

Hollow Knight: Silksong
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Hollow Knight: Silksong
As Hornet, explore Pharloom, an insect kingdom ruled by silk and song, and climb toward its peak on a dangerous pilgrimage. Acrobatic combat, tools and traps accompany exploration, quests and mysteries tied to Hornet’s nature and past. After conquering the kingdom, take on the more formidable Steel Soul mode. Steam player rating: 89% from 389,386 reviews. The Steam PC version supports English as an interface language.
Credits
Lowest recorded in 36 months
$14.992026-05-14 · Microsoft StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
Steam PC edition data · 2026-10-15
02Before you buy
Language and controls
The Steam PC version has full controller support and English interface and audio support.
Play modes
It is single-player. Steel Soul unlocks as a more formidable challenge after conquering the kingdom.
03Frequently asked questions
What is Hollow Knight: Silksong about?
You play Hornet and ascend through Pharloom, an insect kingdom ruled by silk and song.
What does exploration involve?
Explore mossy grottos, gilded cities and misted moors while facing foes, quests and ancient mysteries.
What enemies will I face?
The description lists over 200 foes and more than 40 legendary bosses.
Latest news about Hollow Knight: Silksong
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
We actually got Silksong before GTA 6 A minute of silence in honor of all fans who didn't live to this momentShow moreShow less
TL;DR: The game is visually amazing, the world is super cool, and the lore is interesting. However, while the gameplay, in my opinion, is fine difficulty-wise (for the most part), the amount of unnecessary tedium is not. Small but impactful issues hold the game back for me and often make the game feel less "fun and challenging" and more "tedious and frustrating" to actually play. I want to love Silksong, but sometimes it feels like it doesn't want me to. This is not a "do I like the game" review, this is a "would I recommend it" review. I do enjoy the game (most of the time anyway), but I wouldn't broadly recommend it in its current state due to the tedium issues I'll outline below, and no, the difficulty is not the main reason why I don't recommend it. Will change to positive if things improve, like QoL changes, more accessibility options, etc. Makes me wish there was a middle ground between a positive or negative recommendation. If you loved the more challenging parts of HK, including the platforming in Path of Pain and/or P5, then you'll probably like this game too. Same thing if Dark Souls 2 is your favorite souls-like. If this is the case, this is not a review for you, but for those who are interested to see what all the hype is about and if this is a game they would enjoy. It's also a way for me to rant, complain and cry about my issues with the game. Two birds with one stone. Wall of text warning. Feel free to skip and just jester award, skonger bros. For some additional context I last played and finished Hollow Knight back in 2018. I have been looking forward to Silksong but have not been counting the days so to say, so I genuinely don't think these issues are due to too high of expectations/hype. Anyway, I'm mostly enjoying the game (when I'm not annoyed with it) as my playtime probably shows. The major problem is that there are so many minor things that make me needlessly frustrated and sours my enjoyment to a noticeable degree, at points making the experience plain tedious and just not fun. From what I've played so far, these changes would take it from good/great to amazing for me personally and let me recommend it to others: NOTE: THESE ARE JUST MY OPINIONS AND NOT GOSPEL Contact damage should never be more than 1 mask of damage. I get taking two mask of damage from a direct hit, not so much for just gently grazing enemy's back. Are they made of lava? Because they both deal the same amount of contact damage. Downed/stunned bosses should not do contact damage at all. Reduced run backs. Fighting and learning a boss is fun, running back to it perfectly, so you can fight at full health, is not. From Software already figured this out years ago with Stakes of Marika, and so did Metroid Dread too by letting you respawn outside the boss room. Probably my biggest issue honestly. Even with no enemies on the way it's just tedious and a time waster to run back and it adds up quickly. Make bosses give more rewards, even if just beads. Being showered in geo after a boss fight in HK felt great and I don't understand why they would remove that reward. More health/tool upgrades to find to incentivize exploration. Far too many times have exploring hidden crannies given me 20 beads, half of which promptly fall into spikes. Oh, what's this? Another Shard Bundle? Great. Speaking of