Hollow Knight: Silksong’s second patch detailed, but don’t expect any balance tweaks


Team Cherry has detailed what’s planned for Hollow Knight: Silksong‘s second patch, but don’t expect any balance changes as with the first.


“Where the first patch dealt mainly with critical issues,” the studio said in the patch notes, “this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools”.


This second patch is now live in Steam’s public-beta branch, with further tweaks expected before full release on all platforms – it’s currently unknown when that will be.

Hollow Knight: Silksong Review – Beautiful, Thrilling And CruelWatch on YouTube


Silksong’s first patch made the early game a little easier, with a couple of bosses having “slight difficulty reduction”. The second patch has no such changes – instead it’s almost entirely bug fixes around certain enemies, bosses, and tools.


Check out the full patch notes below.

  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to ‘Off’. Updated Herald’s Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers to get stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.


What do you make of Silksong’s difficulty? And what’s your opinion on runbacks to bosses more generally in games? Have your say in our discussion: have boss runbacks had their day?


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