Game design

The World Design of Hollow Knight | Boss Keys

Hollow Knight turns Hallownest into a world players can learn, remember, and get lost in by opening routes, hiding worthwhile discoveries, and trusting curiosity.

The Metroidvania had not disappeared

For fans of Metroidvania games, 2010 looked bleak. Metroid: Other M nodded toward exploration and isolation, but spent much more energy on action-heavy fights, cutscenes, and handholding. Castlevania: Lords of Shadow arrived after six strong handheld Castlevania games and took more inspiration from God of War than from open-ended castle exploration.

It would have been easy to think the Metroidvania was dead. Instead, the big franchises went quiet while smaller studios started experimenting with the formula. Cave Story, Aquaria, and Shadow Complex were early modern attempts at locked doors, new abilities, grid-like maps, and hidden items. Later came games as varied as Strider, Axiom Verge, Shantae, Toki Tori 2, Guacamelee, Headlander, and Ori and the Blind Forest.

Then Hollow Knight arrived in 2017. It had crisp combat, imaginative bosses, severe difficulty spikes, a deep well of lore, and most importantly, an interconnected world that is a pleasure to get lost in. The design question is why Hallownest feels so coherent even when the route through it can vary so much.

Hallownest is easy to separate in your head

Hollow Knight takes place in the sprawling kingdom of Hallownest. It begins in Dirtmouth, a fading town above the Forgotten Crossroads. From there the world branches into Greenpath, Crystal Peak, Fog Canyon, the Fungal Wastes, Deepnest, the Ancient Basin, the Resting Grounds, the Howling Cliffs, Queen's Gardens, Kingdom's Edge, The Hive, the City of Tears, and the Royal Waterways.

Together, those areas form a large jigsaw of connected zones. Each one is visually distinct. Crystal Peak has pink gems, Greenpath is leafy and green, the Forgotten Crossroads is candlelit and blue, and the Ancient Basin is muted and grey. The map colors match the area colors, which helps players keep the regions separately catalogued in memory.

The regions also play differently. The Fungal Wastes uses bouncing mushrooms. Crystal Peak asks players to dodge lasers. Deepnest limits visibility. Kingdom's Edge is more vertical, while the Royal Waterways stretches into long corridors. Each zone also has its own enemies: exploding bugs, kamikaze jellyfish, spiders, bee-like workers, and many more. The result is a world whose parts feel both connected and individually memorable.

The opening is quietly guided

When the Knight first drops into Hallownest, the game does not give a firm mission objective. The opening shows a lone wanderer arriving at the kingdom and jumping in. The guidance is deliberately vague. Elderbug tells the player to head down, and a sign in the Forgotten Crossroads points toward the city at the kingdom's heart.

That route is blocked by an armored beetle, which turns the obstacle into a future promise. Hollow Knight often hints at upcoming areas by showing one room that shares the next zone's identity. Leaves in the Forgotten Crossroads suggest Greenpath. Gems point toward Crystal Peak. These small previews make future places stick in the player's mind as somewhere worth returning to.

The early path then follows a recognizable sequence. The False Knight guards the first power-up, Vengeful Spirit. The tutorial for that spell uses another armored beetle, reminding the player of the blocked corridor and pushing them toward Greenpath. Hornet appears there and keeps moving just out of reach, pulling the player west until the fight that grants the Mothwing Cloak.

The dash opens the way to the Fungal Wastes. More signs point down toward the City of Tears, and Hornet again acts as a moving lure toward the city entrance. The bridge is down, though, so the player enters the Mantis Village, finds the Mantis Claw, and uses wall climbing to reach the city. Up to this point, Hollow Knight is more linear than it first appears.

Then the city lets go

The City of Tears is the point where the designers stop guiding so closely. Hornet tells the player to visit the grave in ash, but gives no clear location. The fountain marks the Black Egg Temple on the map, but that temple is back in the Forgotten Crossroads, already visited, and still locked.

This is where Hollow Knight's structure changes shape. Before the Mantis Claw, the player can reach only a limited slice of the map: Dirtmouth, the Forgotten Crossroads, parts of Greenpath, Fog Canyon, and the Fungal Wastes. After the Mantis Claw, Hallownest opens dramatically. The player can go to the City of Tears, the Royal Waterways with a Simple Key, the Howling Cliffs, Deepnest, the Ancient Basin, the Resting Grounds, and with the Tram Pass, Kingdom's Edge.

