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Where To Find Spine Cores In Hollow Knight: Silksong For Flexile Spine Wish
Game Updates

Where To Find Spine Cores In Hollow Knight: Silksong For Flexile Spine Wish

by admin September 5, 2025



Hollow Knight: Silksong isn’t a linear adventure by any stretch of the imagination. It expects you to explore thoroughly as you chart your path through its perilous maps. Doing so will sometimes lead you to some unique NPCs who ask you to complete quests known as Wishes, such as the Seamstress you’ll encounter in the Far Fields. This character will assign you the Flexile Spine Wish, tasking you with finding 25 Spine Cores. Luckily, you won’t have to make too long a journey to collect these items.

Where to find Spine Cores in Hollow Knight: Silksong

To collect Spine Cores, you must find enemies known as Hokers, which look like floating white balls with a green beard and spikes. If you leave the Seamstress’s home and head to the right, you can move through some rooms filled with plenty of these enemies, so you won’t have to travel far to get what you need.

These enemies are called Hokers.

However, instead of focusing on killing these enemies, your goal is to harvest their spikes. Each time you hit them, they’ll fire off spikes that will stick to nearby surfaces. You can then strike these spikes to make them drop an orb containing a Spine Core. Do this 25 times, and you’ll have everything you need.

Each Hoker can take three hits before they die. The trick to getting the most bang for your buck is to hit them one time and wait for them to regenerate spikes again. If you hit them before they regenerate spikes, you’ll ultimately end up with fewer Spine Cores from that Hoker.

Make sure you hit the spikes stuck on surfaces, then pick up the Spine Cores.

Additionally, beware that the spikes Hokers fire out will disappear after a few moments, so make quick work of them to ensure you aren’t missing out on the Spine Cores within.

Once you’ve collected all 25 Spine Cores, return to the Seamstress to earn your reward, which is the Drifter’s Coat. This upgrade lets you glide after a jump, and it’ll allow you to ride the air currents you’ve probably seen around the area. Now, you can explore even further than ever before.

There are plenty more Wishes to finish throughout your journey. For instance, if you haven’t finished the Berry Picking Wish, check out where to find 3 Mossberries in Hollow Knight: Silksong.



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September 5, 2025 0 comments
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Hollow Knight: Silksong launch breaks global game storefronts
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Hollow Knight: Silksong launch breaks global game storefronts

by admin September 5, 2025


Today’s (September 4) release of Hollow Knight: Silksong crashed global stores right across Nintendo, PlayStation, Xbox, and Steam’s digital platforms.

As fans clamored to purchase and download Team Cherry’s highly anticipated follow-up to the indie smash Hollow Knight, players found themselves unable to complete their purchases or even load the game’s page on online stores.

Nintendo ended up having to briefly take its store offline completely, whilst attempts to purchase the game on Steam triggered “something went wrong” error messages, and players on PlayStation were struggling to find the game on the PSN Store at all.

Xbox Game Pass subscribers similarly struggled to download the sequel via either their apps or the Xbox console.

Team Cherry’s solo adventure is already one of the biggest games of all time according to SteamDB, securing a spot in the Top 20 biggest Steam games ever by concurrent count — a record likely to be repeatedly smashed as we go into the weekend.

Hollow Knight: Silksong is Steam’s most wishlisted game of 2025, appearing on 4.8m wishlists.



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September 5, 2025 0 comments
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"It feels unreal in a way": After nearly 1700 days, Daily Silksong News' bittersweet goodbye on the eve of Hollow Knight sequel's release
Game Updates

“It feels unreal in a way”: After nearly 1700 days, Daily Silksong News’ bittersweet goodbye on the eve of Hollow Knight sequel’s release

by admin September 4, 2025


Daily Silksong News, a YouTube channel and Discord server that has been posting constant updates on Team Cherry’s action adventure game Hollow Knight: Silksong, has said farewell after 1694 days of uploads.

The final video, which premiered as Hollow Knight: Silksong became available for sale and titled The End, the video featured a stop-motion skit sending the channel off with a face reveal of the host Araraura. It’s peak early internet energy.

Over almost 1700 days, Daily Silksong news accrued 234,000 YouTube subscribers and a Discord community of thousands of dedicated fans, lurkers, and posters. The live premiere of the final Silksong news video had over 15,000 live viewers, with longtime watchers saying their farewells at the cusp of the game’s release.

