Releases: Svenja001/Graveyard-Keeper-Accessibility-Mod
Release list
v0.2.4
0.2.4 | 4 September 2026
- Removed a stale message that kept firing during the tutorial. Pressing E on an object could
answer "Not available during the intro" even though the object could be used perfectly well. The
check no longer matched what the game actually blocks, so it is gone.
v0.2.3
0.2.3 | 3 September 2026
Trees, flowers, mushrooms and ore now say which kind they are and whether you are allowed to work
them yet; a blocked build spot says what is in the way and how to clear it; auto-walk has been tuned
again to keep you out of walls; and another batch of objects that were read out as raw code have
proper names.
-
Thirty-one more things say what they are. Anything the game has no word for was read out as
the internal code it is filed under — buildings, props, the smashed things,
and a few people the game never named. Where it numbers a family you get one name rather than a
numbered parade: all six piles of broken glass are "Pile of broken glass". -
Trees, mushrooms and ore now say which kind they are — and whether you are allowed to work them
yet. The game gives its scenery no names, so the mod named whole families at once and all
twenty-nine kinds of tree were "Tree". That hid the distinction that decides everything: the game
sorts resources into groups and opens them one technology at a time, and until you own the right
one it refuses the swing — saying so with a padlock drawn onto the work prompt, a picture, which
never reached the speech. Every node now carries its group's name — Small tree and Big
tree, Edible mushroom and Red mushroom, Iron ore and Iron vein — and anything
you cannot work yet says what it is waiting for: "Big tree, needs the Woodcutter technology". It
asks the game's own unlock check, so it stops saying that the moment you buy the technology. -
The nine flowers are three different alchemy ingredients, and every one of them was "Flower".
They belong to no group, but what a flower gives tells it apart, so each is now named after its
bloom: Yellow flower, White flower and Red flower. An apple tree in blossom is still
an apple tree; this only applies where the family name was the vague one. -
A build spot with no room now says what is in the way, how to get rid of it, and where it is.
Pressing Space used to end with a name and nothing else — "Blocked by tree" — which leaves you no
way to tell thirty seconds of work from a dead end. Every blocker now comes with what to do about
it ("chop down with the axe", "demolish at the build desk"), or which technology the work is
waiting on; a tree that leaves a stump says so, since the stump blocks the build just as the tree
did. Clearable spots say where they then open up — "Clear the sawhorse and it fits 2 up, 3
right" — with a second option when a different set of things would also do, and then everything
else in the build area that could go, counted and located, because the readout used to name one
sawhorse while a few bushes two tiles away were the real obstacle. The line for a spot that cannot
be cleared at all was English-only, and is now translated. -
Auto-walk has been adjusted again to keep you out of walls. It watches whether a walk is
carrying you into something solid and puts you back on the path when it is. This round taught it
the difference between clipping the edge of something as you pass and genuinely being pulled
through a building, so it holds on where it should — and it no longer gives up on a journey
because you grazed a heap of coal in the smithy yard. -
A few more characters the game keeps off-stage have stopped turning up in your lists. The last
batch covered the row of spots it parks its cast on; this one covers another spot that is not
named like the others, so it had to be recognised by the shape of the crowd standing on it.
v0.2.2
0.2.2 | 1 September 2026
The game runs faster, walking to spods you never should see is fixed, auto-walk stays out of walls and gets through the graveyard, chests
answer the moment you press, and a batch of things that were still being read out in English — the
day an NPC names, the soul healer's organs, several buildings — say what they are in your language.
