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Silksong

Silksong Silver Bell quest location
Product Reviews

Silksong Easter egg hides a secret, super-hard permadeath mode, for those who want to suffer even more

by admin September 9, 2025



Hollow Knight: Silksong will get a little easier next week with the release of the game’s first patch, which among other things promises a “slight difficulty reduction in early game bosses Moorwing and Sister Splinter.” But what if, for some demented reason, you wanted to make the game harder? As it turns out, that’s on the menu too, and you don’t even have to wait for it.

Steel Soul mode is a permadeath mode that becomes available in the original Hollow Knight after completing the game for the first time, and it does indeed make the game more difficult: Just as in real life, death is not a condition from which one can recover. Steel Soul mode is also present in Silksong, revealed by the presence of the Steel Soul achievement on Steam.

But as discovered by redditor Buttnugtaster—man, I love quoting redditors in news stories—the Steel Soul mode in Silksong is not restricted to replays. By going to the “Extras” menu and entering Up, Down, Up, Down, Left, Right, Left, Right on your controller, you can unlock the Steel Soul mode immediately.


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Why would you want to do that to yourself? Look, people ask me the same question about picking digital mushrooms in a virtual forest. Everyone has their thing and it’s best not to judge.

CHEAT CODE DISCOVERY (Not joke) from r/Silksong

I’m sure it’s not gone overlooked, but this unlock, minus a couple button presses, comes by way of the Konami code, a cheat code created by Kazuhisa Hashimoto in 1985 to assist with game development that subsequently broke containment and appeared in numerous other games over the years. All due respect to IDDQD die-hards, but the Konami code is far and away the most famous cheat code in videogame history, and its use in this little Easter egg is a nice touch.

For the record, I tested this myself, and yup, it works. I fired up Silksong, went straight to the “Extras” menu, bashed in the code, the screen flashed and gave me a bit of a boooosh sound, and Steel Soul was then available when starting a new game.

I can also confirm that while the Konami code is traditionally applied with a controller, it works just as well in Silksong with a keyboard.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

(Image credit: Team Cherry)

So there you have it: If you want to dive straight into Silksong’s permadeath mode, the option is now on the table. Some folks—not many, but a few—have already pulled it off:

(Image credit: Steam)

As mentioned, if all of this sounds like masochistic nonsense and you would really prefer to suffer less rather than more, that’s on the way too: Silksong’s first patch is expected to go live next week, but you can see what’s cooking now through public beta branches available on Steam and GOG.



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Hollow Knight: Silksong review | Rock Paper Shotgun
Game Reviews

Hollow Knight: Silksong review | Rock Paper Shotgun

by admin September 9, 2025


Hollow Knight: Silksong review

Hollow Knight: Silksong has a mean streak that sometimes tilts into vindictiveness, but its pin-sharp combat and wondrous exploration are too good to pass up.

  • Developer: Team Cherry
  • Publisher: Team Cherry
  • Release: September 4th 2025
  • On: Windows
  • From: Steam, Game Pass
  • Price: $20/£17/€20
  • Reviewed on: Steam Deck; Intel Core i9-10900K, 32GB RAM, Nvidia RTX 3090, Windows 10

I want to give Hollow Knight: Silksong a thrashing. A fully suited C-suite bollocking. I want to verbally repay unto it every cruel death, every pernickety jumping puzzle, every time-thieving runback it’s inflicted on me across the past five days.

But I can’t. For every moment of frustration, there are five of relief, of joy, of beauty even. As in Hollow Knight, Silksong stretches itself over a vast Metroidvania map, and yet its intricacies – its narrowest tunnels leading to grand new regions, its more acrobatic and tailorable combat movesets – make for constantly rewarding exploration, as well as some thrillingly free-flowing bugfights. There have been a couple times when I never wanted to play it again, and many more when I wish I never had to stop.

This time, as you traverse the deeply religious (and utterly bell-obsessed) kingdom of Pharloom, you’re playing as Hornet – a recurring Hollow Knight boss whose newly weakened state suggests she’s spent the last eight years eating Deliveroo and endlessly refreshing her own subreddit. Start reawakening abilities and unearthering upgrades, though, and some of that old power starts humming once more. Her heal is riskier than the Knight’s, using up an entire supply of silk/soul/energy/whatever, but much more potent, and equipping different crests will – similar to a stance system – significantly alter her base moveset of needle slashes. Even her dash power, gained relatively early, adds sprinting and long-jump abilities that the Knight’s equivalent never did.

Very quickly, then, Hornet becomes a more agile hero, albeit one that needs skillful application of her talents to avoid shunting into another bug’s blade. It’s also understandable that to counter this agility, she should face more powerful foes, though how Silksong goes about this is a bit blunt: it basically gives everyone outside of the humblest larvae an unexpectedly generous health pool and, for boss and grunt bugs alike, the strength to hit for two masks of health instead of the standard one.

Image credit: Rock Paper Shotgun/Team Cherry

This is harsh. The maths involved essentially make the first, hard-earned mask upgrade useless. You start with five, so upping to six won’t actually let you survive an extra hit, which together with the reduced availability of heals makes it feel like you need to play an even more pixel-perfect dodging game than in Hollow Knight.