Watch the final Daily Silksong news video here.Watch on YouTube

Daily Silksong News was a running gag that transformed into something larger than its original intent. The vast majority of the channel’s uploads are brief, with host Araraura announcing there was no news. However, on the occasion when there was news, both Araraura and the channel’s community would erupt with energy.

Speaking to Eurogamer, Araraura expanded on his feelings now that the journey was over: “It feels unreal in a way, I got so used to Silksong just being ‘a game that’s not out’ now that it’s about to be it almost feels like I’m about to experience something that was out of my reach for so long”.

As for how he’ll be celebrating the release of Silksong, Daily Silksong News host Araraua will hang around with his friends and community members until the game goes live: “[I’m] probably gonna watch the DSN finale with my friends and stay on VC until the very last minute before it comes out after that I’m gonna go full blackout mode and enjoy Silksong on my own. No commentary or streaming, just at my own pace”.



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September 4, 2025 0 comments
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Hollow Knight: Silksong causes server chaos on Xbox, Steam, and Nintendo as platforms grind to a halt
Game Reviews

Hollow Knight: Silksong causes server chaos on Xbox, Steam, and Nintendo as platforms grind to a halt

by admin September 4, 2025


A little game by the name of Hollow Knight: Silksong just released, and it has thrown platforms into chaos.

As you can see from images captured by the Eurogamer team, the likes of Steam was brought to a grinding halt as many flocked to get their hands on the highly-anticipated sequel.

Meanwhile, several of us have been unable to add the game to our carts across Xbox, PlayStation and Switch. The PS store, for example, is stuck on Wishlisted at the time of writing.


In the words of our Conner: “Steam it looks like every step has issues, trying to pay with Paypal is leading to error messages.”

Are you having more luck than us?

Silksong is stuck on Wishlist on PlayStation. | Image credit: Eurogamer

Trying to get Silksong on Xbox, but only getting this blank screen. | Image credit: Eurogamer

Dom also got this ‘Silksong unavailable’ screen on Xbox.

Unable to add Silksong to cart on Steam. | Image credit: Eurogamer

Switch 2 is also having some Silksong-related issues.

Steam screenshot showing that “something went wrong” as we tried to purchase Silksong. | Image credit: Eurogamer



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September 4, 2025 0 comments
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Is Hollow Knight Silksong's 'cheap' price a problem for other indie games? Devs and publishers weigh up its impact
Game Updates

Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact

by admin September 4, 2025


Here’s a complaint I never thought I’d hear: Hollow Knight Silksong is too cheap.

Team Cherry announced the $19.99/€19.99/¥2300 price alongside Silksong’s 4th September release date (that’s today!) only a couple of weeks ago. No other regional pricing was announced, such as how much it’ll cost in the UK, but I expect we’re looking at £19.99 because that’s how these things usually settle here. That price makes Silksong more expensive than Hollow Knight, which cost around £11-13 across various platforms, but not much more expensive, and it’s nowhere near the £50-70 price associated with triple-A games. So, what’s the problem?

Apparently it’s too little – too cheap. Scores of comments on Bluesky and X, in reaction to Silksong’s date and price announcement, say as much. “Actually underpriced,” said one user on Bluesky. “You guys are nuts for this at $20,” said another. And, “You’re going to spawn a week of discourse with that price announcement, you know that?” said another. Oops, ignore that last one.

Broadly it’s lighthearted – most people are pleased Silksong is €20 and not more. Some people are threatening to buy multiple copies, even, which probably defeats the point. But underneath the giddy excitement there is a more serious discussion happening. Comments from worried indie developers show there is concern about the knock-on effects a price like this could have.

“Silksong honestly should cost 40 bucks and I’m not even joking,” posted developer RJ Lake, who worked as a composer on I Am Your Beast and is directing rhythm adventure Unbeatable. “I won’t go as far as to say it’s bad but it will have effects, and not all of those effects are good.”

Who will play Silksong first – Zoe or you? Watch on YouTube

RJ believes Silksong’s price will distort players’ views about what a €20/$20 indie game can and perhaps should offer. Which other indie teams can afford to take several years to make a game, after all? Similarly, if they did take that long, which teams could afford to ask only $20/€20 upon release? Would it cover all that work? Not everyone has the diamond-encrusted safety net that Hollow Knight provides.

