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Hollow Knight Silksong finally gets release date, out next month
Game Reviews

Hollow Knight: Silksong’s second patch detailed, but don’t expect any balance tweaks

by admin September 16, 2025



Team Cherry has detailed what’s planned for Hollow Knight: Silksong’s second patch, but don’t expect any balance changes as with the first.


“Where the first patch dealt mainly with critical issues,” the studio said in the patch notes, “this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools”.


This second patch is now live in Steam’s public-beta branch, with further tweaks expected before full release on all platforms – it’s currently unknown when that will be.

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube


Silksong’s first patch made the early game a little easier, with a couple of bosses having “slight difficulty reduction”. The second patch has no such changes – instead it’s almost entirely bug fixes around certain enemies, bosses, and tools.


Check out the full patch notes below.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’. Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers to get stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.


What do you make of Silksong’s difficulty? And what’s your opinion on runbacks to bosses more generally in games? Have your say in our discussion: have boss runbacks had their day?

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Hollow Knight Silksong Widow boss fight
Product Reviews

Hollow Knight: Silksong player melts its hardest bosses with an endless fountain of tools: ‘I think I unlocked easy mode’

by admin September 16, 2025



The Strongest Build in SILKSONG [SPOILER FREE] Architect Crest Silkshot Railgun Silksong Build – YouTube

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I’ll admit, I wasn’t as creative with my build in Hollow Knight: Silksong as I’d like to admit. I found one of the early weapon upgrades and kind of stuck with that for the next 30 hours.

It got the job done, but it was nowhere close to the power of YouTuber Syrobe’s “easy mode” build where you have an endless supply of powerful tools. Before I explain how it works though, you should know that it requires fairly late-game unlocks to put together. I’d wait until you’re several hours into Act 2 before attempting this.

The heart of the build is the Architect Crest which has the unique ability to repair your tools on the fly. Normally, you have to rest at a bench to do that, but this Crest gives you the option to forgo healing yourself to replenish your tools in the middle of combat.


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Tools are extremely powerful in Silksong and no other Crest lets you spam them like this one. The only drawback is that you can’t equip any of Hornet’s high-damage skills with it, but the amount of tools you can fling out more than makes up for it.

You can pretty much equip any tools you want, but Syrobe recommends the Tacks, Silkshot, and the Voltvessels. He adds in the Pollip Pouch so every hit applies a poison DoT on enemies and Quick Sling to double the amount of tools you throw at a time.

Nothing in the game can survive you laying traps all over the place and shooting everything down with buckets of laser beams and silk bullets. Bosses run into them and get ripped apart while you sit back and watch. Watching Syrobe tear through waves of enemies in seconds looks like he has cheats on.

He has a separate, spoilery video where he melts the last two bosses in the game in under a minute. Both fights took me much longer because I spent most of them dodging around and hitting the boss with my little sword.

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Acquiring all the stuff might take you a while. Syrobe goes into detail on where to track it all down, but here’s a quick list of what you need and where to get it:

  • Architect Crest – Buy the Architect’s Key and unlock a room in the Underworks
  • Quick Sling – Found behind a false ceiling in Bilewater
  • Pollip Pouch – Complete the Rite of the Pollip quest in the Wormways
  • Tacks – Complete the Roach Guts quest in Sinner’s Road
  • Silkshot – Bring the Ruined Tool from Bilewater to the top of Mount Fay
  • Voltvessels – Found in northeastern Memorium

“I think I unlocked easy mode, I don’t know what everyone else is doing,” Syrobe said after humiliating one of the final bosses with a room full of traps. Here he is casually watching a boss get shredded while I remember each and every attempt I made in my own playthrough where I—a fool—chased the boss around with my sword. If only I had known about the devastating power of tools.



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Hornet against a gloomy underground cave backdrop
Product Reviews

Hollow Knight Silksong review: a daring, experimental, and breathtakingly beautiful sequel

by admin September 16, 2025



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Long-awaited metroidvania game Hollow Knight: Silksong is already proving to be a victim of its own success.

The unbearable hype surrounding its storefront-destroying launch, combined with the simultaneous release into the eager hands of both critics and players, has created a uniquely voracious narrative.

There’s a sense that one must devour Silksong all at once, or else risk being left behind and out of the loop on what is surely one of the biggest gaming events of the decade so far.

The problem is, Silksong is not a game to be binged. It’s a sprawling, complicated, and brilliant sequel that demands patience above all else. Only then does it fully reveal itself as a game that’s much more than the conversations around difficulty would have you believe.

Review information

Platform reviewed: Nintendo Switch 2
Available on: PS5, PS4, Xbox Series X and Series S, Xbox One, Nintendo Switch 2, Nintendo Switch, PC
Release date: September 4, 2025

Not even two weeks into its life, developer Team Cherry’s Silksong has largely been misrepresented and mislabelled as an impossibly difficult and sadistic continuation of 2017’s brilliant Hollow Knight. Of course, Silksong is a very challenging game; I agree with that wholeheartedly. It’s so much more than that, though.

As the dust settles, and now looking back on my first completed playthrough, I believe it’s going to take years for the collective player hivemind to truly unpack exactly what Silksong does well, and where it falters.

Rough starts and Bellharts

(Image credit: Team Cherry)

I made the decision to play the first five hours of Hollow Knight alongside those of Silksong’s. This is where the two games differ most drastically. Hollow Knight is much more generous with checkpoints, resources, and clear tutorial sections than Silksong.

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Enemies hit hard from the get-go in the sequel, while Hollow Knight gives you some softball encounters to practice on before its first proper boss fight. These are very different games, diverging from one another almost immediately and taking very different paths towards completely different conclusions.

The opening hours of Silksong are likely to be where players find the most friction. Enemies frequently deal two full health segments of damage, though you’ll have more freedom in how you heal thanks to main protagonist Hornet’s increased speed and aerial options. Instead of a simple down attack, Hornet dives in diagonal needle drops. This in itself requires hours to master, and it’s made very clear that bouncing between enemies without touching the ground is the strongest strategy available to you at first.