Still, since all that falls under a fair and long-lasting tenet of Soulslikery – don’t get hit in the first place – I can’t get too cross about it. Yet Silksong does, sometimes, let slip a more recognisably callous side, one with – at best – antiquated views on punishing failure.

This is most apparent in some of the platforming challenges, specifically those that rely heavily on pogoing. For the uninitiated, that’s performing a downwards strike on an enemy or environmental prop to bounce back up off it. These bits are uniformly horrible, because unlike so much of Silksong’s combat – and indeed, the majority of its running/jumping/grappling moves – pogoing doesn’t feel consistent.

Sometimes I’ll boing into the sky, nearby insects holding up little ‘10.0’ signs (in my mind). Others, I’ll get about three millimetres of air from the same manoeuvre and tumble fatally into some spikes. Because there are always spikes. It gets marginally more forgiving with a particular crest that swaps Hornet’s default diagonal thrusts for a straight downward sweep, but the uneven reactions to successful hits remains a source of lost health and swear words throughout.

Image credit: Rock Paper Shotgun/Team Cherry

It doesn’t need to be like this, and the worst part is that Silksong knows it. There’s one region that’s basically one super-extended platforming run, and despite it being diamond-hard in its own right, I relished fresh attempts because I was only ever being held back my own timing and movements – not the whims of a bouncy flower.

Also, frankly, at least that region had reasonable access to benches. Silksong typically subscribes to the Dark Souls 2 school of thought on respawn points: not many, and none in useful places, especially not near bosses or midway through lengthy pogo gauntlets. If I squint I can almost, sort of, vaguely, kind of see the point to these runbacks: something about penalising your carelessness, combined with the added tension of having to fight or parkour your way back to your dropped loot without another death erasing it forever.

Except the tension thing doesn’t work because you can just dash over or under every non-boss enemy, and losing to a boss themselves already carries the punishment of not allowing you to play the game any further. In other words, they’re boring busywork, a fact that modern Souls and Soulslikes have increasingly got wise to. Even FromSoftware, developers to whom the Hollow Knight games partially owe their existence, knew to put Stakes of Marika in Elden Ring.

Image credit: Rock Paper Shotgun/Team Cherry

So yes, Silksong is hard, and not always in ways that are fun to overcome. There is, however, a touch of give and take here. In exchange for tougher battles and platforming, exploration and navigation get some concessions – none of which amount to full-on handholding, but should let you enjoy wandering without needing a pad full of notes on the side. Objectives and sidequests, for example, are now tracked in your journal. Metroidvania heresy? Not quite – quest descriptions are still light enough on details that you’ll still need to listen to NPC chatter for meaningful pointers. It’s just a little help with keeping count of which errands you’ve agreed to, or how many collectibles you’ve gathered for certain tasks.

Background signage highlighting benches, shops, and fast travel points also seem more frequent and much harder to miss than in Hollow Knight. Again, this is hardly the game playing itself, but as long as I’m being battered around by double-damaging megafauna, I think I deserve the likes of bigger signs. New players, who are otherwise afforded nothing but pain, should find these help them avoid getting lost as well.

Still, sometimes it’s nice to get lost on purpose. Pharloom is, as previously discussed, an absolute looker, and half the pleasure of navigating its caves, crypts, and palaces is looking for its next chunk of lavishly drawn, beautifully lit fantasyscape. It’s still a broken vestige of a once-prosperous realm, as is custom, but it’s a bit more diverse than Hallownest, enticing you into magma-pooled factories and snow-capped mountains. Where there’s more of a crossover between games, the qualities of each biome seem heightened and intensified: its leafy areas are slightly more verdant, its royal towers slightly more opulent. It’s a darkly wonderful place to be, hardship or no.

Image credit: Rock Paper Shotgun/Team Cherry

It’s also another, enormous example of how well Team Cherry can effectively beckon you to danger. Almost every tunnel or silo is littered with offshoots and ledges, just begging for a quick look, which often turns into a long look, which might just turn into two hours poking around a completely different area that you may have never discovered if you didn’t take that one turn.

These paths won’t always lead to something grand, or even something you can attend to immediately – this is still the M-V word – but going off-track becomes second nature when so many do lead to something interesting, or valuable, or indeed, something you just know you’ll come back to later. Also, that tingly sense of danger invoked by runback apologists? You get something just like that every time you enter a new area, creeping forward into the unknown with a watchful eye out for ambushes.

There is some backtracking, especially if you’re doing sidequests, though the sprint and those well-marked fast travel spots shave off most of the tedium. Besides, revisiting settlements makes for good opportunities to check in with Silksong’s likeable cast of NPCs, who very often have something new to say on repeat visits – about the world, about its story, about you – even if they’ve nothing new to ask in return.

Silksong’s simplest pleasure, mind, is its greatest one: hitting nasties with a sharp piece of metal. The hefty, percussive thwack of Hornet’s needle is even more of a satisfying sense-tickler than Hollow Knight’s nail, and the extra mobility – compounded by the meatiness and higher damage output of enemies – ensures that fights, big or small, routinely become dynamic back-and-forths where victory or death balance on a pin’s edge. Silksong’s combat has had the better of me dozens of times, and yet it’s so electric and frenetic that writing this paragraph still makes me wish I was back in the midst of it.