shell shards... Why make tools use resources to recharge in the first place? They are already limited in usage per bench visit. Makes me not want to use them as to not waste resources, similarly to ammo in Bloodborne. Compass should always be on after buying it. For me, playing without it is out of the question so it just feels like I have one less tool slot by default as a result. This point is very subjective though and I can understand why someone would disagree. Maybe making it toggleable or give an achievement for playing without it would be a good middleground, I don't know. Flying normal enemies are annoying as hell and never fun to fight. Reduce their health so they don't all require 4-6 hits to kill or tune down their input readings. Remove or reduce bench cost. Find a bench in an area that does not give beads from enemies? Sucks to be you. Travel all the way back to an area that does and grind and then return, ♥♥♥♥♥. (edit: seems like bench costs are being reduced in a patch) No/fewer boss summons, especially RNG ones (looking at you Beastfly). (edit: at least Beastfly is getting nerfed in some way, hopefully the sums) Level hazards that deal two masks of damage, just why? (edit: getting patched to deal one mask instead) Enemy swarm rooms just suck. Bilewater. There is so much to love about this game which makes these things sting even more. The music, the level and character designs, the movement, the bosses the exploration, the satisfaction of beating a difficult fight, all amazing. I like the difficulty but not the unnecessary punishment and tedium. Probably could have used more playtesters (only had 8, and that's including the leads, according to the credits). When I first played HK I didn't really like it at first. It took until the Mantis Lords for the game to really click for me and after that I loved it more and more the further I got. Silksong feels like the opposite, where I loved it in the beginning but the more I play the less fun I'm having with it, partly due to the earlier reasons adding up over time. Again, I want to love the game but at times it feels like it doesn't want me to. All of these things have probably been pointed out a ton by now but I just wanted to write out my feelings and give a heads up to the average "casual" player (as I've seen them be referred as). In the end, these are just my opinions and completely subjective. If this review of a video game felt like a personal attack that's your own issue to deal with. I just want the game to be in the best possible state and hopefully that will be the case eventually. Edit: Comments were a ♥♥♥♥ show and have been disabled. Personal insults over a video game will never stop being pathetic. Thank you to those who contributed to the discussion though, agreeing and disagreeing. Shame the small minority has to ruin it.Show moreShow less
Crashing entire steam for the first 5 minutes after launch is crazyShow moreShow less
A current conclusion for myself, part 6, is at the bottom of the docs. Review part 5 at 20 hours, after cogworks in act 2: I will change the way for the reviews now, simply adding or removing positives/negatives depending on how they changed for me on the run. Again, thank you for deciding to read the "negative" side of the reviews. I want this to be a good overview/insight for any interested players, to hear more about the game. Progress: https://imgur.com/a/nnIzjUu still a lot left to see, excited for my new mask Positive: - the game looks amazing, definitely the strongest aspect about Hollow Knight - combat feels fantastic, Hornet is good to navigate and that increases depending on what moveset you choose - the areas, most at least, look solid to great in general too, each has their own nice touch - a nice touch that Hornet can talk - NPCs are more fleshed out, gained more personality - The tools are a great new gimmick that make the combat more fun, just takes its time to get used to them - The crests are a neat idea, even if at the cost of the pins for more charms. You need to get comfortable with the change from HK, they’re not here to increase your combat abilities. At least most won’t - The explorations with all its abilities feels really good, everything is neatly connected, the quick runbacks from area to area are smoothly integrated which makes them even more fun - Love the way they handled the map for the Citadel, in addition it’s fairly creative to add another travel option in there to make it more convenient. - The achievement bosses have all been fun to fight so far, their concepts and movesets allow for exciting fights - The limited benches are gone again, thanks god - The second needle upgrade is the most crucial one I would almost say, that point of the game is fairly far in (after Cogwork), but the damage is more reliable. Negative: - Money is still a thing I