Your main special resource in Silksong is the silk meter, which is primarily filled by hitting enemies. Upon collecting enough silk, you’ll need to make a quick decision: heal, or unleash a special attack to hopefully end a fight earlier. Risk vs reward is hammered home again and again in Silksong, and it’s the first few hours where you’ll need to experiment with how you want to play. Eventually, you’ll get to the first town area, learn how to purchase items from merchants, and the currencies that you’ll have to focus on seeking out.

Rosaries are the main ones, but they’re also lost upon death, wrapped in a cocoon that must be retrieved in order to get them back. Shell Shards are somewhat supplementary, used to craft tools and open up your combat options.

My wallet is filled with moths

(Image credit: Team Cherry)

The economy between Rosaries and Shards is a tricky one to make the best use of. Silksong doesn’t give you many opportunities to get Rosaries consistently until a few hours in, while Shards aren’t particularly useful until you’ve bought tools and crafting kits from later merchants.

Tools become vital against flying enemies, bosses, and mobs of enemies, leading to one of the game’s key frustrations. To craft tools, you need Shards. To reliably purchase Shards, you must earn Rosaries, which come from exploring or, more reliably, killing enemies.

Many of the difficulty spikes I hit in Silksong completely cleared out my tools. I’d then have to travel elsewhere to farm Rosaries just to have enough tools to have another go at what was besting me. It’s reminiscent of the awful Blood Vial farming required for some bosses in Bloodborne, taking the player away from the action for repetitive bouts of repeated enemy hunting.

Unfortunately, this never really goes away in Silksong, and if anything, it becomes more common as you progress. The Shard vs Rosary reward balancing is ever so slightly off, making certain areas more and more difficult to progress through.

Shall we take a detour?

(Image credit: Team Cherry)

Silksong offers the same approach to problem-solving as seen in Elden Ring and its expansion, Shadow of the Erdtree, in that you’re supposed to go and find something else to do when a perceived skill wall presents itself. Silksong’s map is vast, and much of it is completely optional.

Best bit

(Image credit: Team Cherry)

The Needolin is an upgrade that turns Hornet’s needle into a musical instrument. You simply hold down a button, and Hornet plays along to nearby or ambient music. It’s used to unlock secret doors, interact with NPC events, and even open up new paths that are linked to the final ending of the game. It’s very ambiguous as to what the Needolin can interact with, so experimenting while exploring becomes its own intriguing side quest. I bet there’s even more the Needolin can do, and it’s going to take players years to find out all of its hidden functions.

Many times, I’d find myself throwing Hornet into the same repeated encounter, as I grew increasingly tired of losing the same fight over and over. At a certain point, however, it clicked that I simply needed to open up the map, look for new paths, and follow them forward. Every single time I did this, I happened upon something that made my build stronger – be that secret bundles of Rosaries, new move sets and upgrades, or non-player characters (NPCs) that could be brought into particular fights alongside Hornet. I developed a mantra to live by: if a section took me more than five tries, I needed to go somewhere else.

Once I opened myself up to Silksong’s non-linear progression paths, I started to meet less friction. Side quests are smart new additions that gently nudge players towards points of interest: An old town built into caves of gold, silver, and bronze bells; a decrepit medical wing filled with Lovecraftian horrors and a few allies to meet; a new encounter at the starting village that changes its topography and makes use of music to deliver sorrowful worldbuilding.

Kicking over a log in the woods

(Image credit: Team Cherry)

Playing Silksong makes me feel itchy; I’m not sure how else to describe it. Anyone else who spent their childhood wandering around rain-soaked woodland and muddy river banks will know the feeling. You find a rotten piece of wood, roll it over, and jump back at the writhing cities of grubs, bugs, and spiders you’ve unearthed.

Stepping into every new area always feels like a log turned over. You’ll hear the scritch-scratch of tiny legs from somewhere in the shadows. Tiny gnats will whine nasally as you approach. There’s a griminess to Silksong’s initial zones that’s made all the more potent by the golden gleam and religious opulence of late-game areas.

All of this is achieved in a 2D game, mind you. Somehow, Team Cherry has managed to make even the simplest passages feel thick with dirt, fog, and dust. Light is expertly used to add extra volume and scale to the standard side-scrolling formula used in other modern Metroidvanias.

In comparison, the map is one area where there’s been the least innovation. You still need to purchase them before you’ll see certain areas; there’s still a Compass that takes up a Crest slot, and pins can be used to mark key information.

Given the added variety and scale of Silksong, it’s unfortunate that the map isn’t really up to the task of leading you through the game. There frankly needs to be more information on NPCs, added options for pin types, and a reworking of the way the compass works to measure up to the changes made in this sequel.

Sting like a Hornet

(Image credit: Team Cherry)

Playing as Hornet is a wildly different experience when compared to the silent Knight of the first game. Hornet has dialogue. She’s confident, empathetic, and sternly protective of her personal space. There’s also a concerted effort to contextualize Hornet within the world of Pharloom. You get the impression that she has a personal connection to the bugs you meet, and a genuine desire to help them.

I’m impressed by how well-rounded Hornet is as a protagonist, which makes the combat and boss fights all the more impactful. Silksong is once again filled with an expansive lore and world history. Having Hornet be a part of that lore is a master stroke that elevates the sequel above the first game.

Let’s dance

(Image credit: Team Cherry)

Silksong is at its best when you’re fighting a boss. Every single one is memorable: equal parts deadly and stunning, with clear design motifs bolstered by bespoke musical accompaniment. Many of the boss battles are intricately choreographed affairs. One early game fight with a needle-wielding foe plays out like a synchronized dance routine, all death-defying dives and sparking slashes of sharpened steel.

I’m struggling to remember another game that’s so filled with best-in-class bosses as Silksong. With enough patience and a bit of time spent exploring for upgrades, none of them feel unfair. The loop of slowly learning patterns and then executing daring counters is what all great boss fights are about. Silskong delivers again and again and again in this respect. I can’t wait to jump back in and face the gauntlet of bosses with new tactics, builds, and strategies, and there isn’t a single boss I’ll be skipping in a second playthrough.

Silksong is every bit the sequel that Hollow Knight deserves. It’s the spoils of a team going the extra mile. It’s challenging, yes, but take your time and explore the vast world of Pharloom, and you’ll be rewarded with yet another masterpiece. I can’t wait to see what comes next from Team Cherry, as it’ll never be a team that settles on delivering ‘just more Hollow Knight’.