-
Dialogue, tasks and quests say which day of the week they mean. Whenever the game names a
weekday it does not write it as a word — it draws a little picture of that day's sin instead, and
the sentence is written around the picture: "Talk with the Merchant on ...", "Meet me on any ...,
on Witch Hill", "no more corpses on ...". The picture is the only place the day exists, so it
never reached the speech at all and you heard the raw code the game uses for it, "d4" or "d2".All six now read as the day they stand for — "Talk with the Merchant on Day of Gluttony", "Prayer
will be available again next Day of Pride" — in the same wording the Q key uses for today's date,
so the two agree. This runs on every piece of game text the mod speaks, not just speech bubbles:
NPC dialogue and your own replies, task and quest text, the NPC list and the tech tree. -
The spot where you throw a corpse in the river is a landmark now. Yorick asks you to dig up the
unpleasant neighbour and get rid of him in the river, and then tells you nothing about where that
is: there is no quest arrow on it, the dialogue just says "the river", and the place itself had no
name of its own, so it read as "Throw body river" in the Other list — and only while you were
already standing near it, because the game switches off anything off screen and that list drops
what is switched off.It now sits in Landmarks, from anywhere on the map, as "River bank, throw a body in here", and
it reads the same wherever else you meet it — including when you simply walk up to it, which
still announced the raw id "throw_body_river" after the first fix. It is not tied to the
quest: throwing a body in the river works for the whole game and is one way to get rid of
one, so it stays in the list afterwards — including for players who took that quest long ago
and could never find the place again.And while you are carrying a corpse it joins Crafting stations, next to the morgue throw-in
and the crematorium. That is the short list you go to
when the question is "where do I put this", and the first time Yorick sends you off with the
neighbour it is right there. It appears when a body goes on your shoulder and disappears when your
hands are free. It has to work that way round: the game itself never registers this step as a task.
The text for one was written — "Get rid of the body from the grave at the lower-right corner. Just
throw it in the river." — but nothing in the game ever switches it on, so there is no quest entry
to hang a marker on. Yorick only says it out loud, once. Going by the body you are carrying covers
that first quest and every corpse after it.The bank is no longer listed in Other as well. Between that, the landmark and the carried-body
entry, standing next to it offered you the same spot three times over. -
Gerry's scene at the river can actually be reached now. After your first corpse goes in the
water, Gerry turns up on the bank to have a word about it — and that scene is what opens the NPC
list for the first time. It does not play when you throw. The game arms it in three steps, and the
last one is walking into an invisible trigger zone a few steps along the bank. A sighted player
crosses it without noticing, the moment they wander off after throwing; if you arrive by auto-walk,
throw, and stand still, nothing ever happens and there is no hint that anything is waiting.While that scene is pending, the bank now appears under Quests as "River bank, Gerry wants a
word about the body", and walking to it puts you inside the zone and starts the scene. It shows up
only in the window between the throw and the meeting, so it is silent for everyone else. -
The game runs at full speed again. On a long session the picture had been falling steadily
behind the sound: the world moved in jerks while music and footsteps kept perfect time. That was
the mod. Keeping the list of things you can walk to up to date costs real work, and it was doing
all of that work again from scratch about twice a second, forever.Three things were behind it. It asked the engine to hand over every object in the game just to
find the items lying on the ground. It re-decided what kind of thing each of the two thousand-odd
objects around you was. And it worked out the spoken name of every one of them — around eighteen
hundred names, twice a second, every second.All three are fixed. Ground items now come from the list the game itself already keeps. What kind
of thing an object is, and what it is called, are worked out once and remembered — until the
object turns into something else, which the mod notices. A rebuild has gone from about a sixth of
a second to roughly a fortieth, and the mod as a whole from a third of the machine's time to a
small fraction of it.Nothing you hear has changed: the same objects, in the same lists, under the same names. Names
that can change while the object stays the same — whether a grave is empty or has a body in it,
how many crates are on a pallet, what stage a garden bed is at, how good a worker zombie is, and
whether a cliff face has become a zombie mine — are deliberately never remembered, and are still
worked out fresh every time you hear them. Switching the game's language throws the remembered
names away. -
Auto-walk no longer drags you through walls. To walk you somewhere the mod hands you to the
game's own mover with your controls switched off, which is what lets it thread gates and fences
the way a villager does instead of jamming on them. The cost of that is that nothing physically
stops you — so when the mod could not find a proper route and fell back on walking you there in a
dead straight line, that line went through whatever was in the way, house walls included. Coming
out the far side of a wall left you standing where the game never expects anyone to be, which is
where several other oddities started.Straight-line walks are now checked before you are moved at all, and if a wall is in the way the
walk is not made. While a walk is running, if it does carry you into something solid, you are put
back on the last spot where you stood in the clear and a different route is worked out from there
— the mod steers itself back onto the road rather than handing you the problem. If there is
genuinely no way round, only then does it say so and switch to turn-by-turn guidance.You are never stopped standing inside a wall. Handing your controls back while you are in the
middle of one would leave you wedged in a pocket with no way out, so the mod always backs you out
first.It also stopped arguing with the game about what a wall is. Chairs, tables, trees, fence rails and
the odd bit of scenery that has a collider the game itself walks straight through are not
obstacles — brushing past them is what lets auto-walk thread the village gates, and it is what
gets you from your front door to your bed. Only somewhere the game's own map agrees nobody can
stand counts as a wall. -
Auto-walk works in the graveyard. Among the graves it used to give up and leave you to walk
yourself, even though the way through was plainly there — as you could tell by simply walking it.
