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Games like Hollow Knight

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Hollow Knight
Your base game
MetroidvaniaExplorationAtmosphericSingle Player

The modern metroidvania benchmark: a silent little knight descends into Hallownest, a ruined bug kingdom of staggering scale, where nail combat, charm builds and cartographer-driven exploration reward every ounce of curiosity. Years of free expansions built it into one of the densest games in the genre - and the foundation Silksong builds upon.

Similar-game research

In Hollow Knight, you control a small knight exploring, fighting, and defeating bosses in an interconnected underground kingdom. In the recommended similar games, players can experience vertical citadels with aerial hooks, parry-focused combat in an eastern cyberpunk city, and companion skill-swapping with multi-zone escapes.

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Hollow Knight: Silksong
1

Hollow Knight: Silksong

MetroidvaniaExplorationAtmospheric
Public similarity
Why it's similar
You still dash, pogo, and wall-jump to open routes, defeat bosses to gain mobility, and return to old areas with new tools; the exploration-fight-upgrade loop carries over even though Charms become crafted gear.
Choose it when
Preferring more platforming over spelunking, wanting to chain over forty boss fights with stronger mobility, and accepting crafted tools instead of detail builds.
But
The lead character's move set focuses on longer dashes, an aerial hook, and faster multi-hit strings, set in a vertically stacked citadel instead of branching caves; resource recovery changes from a shade run to a craftable tool, and boss count exceeds forty.
Nine Sols
2

Nine Sols

MetroidvaniaActionStory Rich
Public similarity
Why it's similar
You manage lateral movement, jump dodges, and close-range melee while unlocking shortcuts in an interconnected map and fighting stylized bosses; instead of dash-through damage, you time a deflection press to negate attacks and build a counter.
Choose it when
Treating every encounter as a deflection drill, wanting to trade detail variety for one precise parry combo.
But
Combat becomes parry-then-punish rather than dodge-then-retaliate, with elites often requiring timed blocks to finish quickly; the map is still connected but shifts to an eastern cyberpunk city, adds an explicit boss list, and offers adjustable difficulty.
ENDER MAGNOLIA: Bloom in the Mist
3

ENDER MAGNOLIA: Bloom in the Mist

MetroidvaniaExplorationAtmospheric
Public similarity
Why it's similar
You discover companions while exploring, switch among them for different attacks and traversal moves, and use new abilities to reach previously locked areas; collecting gear and upgrade materials is the main reason to backtrack.
Choose it when
Caring more about experimenting with companion skill combinations, trading single-weapon mastery for multi-character rotations and gear tuning.
But
Instead of one melee moveset, you mix ranged drones, dashing strikes, and area blasts from thirty skills, with combat centered on swap timing and cooldowns; the map splits into misty underground, academy, and factory zones with denser loot, and boss kills let you recruit purified enemies.
Ori and the Blind Forest: Definitive Edition
4

Ori and the Blind Forest: Definitive Edition

MetroidvaniaExplorationEmotional
Public similarity
Why it's similar
Both use double jumps, dashes, and later movement abilities for precision platforming while expanding the map through exploration; here combat is simplified to an auto-targeting spirit flame, with enemies as obstacles rather than duels.
Choose it when
Wanting a session of route planning and escape choreography, no detail loadouts or boss chains, and accepting weaker enemy fights.
But
The map is split into large zones, each ending with an escape sequence after the main objective, forcing constant movement past one-hit hazards; resource pressure shifts from Geo to experience orbs, and death respawns you at a checkpoint instead of a shade run.
Ghost Song
5

Ghost Song

MetroidvaniaAtmosphericExploration
Public similarity
Why it's similar
You manage supplies, ammo, upgrade modules, and weapon heat while exploring interconnected underground tunnels and recovering dropped resources after death; the loop replaces melee swings with ranged blaster fire, where heat build-up empowers the next gun-butt strike.
Choose it when
Spending exploration time juggling gun overheating and ammo resupply, wanting longer firing distance over melee combo gaps and accepting hub return trips.
But
The map is a multi-layer vertical tunnel complex beneath an alien moon, with no fast travel, so you repeatedly return to a base hub for quests and dialogue; progression uses module slots instead of Charms, and death drops resources while reducing max health temporarily.

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