Should you play Silksong?

Play it if…

Don’t play it if…

Accessibility

Silksong offers the option to turn off camera shake and customize HUD size. There are audio sliders for individual tracks, and you can remap controls. This is a very limited offering, with no color blind, difficulty, or repeated button input options available.

How I reviewed Silksong

My first playthrough of Silksong lasted 36 hours, and I spent a while doing every side quest available before the final boss fight, not counting courier missions. I still haven’t explored the two final sections of the map, and there are plenty of secrets and locked doors I didn’t get to before the end of the credits. I played Hollow Knight back in 2018, completing the main story and some of the first DLC. I intend to go back and play Silksong a second time, focusing on a different Crest, and making use of a completely different set of tools.

I played Silksong on Nintendo Switch 2, making use of the 120Hz mode when docked. The Nintendo Switch 2 Pro Controller was perfect for this game, though d-pad users may want to go for an alternative controller (the d-pad on the Pro 2 is very subpar when compared to other options like the 8BitDo Ultimate).

I ran Silksong on my LG UltraGear 4K gaming monitor (27GR93U), making use of the extra refresh rate options. Generally, I played Silksong docked, though I did play about five hours handheld.

First reviewed September 2025

Hollow Knight: Silksong: Price Comparison



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Hell Is Us Dev Is A Little Salty Over Hollow Knight: Silksong's Shadow Release
Game Updates

Hell Is Us Dev Is A Little Salty Over Hollow Knight: Silksong’s Shadow Release

by admin September 16, 2025



After years of anticipation, Team Cherry only gave the video game industry and players two weeks notice that Hollow Knight: Silksong was about to arrive on September 4. While a handful of indie games were moved away from that date, Rogue Factor had already staked out the same release date for Hell is Us six months earlier. Now, Hell is Us’ creative director is sharing his belief that Silksong’s shadow drop negatively impacted Hell is Us’ sales, and he doesn’t sound happy about it.

Jonathan Jacques-Belletête acknowledged that Team Cherry had the right to pick any date it wanted to during his appearance on the Friends Per Second podcast (via This Week in Video Games). However, Jacques-Belletête feels that the decision to do so on such short notice was “a little callous.”

“When you know you’re that big, I think a shadow drop is a bit like–‘wow,'” said Jacques-Belletête. “As the ‘GTA 6 of indie’ … to shadow drop something like this is a little callous.”

According to Jacques-Belletête, discussions were held between Rogue Factor and publisher Nacon about delaying Hell is Us. But there were too many complicating factors, including the need to refund any pre-orders that had already been placed.

“We decided to keep the date, and I’m happy that we did,” added Jacques-Belletête. “We’re still much bigger than some of the smaller ones who would have gotten a lot more affected and who decided to change their dates. Changing the date of Hell Is Us would have been a pretty big [endeavor].”

Jacques-Belletête went on to note that he believes Silksong’s release hurt Hell is Us’ sales, but also acknowledged that he doesn’t currently have the sales numbers available to illustrate that point.

As for Silksong, it debuted with a massive concurrent player count on Steam during its first weekend. A common complaint about the game is that it’s too difficult, and mods designed to make Silksong easier were released almost immediately. Team Cherry subsequently released its own patch to lower Silksong’s difficulty.



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Hollow Knight: Silksong launch breaks global game storefronts
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Hollow Knight: Silksong’s surprise release date was “a little callous,” says Hell is Us lead

by admin September 15, 2025


Hell is Us’ creative director, Jonathan Jacques-Belletête, has described Team Cherry’s surprise reveal of Hollow Knight: Silksong’s release date just two weeks before its launch as “a little callous.”

As reported by This Week in Videogames, Jacques-Belletête appeared in the most recent episode of Skill Up’s Friends Per Second podcast, where he discussed his and Rogue Factor’s experience releasing soulslike Hell is Us on the same day that Hollow Knight: Silksong was released, having had only two weeks’ notice that both games would release on September 4, 2025.

“We all jumped on our phones really quickly, with our publisher [Nacon] and all sorts of things like that,” Jacques-Belletête said, describing the moment the studio discovered Team Cherry had unexpectedly announced Hollow Knight: Silksong’s long-awaited release date in a trailer posted on August 21, 2025.

“I mean, they’re allowed to do what they did; there’s no laws or rules against that,” he continued. “And I don’t want to say: ‘they caused this to us or somebody else’. I don’t really care about that. I don’t want to get into that type of debate.

“But when you know you’re that big, a shadow drop is a bit like ‘wow.’

“As the GTA 6 of indie – and I know now this term gets thrown left and right, but in the industry that’s already how we were calling such a game – to shadow drop something like this is a little callous.”

Hell is Us was first announced in April 2022, with a release window slated for the following year. In October 2023, Rogue Factor announced the game was delayed until 2025, with its final September 2025 release date revealed during Sony’s State of Play livestream in February 2025.

After learning about Team Cherry’s plans to release Hollow Knight: Silksong on the same day, Rogue Factor “decided to keep the date,” said Jacques-Belletête. “And I’m happy that we did.”

“We’re still much bigger than some of the smaller [studios] who would have [been] a lot more affected and decided to change their dates,” he continued. “Changing the date of Hell is Us would have been a pretty big endeavour.”

When asked whether changing Hell is Us’ release date would have been feasible, Jacques-Belletête explained that “the real pain in the ass” of doing so was that the studio would have had to reimburse and refund player pre-orders.

He did clarify, however, that the decision to keep the date was not “just” because of this.

“We were also like ‘no, I think we can get through the storm’. But it was a thing.”

“That day, a lot of emails, texts, and messages went back and forth between a lot of people, between us and our publisher,” he continued. “It was a real thing.”

Hollow Knight: Silksong surpassed half a million concurrent players following its launch, while Hell is Us’ all-time peak concurrent player count stands at 4,431 (according to SteamDB).

When asked whether he believes Hollow Knight: Silksong’s release impacted Hell is Us’ performance, Jacques-Belletête said: “I can’t prove it, I don’t have any specific numbers, at least not at this time. But, I mean, for sure. For sure it did.”