Theoretical concerns turned into real concerns not long after, when an indie developer who had been planning to charge $20 for their game took to X to ask people what they should charge now – now that Silksong was doing the same. “I can’t afford to give it away for free,” they – BastiArtGames, developer of Lone Fungus – said. Hearteningly, most of the replies I read – there are more than 1000 – encouraged BastiArtGames to stick to their original price. But as with the games hurriedly moving their releases away from Silksong, Lone Fungus seemed to be far from the only indie game affected.

Toukana, the developer of successful and wonderful tile-laying puzzle game Dorfromantik, delayed the release of new game Star Birds because of Silksong, moving from 4th September to 10th September. And co-founder Zwi Zausch now tells me the game’s as yet unannounced price has been affected too.

“Yes, Silksong’s price has influenced our decision,” Zausch says. “We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Team Cherry has four core team members, incidentally, which includes the two co-founders, and it uses some contracted help.

But even companies as robust as Devolver have felt the presence of Silksong. The publisher was one of the first to move the release of its game Baby Steps out of the way (from 8th September to 23rd September). “We felt that the same media and influencers who would be drawn to Baby Steps would inevitably (and understandably) prioritise Silksong, and we felt that would overshadow the glory of Nate falling down the side of a mountain,” Devolver CEO and co-founder Graeme Struthers explains to me.

Tellingly, perhaps, the price of Baby Steps hasn’t been announced yet. Struthers didn’t say this was because of Silksong, but he did suggest Silksong was causing questions to be asked. “My general take is that indie games tend to err on the side of value for the gamer,” he says. “I think the triple-A world has had much more to say about price-points and value, but maybe Team Cherry has brought that conversation over this way.”

Mike Rose, founder of indie publisher No More Robots, says pricing is a fascinating and tricky thing to manage. He’d long been an advocate for higher prices, he tells me, because it leaves room for discounts and down-pricing as a game ages. “But recently,” he adds, “I think the economy of games has been shifting, and people who aren’t actually releasing games don’t see it [or] realise.


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“People have less money now and are buying fewer games,” Rose says, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.” Budget co-op climbing sensation Peak is a great example of things going the other way, he says. “Part of the reason that game did so well was the crazy low price. It’s definitely making us rethink the pricing for our upcoming games.”

One game which shares a lot of similarities with Silksong is Citizen Sleeper 2. It’s not because of the game’s content – Citizen Sleeper 2 is a sci-fi role-playing game – but because both games were built on the extraordinary success of a predecessor, both are made by very small teams (Citizen Sleeper is just Gareth Damian Martin, with contracted art and soundtrack help), and both have very similar prices. In fact, the jump from the original game to the sequel is also almost identical.

Damian Martin tells me there were “extensive” discussions about Citizen Sleeper 2’s price, and it jumped from around £16.50 to £21 to reflect it being a bigger game, to account for inflation, and because of how other games were currently priced. All things I’m sure Team Cherry has taken into account when pricing Silksong 2. But there wasn’t any negativity around Citizen Sleeper 2’s price when it launched earlier this year – not that Damian Martin noticed.

“I don’t think most people notice the price unless it is really out of step with the market,” Damian Martin tells me. “That doesn’t mean people don’t make buying decisions based on price, they obviously do, but I think they do that without judgment or comment. They just decide to buy or not, they don’t complain unless there’s a big disparity.

“No matter how big Silksong is,” they added, “I don’t think it can really affect the going rate for indies. It’s just one data point, you’d need hundreds of indies to offer massive amounts of content for a low price to shift the market. It especially feels like conjecture when we don’t even know how big the game is anyway!”

Unprecedented. So much about Silksong feels unprecedented to me. Has there ever been an indie game this anticipated? Has an indie game ever disrupted release schedules in this way, or upended pricing plans? Here’s a game being treated like the biggest of triple-A blockbusters, except it’s not, and I think that’s where some of the pricing confusion arises from. “That’s why people think the price is low compared to the triple-A games that sell for 80 bucks,” says Bram van Lith, co-founder of Game Drive.nl, a company which helps indie devs price and sell their games. Hype has warped perceptions of what Silksong actually is.

But the question remains: is Silksong too cheap? Perhaps a keener question to ask is how much the people I speak to would charge for it, were it their game. Van Lith’s colleague Alisa Jefimova, a market analyst and expert in pricing, would charge €25, she tells me, to give room for a launch discount. Not that they need the attention of a discount, she adds. “It’s gonna be popular no matter what,” she says.