Team Cherry has described the progression as beginning with a basic linear order of item acquisition, then breaking apart, branching, and winding around itself as the world grew. That is exactly what happens here. The player can fight Dung Defender in the Royal Waterways and flip a switch, challenge the Mantis Lords to open Deepnest, fight Soul Master in the City of Tears and gain Desolate Dive, use that to reach Crystal Peak, collect the Crystal Heart, find Monarch Wings, or pick up Isma's Tear.

By opening so many useful directions at once, the game no longer needs to point the player by hand. If important discoveries are scattered across the map, curiosity alone is likely to find one of them.

Multiple routes protect the player from getting stuck

Hollow Knight still nudges the player. After entering the City of Tears, the gates shut behind them, and the cleanest way back is to defeat Soul Master, collect Desolate Dive, and smash through a floor. That is a classic Metroidvania move: close the door so the player cannot leave without the needed item.

But Hallownest rarely depends on one route. Deepnest can be reached by fighting the Mantis Lords, but it can also be reached through a semi-secret path in the Fungal Wastes. The east side of the City of Tears can be entered through the Royal Waterways, from the Resting Grounds lift, from Deepnest through the Ancient Basin, or through Kingdom's Edge.

Crystal Peak works the same way. Desolate Dive opens one entrance from the Forgotten Crossroads, but the Lumafly Lantern reveals another route through a dark room. With the Mantis Claw, that route can lead all the way to the Crystal Heart, letting the player bypass Soul Master and Desolate Dive entirely. The lamp's high price creates a soft lock: the door is physically available, but most early players will not have enough money, knowledge, or confidence to use it yet.

Multiple routes create agency on repeat playthroughs, speedruns, low-percentage challenges, and ordinary first play. They also solve a practical problem. The player is less likely to grind to a halt because they missed one exact door.

Critical locks work better in groups

Super Metroid's Grapple Hook is a useful comparison. It opens many optional rewards around Zebes, but only one Grapple Hook point leads toward the Wrecked Ship and the next major step. If the player cannot find that one critical lock, they are stuck.

Hollow Knight often gives a new ability several critical uses. After the Mothwing Cloak, the player can dash through Queen Station in Fog Canyon or through the lower Forgotten Crossroads. Both routes lead toward the Fungal Wastes and the Mantis Village. A player who remembers an old obstacle and backtracks can progress, but so can a player who keeps wandering forward.

The Resting Grounds is the strongest example. Players can drop into it from Crystal Peak, reach it with the Tram Pass from Deepnest, take a lift from the east side of the City of Tears, or cross the Blue Lake with the Crystal Dash. Those routes use different abilities, discoveries, and directions, but they converge on the same important place.

That matters because the Resting Grounds is the grave in ash. It gives the player the Dream Nail and a new goal: wake Herrah the Beast, Lurien the Watcher, and Monomon the Teacher. By offering several ways into that area, Team Cherry can make sure players find the next core objective without relying on constant signposts or map markers. It still feels like an accidental discovery.

Map markers are used as reminders, not instructions

There is one major exception to Hollow Knight's light signposting. At the Resting Grounds statue, the Dreamers' masks are drawn onto the map. In a more linear game, this could feel like a set of nagging waypoints. Here it works more like a reminder of the broad goal.

Most players' maps are still incomplete when those markers appear. The masks may float in black space, and the player usually lacks the abilities needed to reach them. Herrah is hidden in Deepnest and asks for the Mantis Claw and Lumafly Lantern. Lurien is high above the City of Tears and requires the Monarch Wings plus a fight against the Watcher Knights. Monomon is in Fog Canyon behind access that normally asks for Isma's Tear and the Uumuu fight.

The markers tell the player what ultimately matters, but not how to get there. They do not replace exploration. They turn the map into a long-term memory aid while the real route remains a chain of discoveries.

Sequence breaks are part of the design

Hollow Knight also allows tricks that bypass some intended upgrades. The kickback from Vengeful Spirit can push the Knight into areas that would normally require the dash. Crystal Heart can bypass some acid-water routes that would otherwise ask for Isma's Tear. Nail bouncing off background objects and enemies can provide extra height, making the Monarch Wings technically optional in places.