Jacques-Belletête did emphasise, however, that “it’s not just Silksong” that had an impact on Hell is Us’ release, pointing to Bloober Team’s Cronos: The New Dawn, released on September 5, 2025, as an example of another title released during the same period. “It was busy.”

“That’s the thing nowadays, getting a window where you’re pretty much alone is almost impossible,” Jacques-Belletête continued.

“15 years ago, kind of the mid to end of the summer was always a dead period. But there’s no such thing anymore. It’s constant madness.



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Hollow Knight Silksong clown
Esports

Every Hollow Knight: Silksong boss already beaten without taking a hit

by admin September 15, 2025



A skilled player has managed to beat every boss in Hollow Knight: Silksong without taking damage, as seen in their YouTube video.

If you’ve been playing Hollow Knight: Silksong, chances are you’re already familiar with how frustrating the new release can be at times. The game itself is notoriously brutal, to the point where a portion of players have resorted to using mods to make their playthrough easier.

While it’s safe to say a lot of us are struggling, a YouTuber who goes by the name CrankyTemplar clearly isn’t. In fact, they’ve already managed to overcome an extremely hard feat, defeating all the bosses in the game without taking a single hit.

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It’s only been a little over a week since the game was released, but this player showed they were more than ready for the challenge.

Hollow Knight: Silksong player beats every boss without a scratch

CrankyTemplar started uploading videos of them beating separate Silksong bosses, and just recently, mixed them all into one nearly two-hour compilation.

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From the early game bosses to Seth, a boss that was designed by a fan who passed away, he managed to include them in the video and showcased how he’s able to deal with them flawlessly.

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In the majority of the fights, Hornet can be seen only using her needle with the Clawline ability. The YouTuber also used a mix of tools to get through some of the trickier fights.

While many ran to the comments to compliment the creator following this video, they did claim they went through some frustrating “runbacks.” So, this hitless attempt wasn’t exactly a flawless run, given that something like this “usually involves quite a bit of tries to succeed [sic].”

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Still, they claimed that the title is a fantastic game and were glad to play it. Additionally, noting that there’s definitely room to improve with these boss fights, they said they’ll look forward to trying Steel Soul mode community-created challenges in the future where a single death means a complete do-over from the start of the game.

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Hornet in Hollow Knight: Silksong
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Silksong boss honors Hollow Knight fan who lost cancer battle

by admin September 15, 2025



A Hollow Knight fan who passed away from cancer has been immortalized in Silksong as a full boss fight, NPC, and sidequests.

Hollow Knight: Silksong released after years of anticipation, serving as the follow-up to Team Cherry’s 2017 breakout hit. The original game became one of the most acclaimed indies of all time, praised for its challenging combat, sprawling world, and striking art style.

The sequel built on that legacy, breaking records at launch across Steam and Nintendo Switch. Critics praised Silksong’s expanded combat and massive new areas, though Team Cherry later patched the game to make certain early bosses easier after player feedback. Even with these adjustments, the game remains one of the toughest releases of the year.

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The deeper meaning behind Seth’s boss fight

One of Silksong’s most emotional encounters is Seth, a boss with a real story behind his creation. Six years ago, a young fan named Seth shared on Reddit under the alias big_boi878 that he was fighting Ewing sarcoma and wished to meet the developers of Hollow Knight. Team Cherry not only spoke with him, but went further and gave him the chance to design his own character for the sequel.

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Seth revealed at the time that he had named the character after himself, promising fans unique lore and gameplay. He even said the team promised him a code on day one so that he could experience fighting his own boss.

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Sadly, he passed away in 2019 before Silksong’s release, but his creation remains in the game. Players can face Seth in Eastern Greymoor, where the fight is paired with ethereal music and continues into a questline across the map.

Beyond the battle, Seth is also remembered with a special mention in the credits. Fans have praised the tribute as one of Silksong’s most moving moments, ensuring that his creativity and story live on inside the game he loved.

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Product Reviews

Hollow Knight: Silksong review | PC Gamer

by admin September 13, 2025



Nothing prepared me for the Sisyphean exercise that is playing Hollow Knight: Silksong. Part of that is my bad for skipping the original Hollow Knight—I thought I’d have plenty of time to try it before Silksong ever actually came out. But now it’s here and I’ve spent over 25 hours with the videogame equivalent of sticking your hand into the Dune pain box.

Need to Know

What is it? A 2D action game with challenging combat and platforming
Release date: September 4, 2025
Expect to pay: $19.99
Developer: Team Cherry
Publisher: Team Cherry
Reviewed on: RTX 5090, Intel Core i9 12900K, 32GB RAM
Multiplayer: Yes
Steam Deck: Verified
Link: Steam

Silksong may be one of the most painful 2D action games I’ve played, and the worst part? I inflicted that pain on myself by pressing forward until I’d seen just about every inch of the bug-inhabited land of Pharloom. And that’s saying something; despite being a 2D game, Team Cherry has stuffed enough levels, characters, and quests into Silksong to fill a 3D world. It never ends: Lift up a rock and you’ll find a boss eager to be your newest archnemesis or an obstacle course of spikes and blades that are about as rewarding as scratching a mosquito bite.

Silksong makes you feel like a fool for playing it in the first place. From the moment you start a new game and bring Pharloom into existence, it’s agony for everyone involved. Every bug is out to get you or struggling to eke out their own hardscrabble existence.


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This diabolical commitment to knocking you on your ass in a world where everyone’s been knocked on their ass for the last few decades is what impresses me the most about Silksong. Not even a game as punishing as Elden Ring outright refuses to loosen its grip around your neck. There comes a point in every FromSoftware game where you earn the right to play with your food, often by finding a character build that works for you. Silksong, on the other hand, will let you upgrade your weapon so that eventually you might deal out as much damage as the enemies have been doing to you since Act 1.

I may be bruised and sore from the experience, but I’m happy to say that for all the pain Silksong put me through, it was worth it. Team Cherry made a whole game about getting to your car without your keys and it’s phenomenal, unflinching in its vision to fully consume you until you can see the mazes of Pharloom when you close your eyes.

Harmony

(Image credit: Tyler C. / Team Cherry)

I will kill anyone who dares complain about precious Sherma and his calming lullaby.

