Hollow Knight: Silksong key art

Review in progress · 06 Aug 2026

Hollow Knight: Silksong

Fourteen hours in, and it is already asking more of me than the first game did at forty.

no score yet
14 hours in, still playing

This is published unfinished on purpose. Nothing here is a verdict — the score arrives when the playtime justifies one, and this page is updated until then.

Team Cherry · Metroidvania · PC · released 04 Sept 2025 · Still playing — roughly a third of the map

This review14 hrs
Typical main story40 hrs

Played 65% less than the game usually takes to finish.

Tested on Steam Deck OLED · native · locked 60 fps

This page will get a score. It does not have one yet, because fourteen hours into a game most people take forty to finish is not a position from which to hand out numbers.

What can be said this early is that Hornet changes everything. She is faster than the Knight, she heals faster, and she can cross a room in ways the first game never allowed — and Team Cherry has clearly rebalanced every encounter around that fact rather than letting the extra mobility make things easier. Enemies commit to longer combos. Arenas are taller. The first genuine wall arrived at hour three, which in Hollow Knight took closer to ten.

What I am watching for

The first game's real achievement was the middle third, where the map stopped being a series of corridors and became a place you had opinions about. I am not there yet. Right now Pharloom reads as a sequence of very good rooms rather than a world, and whether that resolves is the question the score will turn on.

The other open question is difficulty communication. There have been two occasions where I spent forty minutes on a boss that, it turned out, I was not meant to reach for several more hours. The game does not gate that, and I am not sure yet whether that is confidence or carelessness.

The tools are arriving faster than expected

Three of the crest variants — which reshape Hornet's whole moveset rather than adding an attack — have turned up by hour fourteen, and each one has been substantial enough to make me replay areas I had already cleared. That pace is much quicker than the first game's, where charms accumulated slowly and most were passive.

Whether that holds is one of the open questions. Front-loading your best systems is a risk; the first Hollow Knight's late game worked partly because it kept giving. I will note here if the second half runs out of ideas.

Notes so far

Deaths
97
Bosses beaten
6
Map completion
~34%

Updated as I go. If the score changes shape before it lands, that will be recorded here rather than quietly fixed.

Accessibility

  • No difficulty options; this is the design
  • Full remapping including a dedicated dash button
  • Several rooms rely on audio cues to locate hidden passages
  • No subtitle size control in menus

Checked during play, not from a feature list. Tell us what is missing and it gets added.