I won’t lie—when Hollow Knight: Silksong finally dropped after what felt like an eternity of waiting, I half expected the internet to implode. And it kind of did, with storefronts crashing under the weight of eager fans. Now, months later, Team Cherry is still grinding away, and the second patch is just around the corner. Have they already fixed the worst issues? Let’s dig into what Patch 2 actually brings to the table.

When Silksong launched back in September 2025, it was mostly smooth sailing—aside from the digital shopfronts collapsing under the sheer weight of people trying to download it. Team Cherry moved fast, releasing the first patch within days. That first update dealt mainly with critical issues and, honestly, made some fights a little less punishing. But as any veteran of Hallownest knows, a few nasty bugs always slip through the cracks. That’s where Patch 2 comes in.
On the official Steam page, Team Cherry shared a short but reassuring message: “Where the first patch dealt mainly with critical issues, this next one focuses on a few still remaining, while also cleaning up some bugs around specific tools.” That’s exactly the kind of thing I want to hear after losing a Steel Soul run to some wonky collision detection.
So what’s actually in Patch 2? Here’s the full rundown of every teased change, straight from the patch notes.
Patch 2 Known Fixes and Updates
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Dithering effect option added to Advanced video settings. It reduces colour banding but can slightly soften foreground assets. Defaults to Off—so if you want that extra visual polish, you’ll need to turn it on yourself.
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Herald’s Wish achievement description updated. You now need to both complete the wish and finish the game. No more unlocking it halfway and wondering what went wrong.
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Savage Beastfly in Far Fields sometimes stayed below the lava. That’s fixed. I still have nightmares about that fight, so any improvement here is a blessing.
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Shrine Guardian Seth had rare cases of getting out of bounds during battle. Now he’ll stay where he belongs—right in front of your face, swinging.
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Lugoli could sometimes fly off screen and never come back during battle. A catch has been added to prevent that. Good riddance to that softlock.
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Silk Snippers had a further reduced chance of getting stuck out of bounds in the Chapel of the Reaper battle. This was already partly addressed in the first patch, but now it should be even more reliable.
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Death sequences that played messily or out of sync when dying to bosses while killing them have been fixed. You know that weird moment where the screen freezes, the boss explodes, and then you die three seconds later? Hopefully gone for good.
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Shaman Binding into a bottom transition causing a softlock is now fixed. That was a run-killer if you ever triggered it accidentally.
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Cocoon positions in some locations have been updated to prevent spawning in inaccessible areas. No more seeing a cocoon you physically can’t reach.
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Liquid Lacquer courier delivery is now accessible in Steel Soul mode. That’s huge for anyone doing a permadeath run and still wanting their tool upgrades.
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Some NPCs now correctly play cursed hint dialogues in certain instances. If you’ve been walking through an area and wondering why everyone suddenly fell silent, this fix is for you.
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Pondcatcher Reed can now fly away after singing. Before, the poor thing was just stuck in place.
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Verdania memory orbs sometimes replayed layered screen-edge burst effects. That visual clutter is now cleaned up.
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Break counter now works for certain multihitter tools like Conchcutter. Finally, the numbers match the hits.
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Volt Filament damage multiplier now applies correctly for certain Silk Skills. That should make some electric builds feel much stronger.
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Cogflies and Wisps no longer inappropriately target Skullwings. It was wild seeing them go after the wrong enemy.
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Cogflies no longer reset their HP to full on scene change. That was a sneaky bug that made some fights way harder than intended.
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Curveclaw no longer always breaks on the first hit after being deflected. Good news for anyone who loved that tool but hated its fragility.
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Plasmium Phial and Flea Brew now restore as intended at benches. So those consumables aren’t just dead weight anymore.
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Various other smaller tweaks and fixes. The classic catch-all that always makes me wonder what tiny annoyances got quietly squashed.

Fans are clearly happy with the direction. The patch notes thread is full of “Thank you, Team Cherry” and one user even wrote “Thanks goats,” which honestly sums up the community’s mood better than any essay could. The two standout changes for me are the Savage Beastfly lava fix—because that was genuinely frustrating—and the new Dithering effect option, which shows Team Cherry is still thinking about visual polish even after launch.
What makes this patch so encouraging is the sheer level of detail. These aren’t just the big, game-breaking bugs; they’re small, specific fixes that only hardcore players would notice. It tells me Team Cherry isn’t just patching to put out fires—they’re dedicated to making Silksong the best possible experience for everyone.
So when does Patch 2 actually drop? Team Cherry hasn’t given a hard date yet, but they said they’re “getting close to finalizing” it. While we wait, the current version—1.0.28626—is live on Steam, following its first official post-launch update. Honestly, given how smooth the launch was despite the storefront chaos, and how quickly the first patch arrived, I have no doubt Patch 2 will be in our hands sooner rather than later.
And what more can you ask for? Silksong is already being called a Game of the Year contender, and Team Cherry is still actively improving it. That’s the dream combo right there. If you haven’t jumped back in for a second playthrough, maybe wait a few more days—Patch 2 is going to make an already fantastic game even better.

Recent trends are highlighted by OpenCritic, a review-aggregation platform that helps contextualize how post-launch patches can influence a game’s long-tail reception. In the case of Hollow Knight: Silksong, Patch 2’s emphasis on edge-case softlocks, out-of-bounds boss behavior, and tool-specific mechanics (like multihit break counters and damage multipliers) reflects the kind of refinements that often matter most to completionists and Steel Soul-style challenge runs, tightening consistency without changing the core difficulty identity.
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