As much as I find the term inadequate for describing what’s truly special about Silksong, calling it a soulslike has some merit. Combat-wise it doesn’t quite fit, but the construction of Pharloom rivals (and echoes) that of Lordran in Dark Souls. Not only is it intricate and interconnected, but it’s warped by its tragic history. You can open the map and draw a line from the golden citadel all the way down into the stagnant, maggot-infested pools of Bilewater to understand exactly where the rot began.

Every shortcut and secret area contextualizes the horrors you face in the bigger, sadder picture. A pristine dining room in the upper chambers of the citadel hides a kitchen caked in dust and decay, and just below that, in a secret room, lies the tangled corpse of a centipede pontiff. There’s always something just out of view or lingering in the background that draws your eye, and those details always kept me hungry to see more. By the end of the game, I couldn’t tell what was more exciting: the fact that I somehow dug my way into an entire zone I hadn’t explored yet or the questions that new place raised about what’s really going on with Pharloom’s biggest mysteries.

There are plenty of bright spots on the journey through hell, like the little towns you can help rebuild and the bugs you meet in them. I ran so many errands for the group of bugs living in giant bells that they gifted me one of my own. I will kill anyone who dares complain about precious Sherma and his calming lullaby.

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(Image credit: Tyler C. / Team Cherry)

Hornet, and the characters she runs into, are a splash of cold water in this gloomy dream. There are bugs of all shapes and sizes who welcome you with warm greetings, sweet melodies, and sometimes a bit of deception. I met a whole caravan of nomadic fleas with french mustaches, a bartender beetle, and a ladybug carny who charged me for target practice.

The wide cast of weirdos kept me sane when I was losing my grip from being repeatedly squashed by a metallic bug with a bell chained to her arm. Hornet’s tendency to soften from cold-blooded warrior to empathetic survivor when confronted with a bug-in-need or a fluffy flea added a tender counterpoint to the most abrasive moments. Even the fact that she speaks at all helps Silksong temper its overwhelming despair and it made me eager to talk to every bug I could find.

The thrill of playing as Hornet is what really anchors Silksong as a brilliant action game above all else. Skipping and dodging around enemies becomes a delicate dance that grows more and more intricate as you pick up new moves. I was merely poking at enemies in the first few hours of the game and by the end I was tossing out spike traps and silk missiles while bouncing between bugs like a pinball. When I wasn’t getting clobbered, it felt like the tables had turned and suddenly I was the boss with the unfair, unpredictable attacks. Silksong sets the bar for mastery so high that you can only reach it for short bursts, but it’s a carrot worth chasing when pulling it off is so unbelievably satisfying.


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In those glorious, fleeting moments, I was able to take a step back and appreciate how creative Silksong’s boss fights can be. I almost wanted to stall during a duel with a glitzy butterfly on a stage full of explosive fireworks and spotlights so that I could enjoy the absurdity of it just a few seconds longer. And despite my waning patience when I was locked in a room with two mechanical dancers who mirror each other’s moves, I had to admit it was a clever way to learn how to stay focused on a single target while making me feel like I was part of the dance—which would prove useful for many bosses down the line. Again and again its commitment to cruelty had a purpose. This phenomenon continued until the final hours of the game.

Stubborn

(Image credit: Tyler C. / Team Cherry)

Most of Silksong is fair despite being unrelenting, and I suspect playing it in a compressed amount of time exacerbated the moments of pain. At the same time, there are sections, particularly the ones you’re forced to repeat every time you attempt a boss, that threaten curdling. One of the worst ones shows up near the beginning and forces you to pogo your way past rabid worms and flies with sniper rifles just to have a chance at seeing the boss again.

Silksong doesn’t always get the balance between effort and reward right. Some games will make you find an access code to unlock a safe with a key in it—Silksong will make you fight with your bare fists through four waves of flies with crowbars to get a key that unlocks a door leading to more flies with crowbars. You’re not even guaranteed to get anything after defeating a boss. For the first half, you’ll be lucky to find a bench to rest on that isn’t trying to kill you or take your money.

It’s an evocative choice to fill the game with checkpoints that you have to pay for to underline the disparity between the upper and lower halves of Pharloom, a clever bit of friction tied to the bleak state of the world. It’s also a choice to stack that on top of a system that empties your wallet if you die too much—and you will when just about every enemy and spike trap can knock out your health bar with a few mistakes. For as beautifully drawn as its tunnels and cathedrals are, not all of them made the climb worth it. Silksong, especially in the first half, requires you to take a blood oath on the promise that experiencing the entire thing will pay off.

(Image credit: Tyler C. / Team Cherry)

Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world.

I may be bruised and sore from the experience, but I’m happy to say that it does, in fact, pay off. There were frustrating points in Silksong where I was reluctant to hand it to Team Cherry, but I’m still processing the shock that it managed to exceed my expectations after listening to people scream about Hollow Knight over the last seven years. I can’t tell you if the hype was worth it, because that hype exists on message boards and YouTube channels and Discords, not in the game I booted up on Steam every day for the last week. But I can tell you that Silksong glows with a level of precision and imagination that’s hard to find anywhere else.

It’s too good to let the brutal difficulty hold it back, or to hold me back from seeing all of it—even if I wish there were at least some options to tone down the nastiest punishments. Silksong will beat you, burn you, rub your face in the dirt, and then dazzle you with another piece of a haunted clockwork world, confident the sight will elicit a bloody, jagged-tooth grin. When that happens, the pain will fade away and you’ll press forward into the unknown, ready to endure whatever it throws at you just to stick around a little longer.



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Hollow Knight: Silksong review - beautiful, thrilling and cruel
Game Updates

Hollow Knight: Silksong review – beautiful, thrilling and cruel

by admin September 11, 2025


Pretty and charmingly mean-spirited, this is a game filled with revelations and genuine personality.

Metroidvanias are the games where I’m allowed to get stuck in several places at once. Head upwards and there’s a boss that I can’t beat. Try going down the stairs instead and there’s an environment that kills me just for stepping into it. Left and right are dead ends that I don’t have the tools to navigate yet. Stuck on all four points of the compass! That’s a Metroidvania.