“They definitely could have gone $25,” No More Robots’ Mike Rose agrees, “but this way they are essentially cementing Silksong as being a gigantic success before it even launches, by making it a steal. So I don’t think Team Cherry is wrong to go $20. If I had been pricing it personally, I would have been on the fence between $20 and $25. But given the state of the industry right now, it’s very possible I would have also fallen on $20.”

“The more interesting question,” Bram van Lith chimes in, “is would the game be more successful asking $20 or $30?” What he means is would Silksong make more money if it sold at a higher price-point, or will the extra quantity it sells at a lower price-point more than make up for it? It’s an interesting question, but it’s not something I think Team Cherry is primarily concerned about.

Again, Team Cherry doesn’t depend solely, wholly and entirely upon Silksong’s success. Far from it. Hollow Knight has sold an astronomical 15 million copies already, and the overwhelming majority since Silksong was announced in 2019, curiously enough. Financially, Team Cherry is fine even without Silksong. Financially, Team Cherry is made.

A far more important consideration for Team Cherry is audience reaction. To wheel out an old cliché, this is the Australian studio’s difficult second album, the game that follows the phenomenal success of Hollow Knight. The intense spotlight beam of expectation and hype can be withering. And the elongated wait for Silksong hasn’t helped. Dipping the price slightly below expectations is a powerful way to prime people towards positivity.

Will it work? As Damian Martin noted: so much remains conjecture until the game itself arrives, which it is now agonisingly close to doing – Silksong unlocks at 3pm UK time today. How big will it be? How historic a gaming moment are we about to witness? And will it be worth the wait? Time will tell. We’ll have to wait and see.



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September 4, 2025 0 comments
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What's so special about the original Hollow Knight? The intoxicating power of Team Cherry's invisible, insistent guiding hand
Game Reviews

What’s so special about the original Hollow Knight? The intoxicating power of Team Cherry’s invisible, insistent guiding hand

by admin September 4, 2025


It’s not just locked doors, imposing bosses, and top-tier traversal. It’s a world, a sensation, a desperate and lonely feeling communicated through screen and pad. It’s chains and foliage obscuring the foreground, as imposingly huge bugs slink about in the background. The depth of parallax art and the grit of an impossible fight. The feeling of movement as you flap your wings or dash over pits or scramble up walls. The world is dying, but you feel alive and vital within it. From vanishingly small beginnings to power comparable to godhood, Hollow Knight isn’t just a good game: it’s one of the best ever made.

There’s been a wealth of incredible Metroidvania games from small dev teams over the past few generations – Axiom Verge, Guacamelee, Headlander, Ori and the Blind Forest to name just a few – but I don’t think any of them compare with Hollow Knight, really. Team Cherry’s 2017 debut is a masterpiece. And I am not using that word lightly. It represents a high tide for the genre that I think even surpasses the achievements of its progenitors, taking the foundational design philosophies of Metroid and Castlevania and sanding off all the rough edges to leave something elegant, perplexing and utterly moreish.

Here’s a bit of Silksong for you.Watch on YouTube

It all begins with its subtle tutorialisation. This is a Metroidvania, so the unwritten understanding is that you get power-ups, and they open up new areas. When you’re thrown into the world of Hallownest from the starting town of Dirtmouth with the vague instruction of ‘head on down’, you are instantly and subconsciously directed about where to go next: verdant green leaves tease the Green Path from the Forgotten Crossroads, and peculiar pink gems nod towards the Crystal Peak.

It’s the enticing greenery of the Path that typically grabs your attention first, though – the visual language of the game’s ‘second zone’ eating into the starting area in a small touch you’ll soon notice runs as a theme in the game. One screen in, and you’re barred; an armoured beetle-like thing impedes your progress. So you soldier on, going right instead of left, until you face your first boss and ingest your first upgrade, the Vengeful Spirit. In order to leave this area, an NPC instructs you to clear its temple, and what do you find at the exit? The very same armoured beetle, which you can now kill. Aha, you think, I know this guy.

So you backtrack, clear the doorway, and you’re on your way. That experience, a delicious example of early game not-quite-handholding that makes you feel like you’ve done all the work, sets a precedent. It’s easy, early on, to trick a player into thinking they’re smart for putting two and two together and coming out with four. But as the paths deviate, the 15 zones that make up Hallownest and its colonies begin to show themselves, and you start to gain a bit more independence, Team Cherry keeps finding ways to make you feel smart. It’s intoxicating, ego-boosting, and I even think at times it feels sublime. Really.

