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Silksong’s First Update: Bug Fixes, Easier Early Bosses, and a Translation Promise

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In 2026, the first official Hollow Knight: Silksong update reads less like a routine patch note and more like a snapshot of Team Cherry responding to the loudest launch-week conversations. When Silksong arrived on September 4, 2025, players celebrated the long-awaited sequel, then quickly began debating its difficulty. Bosses hitting for double damage, Hornet’s generous hitbox, and the sharpness of early encounters became recurring topics. Team Cherry’s answer was not a dramatic overhaul. It was a focused first update that fixed bugs, softened two early bosses, and signaled that more work was coming. What the first Silksong patch actually changed The short version is simple: Team Cherry opened the first update as a public-beta branch on Steam and GOG, then aimed for a full release on PlayStation, Xbox, Nintendo Switch, and PC by the middle of the following week. The studio called that timing an estimate, leaving room for slippage if issues appeared. For players who had spent years waiting, the patch mattered because it addressed problems that could stop a run outright, not just cosmetic annoyances. The balance adjustments were deliberately modest. Team Cherry described a slight difficulty reduction for two early-game bosses, Moorwing and Sister Splinter. Sandcarvers were tuned to deal less damage. The pea pod collider received a slight increase in scale. Mid-game Bellway and Bell Bench prices came down a little, while rosary rewards went up slightly for relics and psalm cylinders. Courier deliveries also became more rewarding. None of these changes rewrote the game, but together they made the opening hours less punishing and the economy a bit friendlier. Change Effect Moorwing and Sister Splinter Slight difficulty reduction in two early-game bosses Sandcarvers Reduced damage to players Pea pod collider Slight increase in scale Mid-game Bellway and Bell Bench Slight price reduction Relics and psalm cylinders Slight increase in rosary rewards Courier deliveries Increased rosary rewards The bug-fix list was just as important. Players could previously remain cloakless after the Slab escape sequence. The wish Infestation Operation often could not be completed during the late game. Beast in the Bells could become incompletable when the Bell Beast was summoned at the Bilewater Bellway during the late game. Team Cherry also fixed getting stuck floating after down-bouncing on certain projectiles, courier deliveries sometimes being inaccessible in Act 3, craft bind behaving incorrectly in memories, and a Lace tool deflect soft-lock at the start of the Deep Docks battle. Silk Snippers in the Chapel of the Reaper could sometimes get stuck out of bounds. Claw Mirrors could leave Hornet inverted if damage landed during a specific binding moment. Snitch Pick was not giving rosaries and shell shards as intended. The update also removed the float override input of down plus jump after the player has the Faydown Cloak, and it included various additional fixes and tweaks. Why the early-game difficulty debate would not fade Was Silksong too hard at launch? That question followed the sequel from its first week. Some players pointed to double damage from bosses, Hornet’s large hitbox, and the general speed of encounters. Others argued that Hornet is much quicker than the Knight from the original Hollow Knight, and that mobility should balance the higher threat level. Team Cherry did not settle that debate with the first update. Instead, the studio made a careful concession: two early bosses became slightly easier, and Sandcarvers became less dangerous. The patch did not gut the challenge. It nudged the opening so more players could find their footing. That restraint is worth noting. A blunt difficulty pass could have flattened the sequel’s identity.

https://dealnesthq.com
4 小时 前

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