Hollow Knight: Silksong review

Hollow Knight: Silksong is a Metroidvania. It’s a Metroidvania with rare poise and – this is crucial, even after a recent patch – a fearsome sense of conviction. It casts you as an elegant and swift-spirited bug, a hornet, who’s been kidnapped and left to explore the kind of close-up worlds of wonder and horror that Robert Hooke once revealed with his microscope. What a place, or series of places! Down in the moss and dewy earth, the merest ant is suddenly a monster, while a bedbug is a hulking battletank bristling with weapons, and bristling with bristles.

Let’s pause here for a second, before the carnage begins, and just ponder how beautiful this hand-drawn universe is. Here are grottoes, caverns, and passageways carved from the living earth. Here are complex factories filled with spinning saw-blades and steam vents, and abandoned coastal towns scaled for inhabitants no bigger than the lint that gathers at the bottom of your pocket. Here are cursed churches and battlements and palace attics and whole communities that seem to live inside addled jewelry boxes, their streets encrusted with loose gems and shards of copper and solder, the mineral air thick with petals and pollen. All of this complemented by a score that’s haunted, playful, and endlessly beckoning: the perfect soundtrack for a collection of spooky short stories you’ve stumbled across by accident in a wonky old bookstore.

Here are 12 great tips for Hollow Knight: Silksong, courtesy of Eurogamer.Watch on YouTube

It’s all filled with life, too. As with the first Hollow Knight, Silksong’s world is fairly rattling with shopkeepers and cartographers and all kinds of neglected artisans and explorers. They’re filled with charm, and the art style’s fully able to switch things up from one area to the next. All of this without warping the game’s own sense of internal coherency. There’s always something of Mucha to the swoop and curve of branch and brass in this place. There’s always something of Méliès to the flickering world and its alien inhabitants, all glimpsed a touch more sharply in the gentle iris of grainy light that surrounds the hero. If there was ever a game to play on a magic lantern, it’s this one.

This is all artful stuff, in other words, and sure enough there is an art to everything in Silksong. Even, since this is a Metroidvania after all, to the act of being stuck. So let’s talk about getting stuck. It’s a big part of Silksong, for a player of my abilities at least.

Here’s what I’ve learned over the last week: you have to learn how to get the most out of being stuck in Silksong. You have to see it as an opportunity. After all, here is a game in which you can get stuck at almost any point, doing almost anything. Bosses? Sure. But also kill rooms. Combat gauntlets. Those particularly tricky platforming sections involving spike walls and untrustworthy flooring that only 2D games can conjure. I’ve yet to get stuck in a menu, but, hey, give me time and I’m sure I can manage it.

Image credit: Eurogamer / Team Cherry

With all these ways of getting stuck, what to do next when you are stuck in Silksong becomes a question of self-expression. You’re not moving forward, so what now? I drift through different moods in this regard, through different ways of being in this hazardous world. In one early difficulty spike – it was a kill room filled with all manner of hideous scarecrow beasts, several of which brandished huge scissors – I just kept at it. I got my head down. It took me all day to power through, each fight a little better, a little better, and then a lot worse as my attention wandered and I got exhausted. I finished those scarecrows off in the end, but as the straw settled I felt like I had approached things all wrong. This was very early on in my Silksong journey, and I was starting to realise that I needed a better Stuck Strategy.

A few hours later (actual Progress Hours later; in human terms it had probably been a day and a half) and a ceiling-hugging boss was really doing my head in. This is the only real thing I’ll spoil in detail in this review, so skip forward if you don’t fancy it.

Sister Splinter. She’s a sort of mole witch, I think. She hangs from the ceiling and pummels you from above with massive clawed fists. These attacks are actually pretty easy to avoid when you get the hang of it after a few deaths, and I also got the hang of removing the vines she’d place to stop me from dashing away from her fists. All friendly stuff, by the wider standards of the game. But then she spawns these horrible floating stinger things in her second wave, and those things? Those were the one thing that was one thing too much for me to cope with. They were the deadly eighth digit in the telephone number that stopped it from slotting into my memory.

Image credit: Eurogamer / Team Cherry

So I decided to try something new. I left. I wandered. I started to play speculatively, heading back and forth across Silksong’s tight clusters of interconnected maps. What was I looking for? A secret I had failed to spot. A health boost or a silk boost, both of which would make me hardier. More rosary beads, Silksong’s gorgeous ever-scattering currency, to buy new things at the shop, that’s always nice. Side-bosses I might have missed. (I am always searching, fruitlessly, for a disarmingly easy side-boss who leaves me with something comprehensively overpowered as a reward; it hasn’t happened yet.)

What I was really looking for as I wandered (and wandering, speculatively, like this has since become my defacto Stuck Strategy, the way I most like to play the game) is the confidence, often wildly misplaced, that I had learned enough, grown enough, and that I could now return to the Sister and pummel a way through her and her mobs. In a game with so little hope to it, I wandered its Gormenghastly corridors and intestinal chambers in search of a new way to believe in myself.

Right: this all sounds very annoying. And at times, stuff like this is very annoying. But the Sister Splinter saga has a happy, albeit convoluted, ending that gets at everything I’ve come to realise that I properly love about this game. Eventually, while wandering and pondering, I had moved so close to the game, I was so deep in its world in a way that I wouldn’t have been if I hadn’t been aimlessly moving through it, that Sister Splinter came into focus. I realised I needed an attack just for those flying mobs, something localised and quick, something one-hit to swat them away. I’d heard on TikTok of a sort of area attack that I could have earned way across town in a rainy aviary, a place I’d already been, but where waves of birds had been too brutal for me so I’d given up and done something else.

Image credit: Eurogamer / Team Cherry

So wait: could I take on those birds now? Birds vs mole-fisted hanging witch: which was less tempting? I figured the birds were worth a go. And so I did it. I trekked all across the map on my own side quest, I eventually kicked those birds to pieces, I got the power-up – which involved an additional bit of deeply annoying parkour – and then I went back and splattered the Splinter Sister’s mobs before doing her in double-quick. In the end I didn’t take a single piece of damage.