Image credit: Rock Paper Shotgun/Team Cherry

After getting past the initial couple of basic bigbugs, there’s a good mixture of boss concepts in here as well. My favourites are the ones that simply have you one-on-one with direct fighters – straight duels serve as the best showcases for all your combined talents – but there’s a respectable variety across the board, ranging from giants that mess with the safety of the terrain to bullet-hell hazard spewers and, in one particularly memorable battle, twin automatons that make Silksong’s oft-balletic fighting a literal dance. They’re fun to fight, even if they’re not at all fun to lose to.

Happily, Silksong also gives you much more scope to tweak your offensive and defensive options than the original’s charm system afforded. On top of Hornet’s thread skills, replacing the Knight’s spells and Nail Arts, an unlockable array of tools provide heaps of new melee, ranged, or protective gadgets. These all plug into your selected crest, which determines base attack patterns – I ended up settling on the long, loping swings of the Reaper crest, with shorter, faster stabs or more powerful charged-up strikes emerging as alternatives. Ultimately, it all amounts to a welcome degree of flexibility, especially where bosses are concerned. As much as these fights are decided by dodging skills, I’ve definitely had some clashes go smoother after mixing up my tools.

I’m still not convinced that counterbalancing your own strengths requires a mean streak that’s quite as mean as Silksong’s. And I didn’t even have space to complain much about the trade economy, which bleeds you dry for rosary beads (Pharloom’s chosen currency) despite only half the game’s enemies dropping them. Still, when I look at Silksong in my Steam library – a strange thing in itself, given how long it took to get there – I don’t think about counting beads. I don’t even think about boss runbacks. I think about the little branches on my map, representing territory unexplored and adventures yet to be had. I think about how I can shine my needle to a keener edge, and what would happen if I thrust it into that lanky bug I couldn’t get part earlier.

In short: Silksong, I can and will get mad at you. But I can’t stay mad at you. You brilliant, beautiful bastard of a game.



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Hollow Knight: Silksong Has A "Cheat Code" That You'll Probably Want To Avoid Using
Game Updates

Hollow Knight: Silksong Has A “Cheat Code” That You’ll Probably Want To Avoid Using

by admin September 9, 2025



Hollow Knight: Silksong is finally here, and players agree that the game kicks ass–mostly their own. Team Cherry’s metroidvania is a challenging adventure, but if you’re feeling masochistic, you can dial up the difficulty further with a “cheat” code that references (but is different than) the infamous Konami code. Simply head to the “Extras” section of the main menu and enter this sequence on the D-pad to unlock Steel Soul Mode:

Up, Down, Up, Down, Left, Right, Left, Right.

So what does Steel Soul Mode do? Once you start a new game, you’ve only got a single life with which to complete the game. No respawns or reloading saves: just a failed run if you fall. Veteran Hollow Knight players might recognize the mode as well, as it was in the first game and it was unlocked after the campaign was beaten for the first time.

If you are struggling right now, there is some good news as Silksong’s first patch will offer a “slight difficulty reduction” to the early bosses–Moorwing and Sister Splinter–when it goes live next week. PC players can also tweak the overall difficulty with several mods that have been released, and if you’re looking for walkthroughs, you can check out GameSpot’s Hollow Knight: Silksong guides hub for several helpful features.

After years of waiting, it looks like Silksong has been a massive hit right out of the gate. The game has reportedly passed 5 million players already and it’s one of the most popular games on Steam currently.

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The first Hollow Knight: Silksong patch is going to come with some balance tweaks so you don't quit early
Game Reviews

The first Hollow Knight: Silksong patch is going to come with some balance tweaks so you don’t quit early

by admin September 9, 2025


It’s been a few days now since the launch of Hollow Knight: Silksong and a few issues are starting to bubble up. One of the most significant complaints has been about the game’s level of difficulty.

The original Hollow Knight is/has always been a challenging game, so it’s not exactly a surprise that its DLC-turned-sequel is giving many players trouble. This time, however, it does appear that developer Team Cherry may have overtuned things in the new game.


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Silksong is certainly not an easy game overall, but the early parts have been particularly frustrating for some players. It doesn’t help that the Metroidvania doesn’t offer much in the way of accessibility options, which resulted in the creation of a number of mods that tweak various aspects of the game’s level of difficulty.

While Team Cherry hasn’t quite commented on the discourse surrounding Silksong’s challenging combat, the developer has announced that it’s going to be making some balance changes.

In a post on Steam, the team revealed the patch notes for update 1.0.28470, which is currently planned for release by the middle of next week on all platforms. The patch is primarily intended to fix bugs, but it’s also going to introduce “slight” balance changes to the early game.

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As revealed in the patch notes, you can expect early game bosses Moorwing and Sister Splinter to be a little easier. The damage Sandcarvers do has been reduced, too. You’ll also notice some tweaks to the economy, with a small reduction to the prices of mid-game Bellway and Bell Bench, a small boost to rosary rewards from relics and psalm cylinders, as well as another boost to rosary rewards for courier deliveries.

Here’s the full change log:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in Act 3.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.