Team Cherry knew players would use nail bounce techniques to break sequence and wanted that empowerment to exist. Some enemies and objects were placed to enable shortcuts. The community still discovered more skips than the developers expected, and one Kingdom's Edge spot had to be patched because players could get stuck there before getting Monarch Wings.

The important point is that sequence breaking is not treated as a failure of design. It reinforces the central feeling that the route belongs to the player. The world has rules, but skilled or observant players can bend those rules to reach places early.

The structure fans out instead of forming one chart

Hollow Knight is hard to reduce to a single clean Metroidvania graph. Too much can be skipped, done in different orders, or reached from different directions. One route through the game can show the general shape: a linear corridor of early upgrades and boss fights that suddenly spreads into a wide matrix of nonlinear possibilities.

That wide middle lets players pick up major abilities in unusually flexible orders. They can skip Mantis Lords or Crystal Guardian, get the Dream Nail earlier than expected, reach Crystal Heart without Desolate Dive, and route around many obstacles in ways that would be impossible in a stricter sequence.

This is different from the puzzle-like pleasure of slowly untying one knot at a time. Hollow Knight trades some of that ordered lock-and-key clarity for the feeling of being loose in a wild place that keeps responding to curiosity.

Optional bosses make the world feel bigger

The main route does not account for the enormous amount of optional boss content. Brooding Mawlek hides in a hard-to-reach Forgotten Crossroads room. The Collector requires the Love Key from Queen's Gardens. Enraged Guardian waits above the Crystal Guardian arena. Flukemarm is found through Desolate Dive in the Royal Waterways. Nosk hides in Deepnest and can be reached with Crystal Heart or Monarch Wings.

There are also Colosseum of Fools fights, Warrior Dreams around the map, dream variants of earlier bosses, and DLC bosses that sit outside the normal exploration route. Depending on how the content is counted, Hallownest has more than 30 bosses, yet many players may fight only around 10 to 15 before reaching the credits.

That is an extraordinary amount of material to hide. It works because the hidden content changes the way the whole world feels, even for players who never see it. A random corridor might hold a useful item, but it might also hold a fully unique boss fight. The possibility alone makes the unknown edges of the map feel alive.

Rewards make optional paths worth it

Hollow Knight can hide so much because the rewards are usually worth finding. Mask Shards act like heart pieces: collect four to survive one more hit. Vessel Fragments increase the resource used for spells and healing. There are Nail arts, Soul upgrades, Pale Ore for strengthening the Nail, and charms that change combat, healing, movement, and utility.

Charms are especially effective rewards because each one is interesting to equip, and many interact with one another. The charm notch limit turns collection into choice. A new charm is not only a checklist item; it can change the way the player approaches the next fight or route.

The difficulty helps too. Hollow Knight is often brutal, and the corpse-run system raises the stakes after death. More health, stronger spells, better Nail damage, or a useful charm can be genuinely valuable. A hidden boss does not feel like a waste just because it was not required for progress.

The corpse-run mechanic does have a cost. In a game such as the first Zelda, dying in a hard area can push the player to leave and explore somewhere else. In Hollow Knight, death leaves a shade holding the player's money and cutting their Soul meter. That encourages repeated returns to the same dangerous spot, sometimes against the broader exploratory spirit of the world.

Side stories make the world feel alive

Not every discovery needs mechanical value. Hallownest is full of characters who seem to be on their own journeys. Cloth, Quirrel, and Tiso appear in different places with their own comments and situations. They make the kingdom feel less like a machine built only around the player.

Zote is a sharper example. He can be found trapped by a Vengefly King in Greenpath, and later caught in Deepnest. If the player saves him both times, he appears in the Colosseum of Fools and then in Bretta's house in Dirtmouth. If the player misses him or chooses not to save him, that chain simply does not happen.

Other quests fill out the same idea: rescuing the Grubfather's children, completing the Hunter's Journal, carrying a delicate flower across the map, and discovering the secret stag station that opens after all other stations. The world itself also tells stories, such as the Blue Lake sitting above the City of Tears and explaining the city's constant rain.