Image credit: Team Cherry / Eurogamer

You’re nudged along with barely perceptible cues that keep your brain itching whilst your fingers dance over the parabolic difficulty spikes in Hollow Knight’s combat. So many design decisions in this game are small, but mighty – fitting for a game about bugs, failing empires, and bitter godheads. Each area, be it the perpetually soggy City of Tears or the dusty dankness of the Ancient Basin, has its own specific colour. Colours are saturated, and props and set dressing is placed (with little repetition) to make each area feel distinct. In your head, you associate these areas with the map: left is green, right is pink, down is blue. It tugs at your cortex, so when you’re trying to navigate, you’ve always got an impression of what direction applies to what power.

But there’s more. The map itself hues its areas to match the world design, subconsciously gluing these colours to your spacial reasoning processes even more distinctly. Paired with more explicit progression cues – Silksong’s Hornet teasing you with which way to go by constantly dashing out of reach and out of view – Hollow Knight simultaneously baits you and makes you feel like you’re in control of your fate. It’s a dirty, delicious trick. And I cannot wait to see how this formula is expanded upon in the sequel.

Team Cherry’s approach to the map, too, cedes all power to the player. It’s not until you actually make it to the City of Tears that the game itself actually applies anything to your map – and even then, it’s a strange waypoint for a place we’ve already discovered. Otherwise, it’s all on you. You even need to choose between a power-up notch in your character screen and a marker to identify where you are on the map. Some may call this obtuse, or needlessly unhelpful, but I think it does wonders for the sense of place Hollow Knight dedicates so much effort to instilling in your head. You pull up the map a lot. Good. If you want to learn everything there is to know about Hallownest, you should know it inside out. The relationship between the knight and the world is a symbiotic relationship, technically and narratively, and all of these mechanics feed into that.

Image credit: Team Cherry

I think that’s where the real appeal of Hollow Knight lies. You have proper agency when it comes to progression and exploration – a sense of proper agency I have honestly only felt in the first Dark Souls in terms of ‘modern’ games. You’re let loose to discover your power on your terms, pluck at various locks and see which one comes undone, whilst also given the power to go and forge your own locks. You don’t even need to be a game design savant to understand the potential for sequence breaks (something Ori and the Blind Forest also understood very well), and by keeping a keen eye on the environment and the map, it feels like Team Cherry almost dares you to skip certain bosses or platforming challenges. The devs understand player ego, how to appeal to it, and how to challenge it. It makes the game’s difficulty more than just a combat or dexterity check, but an emotional one, too.

A lot of Metroidvania games also fall down when they design their critical paths: all too often, there will be one place you need to find and use your new power in order to progress. Some bits of Hollow Knight have four separate paths leading to the ‘next bit’ of the critical path. Chances are, you’ll happen upon one when casually exploring, or backtracking to farm currency or get a combat upgrade. The trail of breadcrumbs never runs out, and by letting you manually pin things to your map when resting at a bench, the sense of self-direction always feels natural and encouraged. The invisible hand of Team Cherry, it becomes clear from this first game alone, is one of the deftest in the business. And that insistent, impossibly light touch is so much of what makes Hollow Knight so special, so compelling, so intoxicating.

I’ve not even touched on the strength of the combat and the 160+ enemies here, or the build-crafting that’s integral to your journey through the game via pins and notches. I’ve not spoken about the game-changing spectral/dream mechanic you unlock about 50 percent of the way through, and how Team Cherry makes asset reuse into a genius portion of the game that anyone that’s played, say, Bravely Default would be agog over. I’ve not spoken about the subtle narrative craft that rivals FromSoft in its multi-layered complexity. I’ve not spoken about the music, the use of leitmotif, or how five twinkly piano notes can evoke such a distinct sense of loss, hopelessness, and desolation.

But that’s because it’s the design of Hollow Knight that sets it apart both from its contemporaries and its inspirations. Sure, the game wouldn’t be half as good if it didn’t have stellar combat or a surprisingly deep build-crafting system, but it’s in the irrepressible way the game keeps nudging you deeper, further down into its mystery that it truly shines. Hollow Knight is, indeed, a masterpiece, an exemplary manifestation of a developer understanding and leveraging player psychology. Is all this hype for Silksong really justified? Yes. And then some.