If you can’t wait until next week to see what the patch has changed, you can actually access that version of the game right now by opting into the public beta branch on Steam or GOG. If you’re currently deep in the Silksong mines, we highly recommend checking out our guides for all the Mask Shard locations, all the Lost Flea locations – and, of course, how to upgrade your Needle.



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Hornet from Silksong stares up in the mosslands area
Gaming Gear

Hollow Knight: Silksong Includes a Secret Konami Code Easter Egg

by admin September 9, 2025


Hollow Knight: Silksong isn’t an easy game, but that difficulty is one of the reasons why fans love it. There are likely some in the fanbase who might even feel it’s too easy, and for them, developer Team Cherry added the most famous of cheat codes to the game, although it doesn’t give you 30 lives. 

The famous Konami Code, best known for its inclusion in the NES game Contra, does work in Silksong, but it will make the game far harder, not easier. The secret was found not long after the game came out on Thursday over at the Silksong subreddit. A variation of the code can be inputted in the Extras section of the title screen to unlock the Steel Soul mode on a new playthrough. The description of the unlocked mode says, “No reviving. Death is permanent.” 

The secret Steel Soul mode is not for the faint of heart. 

Screenshot by Oscar Gonzalez/CNET

As the description suggests, Steel Soul is a permadeath mode, meaning that once you die, it’s game over and your save is wiped. Considering how difficult Silksong has been even for veterans of the Hollow Knight, this option is truly for those who want the highest of challenges. It appeared in the original Hollow Knight as an optional setting made available after beating the game, but Silksong players just need to press a few buttons on the menu screen to unlock it.

The code needed to unlock Steel Mode in the Extras section of the title screen is Up, Down, Up, Down, Left, Right, Left, Right. For consoles, you will need to use the respective controller’s Dpad, while PC requires either using a controller Dpad or the arrow keys on the keyboard. There are no additional buttons to press, and when inputted correctly, the screen will flash. To activate the new much harder difficulty option, back out of the Extras screen, select Start Game, pick New Game and that will take you to the Mode Select screen where Steel Soul is now available. 

The Konami Code was first used in Gradius, a shoot ’em up game made by the company and released for the NES in 1986. The full code is Up, Up, Down, Down, Left, Right, Left, Right, B, A, and Start on a controller and was programmed into the game’s code by developer Kazuhisa Hashimoto as a way to test the game easily, as it added all the power-ups to the player’s ship. Hashimoto had mistakenly left the code in the NES game, and it was eventually discovered by players in the U.S. 

The Konami Code is mainly remembered for its use in 1987’s Contra for the NES, which gave players 30 lives to start the game with. It has since been used in other Konami games and paid homage to by other game developers. Tech companies such as Google and Facebook have also used the code as an Easter egg in their different services over the years. 

Hollow Knight: Silksong is out now on PC, Switch, Switch 2, Xbox One, Xbox Series X and Series S, PS4 and PS5. It’s also available for Xbox Game Pass subscribers. 



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silksong best mods
Esports

First Silksong update patch notes will finally reduce early difficulty

by admin September 9, 2025



Team Cherry has revealed the patch notes for the first Hollow Knight: Silksong update, which looks to make the early game slightly easier, although it doesn’t completely remove the difficulty.

After finally launching on September 4, Silksong has already become one of 2025’s biggest games. Less than a week later, its player count has reached over five million, and it even crashed many platforms as players all try to download it at once.

It hasn’t all been good news, though, as some fans have complained about the punishing difficulty, with some even using mods to make it easier.

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Now, the 1.0.28470 update has been revealed, and while it’s set to address some of the issues, don’t expect the game to be a breeze once it goes live.

Do we know when the 1.0.28470 update goes live?

There is no concrete date just yet, but the devs have confirmed it will be mid-next week if everything goes as planned. This means it will likely be rolled around sometime around September 17, although it could be slightly earlier or later.

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If you’re playing on PC, the update is available right now through the public-beta branch on Steam.

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Team Cherry

First Silksong update nerfs early bosses

Although the patch is primarily focused on squashing bugs (no pun intended), it also addresses some of the more brutal early bosses.

Both Moorwing and Sister Splinter will receive a “slight difficulty reduction” going forward. It isn’t entirely clear how the devs will go about this, but it could mean that they will no longer deal two masks of damage per hit, or it could be as simple as making their attacks easier to dodge.

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Given that it’s only listed as a “slight” tweak, it’s more likely to be the latter or something similar.

Full Silksong 1.0.28470 update patch notes

Check out the full patch notes for the first Silksong update below, as shared by Team Cherry on Steam:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in Act 3.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.

All fixes will apply retroactively, so players who’ve hit a significant bug that prevents progress may want to switch over to public-beta to receive the fix.

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Further fixes are already being worked on for a second patch. If you have an issue and you don’t see the solution in the list above, we may be working on it.

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For more on Silksong, be sure to check out the location of every Mossberry, as well as where to find all three Coghearts.



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Hornet sits on a bench.
Game Updates

Silksong Fans Furiously Debate If It’s Too Hard As Some Early Players Quit

by admin September 9, 2025



Fans have been waiting almost a decade to go hands-on with Hollow Knight: Silksong and the hype was off the charts. Now that people are finally playing, those expectations have been brought back down to earth. Silksong is a good game. Maybe even a great one. But it is also a hard one. Harder than the first game? That depends on who you ask. While players rave about their favorite new characters, secrets, and boss fights, other are bouncing off the game, feeling unwelcomed by the new Metroidvania Soulslike.

