
Forge your own path in Hollow Knight! An epic action adventure through a vast ruined kingdom of insects and heroes. Explore twisting caverns, battle tainted creatures and befriend bizarre bugs, all in a classic, hand-drawn 2D style.
Most likely between $61.1M and $173M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 97% | approximately $101.8M |
| PlayStation | $14.99 | 94% | — |
| GOG | $14.99 | 94% | — |
| Nintendo | $15.00 | — | #72 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $5.48 on Nintendo · Brazil (−63%). Compare 35 prices in 15 markets →
Reviews
Themes across 3711 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
anami aglatdi controlsa oyresene kimi
Mejor que cojer si es que un dia lo hago
Это талант нужно иметь чтобы сделать такую ущербную боёвку и платформинг в игре претендующее на "ЭЭЭ СЛОЖНА" и буквально состоящую из платформинга и боёбки. Платформинг ощущается как будто ты скользишь по какому-то жиру. Персонаж липнет к стене, либо вообще пролетает так и не задев. Боёвка... ОЙМАМА. Ты не можешь делать одно действие если делаешь другое. Например рывок нельзя прервать прыжком, если ты ошибся. А когда ты летишь на шипы у тебя нет такого чтобы ты смог вспомнить что можно по ним херачить гвоздём. Противники не замахиваются, а спавнят хитбокс атаки. Ты не можешь прервать атаку врага, а он твою может и молись чтобы ты не отлетел в шипы. А кстати, тут есть октидывание при атаке, круто, только на файтах это мешает. Ну и вишенка на торте - КОНТАКТНЫЙ УРОН, КОГДА У ТЕБЯ ОСНОВНОЕ ОРУЖИЕ МИЛИ. Прекрасная игра
muy bueno hermoso bello divino no puedo explicarme por lo perfecto que es
故事很立体,虽然碎片化叙事有点费脑子,但这种能透过现象挖掘历史的感觉体验意外不错。 白王塑造得太好了,有点通过信息的逐步透露制造反转的感觉,可以感受到作者的小巧思。 ”空洞骑士“这个名字和玩家行动在前期和结局对应上了,很赞。 战斗手感不错,地图设计兼具探索性和故事性,感觉塑造出了一个完整的世界
Este jogo faz de tudo para você parar de jogar; ele praticamente implora de joelhos para você desistir. E não digo isso pela dificuldade, eu sou apaixonado por jogos extremamente difíceis e do gênero soulslike. O problema é que este jogo tenta te vencer pela exaustão. Cerca de 80% do tempo é gasto fazendo backtrack, passando pelas mesmas áreas e enfrentando os mesmos inimigos. O detalhe é que os monstros normais do mapa não são difíceis (é quase impossível morrer para eles), são apenas chatos e cansativos. O design do mapa claramente te obriga a dar voltas desnecessárias para chegar a um lugar específico. Certos caminhos e atalhos ficam bloqueados após alguns eventos da história, impedindo que você use a rota mais rápida para o seu objetivo. Isso te obriga a dar uma volta imensa por um caminho que você já passou mil vezes antes. Um trajeto que você faria em 2 minutos passa a levar 10 apenas caminhando. Os chefes também NÃO SÃO DIFÍCEIS. Pelo contrário, têm mecânicas extremamente normais. O que os torna chatos é que a dificuldade é artificial: eles ganham pelo excesso de status de resistência e vida. As lutas não são desafiadoras, são apenas maçantes, já que você precisa ficar batendo no chefe por muito tempo até ele cair. A progressão do mapa é outro pesadelo. Eu sofri um maldito softlock que me deixou preso por horas até entender o que estava travando a minha jornada. O jogo não te dá indicação ou pista alguma de onde procurar as coisas. Em um mapa enorme, onde o deslocamento já leva muito tempo, é torturante ter que procurar o objetivo da MISSÃO PRINCIPAL às cegas. Eu entendo esconder coisas em quests secundárias, mas na principal? PO*** Não faz sentido. Inclusive, basta ler os patch notes para ver que os desenvolvedores lançaram atualizações para corrigir softlocks(só consegui sair do softlock pois um amigo me deu spoiler do que fazer). A prova dessa falha de design é que, ao matar um dos chefes principais da história, recebi uma conquista mostrando que apenas 25% da base de jogadores o derrotou. Isso mostra claramente que os players não conseguem chegar lá simplesmente por não saberem para onde ir em um mapa gigantesco. Sim, o jogo é extremamente bonito, isso é um fato(tem outras qualidades também). No entanto, ele tem vários outros pontos negativos que ofuscam completamente as suas qualidades. Para piorar, a base de jogadores é insuportável e defende o jogo cegamente. Eles ignoram características que claramente tornam o gameplay ruim, apenas para proteger o estúdio por conta de todo o seu histórico.