Spoilers over. The original Hollow Knight had moments of these, of course. But Silksong, as you may have heard, is pretty much nothing but them. The world is brutal. Even the simplest of enemies will occasionally cough up an attack that does two points of damage rather than one, while most bosses lop off two points as standard. Then there’s the wider world, which is massively expanded, more ambitious in its scope, its size, and the horrors it wants you to navigate as you slowly gain the powers to access more and more of it. But for me, I started to enjoy all this stuff, to engage with it, to truly see the beauty and the potential and the fun in it, when I was wandering around and looking for something to do while stuck somewhere else.

Much of the changes to the world of Hollow Knight are because of Hornet, the new main character. Hornet is faster and more nimble than Hollow Knight’s protagonist, so there’s a learning curve from the very off. Relatively quickly she earns a dash, but it’s an endless dash rather than Hollow Knight’s timed boost, and this encourages you to tackle things at extreme speed and to be geographically ambitious. She can also mantle, so mere traversal has an accelerative pace to it too – go back to the first game and I guarantee the newly realised absence of mantling will provide the hardest readjustment. And, again, fairly early on she gets the ability to float gently to the ground. Texture! Fast and fast then slow. A little change in tempo to work into your attacks and escapes.

Image credit: Eurogamer / Team Cherry

Hornet also attacks at an angle, her down-strike busting out on a diagonal that takes a little time to get used to. In combat, this means you need to put in the work to understand how distant from a foe you should be in order to land a strike on them from above. When it comes to movement, and a pogo-ing downstrike move the game wants you to do an awful lot, it means that lining up paths through rebound spots is a little like being the knight from chess, let loose on a bouncy castle that is itself rumbling around on a storm-struck ferry. There is a lot to learn, in other words.

But there are rich pleasures to all this, not least when you know what you’re doing and you become a darting rapier, able to exploit the sharpest of angles and the tiniest of openings. Bosses and tricky enemies will also encourage you to make the most of your wider arsenal. In point of fact, they will really punish you for not doing this. And so we head into the new menus where you typically have a few slots to pick between specials, a few slots to pick between passive items and a few for new offensive items like throwing knives or traps like the universe’s most painful tacks. Choosing what to go with in these menus can change a battle, and then there are crests, which can fundamentally transform your attack approach, and which bring their own slots with them. You can change all this up at rest spots, which is also where you’ll regenerate after a brutal pummeling. Experimentation is the true name of the game, and after a few hours you’ll probably have favourite load-outs for specific kinds of challenges.

(A little note here: one of those early crests makes a lot of Hornet’s moves a lot more familiar to fans of the first game. It’s a temptation, and I succumbed to it, but I still sort of wish I hadn’t.)

Image credit: Eurogamer / Team Cherry

Hornet also heals slightly differently than players coming from Hollow Knight might be used to. Hornet uses silk to heal, which is commonly generated through attacks. You build it all up until you have enough, and then you cash it in for three masks-worth of health. Trade-offs, though! You’re vulnerable when you heal, and then you’re vulnerable right afterwards too, because the silk you use for healing is also used for powering special attacks.

Into this vulnerability the game builds potential strategies, like bosses where you’re safe if you heal in the air at just the right moment. And it builds complexity. Early on I had two in-game items related to healing. One allowed me to gain silk whenever I was hit. Another granted me invulnerability while I was healing. But they both belonged in the same item slot, so it was one or the other. Which was better? It took me an age to work out that they’re both better, depending on what I’m up against next.

Stopping at a bench and retooling yourself, as well as healing, is crucial to Silksong, then. And that’s because as the game moves from swamp and forgotten homestead upwards and upwards to its glittering cathedrals and mountaintops, it’s constantly mixing up what it wants of you. There are devious, maddening pogo-stretches where you dash between rebound points and cling to walls. There are those kill rooms where the doors come down and the waves come in, which are often harder than the bosses. There’s a narrative that is happy to thread you back and forth through new areas and neglected aspects of very old areas until you feel like a sewing needle stitching the whole map and all its parts together. There are the new quests, called wishes, which are there to tempt you off the main path with the promise of a cool new gadget.

Image credit: Eurogamer / Team Cherry

Enemies are beautiful and deadly, scaling in size and complexity as you move back and forth through the world. I love the dopy sack-covered cultists who attack with intricate staffs that look like old weather vanes and often miss. I hate the fluttering hornets and the birds and anything that flies essentially, because I am unskilled in the air and need to use up specials to bring them down. Then there are the bosses, which allow Team Cherry to offer the kind of choreographing complexity you’d expect from a Busby Berkeley number.

There are loads of these bosses, and while the worst can feel like slogfests with over-powered attacks, the best foreground Hornet’s ability to dance around danger. These bosses go for delight over sheer challenge, from the robot ant who swipes you away with a brisk glissandos of lava, to a pair of tragic ballet partners you face later on: a boss battle not just with storytelling but a bit of pathos to it. The very best of these bosses feel like team efforts, too. They’re joint performances undertaken between the developer and the player, as you find a space for yourself within an established routine.

Even the worst can be weirdly enjoyable. There are cheesing strategies for some of them, but they all eventually respond to thought as much as nimble fingers. It’s not uncommon for me to head into a boss for the nth time muttering the various things I have learned to do and not to do. Dash from attacks. Hold back until certain. Don’t jump too high. Again: there is a lot to learn here.

Image credit: Eurogamer / Team Cherry

Bosses, kill rooms, platforming gauntlets: all these things thrown in together get to a truth about Silksong. It is at least a handful of different games in one. And my favourite of these – and perhaps the one that’s both most obvious in theory and the hardest to truly spot – is a game of tiny glittering details that speak to a long, love-bombed development. Example: you buy your maps in Silksong, as you did in Hollow Knight. Fine. And if you want to read the map at any point you squeeze a trigger and it comes up on the screen. Also fine. But if you’re standing in water, the map won’t appear, and the reason for this is obvious: your character can’t hold up a map while they’re in water. The developer noticed. The developer followed this through and added this tweak.