One of the biggest differences between Silksong and the original Hollow Knight is that enemies hit harder earlier in the game. Instead of taking one mask of damage off Hornet, even some rank-and-file minions can knock two off with each hit. Add to that the fact that Hornet can’t heal until a full wheel of silk has been earned and you have a recipe for an uncompromising early game. Maps and UI elements must also be purchased as upgrades, leaving newcomers who tend to easily get lost in 2D mazes scrambling more than usual to figure out where to go and what to do.

“My wife is a massive Hollow Knight fan and has been waiting for Silksong to come out for years,” reads one of the biggest threads on the Silksong subreddit from this weekend. “She is not the most skilled of players but she was able to complete Hollow Knight and enjoy her time. Silksong, instead, is breaking her apart. She has spent three days fighting Moorwing without beating it and she’s dropping the game for good. I hope she’ll pick it back up sometime but it’s sad to see all the anticipation die out like this.”

Team Cherry

Moorwing has been brutalizing many players in the Greymoor section of the game. The flying moth has lots of attacks that are tricky to dodge, and it requires a shocking number of hits to finally bring down. There are ways to accidentally skip the fight altogether or cheese him into submission, but if you’re just grinding Silksong out without searching for guides or trying to exploit tricks, it’s a pain in the ass, one of those fights for true Soulslike sickos and not necessarily for the people who come to Hollow Knight for the worldbuilding, exploration, and wonderful characters.

Is Silksong really harder than Hollow Knight?

There’s a good comment on the Silksong Steam discussion page that breaks down some of what might be going on with the initial reaction to the sequel. “People are complaining because this game doesn’t give them nail upgrades and an early charm system with charms that trivialize a lot of boss mechanics for 3/4th of the entire game, and instead attempts to get its players to recognize tells, queues, patterns, positioning, and programmed it’s enemies to specifically punish overly aggressive or greedy play,” it reads.

Instead of treating Hollow Knight like a tutorial for Silksong, this argument claims some players are treating the new game like a continuation of the old one instead of recognizing the clear yet subtle differences, including a diagonal downward attack that complicates combat and platforming, especially for people used to the first game’s more straightforward up/down pogo-ing on top of enemies. Though there are Crests players can find in Silksong even early on to help make the game easier, it seems clear Team Cherry also made a point of not greasing the wheels with combat as much as it did with Hollow Knight.

Hunter’s March is insane bro.

Crazy difficult platforming and the enemies are hard too 💀

These stupid bugs took FOREVER to beat. #Silksong pic.twitter.com/2EAEAnq5Vq

— KAMI (@Okami13_) September 6, 2025

Enemies deal more damage, take longer to kill, and some of the longer run-backs after you die to a boss can be lowkey soul crushing. Here’s a 30-second clip of a player going back to the Act 1 boss after dying, a trek which includes more than one non-trivial platforming section. Whether players ultimately enjoy it or not, the double damage many enemies do compared to Hollow Knight is already the biggest meme coming out of Silksong‘s launch. “The reason it took so long to come out: Team cherry was trying to beat the game before they released it,” one fan joked.

Silksong is too hard vs. Silksong is bad

The post-launch conversation around the Hollow Knight sequel has generally followed this arc, forking along to parallel tracks over the weekend. First: “Yay, it’s out!” Second: “Check out cool thing X.” Third: “Boss fight Y was incredible” or “Help, I can’t stop dying.” And finally: “This game is too hard and it’s the best” or “This game is too hard and it sucks.” We’re at the point where an initial backlash to how much more punishing Silksong is has been followed by a backlash to the backlash. Much of it essentially boils down to: okay, maybe Silksong is much harder but that doesn’t make it worse than Hollow Knight.

My guess is that there are two things going on here. The first is that Silksong is reaching a much wider audience at launch than Hollow Knight ever did, and I would guess many of those players are coming to it from non-Souls-inspired backgrounds. They are here for the neat story, excellent art, and top-notch Metroidvania exploration, not necessarily the “git gud” grind that comes with hitting what seems like an insurmountable challenge you that you persevere through, knowing eventually, whether hours later or days later, you will overcome it.

Team Cherry

The second is that so much is riding on Silksong, following years of hype and secrecy, that everyone is extra touchy about the possibility it could be worse than Hollow Knight. We’ve all been there. You go to see a movie you were really excited for. It washes over you in haze. There were parts you loved. You talk about them outside the theater with friends. Than days go by, weeks, years even, and you eventually admit it wasn’t as good as you hoped. Disappointment sucks! Do I think most people are actually disappointed with Silksong? Not at all. But I think any naysaying this early on in the “honeymoon period” of a new indie darling’s release can feel like an attack.

TL;DR: the internet is currently designed to make negativity go viral, which elicits defensive hyperbole in response.