consider a problem at this point of the game, although you can debate whether the problem is the game itself or the way you prefer to play. I usually want the stuff I can get, being limited is not too enjoyable for me. The enemy bead drops slightly increased, my old spot gave me around 30 beads per 20-30 secs, the new one 64 per min (depending on how fast I get to clear the enemies). It is good that we get “increased” drops as we progress, but the shop prices skyrocket damn hard in comparison. Still, it’s a problem that literally everything costs money. - The areas seem to have gotten more consistent with making their enemies stronger, past the drastic change to having basically all mobs deal boss damage. Still, it is unreasonable to have all mobs deal 2 masks damage - The game is overcrowded with flying mobs that are based on ranged attacks. Most of the time you'll be forced to kill those if you want to explore/progress properly without eventually dying to a mass following you, yet it's taking just as much time to kill them IF the AI decides to fly down for once. Terrible to fight against, slowing down the entire experience. Don’t give them ranged attacks - Every boss deals 2 masks damage, the Act 1 boss even has a move to deal 3 masks, and overall that would still be fine if most kits wouldn’t be overloaded at times. Give them at least a cooldown on their attacks so you have a proper chance to breathe - It’s something you won’t necessarily think about at first, but the non-existent drops from bosses, especially frustrating ones, feel like a punch in the face as those fights don’t seem to contribute anything for you at all. Yes, some guard new mechanics etc, but it wouldn’t have hurt to have them drop at least some beads to make the gathering on those more consistent and the fight itself less punishing. A reward doesn’t hurt - Talking about healing, I think it is great that you're able to heal up to 3 masks with one heal, but the requirement to have a full silk bar is such a drastic limitation that it increases the combat difficulty against most enemies automatically. The fights get a lot more riskier. Taking into consideration how long it takes to fill the entire silk, a boss battle will oftentimes turn into an uncomfortable experience. Losing your silk on a failed heal attempt is simply unfair - I still consider the first needle upgrade to be disappointing. The damage increase is barely given, practically not existent. You remained weak while every enemy gets stronger and stronger - Same with the masks. I found a total of 4 mask pieces in the entire 11 areas I cleared. After 10 hours at best, obtaining a 6th mask is absolutely useless. Most enemies deal 2 hearts, bosses do either way, you’re still a 3-hit. We remain weak nonetheless. 20 hours in I’m one piece away from the 7th mask, praying to find one. - As nice as the Crests are, you're awfully limited with your build in this game which removes any possibilities to feel an actual difference in your game. I consider the limitation as annoying the more charms I get, I am practically forced to run the charms that I consider as crucial forever. - As much as I love the tools now, it feels weird to me that most of your damage is depending on them. The poison charm + any pouch upgrade you can get act as a huge gamechanger, lacking them in a fight can be fairly annoying. I wouldn’t really consider this a negative at all though, you just have to really really get used to them. And have enough shards on your boss attempts, in case you die too often. - Negative effects from certain areas are such a pain in the ass, don’t want to go into all of them as it’s too much. Bilewater… - Creating a flying enemy that throws granades with the range of a nuke, while immune to them, sure sounded great What can I say in the middle of Act 2? Combat with Hornet is fun, a lot of the areas are beautiful, the fast pace is really something that helped out Hollow Knight a lot here. The exploration is genuinely fun a lot of times, the same for the backtracking. A lot of enemies seem to be more balanced than prior ones, the huge damage and solid tankiness still persist though. The money is a frustrating matter, it is miserable that we have to pay for everything and the drastically increasing prices don’t make it better. Suffering a 3-hit death after 20 hours is still fairly demotivating, depending on where you are at, but at least your own damage finally gets a huge buff. The Final Boss of Act 1 is absolutely amazing, the first area afterwards can be fairly fairly annoying, but the area afterwards (Citadel) is awfully well-designed, making the exploration of that area great in general. The boss there is just as great. Nonetheless, Hollow Knight should not be a Dark Souls, even if that's basically the same fan group. Exploration at a comfortable pace with