Two separate reasons, both fixed.The game keeps two maps of where you can walk: a coarse one for villagers, and a fine one for you.
The coarse one's squares are nearly a whole tile across, so where graves are packed together it
has no free square left in the gaps and reports that there is no way through ground you cross
without thinking. When it gives up, the mod now asks the fine map — whose squares fit between the
headstones — and drives that route instead.The second reason was the search area. The game only looks for a route inside a narrow corridor
drawn between you and where you are going, so a way round that leaves the corridor is not
considered at all. That is fine for stepping round a fence and useless for walking round a
building, which is what reaching the morgue door asks for. After a walk fails once, the mod now
widens that corridor considerably and tries again. -
Landmarks for places aim at the middle of the place. A landmark like the village covers a huge
area, and the mod was pointing you at whichever of its objects happened to be nearest — which,
from the house meant the high ground on its far side. Auto-walk then set off up over the
cliffs while the tavern, a landmark inside the same village, took the road the whole time. It now
heads for the middle of an area instead, which is both the sensible destination and a fixed one:
the distance it reads out no longer drifts as you walk. -
The crowd of NPCs standing in the void is hidden. Graveyard Keeper does not remove a character
who is finished for the day; it teleports them off the edge of the map and leaves them standing
there. Everyone whose day it is not, every tavern guest between visits, the whole cast. A sighted
player never sees that place. The mod did: they were listed under People and Vendors, they
turned up as quest targets, and you could auto-walk to them — off the map, into a part of the
world that is not meant to exist, which caused its own bugs.It turned out not to be one spot but a whole row of them, one per off-duty cast member — the
bishop, the actress...
v0.2.1
0.2.1 | 31 August 2026
Three things that were filed in the wrong place, or under the wrong name.
-
Garden beds have a category of their own. A bed changes what kind of object it is at every
stage of its life, and the tracker used to follow the game rather than the gardener: the plot you
had just marked out was a shovel node and sat in Gatherables, the prepared bed was a crafting
station (planting seeds is a craft), the growing crop was in no list at all, and the ripe crop was
back in Gatherables. Working one field meant hunting through three lists. Every stage now lands in
a single Garden beds category — the plain beds, the ones with sticks, the vineyard and the
refugee camp's beds.Because the game gives every stage of a crop the same name, each entry now says which stage it is:
still to dig, empty, plant here, growing, ready to harvest. Beds stay listed while they are
off screen, at the same reach as the other things you walk out to and work, so you can find one
from across your plot instead of only when it is already in front of you.The village farm's fields are not in the list. They belong to the farmer, and the game leaves
them permanently ripe as scenery — there is no way to pick them. They looked exactly like your own
ripe crop, so the list offered them and walking to one across the whole map ended at a bed that
ignored every keypress. Only beds you can actually do something at are listed now. -
The portal pedestal on the witch hill says what it is. The game calls it "Marble pedestal",
which sounds like scenery and gave no hint that this is where the things to end the game go to
open the portal. It now reads as the portal's marble stand. It stays under crafting stations,
which is what it is when you stand at it. -
Your bed is called a bed. The game names beds after their blanket — the one in your house is
"Common bedspread", and the keeper's-room ones are "Blue bedspread", "Red bedspread" and so on —
so nothing in the spoken name said bed, and looking for somewhere to sleep turned up nothing.
Beds now read as "Bed", and they moved out of the Other list, where they had been sitting with the
scenery, into Built objects with the rest of the furniture.
v0.2.0
0.2.0 | 29 August 2026
Walk there yourself, one direction at a time. Auto-walk (Ctrl+Home) does the walking for you,
which is not what everyone wants — several players would rather move themselves and only be told
where to go. Until now the only thing on offer for that was the compass beacon, which points
straight at the target in a dead line: through fences, through the church wall, through the
graveyard hedge. It was never a route. Ctrl+B now gives you the route, spoken one step at a
time, and your legs stay yours.
