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Hollow Knight: Silksong — The Sequel That Made Everyone Wait

Team Cherry announced a spin-off in 2019 and let six years of trailers become the actual cultural event

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Hollow Knight: Silksong was announced in February 2019 as paid downloadable content — a playable-second-character expansion built around Hornet, the needle-wielding guardian who was already the standout boss fight of the original game. By the time of writing it has not shipped, has been the subject of at least three separate “coming this year” cycles that didn’t land, and has become one of the strangest cultural objects in modern gaming: a sequel whose absence generated more discourse than most finished games manage on release day. That’s worth taking seriously as its own phenomenon, distinct from whatever the eventual game turns out to be, because Team Cherry — still, reportedly, a team of three plus contracted help — didn’t ask for any of it.

What changed between announcement and now

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The scope grew in public, which is unusual. What started as DLC was reclassified as a full standalone sequel partway through development, with Team Cherry citing the amount of new content — a new protagonist, new regions, an expanded tools-and-crafting layer built around Hornet’s silk resource rather than the original’s soul-and-nail economy — as justification for charging a full price and giving it its own store page. Every subsequent trailer (2019’s reveal, the 2021 gameplay showcase, brief appearances at various Nintendo Directs and the 2022 non-showing that became its own meme) added confirmed detail without ever attaching a shipping date that held. That pattern — real, verifiable footage arriving on a schedule with no connection to an actual release window — is precisely why this has to be written as an essay about the wait rather than a review of the game: nothing about a trailer constitutes a playthrough, and no critic ever had legitimate hands-on access to judge the final product before its actual release.

The confirmed footage itself is worth taking seriously as evidence, even without a finished game to judge. Trailers have shown Pharloom, a kingdom built vertically rather than Hallownest’s sprawl, with bell-towers and shrouded pilgrim architecture replacing the original’s fungal caverns and bone kingdoms. Hornet’s confirmed tool system swaps the Knight’s charm Notches for craftable consumables and upgrade paths built around silk, gathered actively in combat rather than found passively as currency, which if it holds together as described would be a genuine structural change rather than a reskin — a resource that regenerates through play rather than one you simply stockpile and spend. New enemies and bosses shown across the various gameplay reveals suggest a faster, more aggressive default enemy design than the original’s more patient pacing, matching the needle-and-thread moveset Team Cherry has described for Hornet herself. All of that is genuinely useful material for anticipating what the game is trying to be. None of it is a substitute for actually playing it, and treating a trailer as sufficient evidence for a verdict is exactly the kind of shortcut this piece is arguing against.

Why a delay became a genre event

Metroidvania fans have unusually good reason to care how this one plays out, because Hollow Knight wasn’t just well-received — it reset the baseline for what an indie team could plausibly deliver on a shoestring budget, as I’ve argued in my read on the original’s scope. A sequel from the same three-person studio, promising a second fully realised protagonist with a distinct combat identity — Hornet’s confirmed kit trades the Knight’s weighty nail swings for a faster, more acrobatic needle-and-thread moveset, closer to a rapier than a broadsword — sets an extremely high bar for itself just by existing. Every delay announcement Team Cherry has posted has cited the gap between what they’d shown and what they felt was actually ready, which reads, at minimum, as a studio unwilling to ship the trailer’s promise short.

A wait with precedent, if not this much noise

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Long development cycles for a beloved follow-up aren’t new; what’s new is the scale of the audience watching one happen in real time. I remember the Amiga years well enough to know the pattern existed before social media gave it a name: the Bitmap Brothers took over two years between Speedball and Speedball 2, and a two-year gap in 1990 felt enormous to a fanbase with no internet to fill it, just magazine previews arriving months apart with screenshots that sometimes didn’t match the shipped game at all. The difference now isn’t the length of the wait — plenty of modern sequels take longer — it’s that Team Cherry’s every trailer, delay post and conference non-appearance gets parsed, clipped and re-shared within hours, turning what used to be private studio scheduling into a spectator sport with its own running jokes. “Silksong Wednesday,” the community’s recurring bit of checking for a surprise release every Nintendo Direct and Xbox showcase regardless of actual evidence one was coming, is the purest distillation of that dynamic: a fandom that turned its own uncertainty into a ritual because Team Cherry, unusually for a project this anticipated, said almost nothing between confirmed updates.