Shortcuts make backtracking humane

Almost every zone in Hallownest connects to at least two other places through lifts, passages, tram stations, and secret routes. Team Cherry planned some connections ahead of time and added others when adjacent areas naturally met, as long as the connection made sense and did not strand players.

Many of those routes begin as one-way paths. The player cannot initially travel from Dirtmouth to Crystal Peak, but after getting Crystal Heart they can open a lift between the town and the mine. It creates the same satisfying wraparound feeling as finding a shortcut back to Firelink Shrine in Dark Souls.

This lets the designers control first access without making the world tedious forever. A route can force players through a tough platforming section, enemy gauntlet, or long detour the first time. Once they prove they can handle it, a gate, lift, or shortcut can permanently reduce the friction of returning.

The Forgotten Crossroads gate near the first boss is a micro version of this pattern. At first, the player must loop through the zone and learn its rooms. After the gate opens, the same area becomes easier to traverse. The Infected Crossroads later complicates this by blocking some routes and adding tougher enemies, which makes the world feel changed over time but also makes navigation more annoying.

The Stag network gives the large map another layer of relief. It is fast travel, but not total teleportation. Only nine of the fifteen areas have stations, and the City of Tears gets two. Players still need to understand routes, plan trips, and use the map.

The map preserves mystery before it gives clarity

Hollow Knight's mapping system is one of its best exploration tools. At first, the player has no map at all. In each zone, Cornifer sells a rough, incomplete sketch that hints at the area's shape and points toward places worth investigating. The Forgotten Crossroads map, for example, draws attention toward the first boss.

Back in Dirtmouth, the quill turns that sketch into an automap, but only when the player rests at a bench. The compass charm shows the player's position, but it costs a charm slot that might be better spent on combat or utility. Even basic navigation becomes a decision.

This gives Hollow Knight the benefits of both mapped and unmapped exploration. A new area begins as a frightening blank. Cornifer's sketch offers a foothold. Resting at a bench adds clarity. Later, the map becomes a planning tool for routes, missed passages, items, and secrets.

The true ending narrows the design

Like many Metroidvanias, Hollow Knight has a bad ending and a deeper true ending. The path asks the player to return to Kingdom's Edge, fight Hornet again, enter the Cast-Off Shell, take the King's Brand, open the Abyss, and find the Shade Cloak. That cloak bypasses the black geysers that have blocked parts of the world.

From there, the player can fight the Traitor Lord for a White Fragment. The Seer in the Resting Grounds upgrades the Dream Nail after enough Essence, which comes from Warrior Dreams, dream variants, ghosts, and whispering roots. The Awakened Dream Nail opens the White Palace, whose demanding platforming leads to another White Fragment. Together, the fragments become Kingsoul, which becomes Void Heart in the Abyss, allowing the final Radiance fight.

The amount of hidden endgame content is remarkable, but this stretch does not land as cleanly as the main exploration structure. After the first credits, some players will feel finished. The game also stops offering as many alternate routes into key places. If the player misses the Kingdom's Edge jump toward Hornet, progress can become much harder to reason about, and the route may push them toward outside help.

That caveat matters because it shows how much the earlier design depends on redundancy. Hollow Knight is strongest when the player can reach important things from several angles, not when one missed route carries too much weight.

Trust creates the feeling of adventure

Hollow Knight first lures players through Hallownest with cryptic clues, environmental hints, and a mostly linear sequence of early abilities. Then it opens the gates and lets them choose their own way through the kingdom.

By allowing so much content to be accessed at once, and by providing multiple routes through major regions and objectives, the game avoids a common Metroidvania failure: forcing the player to scour the entire map for one exact lock before anything else can happen. Instead, it promises that almost any direction can reveal something worthwhile: a new zone, a strange enemy, a piece of world-building, a useful item, a major upgrade, or a terrifying boss.

That approach is not the only way to build a Metroidvania. It loses some of the tight puzzle-box structure found in games where every new item unlocks one careful layer of the world. But it creates something just as powerful: wonder, immersion, and the sense that the player's route through the world belongs to them.

Hallownest works because it trusts the player to observe, remember, wander, get lost, recover, and eventually master the kingdom through exploration, combat, and story. That trust is what makes Hollow Knight's world design so memorable.