Unofficial fan tool

Graveyard Keeper 2 Calculator — Free Corpse Planner

Free Graveyard Keeper 2 corpse calculator for White and Red skull outcomes. Pick a corpse’s starting skulls, toggle organs and embalming, and read a burial grave score under the wreaths you can place, or a zombie collar that red count fits (Bronze 5, Golden 10, Steel 99).

The planner reads data/rules.json (still 0.2.0). A figure that matches a named public page is Verified (public source). Skull removal and the hard-organ dropdowns are Launch estimate — pending in-game test.

Skull planner

Example plans use the worked 3 White / 2 Red corpse from this page. They are not a census of real arrivals. Opening one fills the form and updates the address so you can copy it.

Starting corpse

Headstone plus fence. 3 is Wooden Cross I (2) + Wooden Fence I (1), the worked example on the burial guide. The best cited grave is 14. Preset buttons do not change this field.

Extractions
Hard organ outcomes (if extracted)

Early guides: each hard organ randomly destroys 2 skull values. Pick the outcome you observed or are planning for. Wikily instead removes the skulls that organ carried.

Complications (optional)
Embalming (optional)

Each bottle uses one pocket slot and is consumed. A body holds at most 6 pocket items; organs are not counted. Pockets the corpse already holds are not modeled.

This plan

— White
— Red
— Net (W−R)

Grave score —

Collar: —

    Totals are clamped at zero. The plan lives in the page address, not on a server.

    What this Graveyard Keeper 2 corpse calculator does

    In GK2 a corpse has no quality score of its own: its White and Red skulls are the sum of its six organs (Skin, Bones, Skull, Heart, Brain, Guts) and its pocket items (Fat, Blood, Flesh), according to Wikily and gk2db. This calculator answers the question you face at the autopsy table: if I take these parts out and embalm, what will the body be left with?

    Want the background first? Read the White skull and Red skull guides, or check each organ’s values on the organs table. Which Anatomy and Alchemy tech opens autopsy and reanimation is the tech tree unlock order. Where the wikis disagree on arrival bands is corpse types. The four embalming mixes, with the other laboratory formulas, are on alchemy recipes.

    How to use the calculator

    The planner is a quick sandbox: it adds up the White and Red skull changes for the cuts and embalming you pick, so you can compare plans before you spend kit charges or risk a good corpse. Every value it uses is listed in the rules table below. Work through the panels from left to right:

    1. Enter the starting corpse. Put the White and Red skull counts the body shows when it arrives on the autopsy table (each field accepts 0–20; the defaults are 3 White and 2 Red). Those defaults are a worked example, not a typical arrival. A higher tier carries more white and more red — see how corpse types change the starting skulls.
    2. Choose a goal. Pick Burial if the body is headed for the graveyard, or Zombie if you plan to resurrect it. The goal does not change the skull math. It changes the advice line, and it warns when Surgeon’s Error or a Solution for Corpses is a bad fit for a zombie.
    3. Set the wreaths on the grave you can place. The field defaults to 3: Wooden Cross I (2) plus Wooden Fence I (1). The grave-score line is the lower of (wreaths − Red) and White, and it goes negative when Red exceeds the wreaths. The collar line uses Bronze 0–5, Golden 0–10, and Steel 0–99. Example buttons do not change the wreath field, so you can try each plan against the decoration you actually have.
    4. Tick the extractions you plan. Blood and Fat are marked free (no kit charge) and each remove 1 Red. Flesh removes 1 White. Bone and Skin use early-guide estimates (−1 White, and Skin also +1 Red). Skull is marked Launch estimate — pending in-game test +1 Red is a classic Graveyard Keeper pattern, not a published GK2 formula. Current wikis list six organs only (Skin, Bones, Skull, Heart, Brain, Guts), so there is no separate Dark Organ toggle.
    5. Set hard organ outcomes. Brain, Heart and Guts are hard organs. Early guides describe each extraction as destroying two skull values at random, so when you tick one, its dropdown unlocks: choose −2 Red, −2 White or −1 Red −1 White to match what you saw, or to test the best and worst case. Unticked hard organs are ignored.
    6. Optional: Surgeon’s Error. Tick it to apply −1 White and −1 Red. That organ slot is unusable, and the body can no longer be raised as a zombie. With the goal set to Zombie, the result shows a warning.
    7. Add embalming (optional). Grades match the in-game bottles: Solution for Corpses ★/★★/★★★ is +1/+2/+3 White, and Injection for Corpses is −1/−2/−3 Red with the same White gain. Zombie mixes add Red. Each checked bottle uses one of six pocket slots; a seventh is not applied. Details are on the embalming guide.
    8. Read the result. The panel shows the estimated White, Red and Net (White − Red), then the grave score under the wreaths you typed and the collar that red count fits, followed by every step applied with its change. Results update instantly as you edit.
    9. Reuse the plan. Example buttons load a named scenario. Copy share link puts the current choices in the address, including the wreath count as d (?w=3&r=2&g=burial&x=blood,fat&d=3). Pin this plan freezes a copy beside the form so you can edit a second version and read the difference, including the grave-score gap under the same wreaths. Compare burial vs zombie pins the untouched 3/2 body against Blood + Fat cleanup.

    How the estimate is calculated

    Each selected item adds a fixed change to White and Red, so the order you tick boxes does not change the total except for the pocket cap: only the first six checked bottles, in the order they appear on the page, are applied. The step list follows extractions, then Surgeon’s Error, then embalming. Final totals are rounded and never shown below zero. For burial, a Net of 3 or more is labeled burial-friendly, 1–2 marginal, and 0 or less a weak candidate. For zombies, 2 or more Red is flagged as possibly enough for perks.