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September 4, 2025 0 comments
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How 'Hollow Knight: Silksong' Fans Turned Waiting for Its Release Into a Game
Gaming Gear

How ‘Hollow Knight: Silksong’ Fans Turned Waiting for Its Release Into a Game

by admin September 3, 2025


Initially, Silksong was planned as downloadable content for the original game, before its creators expanded it into a full-fledged sequel. In August, when developers surprise announced that the game would launch in just two weeks, at least half a dozen other indie developers immediately delayed their own games to clear the way. “Dropping the GTA of indie games with 2 weeks notice makes everyone freak out,” wrote Demonschool developer Necrosoft on Bluesky on its delay.

Despite a seven-year development cycle, excitement for the game never died down. Reddit user The_Real_Kingsmould tells WIRED the community has “largely kept itself afloat with its insanity and the occasional crumb of news.” The posts, the jokes—it’s all “that feeling of being a part of something,” he says.

“When [there’s no news], everyone’s sad, and then everyone goes insane and starts spouting misinformation without batting an eye,” he says. “When there’s news it’s the happiest day of your life. There’s hype posts EVERYWHERE. All your hope in Team Cherry is restored.”

Over the years, the community has passed the time by role-playing with the game’s lore. There was the sacrifice era, where a handful of prominent users were chosen as “dreamers,” a nod to characters in Hollow Knight who traded the waking world for eternal sleep, and a Hollow Knight. These community members were then “sealed away”—banned from the subreddit, as it were—and are only allowed to return after the game launches.

Other memorable moments in the subreddit include a play on shapeshifter Nosk, one of the original game’s hidden bosses. Fans began pretending they’d encountered fake copies of Silksong around the world, granted to them by “Snosk,” a version of the bug with a copy of Silksong for a head. “Pretty fast there were a lot of PSA’s going around: do not approach or attempt to pick up any copy of Silksong outdoors, or one that isn’t yours,” The_Real_Kingsmould tells WIRED of the in-joke. “But there were also users trying to deny the existence of Snosks (having been “overtaken”), claiming the copies are safe and all you have to do is go outside.”

This particular campaign came to a head after moderators called for anti-snosk fan art to “banish the Snosks for good,” he says. People began pumping out art of the subreddit specifically, not the game, he says, until it was enough: “After a short while the Snosks were gone.”

The subreddit has built its own lore over the years. Even today, users in the subreddit have flair that gives them faction labels like doubter, denier, or “beleiver,” which is purposefully misspelled because “”there is no lie in be[lie]ving.”

Stark says Silksong is fertile ground for role-playing fans because the game’s lore is so deep. “Hollow Knight on the surface kind of reads like a [Dark Souls] game, because the lore is a bit inscrutable until you get really deep into it,” she says. “It sometimes talks in riddles. It takes a long time to get to all of the pieces, and sometimes the pieces really rely on the player’s interpretation.”

The fan communities are no different. “Subreddit users together have created their own interpretations from these pieces of lore that are strange and playing in layers,” Stark says.

With Silksong’s global release imminent across Nintendo Switch and Switch 2, PS4/PS5, Xbox One, Xbox Series X/S, and PC the communities will soon shift their attention from waiting to playing.

If the game is as dense as Hollow Knight, there will be months, if not years, of discoveries and theories for fans to tear through on Reddit. Others will enter new chapters of their own lives.

Araraura’s time tracking Silksong news with YouTube updates is coming to an end. He’ll shut down the YouTube channel: “nothing to look forward to anymore, so no new videos,” he says. He feels wistful at times about that, after getting so used to uploading videos to the channel, but ready. “I think I’ve finally made peace with that,” he says. “Now I’m just really really excited for Silksong.”



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September 3, 2025 0 comments
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Hollow Knight hits new peak of over 71,000 concurrent players on Steam
Esports

Hollow Knight hits new peak of over 71,000 concurrent players on Steam

by admin September 3, 2025


Hollow Knight hit a new peak of over 71,000 concurrent players on Steam yesterday ahead of the release of its long-awaited sequel.

As shown by data on SteamDB, Hollow Knight previously reached a peak of 56,192 players on August 29, 2025. The day after Silksong’s release announcement at Gamescom, it hit 21,000 concurrent players.

Prior to these new records, Hollow Knight’s highest concurrent player peak was 20,000 in May 2022. Of course, these numbers only represent players on Steam; Hollow Knight is available across multiple platforms, including Nintendo Switch, PlayStation, and Xbox.