Jogo muito bom, me viciei em menos de uma semana, só tomem cuidado ao baixarem mods, pois podem acabar modificando informações do jogo, nesse caso é só você pegar um editor de saves e corrigir o erro, também tomem cuidado com a troupe do grimm, quando você bane ela você nunca mais poderá ativar ela denovo, só se iniciarem outro save ou corrigirem o erro pelo editor
wayyy too hard before you get used to the movement but its so fun once you git gud, literally just stay determined
An absolute masterpiece, even though I actually dislike some parts of it quite a bit. I played Hollow Knight in roughly three phases – with only the last two phases happening in the couple of months before writing this review. The first phase was all the way back in early 2019. That was actually much closer to the original release than I had thought back then. There was so much praise everywhere that I somehow assumed the game was a decade old cult classic. I had only returned back to PC gaming after more than a decade of being console-only a few years earlier, so I wasn't super into the whole indie scene yet. It was also one of the first and few games I played a lot while streaming, for the occasional entertainment of some of my friends tuning in to see me suffer. Anyway, the hype had gotten to me, I played the game, I mostly enjoyed the – to me, surprisingly hard – game, and I finished the game. All within just about three weeks, and a total of roughly 25 hours playtime. That first phase ended when I beat the game, getting only to what I'd now consider the bad ending. I didn't use any walkthroughs or guides, and I had not much interest in completing collectibles and optional content. Managing that final (hindsight: lol, lmao even) boss felt great, and I was happy to move on from the game. Over seven years later, now deep into my "try 100%ing every game" phase, I finally dared returning to it. I had since learned how much more of the game there was still to explore. I had found the Colosseum, for example, and knew there were some challenges there that I didn't feel like doing back then. But I only learned about the Path of Pain from the internet later. The more I read about how super hard the game was supposed to be, the less I wanted to risk returning to it and burning myself out on it. In the back of my mind I always thought I'd return to it once Silk Song was finally out. A big question for me was: Should I just do a complete new playthrough to ease myself back into it? I ended up not doing so, it felt familiar enough fairly quickly and so I just started cleaning up things. I went into it with the expectation that I wouldn't be up to the task of actually 100%ing it and just hoped I'd at least get enough of the remaining achievements to not have it drag down my completion average. It didn't take long before I rediscovered what makes the game so great – the atmosphere that's created through the art style and soundtrack is just absolutely phenomenal. And interestingly, I think from a gameplay perspective the cleanup phase worked even better for me than the original playthrough. By far the part I dislike the most about the game is the map system, navigation and exploration in general and the lack of decent fast travel. I don't mind an initial exploration into a new area, but once I find the map for that region it should be much more straight forward to find your way. Being confused by the labyrinthian layout is not challenging, it's just annoying. But because during this cleanup phase I just resorted to guides fairly quickly, this annoyance wasn't nearly as bothersome as back when I played in 2019. After a while I actually even installed a few mods that made traversal less of a grind. I never directly teleported onto collectibles or anything crazy like that – because in fact I did very much enjoy challening platforming sections around those, just not the 10 minute walk to those. Similarly, cleaning up remaining boss battles was also quite enjoyable (especially since part of my earlier cleanup meant I now had the Dreamgate ability to reduce backtracking between attempts to basically nothing). Grinding a very specific thing until I get good enough is fun! Even the Colosseum wasn't too much of a challenge. I started playing some Pantheons, now [i]that[/i] is a challenge. But I persevered even through those. I didn't expect to ever even reach Absolute Radiance, and was quite content already once I finally succeeded in the Pantheon of the Knight. Towards the end of that second phase, I realized that I've been enjoying it enough – and more importantly, had gotten pretty darn good again – that I'd probably go for at least the two regular speed run achievements. And indeed I managed it first try. So I figured… what the heck, let's try Steel Soul, but with 100% completion in under 20 hours to get three more achievements in one go. For this I needed two attempts, because Fog Canyon can go fog itself. Frustrating, but still deeply satisfying to complete. And suddenly I found myself with only one achievement remaining. All the cleanup done, all the speedruns done, all Pantheons mastered but that ultimate final challenge. This was the second phase. An additional 50 hours of combined playtime, [b]a lot[/b] of which went just into trying the Pantheons over and over again. So I knew I had to at least give the Pantheon of Hallownest a try. And after a couple of attempts I knew that I could do it if I just trained enough. So I did. Phase 1, a mostly casual playthrough with some sidequests, was 25 hours. Phase 2, finishing up everything else in the game, was 50 hours. And Phase 3, mastering only that final Pantheon, was another 25 hours. Over the course of more than a month, trying to get in at least one attempt every day to stay in the flow. Earlier bosses that made me question my sanity back in 2019 when just trying to somehow beat them once now melting away in the face of my Neo-like upgraded fighting abilities. And yet, always still getting beat at some point of this mad boss rush. Hundreds of attempts before even reaching the very final boss and finally unlocking the ability to train that particular fight in isolation. Spending hours doing that. And then finally, finally, finally getting that one run where it all clicks into place. Embrace the Void. As I said, an absolute masterpiece. Regardless of my personal distaste for backtracking during regular gameplay. The three different phases of me uncovering the full depths of what this game has to offer reminded me of Celeste, where mastering the regular game, then the B-sides, and then the C-sides also almost felt like three different games. I'm not sure yet when I'll actually feel ready for Silk Song, but Hollow Knight already taught me that there's no rush – greatness will wait until you're ready for it.
ta buenisimo, jugalo