How it works
Pick something the way you always do — Page up / Page down through a category — and press
Ctrl+B. The mod asks the game for the same obstacle-aware route the auto-walker drives, reduces
it to the corners worth mentioning, and talks you along it:
Guiding to the sawmill, 12 meters. Walk 8 meters east, then north.
Hold the one key it names. When you reach the end of that stretch it gives you the next one — "Now
5 meters north" — and when you arrive it says so and turns you to face the thing, so plain E
interacts without any fiddling to line yourself up.
Then it is quiet. While you are on course it says nothing at all, and it only speaks up when
something has changed: you have drifted off the line, something is in the way, or you are there.
-
Every step is one direction, so it is one key held down. North, south, east or west, never
"north-east". Partly because one instruction should be one key, and partly because this game moves
you up and down at four fifths of the speed it moves you left and right — so a diagonal is not a
straight line and any diagonal instruction would drift by design. A slanting stretch of route
becomes a staircase of short cardinal steps instead. -
Distances are in metres, and the next turn comes with the step. "Walk 12 meters east, then
north" — so when the east stretch runs out you already know which key comes next instead of
standing still waiting to be told. -
A step is only ever offered along ground you can actually walk. Each one is checked twice:
against the game's navigation data, and against the same collision the game uses to stop your
body. "Walk 12 meters north" never means "walk into the fence". -
When something is in the way, it names it and takes you round. "Fence blocks the way. Walk 6
meters south, then east." The name is the thing your character actually collided with — the fence,
the barrel, the gravestone — or "something solid" when it is part of a building rather than an
object of its own. It works out how far round you really have to go, so a barrel costs you a metre
and a fence costs you the length of the fence. -
It corrects you rather than repeating itself. Drift off the line and it tells you how to get
back onto it — "Off course. Walk 3 meters east" — not the same instruction again. Speech takes
time and you are still holding the last key while you listen, so nothing is judged off course
until the instruction has had time to land. -
Ctrl+B never moves you. It is a toggle for the directions and nothing else. Only Ctrl+Home,
the key that means "walk me there", may take over your legs. -
It stays on until you switch it off. It is a mode, not a one-shot. Arriving leaves it on,
ready for the next thing, and so do cutscenes, teleports and anything else that interrupts. You
can switch it on before choosing anything — it says "Guidance on" and waits. -
The directions follow whatever you select. With it on, paging to another object re-aims the
guidance: "Now guiding to the gravestone. Walk 6 meters north." Browsing for somewhere to go no
longer means pressing Ctrl+B again for every candidate. It waits until you stop paging before
switching, so stepping through a long list does not set off a burst of talking. -
Home repeats the step you are on, with how far is left and where you are heading.
-
Indoors, it takes you to the door first. Choosing something outside while you are standing in
your house gets you out of the house rather than a bearing through the wall. -
If it truly cannot see a way, it says so honestly and keeps the target. You get the direction
and the distance, and it quietly tries again as soon as you have walked a few metres — often that
is all it takes. It will not repeat itself at you while you move. -
Escape stops the directions, though only once nothing else is moving you, so Escape still
stops an auto-walk first. -
Auto-walk falls back to directions instead of the beacon. When the auto-walker gets boxed in
by geometry it cannot drive through, it now hands you turn-by-turn directions along the route it
did find. The old compass bearing is kept for the one case that has no route at all.
Getting it right
This was built and rebuilt across twenty rounds of play-testing, and it is worth saying what those
rounds were spent on, because they are the difference between a feature that works and one that
technically functions. Directions that are wrong occasionally are worse than none: you cannot see
what the mod got wrong, so every wrong instruction costs you a walk into a fence and your confidence
in the next one.
Most of that time went on three things. Believing the route — the mod now follows the path the
game's own pathfinder returns instead of scoring compass directions for itself, so anywhere auto-walk
can walk you, this can talk you. Believing the collision — every step is measured against the
thing that actually stops your body, because the navigation maps do not know a wooden fence is there.
And "that way is blocked" is now said only when something really is there and
you were really walking into it, so pausing to think, or listening to an instruction before setting
off, is no longer mistaken for being stuck against a wall.
A finished craft says where the result went
The line that speaks when a craft finishes told you the result was lying on the ground beside you.
That is true of a workbench you worked yourself and wrong nearly everywhere else — and it was said
even when you had long since walked away.