And one of the games, yes, is both brutally hard, but also often gleefully, provocatively cheap with it. Silksong is filled with giggling cruelty that provides a wonderfully tart counterpoint to the haunted dreaminess of the characters and their world. It’s a confrontational kind of difficulty. It seems to want to make you ponder why the game treats you the way it does – the harsh damage, the general absence of vulnerability, the epic pile-ons, the endless churn of bosses, many of which come with elaborate and soul-sapping runbacks because the benches are sparse and most of them you have to pay to unlock and some of them are trapped or even broken! Deep breath. Yes: it’s not uncommon to fight your way through hell in Silksong, only to find a rest area and discover that you can’t actually afford the rest.

Granted, difficulty is a nightmare to think about and write about because it’s ultimately subjective. What I find difficult in a game I readily expect most other people would not. But Silksong isn’t just difficult to me, it’s purposefully and creatively cruel in its design at times, and this feels like a more objective observation. It wants to surprise and frustrate and occasionally make you really angry. I once witnessed Dark Souls developers playing their own game and laughing at its sheer unreasonableness, and I think you’re meant to laugh here too at times. It’s perverse, or maybe I am. I hate games that are thoughtlessly difficult, but it turns out some awful part of me can find enjoyment in a game that is needlessly cruel very much on purpose, that does it with wit and elegance and leaves you with something to think about.

Image credit: Eurogamer / Team Cherry

(Example: there’s a shop in Silksong with a door that automatically shuts whenever you leave – and you need to pay to open it again! Who would design something this horrible? But think about it for a second: is there maybe more to this? Is there a trick for keeping that door open if you just pay attention? This one moment feels like Silksong’s philosophy and its sense of humour in perfect microcosm.)

What is all this sweet work worth? Silksong’s very nature frequently suggests that difficulty isn’t just an aspect of the game. It’s not just a symptom of the design, as it were. Even with the first softening patch arriving, difficulty feels like a central preoccupation here. There are moments where Silksong is really trying to be as unkind as possible. And so to play Silksong isn’t just to navigate the difficulty but to kind of interrogate it – to try and work out why it is the way it is, and what it wants to achieve.

“I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much…”

It’s a choice, in other words. So what does Silksong lose through all this? A certain degree of goodwill, certainly. Social media is already filled up with fans who just can’t take any more of this kind of bullshit, and I can’t help but salute every one of them. Those runbacks! The platforming gauntlet that comes after a boss but before the next bench and any kind of reward! The paying and paying for the most basic things in the game! Our time on earth is short. Don’t spend it on things you hate. Difficulty like this ultimately means that fewer players will see everything this team has made. Lost delights abound.

(And I think, for me at least, that story is another victim. I’m sure Silksong tells a fascinating tale, but I haven’t noticed much of it, as I’ve just been clinging on and trying to stay alive.)

But what does it gain? For one thing, community. Back to social media again where Silksong truly is everywhere. And it’s not just people complaining. More often it’s people sharing tips, pointing out ways to get more of a handhold on this awful world, telling strangers how to have a slightly better time of it out there. This is free publicity of course. To finish the game many people will pretty much have to engage with the community; you make progress by word of mouth. But it’s not just publicity. It’s a bunch of people coming together to help one another, to explore something together, and sometimes to endure it together and vent about it together.

Image credit: Eurogamer / Team Cherry

Oh yes, and it also gains identity. I think I was secretly worried Silksong might not have much to it but good taste. I was worried that games like Animal Well had moved the genre on too much, trading mechanical difficulty for brilliant conceptual puzzles. I was delighted – and intermittently horrified – to find that Silksong’s firmly on its own path. Again, it’s not difficulty per se, more like a winningly brisk jerkishness. It’s that mean streak that can make you laugh even as it strikes you. This game has character.

Hollow Knight: Silksong accessibility options

Options to reduce camera shake and alter HUD appearance and remap controls.

I’m surprised and somewhat ashamed to say all of this worked for me. I was halfway through the slog, whining about locked benches, losing rosaries by the dozen, returning to bosses who I already knew would kill me in seconds even if the road back to them didn’t kill me first, and I suddenly realised I was having fun. Why? Because this was all intentional. The cruelty was part of what the team wanted to offer players. They’d found a way to make a lot of it entertaining.

And this came into focus when I learned just how small the team is that made this. This is the work of a small group of people making a game absolutely for themselves – and I mean that in the best way. Even with the patches rolling in, they made the game they wanted to make, without much obvious compromise or fretting over trends. In a world of Netflix algorithms telling film directors they have to have a fight in the first five minutes, and of ingratiating AI, and of endless producers who just have a few notes guys, it’s so good to see this kind of thing in all the instances where it happens.

So while I don’t always like Silksong I’m not sure I’d want it any other way. And when I really don’t like it, I know I can break off from what I have to do next and just explore speculatively, bringing this rich world back into focus with my roving attention.

A copy of Hollow Knight: Silksong was independently sourced for review by Eurogamer.

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While we're struggling with Hollow Knight: Silksong, speedrunners are beating it in under 90 minutes
Game Reviews

While we’re struggling with Hollow Knight: Silksong, speedrunners are beating it in under 90 minutes

by admin September 11, 2025



There’s plenty of debate online around the difficulty of Hollow Knight: Silksong, but while most of us are struggling, speedrunners have already beaten the game in under 90 minutes mere days after release.


The record is moving fast, literally! Yesterday, YouTuber Onaku managed a Silksong any% speedrun in 1:46:47, but hours later YouTuber BlueSR managed a run in 1:26:20. What’s more, the speedrunner will be aiming for an even quicker World Record time today.


I’ve linked to the runs of both speedrunners above, but of course these will be full of spoilers for anyone still back in the early game. Or perhaps you’re keen to check out some expert strategies.

Hollow Knight: Silksong – Release TrailerWatch on YouTube


The official speedrunning leaderboard won’t open until 1st October, at which point we’ll have a firm idea of the World Record time and the official rules. Until then, speedrunners will be rapidly sharing their times on social media.


Judging by the game’s achievements, it’s possible to achieve 100 percent game completion in under 30 hours, but there’s also an achievement for completing the game in under five hours (aptly named “Speedrunner”). So even if a run of just over an hour isn’t achievable for you, those looking to gain all achievements will still need to complete an exceptionally fast run.


For comparison, the current World Record for the original Hollow Knight sits at just over 30 minutes!


If, like the rest of us, you’re struggling with Silksong, check out our Hollow Knight: Silksong walkthrough to help get you through.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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