state: sell what you can reproduce infinitely, hoard everything else.

Farming goods are the named example. A crop you can replant is a crop you can sell without risk, because the sale does not reduce your future capacity — it converts a renewable surplus into coin. Timber is the named counterexample. Coverage advises holding on to timber and crafted planks until you genuinely have what you need, and the reason is structural: nearly everything you build consumes wood, so a plank sold today is a building material bought back tomorrow at a worse rate.

The general form of the rule is worth internalizing beyond those two examples: before selling anything, ask whether you can make more of it on demand. If the answer is yes, sell. If the answer is “eventually, from a source I have not found,” keep it.

Why Does the Price Collapse When You Sell a Lot?

Because Graveyard Keeper 2’s price system is dynamic, and it reacts to what you dump.

Community coverage reports that offloading a large quantity of a resource keeps its price at a catastrophic level — the coverage’s word — until the weekly refresh of vendor inventories resets the situation. In other words, the market does not absorb your surplus politely. It reprices the good downward and leaves it there for days.

The defenses are straightforward once you know the mechanic:

  1. Sell in batches, not in bulk. Spread a large surplus across several visits instead of emptying the chest at once.
  2. Time it around the refresh. If you have just crashed a price, further selling that week is working against yourself.
  3. Watch the week, not the day. Graveyard Keeper 2 runs on a day-of-week schedule that governs shops and events, and the day-of-week calendar tracks what is known about it.
  4. Prefer processed goods. Turning a raw material into something further up the chain changes what you are selling, and the money-making guide covers the loops that do this well.

What Do You Do With Overproduction?

Coverage names two answers, and they are genuinely different strategies rather than interchangeable options.

Keep crafting. If your farms are producing more than you can use, feed the surplus into longer production chains instead of selling it raw. This converts an overproduction problem into progress on the crafting list — which is the better trade when you still have things to build.

Sell it to the city. If you have nothing left worth building, the surplus is dead weight and coin is the only honest use for it. Just respect the price mechanic above, because a crashed price turns a good decision into a bad one.

Choosing between them is really a question about your current bottleneck. If your bottleneck is materials, keep crafting. If your bottleneck is coin, sell — carefully. The getting started guide covers the early version of that decision, and the food and energy guide covers the farming side where overproduction usually starts.

What Is the Short Version?

  • Infinite resources are for spending; finite resources are for budgeting.
  • Sell what renews, hoard what does not, and never sell timber casually.
  • One stack is your working amount — bottlenecks earn a second.
  • Dumping a stack crashes a dynamic price until the weekly refresh.
  • Overproducing is not a problem, it is a decision point: craft it or sell it, and know which you are choosing.

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