challenging but fairly designed fights should be the goal, not turning every early-game boss and common enemy into a similar experience of HK mid-late, without the resources. The fun is there, I enjoy it, but the frustration at game design and how things are handled is at times too big, making me question what they tested before release. I do have fun, but I couldn’t recommend this game with a good feeling at heart. It’s too punishing of an experience for that I shifted the review to a docs, continuing with part 5 (middle act 1) due to character limit on Steam. Every part will be visible in the Docs for a full read on the experience of the game from beginning to end, while the review section here will serve for the current point. Thanks for reading, enjoy https://docs.google.com/document/d/1D9BhtWLiOmUt0CSbIkUEEGx4jCeN-9zbjku-QAxDjW8/edit?usp=sharingShow moreShow less
A game about bugs, where your a bug that fights other bugs. The only thing that really bugs me is how long it took for this buggy little bug of a game to finally bug its way onto my screen. 10/10 - No software bugs, just actual bugs.Show moreShow less
To preface: I beat everything in Hollow Knight including P5. I also have not gotten stuck on a single boss so far, these are just my thoughts. I have now also completed everything in Silksong, including a steel soul 100% run. Team Cherry very clearly got lost in the sauce for 7 years with no meaningful feedback from actual gamers instead of pro Hollow Knight players and doubled down on everything that dragged the original game down. Instead of a lovely curving difficulty that teaches you along the way, you immediately get butt blasted. Not with engaging new enemies with fun mechanics. Oh no, Team Cherry decided to up the difficulty by literally just increasing the damage of every enemy and hazard in the game. It’s the absolute laziest way to increase difficulty. It’s like they saw the top 0.1% of people beating P5 with all bindings hitless and said “yeah this will teach them” A lot of the bosses feel fair but at the same time they feel like they have been padded to artificially extend the time you play and further increasing the punishment for making a mistake. Your starting weapon feels weaker than the starter in hollow knight, every boss in the game has 3 phases now and 10 moves. If that wasn’t enough for you then they also occupy a tiny arena and spawn multiple minions that themselves take up half of the arena and ALSO deal just as much damage as the boss. These minions they spawn make primal aspids look like jellyfish. The run backs. Instead of streamlining the game and making the mechanics that of an actual metroidvania, Team Cherry said nah, you have to run back 5+ rooms full of enemies that two hit you, full of difficult to navigate hazards that two hit you, just to get to a boss that two hits you and so you spend more time running than actually learning. There are some, albeit optional, platforming sections still in act 1 that rival the regular path of white palace in levels of frustration. If Silksong hoped to ever draw in new players, it will not succeed this way. Even though this game has more benches than the original, this game is so expanded it doesn’t feel like it. They are sparse and some even kill you if you sit on them. Some even cost money every single time you sit on them and money is sparse in this game. Even though I haven’t gotten stuck on a boss for more than a short amount of time, most of my time has spent feeling bored, annoyed or frustrated. The only time I ever felt that way in the original game was in places like P5 where my time was seriously disrespected and this game has doubled down in every location. If you have a job, this game will laugh at you and waste any free time you have on pure tedium rather than letting you just learn engaging boss fights. Team Cherry also decided that removing I frames would be another good "difficulty spike" which results in the same enemy hitting you with multiple instances of the same attack. What in the original game would only deal 1 mask of damage to you now deals 4 masks to you in this game. And by multiple instances I mean some attacks literally lock you in place and you have to eat the multiple hits. Some bosses even do 3 masks of damage to you. Wow, 3 masks? You shouldn't have, you're spoiling us! If the only meaningful way that you could make the game more difficult was purely through numbers then you should've either not bothered at all or gone back to the drawing board. It seems like they wanted to 1 up literally everything that the original game had and in doing so has shot itself in the foot. The new charm system is also just lame and boring. Compass still takes up all your space? I know they want you to get lost but it just really takes the cake. To sum up, Team Cherry decided artificial