What’s clear is that there’s a not-insignificant number of people already feeling burnt out on Silksong or bouncing off of it entirely because of its less forgiving design. “I beat Hollow Knight twice through (Radiance), I love the game and its world and its vibes and everything you mentioned, and I’m currently falling out of love with a sequel I desperately WANT to enjoy, due to a difficulty curve that feels completely out of sync with Hollow Knight’s,” wrote one player on the subreddit. “I’m handling the difficulty fine, but it’s just exhausting,” wrote another. “I think Silksong is beautiful and a masterpiece, but the two mask damage is tiring. Most people WILL have a skill issue, even if they’re managing, so rather than the game be fully enjoyable like Hollow Knight, it will create exhaustion which is not fun.”

Silksong doesn’t have difficulty options or any other way to mitigate its challenge outside of in-game remedies like finding certain upgrades and Crests as early as possible. We’ll see if that ultimately holds it back from the same level of fawning adoration that its predecessor achieved, or if Team Cherry decides to address the skill gap in a post-launch update. Purists will be able to say they were there on day-one with their double-damage victories intact to prove it, but at least that way everyone else can discover the rest of the special game Team Cherry spent seven years making.





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Berry PIcking SIlksong
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All Crests in Silksong & how to get them

by admin September 9, 2025



Finding crests in Silksong is confusing, and figuring out how to actually use them is worse.

You swap a whole combat style, then the game expects you to read the room with little to no guidance. And though we wouldn’t have it any other way, this guide solves both problems.

First, a quick table with where to get every crest. Then, bite-sized sections that explain how each one plays. No spoilers beyond locations and basics.

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All crests & how to get them

Hunter

A balanced, forgiving baseline with one red, one blue, one yellow slot. Swings are quick, arcs are familiar, and the 45-degree down-stab makes pogo tests readable.

It is the safest choice while learning new enemies and rooms. You can later upgrade it to ramp damage as you chain hits without taking a hit, which rewards clean play.

If you want a “do everything pretty well” style that supports testing tools and scouting bosses, start here and only switch when a specific fight or route really calls for it.

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Wanderer

A faster, tighter moveset with shorter reach and two yellow slots that favor exploration builds.

Attacks come out snappier, and the straight down-slash makes pogo lines simpler in platform gauntlets. Think of it as a precision kit that trades width for speed.

If Hunter feels too wide or floaty, Wanderer lets you thread gaps and reset quicker between taps.

Reaper

Deliberate, heavy arcs that pay you back with fatter hits and a bind window that causes enemies to drop silk fragments.

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The downward cut is wider, so spacing with Dash and timing matter more than with Hunter. Do not mash. Wait, punish, step out. It feels best in fights with obvious tells or arena waves where you can bind, cash silk drops, and snowball tempo.

If a boss’s recovery is generous, you get huge value. If it is hyperactive, you may feel stuck.

Beast

With the beast, you trade normal healing during fury for sustain on hit, which is strong in add-heavy fights or phases where you can keep swinging.

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Aerial control feels different, and the down move’s timing needs practice. Treat any height tech as optional spice, not required.

If you like aggression, Beast lets you stay in, heal by attacking, and keep momentum, but it can feel risky in platform-dense routes where safe bind windows are rare.

Witch

Whip-like sweeps with a leech pulse tied to your “heal” action.

One red and one blue slot supports a bruiser setup that sustains through chip damage while clearing groups. Once on, play around the leech radius and commit when you know the swing will complete.

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It rewards positioning and crowd control rather than tight duels. If you are sick of backing off to heal, Witch turns that moment into a punish instead.

Architect

Multihit spins chew through health bars, with chargeable lunge and dive for reach and burst.

You can also spend silk to rapidly craft tools, which turns silk into tempo if you manage it well. The catch is resource flow. Plan for silk income through safe hits or phases where you can rebuild.

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Architect is a bully in hallways and small arenas, and a boss shredder when you can safely charge mid-motion.

Shaman

Swinging casts forward into blade waves, slowing your swing but extending your reach.

It buffs Silk Skills with runes, so your utility and specials do more work while you poke from midrange. Slot layout is atypical, built around its special tool type rather than pure red aggression.

If you are tired of eating contact damage, Shaman lets you control space and solve rooms without hugging hitboxes.

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As long as Steam doesn’t break again, you should be able to enjoy the full game alongside all other half a million players.



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The protagonist of Hollow Knight Silksong, Hornet, looks up at a crowd of bugs suspended from the ceiling in web
Gaming Gear

I spent all weekend playing Hollow Knight Silksong and I’m totally enthralled, but nothing could completely live up to the hype after so many years

by admin September 8, 2025



Up front: Silksong is obviously a good videogame.

I’ve played it for around 15 hours in the last four days, and all the while I’ve watched online communities grapple with it, most of whom seem to have progressed further than me. I’ve spent at least half as many hours reading about Silksong these past few days as I have playing it. And honestly, under the circumstances—the media didn’t get a head start here—that feels like the best way to go about playing and thinking about this curious game, which will likely delight or disappoint depending on your attitude going in.

I really like it so far, but there are some things that annoy me about it, and I don’t think it lives up to the hype through no fault of its own.


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I’m still not completely sure why Hollow Knight got as big as it did. I totally agree that it’s a great videogame and an outstanding metroidvania. Few games in this genre trust and reward the curiosity of the player as much as Hollow Knight did, and Silksong is no different in this regard.