Following Silksong’s announcement, almost five million people wishlisted the sequel on Steam according to data from Alinea Analytics.

Team Cherry co-founders Ari Gibson and William Pellen also spoke to Bloomberg about the game’s seven-year development cycle, confirming that Silksong was “never stuck or anything” and that “games take a lot of time” to make.

“The whole thing is just a vehicle for our creativity,” said Gibson. “It was never stuck or anything. It was always progressing. It’s just the case that we’re a small team, and games take a lot of time. There wasn’t any big controversial moment behind it.”

They also shared that Silksong was planned to be an expansion for Hollow Knight, but ended up becoming its own game as development progressed.

“You’re always working on a new idea, new area, new boss,” Pellen added. “That stuff’s so nice. It’s for the sake of completing the game that we’re stopping. We could’ve kept going.”



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September 3, 2025 0 comments
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Switch 2 upgrade pack for Hollow Knight Silksong will be free
Game Reviews

Switch 2 upgrade pack for Hollow Knight Silksong will be free

by admin September 2, 2025


Team Cherry has shared an update on its Kickstarter campaign, with some key delivery details including that the Hollow Knight Silksong Nintendo Switch to Switch 2 upgrade pack will be free in the eShop.

This free upgrade, the developer said, will “unlock the platform’s enhanced features”.


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In the same post, Team Cherry noted that codes sent out to its Switch backers will be sent via email, and not be redeemable until the game has launched in their territory. If you are unsure when that is, yesterday the developer announced that Hollow Knight Silksong will release at 3pm UK time this Thursday. You can find out more about Silksong’s key delivery details via Kickstarter.

There are now only two more days to go until Hollow Knight Silksong makes its debut, after what to many has felt like eons of waiting patiently (and I am sure in some cases, not so patiently) for.

If you are interested in Silksong, but aren’t planning on purchasing it right away, our Zoe will be hosting a Silksong stream on Thursday. Be sure to tune in.

Image credit: Team Cherry

Last month, our Dom braved the Gamescom queues to go hands-on with Silksong, and came away impressed with its high challenge and how Hornet’s movement differs from the original game’s Knight. You can check out their thoughts in Eurogamer’s Silksong preview here.

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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Hollow Knight: Silksong won't cost nearly as much as they could probably charge for it
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Hollow Knight: Silksong won’t cost nearly as much as they could probably charge for it

by admin September 2, 2025


Team Cherry have confirmed release times and price points for Hollow Knight: Silksong. It’ll cost $19.99, €19.99 and ¥2300 at launch on Thursday 4th September, with pricing for other regions such as the UK to follow. As an indication, the above pricepoints equate to around £17, but I wouldn’t be surprised if they charged £19.99 for it, purely for the sake of symmetry.

It’s traditional among games journalists to illustrate pricepoints in terms of high street chain cups of coffee. But this is Silksong, a game anticipated as fervently as the ancient Mayans once anticipated the coming of an eclipse, so I will resort to more ornate means of comparison: Silksong will cost you 4200000th as much as a B-52 Stratofortress. It will cost you three-sixteenths of your soul on a rainy Friday, or two-sixteenths if the sun is out. It will cost you considerably less than they could probably charge for it. I’m not saying we should be grateful, mind, but we can breathe a sigh of a relief that this isn’t being published by EA, Take-Two or Microsoft.

The game will launch on 7am PT, 10am ET, 3pm BST, and 4pm CEST this Thursday. This means that North American players can take the whole day off so as to rise and shove their gloating faces into Hornet’s adventure, very first thing. You won’t even have to shower first, you bastards. Seething Brits and Europeans must twiddle their thumbs in apoplexy till mid-afternoon, while the poor, sleepless Japanese seemingly won’t get access till 11pm Tokyo time, if I’m converting the timezones correctly.

James was recently able to actually play Silksong at Gamescom, finding it both enjoyable and familiar. “The upside of playing it safe is that absolutely nothing has compromised what made the first game’s action a tactile pleasure: its abnormally fine-tuned controls and pin-sharp audio/visual feedback on hits and jumps,” James wrote.

We had a bit of a ride with the original Hollow Knight. Back in 2017, John Walker (RPS in peace) recommended that people play Ori and the Blind Forest instead. This caused quite the hullabaloo over the subsequent eight years. My sage and considered verdict in hindsight is that they’re both mid and you should play Animal Well. Here’s to another eight years!



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