difficulty, time padding, run backs worse than dark souls 1 and disrespecting the player’s time was the best move for their 7 year in the making game. Perhaps if they had communicated with the community whatsoever in that period they might have avoided this. There are only 3 total playtesters credited for Silksong which shows just how little feedback they received and I imagine the privilege was only given to the most hardcore HK players which has skewed the difficulty into an unhealthy direction. If your only response to my valid criticisms is “git gud” or “skill issue” then I am going to assume you cannot read above a 4th grade level and do not have the capacity to engage in meaningful conversation. There are many more flaws but I don’t have the time to type the rest of them up. The game is obviously beautiful, Hornet is a cool character and I want to experience more but honestly? I don’t know if I can be bothered. Quite simply, the core gameplay loop is more annoying than fun. I have to add one more point - taking 2 or even sometimes 3 damage from environmental hazards like spikes and saws. A metroidvania game, where the main purpose of the genre is to explore, is literally punishing you for trying to do what is the very core of the genre and this game is. It literally tells you "hey, don't go down this path and see if there's a cool new item here because I will kill you in 2 hits and you'll have to run back for five minutes". It is literally a betrayal of its own roots. Imagine if in HK you were doing path of pain and you could only take two hits before it sent you back to the beginning. It is absurd to expect the majority of players to be okay with this. Edit: One final point. The quest system. It's a mind numbing collection of fetch quests that are unfortunately required to reach the true ending of the game. Nobody wanted this. It feels like a ubisoft game rather than hollow knight. It is monotonous and tedious and they're all generic "go here and kill this enemy five times" "go here and collect this resource 5 times" "track this same idiot who got lost for the third time and bring them back". Team Cherry, what happened? Is this the result of the scope creep you were talking about? If this quest system is the reason for even an extra year of delays then you really should not have bothered. These quests are the antithesis of what metroidvania games are about. Oh and if you want 100% achievements but struggled hard with white palace in HK, don't even bother purchasing. There's a section in this game that is even worse.Show moreShow less
Trying to buy this game on release day was the worst and most painful, two and half hours long edging session in my entire life... It was worth it.Show moreShow less
Alright, hear me out. I'm basing this review off the question asked at the top: Would you recommend this game to other players? Keep that question in mind. Silksong is a cool game. A labor of love, obviously. Years and years of work went into this, and it really shows! The art is stunning. The music is amazing, of course. The enemy designs are interesting, the area aesthetics are delightful, the NPCs are cute. (129edit: DESERVES GOTY THANKYOU STEAM) Am I going to keep playing it? Yeah! Am I having fun? Sort of! Would I recommend this game to other players? ...no.* Team Cherry originally said back in 2020 that they wanted Skong to be something anybody could pick up and play. They wanted it to stand equal to Hollow Knight, and they wanted it to be an equally good introduction to the world as Hollow Knight is. It is not. While the lore is very cool, and the story (what of it I've managed to uncover) (110hr: story's good) is also cool, the game itself is viciously punishing. It is LEAGUES harder than Hollow Knight. It is brutal. It is unforgiving. It is unfair in places. It is frustrating, it is agonizing, it is grindy, it is tedious, in some places it is straight-up just not fun. Maybe that's your thing. If it is, great! But for the vast majority of people it is not. If TC really still was trying to make something beginner-friendly, then they failed. This is not beginner-friendly. Under no circumstances would I tell someone interested in the Hollow Knight games to try this one when they could instead play OG HK and have a kinder/more friendly/more fun experience overall. (110hr: still think this mostly) Maybe Team Cherry will issue some balance patches to make the game less horrific for the vast majority of players, and if they do I'll revisit this review (110: hiii). As it is, though, I do not recommend just anybody pick this game up. It seems to me like they've taken their hardcore fanbase for granted and forgotten that MOST players will not perfect a game. Most people are just going to do the parts they enjoy and leave a lot of the harder, less fun stuff alone. Unfortunately Skong