Searching for games like Hollow Knight is messy because "like Hollow Knight" can mean five different things. One player wants another brutal boss wall. Another wants a map that stays confusing for a while. Another just wants that clean jump, dash, wall-cling rhythm.
If you want the safest direct answer, play Hollow Knight: Silksong. If you want a different game with the closest boss-first bite, start with Nine Sols. If Hollow Knight was mostly about motion, play Ori and the Will of the Wisps. If it was about being lost in a strange place, play ANIMAL WELL or Axiom Verge.
The wrong default is buying every well-liked metroidvania and hoping the same feeling comes back. Hollow Knight worked because it stacked exploration, combat, atmosphere, and frustration in a very specific ratio. Pick the ratio first.
Direct sequel
Boss pressure
Movement
Exploration
Punishment
Pick by the part of Hollow Knight you actually want repeated.
Pick by the part you want back
This table is the filter. Choose the thing you missed most, then ignore the popular picks that solve a different problem.
| What you want back | Play first | Why it fits | Skip if |
|---|---|---|---|
| The direct sequel | Hollow Knight: Silksong | Same lineage, faster motion, familiar pressure. | You want a fresh structure. |
| Boss retries and timing | Nine Sols | Tight 2D duels, parries, and real punishment. | You hated parry-heavy combat. |
| Beautiful movement | Ori and the Will of the Wisps | Traversal is the main pleasure. | You need hard boss walls. |
| Map mystery | ANIMAL WELL | Secrets, route reading, and quiet unease. | You need combat as the core loop. |
| Grim punishment | Blasphemous | Dark tone, stiff combat, and hostile spaces. | You need Hollow Knight's fluidity. |
| Sci-fi isolation | Axiom Verge | Ability locks, strange tools, and lonely exploration. | You want melee boss pressure. |
| A softer entry | Haiku, the Robot | Compact, readable, and less punishing. | You want the hard edge. |
Boss-first picks
Choose this lane if you remember Hornet, Mantis Lords, Watcher Knights, or Radiance more than the map. You want a game that makes you learn timing instead of just giving you another pretty maze.

Nine Sols
Recommendation
- Best for
- Hollow Knight players who want boss pressure and tight 2D timing.
- Why it fits
- It turns the follow-up question into a parry and pattern-recognition test. The fights ask for patience, rhythm, and repeated reads, so it works best if Hollow Knight's hard walls were the point.
- Skip if
- You liked dodging and spacing but disliked parry-first systems. Nine Sols is precise, but it is not a loose movement playground.
Blasphemous belongs near Nine Sols, but it solves a different itch. It is slower, harsher, and more about committing to heavy actions than dancing through a fight.
Blasphemous
Recommendation
- Best for
- Players who want Hollow Knight's punishment with more religious horror and weight.
- Why it fits
- It keeps the 2D hostility and boss pressure, then trades Hollow Knight's airy movement for heavier, more deliberate combat.
- Skip if
- You need fast recovery, clean aerial control, and the feeling that every room can be finessed.
ENDER LILIES: Quietus of the Knights
Recommendation
- Best for
- Players who want dark 2D bosses without as much map cruelty.
- Why it fits
- It has strong mood, readable progression, and combat built around equipping spirits. It is a good fit when Hollow Knight's melancholy mattered as much as its difficulty.
- Skip if
- You specifically want a huge, confusing, self-directed map.
Exploration-first picks
Pick this lane if Hollow Knight stayed with you because of the map: buying markers, second-guessing paths, opening shortcuts, and realizing an area you hated now makes sense.

ANIMAL WELL
Recommendation
- Best for
- Players who want mystery and map-reading more than combat.
- Why it fits
- It makes the world itself the opponent. You poke at rooms, learn item uses, notice impossible spaces, and slowly build a mental map without leaning on boss spectacle.
- Skip if
- You need Hollow Knight's nail combat, arena fights, and hard skill checks.
Axiom Verge is the cleaner pick if you want classic ability locks and sci-fi isolation. It is less elegant than Hollow Knight, but it understands the pleasure of finding the tool that makes an old wall meaningful.
Axiom Verge
Recommendation
- Best for
- Players who want lonely map progression and strange tools.
- Why it fits
- It keeps the route-blocking, upgrade-hunting, and alien-world structure. The mood is colder and more sci-fi, which makes it a good change of flavor.
- Skip if
- You want melee duels and expressive movement more than exploration tools.
Rain World
Recommendation
- Best for
- Players with very high frustration tolerance who want a hostile world.
- Why it fits
- It is not a normal metroidvania replacement. It is about surviving routes, reading creatures, and accepting that the world does not care about your comfort.
- Skip if
- You want Hollow Knight's upgrade cadence, boss clarity, or fair-feeling retries.
Movement-first picks
This lane is for players who want the hand-feel: clean jumps, flowing traversal, and the sense that movement itself is the reward. These are not always the hardest games, but they are often the easiest to love immediately.