-
It only speaks while you are still at the station. A station with a zombie docked in it keeps
working after you leave, and a station that unloads behind you looks exactly like one that has
just finished, so completion lines were arriving from the other side of the map. If you are more
than a few metres away when the craft ends, nothing is said at all. -
Each kind of station now says where its output really goes. Work a station yourself and the
result drops at your feet, as before. A station run by a docked zombie, or run remotely on
gratitude points, files it into the linked storage. The tavern kitchen and oven hand it to the
barman, and the refugee camp's kitchen, hive and well hand it to the camp's own store. And the
crates you build at the elevator for the merchant are not on the ground anywhere — they go down
the shaft: "Box of vegetables crafted, sent down the elevator to the cellar". -
Where the game hands the result to a script, the mod stops guessing. Embalming, the rat cell
and the skull and soul crafts now finish with a bare "… crafted" and no claim about where the
thing is, because the game decides that somewhere the mod cannot follow.
GOG: your own screen reader, at last
The GOG version of Graveyard Keeper is a 32-bit program, and Prism — the library the mod speaks
through — has never been built for 32-bit Windows. So GOG players have been getting the Windows
SAPI voice: everything was spoken, but in a voice that was not theirs, at a speed that was not
theirs, and never on a braille display.
The GOG download now bundles Tolk instead, a second speech library that does have a 32-bit
build, and it drives NVDA, JAWS and ZoomText directly, braille included. Nothing
to install and nothing to choose: the mod looks at which version of the game it is running inside
and loads the one library that fits it. On Steam that is Prism, exactly as before, and the two are
never both awake — so there is no chance of the mod talking to your screen reader twice.
If no screen reader is running, GOG still falls back to the SAPI voice, the same as everywhere else.
- The GOG download is now half the size. Each bundle carries only the speech library its own
version of the game can load — Tolk for GOG, Prism for everyone else — instead of both. That
takes the GOG download from 2.6 MB down to 1.3 MB. TheModOnlydownload still contains both,
because it does not know which store your game came from.
The keys are where you can find them
The keyboard reference, the install instructions, the changelog and the licence used to ship only
inside BepInEx\plugins\GraveyardKeeperAccessibility\ — four folders down, behind a name there is
no reason to open. In practice that meant the list of keys was effectively missing.
All four now sit in the root of every download, in the folder you extract into, named
Accessibility-Mod-README.md, Accessibility-Mod-KEYBINDINGS.md, Accessibility-Mod-CHANGELOG.md
and Accessibility-Mod-LICENSE.txt. The prefix keeps them together in a folder listing and tells
them apart from BepInEx's own changelog and licence files, which land in the same place. The copies
beside the mod stay where they are, so a Vortex install still has them.
Also in this release
A handful of words were still coming out in English, or not coming out at all, in the German game.
-
The grave window says fence and cross in your language. The two decoration rows were labelled
from hardcoded English, so a German player heard "No cross" and "No fence" in the middle of a
German sentence; they now read "Kein Kreuz" and "Kein Zaun". The repair entries behind them follow
the game's own wording ("Grabstein reparieren") instead of a fixed "Repair cross". -
**A grave's decay is spoken as a perce...
v0.1.4
0.1.4 | 23 August 2026
Items can now tell you what they are for. Press O on any item and the mod says what it is,
what you can make with it, and where it is made.
-
New key: O — details about the focused item. It works on every item the game shows you: in
your inventory, in a chest, in a vendor's list, on a station's recipe row. You hear the item's
name and quality, whatever the game itself has to say about it, and then the part the game never
tells anyone — what the item is used for. "Wooden plank. Used to make Box of vegetables, Box
of goods, Carved wood … Used for building Beehive, Workbench …"Graveyard Keeper only ever wrote descriptions for about 80 of its 770 items, so for nearly
everything the mod works this out from the recipes themselves. Only recipes you have already
unlocked are counted, so O never gives away something you have not researched yet. -
Press O twice for the whole list. Staple materials go into a lot of recipes, so the list stops
after six and says "and 12 more". Press O again on the same item to hear all of them. Moving to
another row starts over at the short version. -
Enter on an item that cannot be used now explains the item instead of just repeating its name.