    Worked example: a corpse with 3 White and 2 Red, goal Burial. Tick Blood and Fat and the result becomes 3 White, 0 Red, Net 3, burial-friendly, without touching any White. Add Flesh and you drop to 2 White and Net 2, which is why the guides suggest leaving Flesh on bodies you plan to bury. A Solution for Corpses ★ on the cleaned body (3 White, 0 Red) adds 1 White, for 4 White, 0 Red, Net 4. Open those three plans directly, scored under the default 3 wreaths: cleanup, cleanup plus Flesh, cleanup plus Solution ★. The 3/2 start is this page’s example, not a measured average corpse.

    Under a 3-wreath grave (Wooden Cross I + Wooden Fence I, from the burial table), grave score is the lower of wreaths − Red and White. The untouched 3/2 body scores min(3 − 2, 3) = 1. After Blood and Fat it is 3/0 and scores 3. Solution ★ makes 4 White, but three wreaths still cap the grave at 3 — the extra White pays off only when you can place more decoration. Full walkthrough: burial prep.

    What it does not model

    Wikily and graveyardkeeper2.io describe skulls as carried by each organ, and the same organ comes in quality variants with different White / Red mixes. The planner uses fixed per-action deltas instead, so a specific organ on your save can differ. Surgeon’s Error is an optional toggle, not a chance roll. The grave-score and collar lines are the published formulas applied to the totals: they are not new rows in data/rules.json, which is still 0.2.0. The planner does not check Anatomy mastery, count pocket items the corpse already holds, track kit charges beyond the “free” tag, or add Green skulls from long decay. It also does not know which collar is in your pack — only which published cap the red count fits. Use it to compare plans, then confirm on the table. The autopsy guide and organs reference explain these mechanics.

    Rules table (editable later)

    Live data loads from data/rules.json. Swap deltas without rewriting JS when authoritative numbers drop.

    ActionΔ WhiteΔ RedNotes

    FAQ

    What does the Graveyard Keeper 2 corpse and autopsy calculator do?

    It is a free Graveyard Keeper 2 corpse calculator. It plans one corpse before you cut and shows the White and Red skulls left: a burial grave score under the wreaths you can place, or a zombie collar that red count fits (Bronze 5, Golden 10, Steel 99). Enter the skulls it arrived with, tick organs and embalming, then read those two outcomes. Use burial prep when the body is going in the ground, and zombie prep when the body will be raised — white skulls do not affect that zombie. It does not change data/rules.json, which is still 0.2.0.

    Is this official?

    No. Fan-made, unaffiliated with Lazy Bear Games / the publishers. Game assets and names belong to their owners.

    Why don’t the numbers always match my save?

    GK2 launched recently; public guides give directional effects (e.g. Blood/Fat remove Red; hard organs destroy 2 skull values) but not a fully datamined formula. Treat this as a planner, then confirm on the autopsy table.

    Burial vs zombie — what’s the difference?

    White skulls cap a grave’s score and do nothing for a zombie. Red skulls cancel one wreath each on a grave, and each one is a perk slot on a zombie (Bronze up to 5, Golden up to 10, Steel up to 99). Use burial prep for a grave and zombie prep when the body will be raised.

    What should I extract first?

    For burial, remove Blood and Fat first (each is 1 Red, and the pick never fails). Then read each organ’s skull icons. Avoid operating below that organ’s Anatomy requirement — you usually lose the organ. There is no separate Dark Organ in current wikis. The written order is the Graveyard Keeper 2 autopsy guide.

    Does the order I tick boxes in matter?

    Not for the totals, except that a seventh embalming bottle is skipped once six pocket items are selected. In the game, pick Blood and Fat before you spend reagents, and read each organ’s skull icons before you cut.

    What does Net (W−R) mean?

    White minus Red. It is a quick burial check: guides say you don’t always need zero Red, but White should lead. The calculator calls a Net of 3 or more burial-friendly, 1–2 marginal and 0 or less weak. Net is not the grave score. The grave-score line uses the wreaths you type.

    How does the grave score line work?

    It uses the published formula: the lower of (wreaths − red) and white. The wreath field defaults to 3, Wooden Cross I plus Wooden Fence I. Replace it with the headstone and fence you can place. A negative score means red cancels more wreaths than the grave has. The collar line uses Bronze 0–5, Golden 0–10, and Steel 0–99. Neither line changes data/rules.json, which is still 0.2.0.

    Which hard organ outcome should I pick?

    If you already extracted the organ, pick what actually happened. If you are planning, try −2 Red as the best case for burial and −2 White as the worst case. Perks such as Surgeon and higher Anatomy mastery improve your odds in-game; see the tech tree and autopsy guide.

    Why can’t the result go below zero?

    A corpse can’t show negative skulls, so final White and Red totals are clamped at zero.

    Are Lye, Glue, Gold and Silver real item names?

    No. Those names came from early launch articles and are not items. The calculator now uses Solution and Injection for Corpses or Zombies, with ★ / ★★ / ★★★ grades, matching graveyardkeeper2.io. See Embalming.

    Does the calculator save my inputs?

    The calculator does not create an account and does not write cookies or local storage. After you edit a plan, the choices are put in the page address so a reload or a copied link restores them. A visit with no parameters still opens 3 White and 2 Red. See the Privacy Policy.

    I found a wrong number. How do I report it?

    Use the Contact page. Tell us what you saw in-game, and include a screenshot or source link if you can. Corrections are noted on the Changelog.

    How do I update the formula?

    Edit data/rules.json and redeploy. The UI rebuilds from that file.

    Guides & internal links