But this doesn’t sufficiently explain its popularity. Maybe it’s because Team Cherry’s melancholy and quietly eccentric world is, in subtle ways, pretty different to anything we’ve explored before in this genre. It’s simultaneously cosy and forbidding, nasty and cute. Neither Hollow Knight or Silksong are fantasy metroidvanias, nor gothic ones, nor sci-fi ones, and that’s unusual. Most games adhere to the dictates of popular genres so strictly that when something like Hollow Knight comes along—something that doesn’t so much invent a new orthodoxy as it does artfully blur the distinctions between well-trodden ones—it can feel like a revelation. More curiously, this world of strange bugs, upright vermin, proud parasites, doesn’t feel aligned with any industry zeitgeist at all. (But nor did other mega popular indies Peak, Phasmophobia, or Among Us. I’m detecting a pattern.)

(Image credit: Team Cherry)

Which might be why Hollow Knight got as big as it did, aside from the prosaic truth that it’s fun. It’s also part of the reason why I think Silksong will inevitably be embraced despite not reinventing or even meaningfully advancing the genre it inhabits. Unless something massive changes between now and when the credits roll, Silksong isn’t a project in exceeding and thus rendering quaint and redundant its predecessor: it’s very much a companion piece. Despite the insurmountable hype built over years of gestation, Silksong’s ambitions are humble.

Beast mode

While Hornet is a much faster, more adept, more balletic character than her predecessor, Silksong feels surprisingly similar to Hollow Knight. The platforming is reliably tight, and Hornet is not beholden to the rules of inertia. She stops on a dime, and can be controlled mid-air. She doesn’t slide around too much and there is no sense of ever losing control over her. In the early hours at least, her downward attacks can only be executed diagonally, which actually makes no bloody sense, but the snooker-like gradations of complexity it introduces to movement and combat is edifying.

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Just as I’m coming to grips with Hornet’s movement, the usual onslaught of new abilities reinvent her. Aside from the major traversal upgrades I know to expect in games like this, Silksong has a take on Hollow Knight’s Charms that makes it feel more akin to an RPG. Hornet can equip different Crests once she’s found them, and all confer some minor but important tweaks to her combat moveset. On top of that, these Crests are what you slot Silksong’s equivalent to Charms into. It’s the kind of change that will please more experimental players, as well as those who spent a lot of time mixing and matching Charms in the original.

The bosses so far don’t really rock the boat in terms of design: it’s still a matter of watching, learning and then perfecting a series of attack phases.

Silksong feels good in the hand, but it’s not why I play it. While I don’t like the Ori games as much as I love Hollow Knight, I feel like the former has a better grasp on mellifluous and expressive character movement. Team Cherry’s approach to platforming can feel quite wooden, and it lacks the flair of something like Mario or even N++. Silksong is faster than its predecessor, and the combat is much more aggressive—there are a lot of potential abilities to chain together, and many early-to-mid game bosses demand it—but Silksong, like Hollow Knight, isn’t so much about flowstate as it is about observation, patience and well-timed, precise manoeuvres.

(Image credit: Team Cherry)

One thing I love about Silksong is that its world sprawls much more than its predecessor: at the time of writing I have three known directions I can explore, and probably more that I don’t know about. I love to feel overwhelmed with options in a metroidvania. I’ve read anecdotes from players online who managed to discover far-flung regions of the map in the early hours that I haven’t seen yet by mid-game, and as a general rule, areas feel much more varied, with distinct and often surprising themes (one of my criticisms of Hollow Knight is that it’s a very dark game; Silksong is less so).

And as usual, novel approaches to exploration are often rewarded. Once, to scale an insurmountable wall, I lured a bug from a far-flung area of the room to pogo-bounce off it and mantle onto the unreachable surface. It worked. I found an NPC up there, and I’m not sure who the heck they are or how they factor into my journey, but I was rewarded for doing something that would feel akin to a bug in most other games.

There are also a lot of surprising one-off encounters—many more than in Hollow Knight—which results in a delightful tension with every new room explored. Who am I going to find in here? And what will they want from me?

(Image credit: Team Cherry)

The bosses so far don’t really rock the boat in terms of design: it’s still a matter of watching, learning and then perfecting a series of attack phases. But all I’ve beaten so far, ranging from the widely loved ol’ chum Bell Beast through to the semi-puzzly Fourth Chorus, have been gripping spectacles, at least until the fifth-or-so attempt.

Silksong isn’t harder than Hollow Knight, until it suddenly is: a particular boss (I’m actually still trying to beat it) is mercilessly kicking my arse harder than any mandatory boss in Hollow Knight, and I’m definitely less than halfway through the game. This game makes no concessions for newcomers or the impatient, and some of its quirks, like taking damage when merely touching an enemy (even if they’re stunned!) can feel unfair, or dare I say, like poor game design.

Notice bored

This is a metroidvania alright. But to see why Silksong is special you have to be alert to the minor details. In one area, tiny brown bugs carry away the corpses of enemies you’ve slain, but you’ll only notice if you stand around for a while. When the Bell Beast leaps around in their unkempt den, tiny bells bounce and ricochet off all surfaces melodiously. And while the music is as grandiose or as plaintive as the situation warrants, Silksong really excels in the area of sound design: the clink of Hornet’s sword against an impenetrable metal wall, the distant foreboding rumblings in Hunter’s March that I’m sure will probably be explained at some point (but I’ll be happy if they aren’t), give the world a sense of life and tactility that very few other studios can manage on a 2D plane.