Pressing Enter on a plank or a quest item did nothing and said nothing useful, which gave no clue
why nothing happened. It now reads the same details as O. -
Values that the game draws as little icons are finally spoken. Food, potions and tools show
their effect as an icon with a number next to it — a heart, a lightning bolt — and the mod used to
read the raw code around it, or nothing at all. Health, energy, sanity, faith and the coloured
research points now come out as words: "gives 3 health", "drains 5 energy". This is fixed
everywhere the mod reads game text, not only for the new key. -
Removed a wrong "used to make Story" from 281 items. The research table sometimes
produces a story, and that lucky roll is written into the data as if every studied item made one.
Studying is not crafting, so studying no longer counts as a use at all — what studying gives you
is still spoken by the "not studied yet" line. Clean paper still says it, because the zombie at the
pulpit really does turn it into stories. -
"Loading" is back when you pick a save. Choosing a save slot (or "new game") went
silent in 0.1.2, so there was nothing to tell you the game had accepted the press and was
loading. The mod now says it the moment the slot is pressed, whether you press Enter on it or
click it.
The keyboard reference that ships next to the mod (KEYBINDINGS.md) lists the new key.
v0.1.3
0.1.3 | 22 August 2026
Naming fixes: one wrong German day name, and a pile of objects that were read out as raw
internal ids.
- The sixth day of the week was called "Tag des Hochmuts". It is now "Tag des Stolzes". (The
sin itself is still "Hochmut" where the game talks about sins — only the day is renamed.) - English: dialogue that names a day now gets the weekday read out too. When an NPC says they
will come on a certain day, the mod adds which day of the week that is — "day 6 (Day of Sloth)".
In the English game some of those are written without a space ("day6"), and the mod only
recognised the spaced form, so English players heard the bare number and no weekday. Both forms
work now. German was never affected. - Twenty-odd world objects had no name and were read out as their internal id. Things like
"Candelabrum 2 1", "Vegit bracken 1" or "Village wc Face 2" — the game gives them no name of its
own, because a sighted player just sees what they are. They now have proper names in English and
German: candelabra and wall candelabra, church candles, spiral staircases, the wine press,
dungeon grates, shelves, vases, the dungeon lift, ferns, hops, houses, the tavern, the village
outhouse, earth graves, empty graves, church visitors, wooden barriers and the abandoned Smiler
box.
If you hear an object read out as something that looks like an id rather than a name, that is
worth reporting — the mod writes each one into BepInEx/LogOutput.log on a line starting
[NAMES], and that line is all that is needed to give it a name.
v0.1.2
0.1.2 | 20 August 2026
The mod was making the game stutter, and this release fixes the cause. Several players
reported the game running rough — worst while walking around. That was the mod's doing, not the
game's.
Three of the mod's systems — the "what is next to me" readout, the combat assist, and the object
tracker — each asked Unity for a list of every object in the world, and they did it every single
frame. Building that list means walking the entire scene and allocating a fresh several-thousand
entry array, and then the mod sifted each list with checks that allocated a new piece of text per
object per check. Tens of thousands of throwaway allocations a second is what the stutter was: the
memory collector kicking in over and over.
- The mod now keeps its own list of world objects and updates it as objects come and go, instead of
rebuilding it from scratch dozens of times a second. Everything each object is checked for that
cannot change — is it the player, is it a prefab shell, does it belong to a DLC you own — is
worked out once per object instead of once per object per frame. - The proximity readout no longer sorts the entire world to find the nearest thing to you.
- The title-screen check no longer searches the whole scene on every frame of normal play.
- The world-zone list behind the navigation landmarks is reused rather than re-gathered on every
refresh.
Nothing about what the mod says or how it behaves changes — it does the same work, far more
cheaply. If your game still runs rough, the mod now writes its own timings into
BepInEx/LogOutput.log (lines beginning [PERF]), and that log is the most useful thing you can
attach to a report.
v0.1.1 - GOG (32-bit) support
0.1.1 | 19 August 2026
GOG players: the 0.1.0 download could not work, and gave no sign of it. The GOG build of
Graveyard Keeper is a 32-bit program, and the loader in ..._WithBepInEx.zip was the 64-bit one.
A 32-bit game cannot load it, so the game simply started without the mod — no error message, no
log file, nothing.