Ori and the Will of the Wisps
Recommendation
- Best for
- Players who want movement, flow, and expressive traversal first.
- Why it fits
- It is the best pick when Hollow Knight's dash, climb, and air control mattered more than the punishment. Ori is smoother, warmer, and more generous.
- Skip if
- You want grim difficulty and boss walls to be the main event.
Hollow Knight: Silksong is the obvious answer for movement if you still want Team Cherry's combat language. Put it first if you want direct continuity, but do not let it hide the other lanes.
Hollow Knight: Silksong
Recommendation
- Best for
- Players who want the direct continuation and faster Hollow Knight-style action.
- Why it fits
- It keeps the lineage, the 2D precision, and the pressure, while pushing the movement feel forward.
- Skip if
- You are trying to branch out because you already know the direct sequel answer.
Aeterna Noctis
Recommendation
- Best for
- Players who want hard precision platforming.
- Why it fits
- It is the movement-hard lane. Pick it when you want jumps, timing, and execution to be the obstacle.
- Skip if
- You want exploration and combat to share the weight. Aeterna Noctis is for a narrower tolerance.
Softer entry points
If you want games similar to Hollow Knight but easier, do not start with the harshest community darlings. Choose a smaller, clearer map or a warmer movement game, then move back toward punishment when you know which part you missed.
Haiku, the Robot
Recommendation
- Best for
- A compact metroidvania after Hollow Knight.
- Why it fits
- It keeps the map-and-upgrade structure in a friendlier shell. It is useful when you want the rhythm without another giant commitment.
- Skip if
- You need the same scale, dread, and boss pressure.
Afterimage
Recommendation
- Best for
- Players who want a large map with a lighter tone.
- Why it fits
- It gives you a lot of space to explore and a steady upgrade path without copying Hollow Knight's bleakness.
- Skip if
- You want the world to feel hostile and spare rather than colorful and generous.
Blasphemous 2
Recommendation
- Best for
- Players who want the grim lane with smoother follow-through.
- Why it fits
- It is a better next step if Blasphemous sounds right but you would rather start with the more polished sequel.
- Skip if
- You want to experience the original tone and austerity first.
The wrong default
The bad shortcut is treating "metroidvania games like Hollow Knight" as one clean bucket. That is how a boss-first player ends up bored by a puzzle-first game, or an exploration-first player buys a combat gauntlet and wonders why it feels wrong.
Dead Cells is the classic trap here. It is fast, excellent, and adjacent, but its run-based structure does not replace Hollow Knight's persistent map. Celeste is another trap for movement-first players: brilliant platforming, wrong structure.
If co-op, crafting, and bosses matter more than metroidvania structure, switch to the Terraria alternatives guide.
Use frustration tolerance instead. If you want to suffer through fights, pick Nine Sols. If you want to be lost, pick ANIMAL WELL or Axiom Verge. If you want to move beautifully, pick Ori and the Will of the Wisps. If you want the dark mood, pick Blasphemous or ENDER LILIES.
FAQ: games like Hollow Knight
These are the common splits behind games similar to Hollow Knight: direct sequel, boss pressure, exploration, movement, and easier entry points.
What is the best game like Hollow Knight?
Hollow Knight: Silksong is the direct first answer. If you want a different game, Nine Sols is the best boss-first pick, Ori and the Will of the Wisps is the best movement-first pick, and ANIMAL WELL is the best exploration-first pick.
What games similar to Hollow Knight are easier?
Start with Haiku, the Robot if you want a compact metroidvania, or Ori and the Will of the Wisps if you want smoother movement and a warmer tone. Afterimage is the larger, lighter map option.
What should I play if I liked Hollow Knight's bosses?
Play Nine Sols first if timing and repeated boss learning were the appeal. Pick Blasphemous if you want slower, heavier punishment with a darker mood.
What should I play if I liked Hollow Knight's exploration?
Pick ANIMAL WELL if secrets and map-reading mattered more than combat. Pick Axiom Verge if you want a more traditional ability-gated sci-fi metroidvania.
Are all good metroidvanias good Hollow Knight replacements?
No. Hollow Knight mixes map mystery, boss pressure, atmosphere, and movement. A great metroidvania can still miss your reason for loving it, so choose by the trait you want repeated.
What to play first
If you are still undecided, do not pick the biggest list name. Pick the kind of frustration you are willing to repeat tonight.
The clean first click if you simply want more of the same lineage.
Nine Sols is sharper. Blasphemous is heavier and gloomier.
ANIMAL WELL is mystery-first. Axiom Verge is more classic ability-gate exploration.
Ori is fluid and generous. Aeterna Noctis is stricter.
Haiku is compact. Afterimage is larger and lighter.
Start with the trait you miss, not the genre label.
If you only click one thing, make it Nine Sols for combat, Ori and the Will of the Wisps for movement, or ANIMAL WELL for map mystery.
Play queue
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