seems to be mostly the harder, less fun stuff. I'm often pushing through my playthrough to try and find the next fun thing when the rest of it is pretty grueling and unrewarding. That's not something I would recommend to people. It's a shame, because like a lot of people I was really excited for Skong and I hoped it would be, well, more fun than it is. I AM going to keep working through it -- and the wording there makes me cringe a little. Working through it, like it's a job instead of a game, something I want to play for FUN. I want to see more of the world. But I don't feel the same drive to explore and complete these challenges as I did in the original Hollow Knight, because the game does not reward me for my time. A few specific points I'm editing in: - Even very early on, basic enemies will deal double damage. That kind of thing was reserved for big-name enemies, bosses, and explosions in Hollow Knight. It's wild to have it stripped of all meaning and just made into mostly a frustration mechanic here. (110hr: agree still) - Boss designs are cool as ever, and some of them are fun. Fourth Chorus was amazing, I really loved that fight! However, pretty early on they start dropping in bosses that fly, deal ridiculous amounts of damage and contact damage, including contact damage when they're in a stunned state, and MOST IMPORTANTLY: have swarms of adds. The artistry of boss fights is completely lost in inflated damage and annoying bonus enemies, and they are reduced to a stressful, frustrating slog with no triumph at the end, mostly just relief that it's finally over with. I don't understand this choice. It makes the fights more difficult, yes, but also more frustrating and annoying. What was the motivation here? I don't understand. (110hr: honestly this drops further on, later bosses so far don't have as many adds and the fights are good. Those that do have adds are still hella annoying though (lookin' @ you forebrothers).) - Arenas. In Hollow Knight, occasionally you'd have arenas. Areas that locked you in and made you fight some normal enemies. Okay, fine, I can deal with that. They weren't super frequent/super awful, they were doable. Not so in Skong. They are more frequent and they are NASTY. I have no interest in four waves of basic enemies, all of which have different movesets, some of whom do double damage for no reason. And for what? A reward I won't use? Cool, thanks. Second chapel I found, I just walked right back out. Not doing that again. (110hr: Arenas are still annoying. wish i'd done reaper chapel sooner, i thought it'd suck ;_;) - Bench and bellway costs were a thing in OG HK. However, there was only one currency there and the costs varied; many benches were free. A free bench is a rare sight in Skong. (110hr: devs adjusted the bench costs down a bit, it helps) - Currency grinding. I did that once or twice in Hollow Knight. There were all sorts of neat things to buy & all enemies dropped the same currency. In Skong I've already spent a couple hours grinding the same few enemies for currency. Not great. Though you CAN bank one of the currencies with yourself (for a price), which is nice. That's a good change, I wish I could've done that in Hollow Knight. (110hr: the currency requirement balances way better than OG HK once you get through the start.) - There are no charms in this game, only tools that you can add to your crest. This system does not feel as versatile as the charm system. (110hr: Some tools are very fun to play with, others are useless, but that's how it was in OG HK and some players might prefer different tools!) - Mask and nail upgrades are nonexistent. 28 hours in and I've gotten neither. I have no idea how. Apparently I just have to wait til later. (110hr: upgrades are REAL far in for needle, HARD to get, and kinda minimal until you get multiple) - Crafting. This is a lie. You do not craft anything. You do not collect materials to craft things. You collect a currency that refills your tools. You have a 'crafting kit' and all that means is that when you collect more of those, it ups the number of little traps you can hold and the damage they do. (110hr: on second thought, a second crafting currency works pretty well. you don't lose it when you die either) - the quests. I don't know what it is about the quests, but they feel really... strange. Perhaps that's just coming at it from a Hollow Knight point of view where they didn't have any quests or markers, and in that case, the quest system is an upgrade. Now you have reminders of where you want to go and why. But it feels a bit hand-holdy in that it doesn't require the player to think at all about what something might be. Finding the grubs for Grubfather was a fun little thing to figure out. You have a similar quest here and the giver just asks you to do it. There aren't very many quests, and so