- New download
..._WithBepInEx_GOG_32bit.zip. Take this one for GOG; take
..._WithBepInEx.zipfor Steam. Everything else about them is identical. - On the GOG build, speech comes from Windows SAPI rather than your screen reader. Prism, the
library that drives NVDA, JAWS and braille displays, has no 32-bit version — there is no
release of it that does. The mod still speaks everything, just in the Windows voice. - Tested on the GOG build and working. It is still built against the Steam version of the game, and
GOG's is older, so if you meet something that behaves oddly only on GOG, please report it.
v0.1.0 - initial release
0.1.0 | 16 August 2026
Initial release. Graveyard Keeper played entirely by ear — menus, dialogue, the world,
crafting, the graveyard, the dungeon and the DLC content are all narrated through a screen
reader. Developed 3 June – 16 August 2026 over 151 commits.
Requires BepInEx 5.4.x (Windows x64).
KEYBINDINGS.md ships next to the mod and lists every key it adds.
Two downloads: ..._WithBepInEx.zip includes the BepInEx loader and is extracted into the game
folder — the whole install in one step. ..._ModOnly.zip is the mod on its own, for players who
already run other Graveyard Keeper mods, and goes into the existing BepInEx folder.
Speech output
- Speaks through Prism, which drives NVDA, JAWS, Orca, Voiceover and others directly, and falls back to SAPI when no screen reader is running.
- Braille support — text goes to speech and a braille display in a single call on
backends that support it. - Prism ships with the mod (Windows, Linux and macOS binaries), so there is nothing extra
to install. - Full UTF-8, so German umlauts and other non-ASCII characters are spoken correctly.
Menus and interface
- Main menu, title screen, new game and save slots; save slots can be loaded and deleted.
- Pause menu (Escape), which says the game is paused and explains what each entry does —
including that leaving to the main menu does not save. - Controls page, with every key binding read aloud, rebindable from the keyboard, and a
reset-to-defaults entry. - All option menus, with sliders adjustable by keyboard.
- Inventory and chests, including item quality stars, tool and weapon durability, food
buffs, and what an item decomposes into. Empty containers announce that they are empty. - Hotbar/quick-use slots, assignable from the inventory.
- Items can be destroyed from the inventory.
- Tutorial popups and new-technology popups read their full text and close by keyboard.
- Yes/no confirmation boxes list the question itself as a row alongside the options, so it can
be read again after moving to Yes or No. - Technology tree, including perk descriptions and why a technology is locked.
- NPC and quest menus, church sermon and donation reports, and the time machine.
Dialogue
- Speech bubbles and NPC dialogue are spoken.
- Multiple-choice dialogue is keyboard-navigable; disabled options say why they are
disabled instead of going silent. - Nested dialogue no longer traps the player, and duplicate options are filtered out.
- Cutscenes announce themselves and can be advanced from the keyboard.
World navigation
- Object navigator with categories — landmarks, doors, NPCs, vendors, harvestables,
buildables, storage, graves, fishing spots, corpses, quests and more. - Auto-walk with pathfinding, including long-distance travel across the map, exit
assistance and a compass fallback. - Announces the area you enter, and what is blocking a tile you cannot reach.
- Objects inside buildings stay listed while you are in the room, and outdoor objects are
hidden when you are indoors — no x-ray effect. - Content from DLC you do not own is filtered out of the object list.
Interaction, crafting and building
- Approach and interaction announcements, with a consistent key for context actions.
- Craft stations read recipes, tabs, missing materials, ingredient quality requirements and
predicted star-quality odds; queued crafts and multi-crafting work. - Alchemy tables, the combining table, the organ enhancer, the soul healer and remote craft
control are all navigable. - Station upgrades and repairs announce their materials and what is still missing.
- Grave building with ghost placement, a readable catalog, decoration points, and demolish
mode; furniture and wall decorations can be placed indoors. - Zombie stations: work efficiency, skull counts, assignment, craft queues, the porter
transport station, and crate/pallet handling.
Graveyard
- Grave decoration, fence repair, exhumation and river disposal.
- Empty, diggable and decoratable graves each have their own category.
- Autopsy table with per-part skull values, and announcements of what adding or removing a
part will do. - Church sermons and donation collection.
Dungeon and combat
- Reveals the whole dungeon level at once, with separate categories for enemies,
destructibles and mining veins. - Auto-aim, toggleable auto-attack, attack-nearest and enemy scanning, with hit and death
feedback. - Toggleable auto-eat and auto-drink at low health or energy.
- Both dungeon exits are distinguished, with an emergency key to walk out, plus a safety net
for getting wedged off the navigation mesh.
Feedback
- Item pickups, technology points, health and energy changes, skull changes, and buffs.
