End a run early, fairer rules and a proper home page
Version 0.4.0 ·
You can now end a run whenever you like, a few rules behave the way their text says, and the game's website explains what Gravekeeper is.
End a run early — open the run details (your necromancer's portrait) and choose "End this run…". It counts as a fall on that night, and your progress toward discoveries still counts.
Crawlers are always Crawlers — a Crawler rising from a fallen Flesh unit is now always a plain fighter with 3 attack and 3 health. Before, it secretly kept abilities such as striking twice or striking first.
Ember Oath brings its own fighters — the pact no longer makes enemy armies 8% larger, and two Poltergeists join your deck when you strike it, so it works even before you have units that strike twice.
Better deals at the crossroads — at the Gambler's Grave, a throw now costs 3 crypt health and wins a Black Altar and two rerolls; losing costs nothing more. Paying off the Grave Robbers costs 3 crypt health instead of 4.
Clearer battle results — a night where enemies broke through now says "The line broke" instead of "Night held". The front-line marker no longer covers the tag marks on the plot beside it.
New pages — an About page with screenshots and answers to common questions, and a What's new page that lists every release.
Progress worth another run
Version 0.3.0 ·
Every finished run now shows how your next discoveries moved closer. The later nights and endless dark also put more pressure on a strong graveyard.
Visible progress — milestone bars show what advanced even after losses, new discoveries show their artwork, and nearby discoveries get priority in your next goals.
Spaced discoveries — advanced six-tag unit unlocks now follow their earlier milestones after five qualifying runs. Existing unlocked content stays yours.
Progress counts correctly — endless career totals are credited without counting the same run twice, and slain bosses count even on the final night or when other enemies survive.
A tougher late game — enemy armies grow faster after night five, and enemy health grows faster beyond night ten. The first five nights keep their existing army budgets.
Clearer choices — see the piece a placement replaces, exact upgrades and actual enemy stats. Forecasts include healing, Blood Price and available Last Rites. You can also walk away from pacts, making the Salt Ring unlock attainable.
Smoother preparation — smaller backdrop downloads preserve the artwork’s pixels, and keyboard focus stays inside dialogs.
Consistent symbols and graveyard art
Version 0.2.3 ·
Crossroads choices and starting rites now share the compact layout and rune style of dark pacts, and graveyard structures have more detailed artwork.
Icons beside the text — event symbols sit on the left, keeping each choice's title and description together.
Consistent symbols — every event choice uses the same angular style, and your perks keep the symbol of the choice you took.
Starting rites — nine matching runes replace the mixed portraits and creature pictures, with compact rows in preparation.
Graveyard structures — all 15 props now have detailed artwork shared by your hand, board and card details. Salt Ring finally looks like a ring of salt.
Calmer graveyard — textured soil replaces the oval pits, with slimmer gutters and clear placement highlights. Painted strips and the extra crypt frame are gone.
More room to compare — shorter choice cards leave more of the encounter visible on small phones.
Illustrated choices and cleaner UI
Version 0.2.2 ·
Rites and crossroads choices now show themed artwork, and dark pacts have their own rune symbols.
Rites — every opening, including the standard rites, has its own emblem.
Dark pacts — each bargain has a distinct rune beside its text, with the same symbol in your perks and the glossary.
Crossroads — each event choice has its own matching graveyard illustration, and its run perk icon stays easy to recognize.
Clearer choices — the relic list's Done button stays in its header, Bone Pile has a full pixel sprite in the hand, and selected cards stay aligned with the rest.
Easier preparation — difficulty modifiers have separate lines and colored numbers, and unavailable choices show small lock icons with their unlock requirement underneath.
A calmer interface — matte panels and flat buttons replace the shiny bevels and heavy shadows. Dialog headings stay clear of scrolling content, with no divider across the preparation sheet.
A bigger graveyard
Version 0.2.1 ·
The screen above your graveyard is much slimmer, so the board gets more room on a phone.
A slimmer top bar — your night, crypt health and perks share a single thin row, tonight's attackers and the odds share another, and the tag bonuses are one small line. Tap your portrait for your name, this run's omen, sound and help; a small mark on the portrait shows when sound is off. Tap the attackers line for the full night report and the tag row for every bonus tier. The graveyard grows by more than half on smaller phones and by about a third on tall ones.
