Restoring The Town is built around 10 rebuildable shop chains, each of which progresses through three explicit tiers (I, II, III). Materials for every tier are paid separately and stack cumulatively, so bring kits for the next stage up-front rather than re-buying first-stage kits.

More context

Tier 1 (base) shops use Building Kit I, Wooden Kit I, and Iron Kit I in different quantities. Tier 2 (Stage II) upgrades pivot from raw kits to Furniture Kit I, Marble / Sculpture kits, plus job-specific extras. Tier 3 (Stage III) uses Furniture Kit II and Building Kit II as the new backbone plus tier-3 extras such as Steel Screws, Pro Rod, Wooden Joint, Blueberry Cider, Blank Hardcover Notebook, and Fabric.

Tier 1 base shop costs

Tier-1 setShopsCost

Cheap

Apothecary, Builder, Smithy

4 Building Kit I, 3 Wooden Kit I, 1 Iron Kit I

Mid

Furniture Maker, Baker, Fish Stand, Tavern

6 Building Kit I, 4 Wooden Kit I, 2 Iron Kit I

Heavy

Alchemist, Jeweler

8 Building Kit I, 6 Wooden Kit I, 3 Iron Kit I

Tier 2 (Stage II) pivots

ShopStage II extras

Apothecary II

Glass Containers.

Tailor II

40 Flax Thread.

Furniture Maker II

4 Wooden Beam.

Baker II

4 Flesh.

Flaven Stand II

Advanced Rod.

Builder II

Marble Kit and Carved Stone.

Tavern II

20 Apple Cider.

Alchemist II

Blank Softcover Notebook.

Jeweler II

Polished Bronze.

Tier 3 (Stage III) backbones

Tier 3 (Stage III) uses Furniture Kit II and Building Kit II as the new backbone plus tier-3 extras such as Steel Screws (Furniture Maker III, Smithy III), Pro Rod, Wooden Joint, Blueberry Cider, Blank Hardcover Notebook, and Fabric. Combined material total for one shop across all stages can be very large (for example, Apothecary needs 4+4+4 = 12 kits plus specialty items). Two shops (Vegetable Stand and Brewery) are referenced but their full costs are gated behind quality-tier prerequisites.

Standard merchant trading

Each merchant carries a unique, merchant-specific buy/sell inventory. Prices fluctuate dynamically — a merchant holding more of an item pays less for it, and stock refreshes over time. Upgrading a merchant both expands and improves that inventory. Januarius is the starting Village merchant and lists Town Gratitude among his stock. Linda receives Green Scrolls delivered from houses to raise the maximum Likes cap.

Town Orders

Accepted only on the Pride-symbol day of the weekly calendar. Delivery point is the Town Warehouse, distinct from regular merchant trade. Urgent orders must be completed in full within one week. Rewards are money plus Likes, and any surplus produced goods can also be sold at the Town Warehouse for money.

Likes and Faith tie-in

Likes unlock faith ceremonies: more Likes from completed orders converts into stronger church ceremonies, gated through Faith. The Likes cap itself is a separate progression — each house produces one Green Scroll per week which you turn in to Linda to raise the maximum Likes ceiling. Town Gratitude is a usable consumable granting +5 Likes and is bought from Januarius.

Shops tier list — what to prioritize

Graveyard Keeper 2 has 12 rebuildable town shops, each progressing through three tiers. Tier upgrades improve three numbers: daily income (20 silver-base → 50 silver-base → 1 gold per shop), weekly Likes cap (8 → 16 → 25 per week), and inventory capacity. You get only 7 market slots total in town, so not all 12 stalls can be placed at once, and once placed a stall cannot be removed — the placement decision is permanent.

Stock capacity at Tier III

RankShopTier III capacity

1

Alchemist

48

2

Smithy

38

3

Apothecary

35

4

Vegetable Stand

33

5

Fish Stand

25

6

Brewery

23

7

Builder

22

8

Jeweler

18

9

Furniture Maker

17

10

Baker

13

10

Tavern

13

12

Tailor

8

Strategy consensus

Prioritize Alchemist and Smithy first because of their massive stock capacity. Skip Fish Stand on the first pass because it can be added later during expansion. Avoid the Tailor because its 8-slot cap makes it least useful. Weight Likes per sale as heavily as the goods a merchant sells — some Tier III merchants yield around 12 Gratitude per sale easily, while others give only 1–2. Merchant quotas apply — regular merchants lose interest after roughly 20–30 items/week (worth about 2 Likes each), and Tier III warehouse trade orders are the strongest end-game Gratitude source at roughly 110 Gratitude per order versus a 120–200 weekly cap with full Tier III factory + warehouse. The Patron of Merchants Steam achievement (around 17% completion rate) requires restoring all 11 of the 11 trackable stalls — a useful end-state benchmark.