the world feels a bit empty once you've completed them. (110hr: quest system def feels empty at start but fills out w/ time+exploring) I haven't gotten to some of the nastier things that I know are coming up, like hidden traps everywhere and punishing deceptive platforming. That sort of thing is making me reconsider continuing. (110hr: blind jumps suck a little but overall not too bad. can dodge traps. env. hazards can be partly mitigated. MOUNT FAY SUCKS) 110hr: music in this game far surpasses OG HK. this OST rules TL;DR: game is amazing & beautiful & clearly had a lot of work put into it, and it is a high-quality game, but is unfair and hard to the point where a lot of people won't enjoy it, and consequently I'd say pass on this one. Play the first game. (110hr: Still think this, unless you can mod it for combat balancing. Game is fun when tailored slightly to individual player. OG review text was/is needlessly mean.)Show moreShow less
This game is full of bugs... and they're kicking my ass It's really, really goodShow moreShow less
Credentials: I love metroidvanias. I have beaten Hollow Knight something like 5 times now. This game is mechanically excellent. Yes you're going to need to get used to how Hornet handles, but once you do, it's just *chef's kiss* If you are a fan of brutal, unforgiving, and relentless games, you're going to love it. If you enjoyed Hollow Knight and are here for more, unless you're a big fan of Godhome, maybe give Silksong a pass. Again, the mechanics are excellent, it feels sooo good to be good at this game. Why don't I recommend it? TL:DR The difficulty feels excessive a lot of the time. And I think Team Cherry forgot what pacing is. They forgot how to build and release tension in the player. Silksong is all tension all the time. Sometimes tension go up. But it never comes back down. And that can be exhausting instead of fun. Longwindedly... I think the game was developed with blinders on. Hollow Knight was a love-letter to metroidvanias and their fans. Silksong I believe is a loveletter, not to metroidvania fans, not even to Hollow Knight fans, it is a love-letter to the most extreme Hollow Knight fans who wanted the most intense challenges. When I played Hollow Knight there was this beautiful pattern of building and releasing tension. Difficulty escalated throughout the game, but always a build up, always a release. I don't think I've felt any sort of release of tension at all since I started playing Silksong. It is, frankly, an exhausting game. The little enemies are tedious, they take a lot of hits, can have very challenging patterns and mechanics, and can do devastating amounts of damage. You are never, ever safe. You are never "just" traversing the map. You are never really at ease. Because always, there is something that is positioned to be in your way. There is always an enemy that if you take it for granted will kill you, and they all take way more hits than you'd think, if you decide to engage them. I just completed act one. The run-up to the act 1 boss is a brutal parkour course. You can get VERY good at it. I sure did over some thirty attempts. You can get good at that run back. You can get FAST at that run back. But you cannot for a second let your guard down. You cannot drop an input, and you cannot mistime an input. When you reach the act one boss at the end of it, every hit will deal two damage, meaning you KO in 3 hits. And because of the nearly absent i-frames, it's possible to be killed by a single attack multi-hitting you. If you're unfortunate like me. you can just die basically instantly without understanding the attacks at all. And this can happen multiple times. And each time, a precision run-back is required. This is the first time in HK or Silksong I've beaten a boss and felt nothing. There was no joy left, no exhilaration at the victory. Just tiredness. And this was to be followed once again by Silksong's theme of no release, only rising tension upon rising tension. When you beat the Act 1 boss, you enter a long anticipated area. You're beaten, you're weary, you're exhausted, you're ready for a break. But if you make the choice I did (it may be the only choice you have, I don't precisely know) you hit a lever, and that lever hit sends you plummeting, the game leaves you trapped, no way back. They take all but 1hp from you, and push you into a meat grinder. The enemies are worse. The platforming gets nasty at places. Oh and all the benches you eventually run into cost 15 to use. And that's 15 per-use, they do not unlock. Hope you kept some strung rosaries on you. At this point I'm so exhausted by the endless ratcheting-up of silksong, I do not know if I'm going back to it again. I should be riding high on the recent victory over a boss, but instead, "I'm tired, boss."Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.
