How To Use Hollow Knight:Silksong ModMenu
SILKSONG MOD MENU — Hollow Knight: Silksong Mod Menu
by TheHolyOneZ ("TheZ") · zlogic.eu · downloads: zlogic.eu/mods/
A mod menu for Hollow Knight: Silksong (Unity 6000.0.50f1, Mono).
16 tabs — god mode, movement, combat, abilities, tools and crests, teleport to
any room in the game, ESP, camera control, and a live save editor that lets
you find the flag behind literally anything the game does.
Built for: Hollow Knight: Silksong on the Mono runtime. This does not
read hardcoded memory offsets, so a game patch is far less likely to break it
than a typical trainer — but a patch that renames things in the game's own code
can still break individual features.
🚨 THE MENU WILL NOT OPEN STRAIGHT AWAY, AND THAT IS ON PURPOSE. It stays
completely inert on the main menu, during loading, and for about 10 seconds
after a level comes up. Load a save, wait, then press Insert. This is the
single most common "it's broken" report and it is not a bug — see
section 3.
✅ Fullscreen is fine. Any display mode works — exclusive fullscreen,
borderless or windowed. There is no DirectX requirement and nothing to change
in your graphics settings.
✅ Single-player game, so everything just works. Silksong has no
multiplayer, no host, no lobby and no netcode of any kind. There are no
HOST-only features and nothing can be "detected" by anyone. Every feature is
local and immediate.
🚨 INJECT FROM THE MAIN MENU — NOT EARLIER. Start the game and wait until
you are on the title screen before you inject.
🛑 Only download this from zlogic.eu/mods/.
Anything on any other site is not mine and is not safe.
1. What you get in the download
zymono.exe— the injector, the thing you actually runModMenu (.dll)/SilksongMenu.dll— the menu itselfZyMonoReceiver.dlland the other receiver DLLs — only used for BepInEx or IL2CPP games. Silksong needs none of them, but leave them where they arereadme.txt— the short offline version of these stepsfeatures.txt— the complete feature list, tab by tabtutorial.md— this filemain.png— preview
Unlike most of my menus, the injector does not need the DLL beside it — you
point at the file yourself in step 3. Keeping the folder together is still the
easy option.
One file appears after the first run:
%APPDATA%\SilksongMenu\config.ini— your settings, hotkeys and saved teleport waypoints, loaded automatically next time. Delete it to go back to defaults.
Screenshots and save exports land in that same folder.
2. Antivirus — read this first
Every game injector gets flagged by antivirus. Loading a DLL into another program
is exactly what real malware does, so Windows Defender throws a false
positive. The files are not infected — you just have to allow them, or Windows
will delete zymono.exe the moment you extract it.
Allow it in Windows Defender
- Open Windows Security (search it in the Start menu).
- Virus & threat protection.
- Under Virus & threat protection settings → Manage settings.
- Scroll to Exclusions → Add or remove exclusions.
- Add an exclusion → Folder, and select the folder you extracted to.
If it was already deleted / quarantined
- Virus & threat protection → Protection history, find the entry, and choose Allow / Restore.
- Then re-download or re-extract into your excluded folder.
Only ever do this for files from zlogic.eu/mods/. Never disable your
antivirus for random downloads.
3. How to run it — step by step
- Start Hollow Knight: Silksong and wait until you are on the main menu. Not the intro, not a loading screen — the menu.
- Run
zymono.exe. Select the game in the Targets list on the left. The list refreshes on its own. - On the right pane, click under Mod, choose .dll, and select
ModMenu (.dll)/SilksongMenu.dll. - Scroll down a little and fill in the entry point. All three boxes matter and they are case-sensitive:
| Field | Value |
|---|---|
| Namespace | SilksongMenu |
| Class | Loader |
| Method | Init |
- Leave the route on Auto and click Inject.
- Load into a save.
- Wait about 10 seconds. A toast in the corner says "Level loaded — menu settles in 10s", then "Menu active".
- Open the menu with INSERT (or RIGHT SHIFT). Same key closes it.
That's it. Tick what you want, close the menu, play.
Why the wait?
For the first few seconds of a level the game is still building the scene and
wiring up its cameras. Anything the menu reads in that window is read from a
half-built world.
That is not theoretical — it is what caused black screens and crashes on load
during development. The menu captured a camera zoom mid-transition and pinned
every room in the game to it for the rest of the session. So now it simply waits.
You can shorten or disable the wait on the Settings tab under Level settle.
That tab also shows a live countdown and, when the menu is idle, the exact reason
why — "you are on the main menu", "a scene is loading", and so on.
