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GK2 Guide

Town Restoration Guide - Houses, Shops & Orders

How restoration works in Graveyard Keeper 2: the exact building kits for the cheapest houses, the shop network, town orders and the achievements tied to bringing the Town back to life.

Quick Answer: How Does Town Restoration Work?

You repair the Town's ruined houses with building kits, and every restoration pays back twice: once in immediate rewards, and forever after through the shops and orders the restored buildings open up. Start with the cheapest houses — one of the two cheapest needs just 4 Building Kit I, 3 Wooden Kit I and 1 Iron Kit I — and let that first repair earn the Back to Life achievement. There are sixteen houses in the Town (Urban Planner asks you to fix fifteen of them), eleven Tier I shops to build for Patron of Merchants, and a standing order board to feed once the Town trusts you.

Houses and Building Kits

Every ruined house needs a specific mix of kit tiers, and the costs scale with the house. The two cheapest houses in the Town are your entry point: one takes 4 Building Kit I + 3 Wooden Kit I + 1 Iron Kit I, and the other takes the 6/4/2 mix — restore either for the Back to Life achievement. Beyond the achievement, houses are the Town's infrastructure: repaired districts are defensible during the purge battles, and restored buildings host the shops and services your economy runs on.

Houses and Building Kits
RestorationKit CostReward
Cheapest house (option A)4 Building Kit I + 3 Wooden Kit I + 1 Iron Kit IBack to Life achievement
Cheapest house (option B)6 Building Kit I + 4 Wooden Kit I + 2 Iron Kit IBack to Life achievement
Fifteenth house repairedAccumulated kits across the runUrban Planner achievement (16 houses exist)
Restore one of the two cheapest houses first — Back to Life is the cheapest early achievement in the entire list.

Shops: The Tier I Network

Restored buildings become shop fronts, and the game rewards committing to retail: building up to eleven Tier I shops earns Patron of Merchants. Shops are not trophies — each one widens your buy and sell options inside the Town, cutting travel time on your production loops (the Jeweler you want at tier II for Golden collars is the poster child). Sequence restorations along the routes you actually walk, and the shop network compounds with every new storefront.

  • Eleven Tier I shops built — Patron of Merchants achievement.
  • Shops widen what you can trade without leaving the Town.
  • Restore along your walking routes; the network compounds.

Orders: Turning Problems into Revenue

The order board is where restoration cashes out. Your first completed town order is the Open for Business achievement; twenty-five across the run earns Merchants' Best Friend; and the two tracks — Trader Orders and Looter Orders — keep the board interesting on both production days and battle days. The store page's promise that you will "turn their problems into revenue" is meant literally: townsfolk needs become your order stream, your zombies produce the goods, and the Town's recovery funds yours.

  • First town order completed — Open for Business achievement.
  • Twenty-five town orders — Merchants' Best Friend achievement.
  • Trader and Looter order tracks run in parallel all game.
Pair order-taking with automation milestones — the Supplier achievement (50 resupply deliveries) means your workforce can fill the board without you.

Published September 22, 2026 · Last updated September 24, 2026

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