Perks as icons — the rite, relic, pacts and crossroads choices you have taken are small icons beside the crypt bar; tap one for its name and effect.
The graveyard is the star — on tall phones the graveyard now stretches to use the spare height (about a third bigger than before), and at night the fighters are drawn as large as the battlefield allows with a slimmer bottom bar, instead of tiny figures in an empty field.
A more polished look — the same stone, pixel art and candlelight, with finer edges, soft depth, glinting buttons that press in, a glowing crypt gauge, a vignette over the night's fight and a gentle blur behind pop-ups.
A little motion — health bars ease down instead of jumping, a new hand deals in card by card, the card you pick pops, and the board fades between your graveyard and the night's fight. It is switched off if your device asks for reduced motion.
A shorter hand — cards in your hand show their name and numbers, and structures show what they do in icons: what they reach (the ring of neighbouring plots, a row or a column) and what they give, like ♥ +6 or ⚔ ×2. Tap a card to read the full text; the first-run hint now says so. This frees more room for the graveyard on smaller phones.
A guide to the icons — How to play has a new step, "Read a structure", that shows what each marker and icon on a structure card means.
Roomier on tall phones — on taller screens the top bar, attackers line and tag stones get a little more space instead of leaving empty bands around the graveyard.
Cleaner animated sprites — creatures no longer show a sliver of the next frame beside them, and they stay correctly cropped wherever they appear: on the graveyard, in your hand, among your perks and in tonight's attackers.
Nothing cut off — card effects in your hand now read in full (structures say it in a few words; the full text is still in the card view), names and omens in the header no longer end in dots, and labels and badges on the graveyard shrink or wrap to fit their plot.
A quieter bottom bar — the three-step instructions are gone. A short hint ("Pick a card, then a plot") shows for your first three cards and then stays out of the way; after that the glowing plots, the highlighted card and one big Play button speak for themselves. Back and Cancel are a ✕, "Read card" is gone (tap the held card again), and the forecast is one line: "Holds · 3 survive" or "Crypt −4 · 2 get through".
Tonight at a glance — the attackers and the odds sit on one line on every phone size, instead of being hidden on shorter screens.
Every grave tells a different story
Version 0.2.0 ·
Every night now brings a choice with a price, and every run leaves something behind, win or lose.
Deeds that unlock things — a new ledger tracks 30 deeds, judged at the end of every run. They unlock new undead and structures, relics and alternate openings for each school, so even a defeat moves you forward.
Pacts with a price — after the first boss and twice more you strike a dark bargain: stronger undead, but bigger armies, a bleeding crypt or weaker units elsewhere.
Crossroads — strangers meet you between nights with trades that reshape your deck: attune to a tag, sell rerolls for health, wake a widow's husband.
Omens — most runs are marked by one enemy family that attacks on six nights, so each run wants a different answer.
A gentler opening — enemy waves build more gradually, giving you more room to grow your graveyard before the bigger fights.
Beyond the dawn — survive ten nights, and you can stay on into an endless night where the armies keep growing and catch up with strong armies sooner. A daily grave gives everyone the same run.
Five difficulty rungs, new art and a guided start — Witching Hour joins the ladder, the full cast of undead and enemy factions now moves in battle with matching pixel art, and How to Play introduces the rules in six short steps, including how to use the fight forecast. Larger champion cards and clearer school details make the opening choice easier to read; face portraits and detailed building art sharpen the run header and graveyard, and underlined card, relic and pact names explain themselves when tapped.
A relic collection with its own art — the crypt and each relic now have distinct, detailed pixel sprites that stay clear in the run setup and item explanations.
Run choices at a glance — the rite, relic, dark pacts and crossroads choices you have taken stay visible as small icons you can tap for details. Unit cards now say Melee or Ranged separately from their tags, so Cursed is easier to tell apart from Spirit; the opening champion card is also aligned before it appears.
Gravekeeper prototype
Version 0.1.0 ·
Choose a school of necromancy and build an army to defend your graveyard.
Three champions — lead the dead as the Bone Lord, Banshee Queen or Plague Doctor, each with distinct pixel art and a haunted setting.
A graveyard of your own — combine undead, structures and dark pacts to survive ten nights.