The combat is fine, but it needs the spectacle of a boss battle, or the momentum of exploration, to carry it through.

This is an unusually lavish game, and not just by the standards of sidescrolling platformers. Spend a moment in any given room, and take in the bespoke detail applied. And then, listen to the room. The map may be bigger and there may be more bugs, but the truly impressive thing about Silksong is its sensorial detail. Get it on the biggest screen you’ve got. Make sure you’ve got the sound charging through the best speakers you have. Don’t play it at barely audible volume on a handheld: it won’t do it justice. It makes Prince of Persia: The Lost Crown look like a Roblox experience.

There are a few things that annoy me. I don’t like the sidequests, or “wishes”, so far. They usually demand Hornet to collect so-and-so amount of things, and I’d happily ignore them were it not for the fact that completing some of them have far-ranging consequences. There’s even a sidequest notice board in the main township: I hate these things in games, and it feels weirder for Hornet to be rocking around doing MMO-like sidequests than it would have done for the Knight. If I wanted this nonsense I’d wait for Borderlands 4.

(Image credit: Team Cherry)

And I’m not super fond of being suddenly trapped in a room and having to fend off waves of enemies before I can proceed. Not because these sequences are arduous—though they’re sometimes really hard—but more because they’re boring, and they happen much more frequently in Silksong than they did in Hollow Knight. The combat is fine, but it needs the spectacle of a boss battle, or the momentum of exploration, to carry it through. I can’t help but groan every time two metal gates slam shut in a square room so I can fight more of the same enemies I was just fighting in the previous hallway.

I feel like those complaints are pretty minor considering how infatuated I am with Silksong, but I do get the sense that living up to the pre-release hype is basically impossible for this gorgeous but ultimately quite orthodox platforming adventure. And I don’t mean that as a criticism: it just seems basically true to me. It’s just the nature of hype.

Then again, maybe Silksong is different. This medium’s timeworn urge towards larger scale, new and innovative game systems, and envelope-pushing graphics technology—ie, the phenomena that is basically killing the blockbuster side of town right now, at least in the west—doesn’t seem to touch Team Cherry at all, whose fortune was made via Kickstarter, and whose core team is made up of three South Australians. The truth is that they’re just really good at making their weird arse bug games. And they’re really good at making me feel like a minor genius for being curious.

And, because of the huge success of their older game, they’ve been able to spend years filling this newer one with exquisite minor detail. Just don’t come here expecting a reinvention or even something dramatically different to Hollow Knight.



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Who'd Put Out A Metroidvania The Same Day As Silksong? Atari
Game Updates

Who’d Put Out A Metroidvania The Same Day As Silksong? Atari

by admin September 8, 2025


When Hollow Knight: Silksong announced its September 4 release date, other games ran for the hills. Indie titles like Demonschool, Baby Steps, and Little Witch in the Woods all picked up their skirts and dashed away into the depths of September to avoid trying to compete with the massive attention Team Cherry’s sequel was certain to receive. But not Atari. No, those brave folks decided to stick to their guns and plans, and released tough-as-nails 2D Metroidvania Adventure of Samsara on the very same day. Silksong saw over half a million simultaneous players within a few hours of launch. Take a guess how Samsara fared.

Twelve. Adventure of Samsara, the Castlevania-inspired hardcore platformer from Brazilian indie studio Ilex Games, has seen a peak player count of 12.

This, to be clear, is absolutely unfair. I’ve had a play of the game, and it sports splendid pixel graphics, a really pleasingly weighty sense of movement, and proper heft to its sword-swinging combat. It’s also just how everyone seems to want these games to be: easy-peasy in general, and then ludicrously difficult in specific moments. I don’t get it, but that’s what people seem to love. My only real criticism is that the player character is perhaps too small on the screen, but on another day, perhaps in a different month, Adventure of Samsara could have been the darling of the Soulslike lovers.

12 people showed up. That’s concurrent players, of course, meaning Samsara could have sold anywhere up to, maybe, 50 copies? Perhaps in fact it’s sold many more, and everyone who bought a copy also picked up Silksong, deciding to play that first? I’m trying to be optimistic. But it really looks like a worthy Metroidvania might have been completely drowned by making the inexplicable decision to release against such an obviously dominating competitor.

I’ve reached out to both developers Ilex and publishers Atari to ask what the thinking was here. However, I’ve noticed that Atari really doesn’t seem to have put a great deal of effort into promoting the game. The game appears on the official site, but I’m unable to find even a press release for the game. It was announced only three months ago, then released across consoles and PC without any fanfare at all, on the worst day possible for a game like this.

Which seems a big shame. The scant 12 reviews (that number again) on Steam skew very positive, with words like “wonderful” and “awesome” being used with merry abandon. And the game has received a grand total of two professional reviews, an 8 from Video Chums, and a 7 from Nintendo Life. Fair play to both sites for putting in the effort.

We’ll update you if we hear answers on why this was allowed to happen to the poor little game.



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