- Game saves and Steam achievements.
- Day and time, money, zone ratings, current quest and active quest list on their own keys.
Fishing
- Auto-catch with narration of state, bait and cast; bait is selectable while fishing.
Localisation
- All spoken text is localised. English and German are complete; Spanish, French, Italian
and Russian are stubbed.
Known limitations
- The BepInEx config menu, if installed, (F1) is not accessible. Opening it breaks NGUI keyboard input —
arrows and Escape stop responding and speech stops — because BepInEx's Configuration Manager
and the game's UI both poll the keyboard at the same time. The feature is disabled rather
than left half-working; everything else is reachable without it. - The game's opening intro and other visuals are not narrated. Its subtitles are drawn by a separate system
that is not hooked yet. - Linux and macOS are untested. The Prism speech libraries for both are bundled, but
nobody has confirmed yet if it correctly loads on the game's native Mac and Linux builds. Windows
is verified. Linux players using Proton run the Windows build, which works, but Prism cannot
reach a Linux screen reader such as Orca from inside Proton, the dlls for this need to be downloaded manually, as mods can't do it in this case. - Only English and German are fully translated. Spanish, French, Italian and Russian
files exist but are near-empty and fall back to English. - The quest category in the Objecttracker only lists quests that have a map marker. Quests without one are not
listed — that is how the game itself tracks them, not something the mod can add.
Development history
Every dated change, oldest first.
June 2026
- 03 Jun — Main menu readable through the screen reader. All other menus patched; options menu improved.
- 04 Jun — Title screen, new game button and save slots accessible. Improved button discovery and UI element discovery; smart deduplication of discovered elements. Scene and dialogue logging added for debugging. First dialogue capture hook via reflection. First attempt at keyboard-adjustable sliders. Attempted Configuration Manager accessibility (unsuccessful, left disabled).
- 06 Jun — Object detection added; experimental walking click-sounds.
- 07 Jun — Doors announced correctly. Dialogue speaking fixed. Sliders working.
- 09 Jun — Inventory readout. Rudimentary auto-walker.
- 10 Jun — Switched from Tolk to Prism for screen reader detection.
- 11 Jun — Pathfinder and quest detection fixed.
- 12 Jun — Corpses trackable and collectable. Crafting made accessible, including no longer getting stuck at a table when a craft did not finish. Table interaction reworked around a consistent key. Health, energy, skulls, time of day and points announceable; graves prepared in the object tracker. Menus, inventory and chests refactored to report when empty. Grave crafting and placement fixed.
- 13 Jun — Correct day announced; shortcut to hear the active quest. Multiple-choice dialogue made keyboard-navigable (previously a dead end). Buying, selling and trading made accessible.
- 14 Jun — Trading fixed again; pathfinder overhauled. Door pointers in the landmarks category corrected. Inventory interactable objects fixed. Dialogue options and their greyed-out state read. Item qualities read out. Quest and NPC menus read out. Skull changes announced immediately. Fence blocking fixed; exhumations and river disposal announced. Money moved to its own key. Stale quest-readout hint removed. Crafting stations reading fixed.
- 19 Jun — Technology tree made accessible. Repair stations fixed; categories added for bushes and other collectables. Trading fixed. Greyed-out entries now spoken, and stations announce what is missing to craft or build. Buildings made removable; blocked tiles announce what blocks them. Points and inventory additions announced. Tutorial and unlocked-technology announcements fixed. Machine and table repair fixed, including disabled repair actions. Skull readout fixed. NPC and quest menu readouts fixed.
- 20 Jun — Graves fully accessible, including decoration. Furnaces accessible and reporting contents. DLC zones filtered out when the DLC is not installed; destroyed objects cleared. Navigation lands exactly on interaction spots.
- 21 Jun — Map changes announced. Missing furnace fuel announced. Misleading "craft in progress" messages removed for auto-crafts. Tavern door corrected in the pathfinder. Health and energy changes announced. Speech bubbles no longer interrupt. Buildables that would otherwise vanish added to navigation. Phantom chest items no longer read in the inventory.
- 23 Jun — Vendor money fixed; dungeon entry announced. Missing entries restored to object navigation. Table interaction at range fixed. Technology tree announces perk descriptions. Nested dialogue no longer gets stuck, and greyed-out threads give a reason. Alchemy table reads its requirements. Object tracker categories reorganised. ...