Graveyard Keeper Is Better Than Stardew Valley

I don’t know what compelled me to finally start playing Graveyard Keeper today. I’ve been receiving emails from their PR for what feels like years, and while it originally piqued my interest on name alone, since the game is only in alpha, I haven’t been in a real rush to get around to it.
Which brings me to now, only a few days after E3, as I’m winding down from an overstimulating week of interviews, meetings, presentations and demos. As the saying goes, “I’ll catch up on E3 when I get home from E3.” I still haven’t gone back and read all the headlines I missed while I was taking meetings to make headlines. In a streak of rebellion I find myself playing anything that sounds good and that I’m absolutely under no obligation to play. When you review games for a living, playing one that doesn’t net you much in terms of SEO or brand building is as close as you can get to playing a game recreationally anymore. It does a lot to reduce the pressure that comes from always feeling like you’re under a time constraint, but also creates a nice, clear little demarcation line between work and pleasure. It’s the only time I get to have fun playing a game.
In Graveyard Keeper, the titular character is crossing the street one night and gets hit by a car, awakening to find himself in the medieval era, tasked with cleaning up and rehabilitating the town’s cemetery. When he’s not quizzing the locals about his bizarre predicament or dumping bodies into one of the many holes he digs on church grounds, he also builds the items needed on his homestead to maintain a farm and gather resources from the terrain. The game, like Stardew Valley, balances this with the player’s stamina and health bars, and uses a calendar and weather cycle to dictate the working conditions each day and night. The goal is not only to clean up the graveyard, but figure out how to tap into whatever caused his mysterious journey in time and return to “his love”.