Hollow Knight: Silksong: Eight Patch Ideas to Smooth Its Sharp Edges

Hollow Knight: Silksong needs quality-of-life fixes, from manual saves to fairer damage, for a smoother, more welcoming adventure.

By 2026, Hollow Knight: Silksong is no longer the new kid on the block, but it remains one of the most talked-about Metroidvanias on the market. Team Cherry's sequel built up enormous expectations over six years, and it has delivered the goods on every platform. Steam's built-in analytics told a loud story around launch, with roughly half a million players diving in at once, and the game is still a regular talking point months later. It is an objectively strong game, perhaps even sharper than the original Hollow Knight in places, but the community debate about difficulty and polish has not gone away. Some systems simply do not work as smoothly as they should, and a handful of patches could turn a great game into an even more welcoming one. The following ideas are not wild demands; they are practical quality-of-life fixes that would let Team Cherry cut players some slack without sanding off the game's identity.

The save menu in Hollow Knight: Silksong

Copyable Save Files and Manual Saves

Players get four save slots to use as they please, but there is no way to copy those files. That is a small omission with a big impact. The ability to duplicate a save gives players insurance against glitches, bad luck, or a run that has painted itself into a corner. Manual saves would help even more, and most players would welcome that fix with open arms. Encountering a game-breaking bug is never fun, especially when the only options are to restart from scratch or wait for a patch that may never arrive. A little flexibility here would go a long way.

Shell Shard count in the menu in Hollow Knight: Silksong

A Cleaner Currency Cap

Rosaries are the main currency in Hollow Knight: Silksong, and players can carry as many as they like. Shell Shards are a different beast. They function more like ammo refills, and players start with a cap of 400, though there are ways to increase that capacity. The artificial limit feels odd when Rosaries flow without restriction. If Team Cherry allowed players to carry an infinite amount of both currencies, the system would feel more consistent. It is not a game-breaking issue, but it is the kind of rough edge that grinds against a player's patience over time.

Fighting enemies in Far Fields in Hollow Knight: Silksong

Enemy Damage That Breathes

One of the most controversial changes in Hollow Knight: Silksong is enemy damage. Foes hit harder than they did in the original, and while most enemies deal one mask of damage, some strike for two. With only five hit points at the start, players can die much faster than expected. Exploring becomes more punishing, and the runback to a boss fight can feel extremely taxing. Bosses hitting hard makes sense, but even most bosses in Hollow Knight did not often strike for as much damage. A modest decrease to enemy-based damage would give players more room to learn patterns and enjoy the journey.

Fighting a Savage Beastfly in Hollow Knight: Silksong

A Health Bar for the Bad Guys

Another health-based issue concerns enemy durability. Some players think enemies absorb too much damage, but the bigger complaint is the lack of information. A visible enemy health bar would let players gauge how much damage they are doing, much like the game already does with many Tools. That feedback matters in a fight. Players could decide whether to press the attack for one more hit or retreat to safety. Even tough-as-nails games like Dark Souls give players the courtesy of an enemy health bar, so adding one in Hollow Knight: Silksong would be grand.

Floating in front of a hut in Hollow Knight: Silksong

Toggleable Traversal Abilities

Like any good Metroidvania, Hollow Knight: Silksong gives players a generous set of traversal abilities. That may sound like an odd place to ask for changes, but not everyone wants every ability active all the time. A menu option to turn certain abilities on and off would let players customize their experience. Gliding with the Drifter's Cloak is useful, for example, but it can also get in the way. Hornet will not grab ledges while floating, unlike when she performs an air dash. A simple toggle would be a no-brainer for players who like to fine-tune their movement.

Fighting the Last Judge in Hollow Knight: Silksong

Boss-Room Checkpoints

One of the most challenging aspects of Silksong is not always the boss itself, but the way back to it. Benches are often several screens away from a boss fight, and the path can be riddled with traps, enemies, or both. The Last Judge is a prime example, with a brutal trek from the closest bench. Temporary checkpoints would alleviate that stress. Players could opt in to restarting from a checkpoint directly inside the boss arena, under the condition that they cannot escape until they refuse to restart. It is a small compromise that would respect both the game's difficulty and the player's time.

Attacking enemies in Hunter's March in Hollow Knight: Silksong

Dash That Phases Through Foes

Soulslike games can be hard as nails, but most give players some sort of dodge with a window of invulnerability. Players can jump to dodge attacks in Hollow Knight: Silksong, or use the Swift Step traversal ability to dash past enemies overhead. However, they cannot use the dash to pass through enemies. That upgrade would open up combat a bit more and give players another tool for escaping tight spots. It could make some bosses easier, but it is still a great fix to wish for in a patch.

Finding the Greymoor Flea on the map in Hollow Knight: Silksong

Map Zoom That Actually Zooms

There are two ways to view the map in Hollow Knight: Silksong. Players can tap the L button on the Switch 2 controller, or the Left Bumper on PS5 and Xbox controllers, to bring up the current area map. They can also go into the options, select the entire map, and then zoom in on individual areas. However, there is no way to completely zoom in for a finer look at rooms that are hard to see on any screen without pressing one's eyeball up to the glass. An added zoom function is a small request, but it would help exploration in a big way.

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Issue Why It Matters Patch Wish
Save files Glitches can ruin a run Copy and manual saves
Shell Shards Artificial cap feels inconsistent Infinite carrying capacity
Enemy damage Early deaths feel harsh Slightly lower enemy damage
Enemy health Players lack feedback Visible health bars
Traversal Abilities can interfere Toggle options