The discourse the wait actually produced

What’s genuinely interesting, watching from outside, is how the extended silence turned into a case study in crunch discourse the industry rarely gets from the small-studio side. Big-budget delays (a Cyberpunk 2077, a Diablo IV patch cycle) usually come with a publisher’s investor-call framing attached. A three-person independent studio delaying its own already-funded sequel, repeatedly, with no external shareholder to placate, is closer to a natural experiment in what happens when a small team refuses to ship before they consider the work finished. Whether that’s admirable patience or a cautionary tale about scope creep depends entirely on what actually ships — and that judgement has to wait for the real thing, played start to finish, reviewed on its own terms rather than on the strength of a 2021 gameplay reel.

The cautionary comparison everyone reaches for, and why it doesn’t quite fit

Duke Nukem Forever is the reflexive comparison whenever a game’s development stretches past reasonable patience, and it’s worth explaining why it’s the wrong one here. That game spent over a decade cycling through engine changes, studio leadership churn and repeated scope resets, and shipped in 2011 as a fundamentally confused product that had chased design trends across three console generations without settling on what it actually wanted to be. Whatever Silksong eventually turns out to be, nothing in its public history resembles that kind of directionless churn — the confirmed footage across five years of showings has been consistent in tone, art direction and core mechanical identity, which suggests a small team iterating on a stable vision rather than a project lost inside its own indecision. That’s a meaningfully different kind of wait, and treating every long silence as evidence of the same dysfunction ignores exactly the kind of context a systems reader ought to be checking for.

What a fair verdict will need to weigh

When Silksong is finally playable, the honest questions worth asking are the ones that matter for any Metroidvania: does Hornet’s faster, more vertical moveset actually differentiate the traversal puzzles from the original game’s, or does it just reskin the same room-logic with a different silhouette? Does the new region set justify years of additional development time with density to match, the way The Grimm Troupe and Godmaster justified their own free content drops for the first game? And does the studio’s evident perfectionism produce a game that earns the comparison to its own predecessor, or one weighed down by the impossible expectations six years of silence built around it? None of that can be answered from a trailer, however good the trailer looks, and this is a case where the discipline of waiting for the real thing matters more than usual — the temptation to pre-judge a game this anticipated, based on nothing but confirmed footage, is exactly the kind of critical shortcut the metroidvania canon piece argues against taking with any entry in the genre.

What the price point signal tells us

One detail from the reclassification is worth dwelling on longer than the headlines usually give it: Team Cherry didn’t just add content, they changed the commercial shape of the release, moving from paid DLC on top of an already-purchased base game to a standalone product with its own price and its own marketing cycle. That’s a decision with real financial risk attached for a studio this size — a standalone sequel has to justify its price to an audience that includes players who never bought the original, a much larger bar to clear than satisfying existing owners expecting an add-on. Making that switch mid-development, rather than simply shipping a smaller DLC on the original timeline, is itself a signal about how much the scope had grown by the time Team Cherry took stock of what they’d built. Judging that decision fairly means waiting to see whether the finished game’s size and density actually support a full-price standalone release, rather than assuming the price change was simply a cash grab — a reading the discourse defaulted to more than once during the silence, without evidence either way.

The lesson regardless of how it lands

Whatever the eventual reception, Silksong’s extended pre-release period has already demonstrated something real about how indie development scales under public attention: a three-person team’s private scheduling decisions became a years-long, worldwide waiting room, largely because the original game earned enough trust that its audience was willing to wait rather than demand. That’s a rare kind of goodwill for a studio to have built, and it stands independently of whatever the final verdict on the sequel turns out to be.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.