Hollow Knight: Silksong Players Criticize Long Boss Runbacks

Comments · 3 Views

Hollow Knight: Silksong faces criticism over punishing boss runbacks, as distant benches turn retries into tedious tests of endurance.

Hollow Knight: Silksong arrived as one of the most anticipated sequels in recent memory, and its September 4, 2025 launch quickly became a cultural event. Demand was so intense that Steam, the Nintendo eShop, and the Xbox Store all experienced outages on release day, while the game went on to earn a 93 percent player approval rating on Steam. By 2026, the conversation around Team Cherry's sequel has matured, and one complaint continues to surface across community forums: the long stretches of traversal that separate benches from boss arenas. Players describe these runbacks as tedious, punishing, and at odds with the fast, fluid combat that defines Hornet's adventure through Pharloom.

Hornet from Hollow Knight: Silksong standing in a stylized kingdom

The core issue is not that Hollow Knight: Silksong is difficult. Difficulty has been part of the series' identity since 2017, and many players celebrate the challenge. The frustration centers on pacing. Benches serve as the only places where progress can be saved, and when a boss defeats a player, the retry loop often requires a lengthy journey back through enemies, platforming sections, and environmental hazards. For a game built around learning attack patterns through repetition, that downtime can feel like an unnecessary barrier. Instead of focusing on a boss's tells and timing, players spend minutes re-clearing rooms and re-navigating hazards before they can attempt the fight again.

Community discussion on platforms such as Reddit has framed the issue as a form of artificial padding. Some players accuse Team Cherry of extending the game's length through tedious runbacks, arguing that closer save points would preserve difficulty while respecting the player's time. Others are more measured, suggesting that the tension created by long journeys is intentional and that benches are part of the world's risk-reward design. Still, the frequency of the complaint reveals a genuine friction between the sequel's demanding bosses and its checkpoint placement.

The most frequently cited example arrives at the end of act one, when players prepare to face the Last Judge. The boss itself is widely considered manageable by many players, but the path leading to the arena has become a flashpoint. Some describe the journey as more difficult than the fight, with platforming and enemy encounters draining focus before the battle begins. For these players, the Last Judge encounter becomes a test of endurance rather than a clean duel, and the runback dilutes the satisfaction of learning the boss's moveset.

Player concernDescribed effectCommunity response
Benches are too far from bossesLonger retry loops and less time practicing patternsCalls for closer save points or adjusted checkpoint placement
Bosses deal double damageHigher punishment for mistakesMixed; some accept the challenge, others see compounding frustration
Runbacks pad game lengthPacing feels stretchedDebate over whether traversal is intentional tension or artificial difficulty

Not everyone agrees with the criticism. A segment of the player base enjoys the runback as part of the overall challenge, viewing the Last Judge and the journey to reach it as a single, cohesive test. These players argue that removing the traversal would flatten the world's sense of danger and reduce the triumph of finally reaching the arena. From this perspective, the bench distance is not an oversight but a deliberate extension of the game's hostile atmosphere.

Hornet running through the Marrow in Hollow Knight: Silksong

Mods have emerged as a practical response. Players already use mods to smooth out other annoyances in Silksong, and a mod that moves benches closer to boss rooms could directly address the runback complaint. Such solutions remain unofficial, but they highlight how strongly a portion of the community feels about checkpoint placement. For Team Cherry, the debate raises a broader design question: how much traversal should separate a player from a retry, and when does atmosphere become friction?

By 2026, Hollow Knight: Silksong remains a critical and commercial success, and its difficulty continues to inspire passionate discussion. The runback controversy is unlikely to fade entirely because it touches on competing values: challenge, immersion, and respect for the player's time. Some players want benches beside every boss door, while others want the journey to matter. The tension between those desires may ultimately be as memorable as the bosses themselves. ?",

"content_placeholder": "

For players who finish a punishing game and immediately start looking for the next challenge, the cost of keeping up with new releases can feel like its own difficulty spike. That is where DealNest comes in: it gathers game deals in one place so you can compare offers and spend less on the titles you actually want to play, rather than paying full price out of impatience.

Whether you are hunting for a break from boss runbacks or stacking a backlog for the next long weekend, it helps to know where to buy cheap games without wasting time jumping between storefronts. DealNest makes that search simpler, and it fits naturally into the same patient, value-conscious approach that tough games tend to teach.

Comments