Setting it to 0 is exactly what caused those crash reports. Lower it if
your machine loads fast, by all means. Do not set it to zero and then report
a black screen.
4. The Save Editor — the one nothing else does
Save Editor tab.
Every other Silksong trainer gives you a fixed list of cheats someone wrote by
hand. This gives you every single field in your save file, live, searchable
and editable — over 1400 of them.
That matters more than it sounds, because of what it lets you do:
- Press Take a snapshot.
- Go and do the thing in the game — talk to an NPC, open a door, beat a boss, pick something up.
- Come back and tick Only what changed since the snapshot.
The flag behind that action names itself. No guessing, no wiki, no waiting
for me to add it. If the game tracks it, you can find it and set it.
Other things worth knowing:
- Filter by type — Booleans, Numbers, Text and enums, or Other. "Other" is everything the editor can only show you read-only, like the visited-rooms set.
- Pin any field with the dot on the left of its row, then tick Only pinned fields to build your own watchlist. Pins persist between sessions.
- Undo the last edit names the field it will put back, so a mistyped number is one click away from fixed.
- Export to a file dumps the whole save as plain text into
%APPDATA%\SilksongMenu\, which is handy for diffing two saves yourself.
⚠️ This writes directly to your save. There is no confirmation and only one
level of undo. Back up your save first if you are going to poke at things
you do not recognise.
One honest limitation: a raw field write does not run the side effects that the
game's own code would. Setting your equipped crest here changes the value but
does not refresh the tool cache — the Tools tab does that properly. Use the
purpose-built tabs where they exist; use this one to find things and to reach
what nothing else covers.
5. Hotkeys
- INSERT or RIGHT SHIFT — open / close the menu
- END — panic: turns every feature off and puts back what the menu changed
Default feature hotkeys:
| Key | Does |
|---|---|
| F1 | Toggle god mode |
| F2 | Heal to full |
| F3 | Refill silk |
| F4 | Toggle fly |
| F5 | Toggle noclip |
| F6 | Toggle one-hit kill |
| F7 | Kill every enemy |
| F8 | Toggle freeze enemies |
| F9 | Toggle enemy ESP |
| F10 | Toggle hitboxes |
| T | Teleport to the mouse cursor |
There are 26 feature hotkeys in total; the 15 not listed above are unbound
out of the box. All of them, plus the three menu keys, are rebindable from the
Settings tab. Escape cancels a rebind, Backspace clears it, and mouse
buttons work too.
The panic key is your safety net
END is not just "untick everything". It actively puts back what the menu
touched — the camera zoom and smoothing, the time scale, the hero's movement and
combat tuning, enemy states, the game's own balance constants, and the developer
cheat flags. If anything ever looks wrong, press it before you do anything else.
6. Sliders — click the number
Every slider in the menu has its value on the right. Click that number and you
can type into it.
Dragging is fine for rough values, but a drag will not reliably land on exactly
2.5 or -0.1. Click, type, press Enter. Escape cancels, and anything
outside the slider's range is clamped with a note telling you what it became.
This works on every slider, including the whole-number ones.
7. Teleport — every room in the game
Teleport tab.
The scene list is not a hand-written list of places I thought were useful. It is
read out of the game's own asset catalogue at runtime, so it is every room
Silksong has, including ones you have never been to.
- Waypoints — save your position under any name and come back to it later. They persist between sessions, and going to one in another room loads that room first and places you once it is actually ready.
- Doors out of this room — every transition point in the room you are in, showing the scene it leads to and the gate it arrives at. This is the tidy way to move around: you arrive properly, at a real entrance.
- Bellways and tubes — all 12 bellway stations and all 7 tube stops.
- Recently visited — the last 15 rooms this session.
- Back — one-slot undo, and it works across rooms.
- Nearest bench and Nearest enemy, plus Go to X / Y for exact coordinates.
Dropping into a room straight from the full scene list puts you at that
scene's default entry, which for some rooms is mid-air or inside a boss arena.
The Doors list is the gentler option when you just want to get somewhere.
8. Player, Combat and the shipped developer cheats
Team Cherry left their own developer cheat system compiled into the retail game.
Where a feature can use one of those instead of fighting the game, it does —
that means it runs through the game's own code paths, so effects, sounds, HUD
updates and events all behave normally.
Player — God mode is a dropdown, not a switch, because the flag it drives
has four states: Off, Test invincible, Full invincible, and Prevent death
only (hits land, they just cannot kill you). Alongside that: infinite health and
silk, mask and spool counts, lifeblood, auto-heal and auto-refill below a
threshold you pick, and the frost and maggot states.
Combat — one-hit kill, a damage multiplier up to 50x, a fixed damage number,
critical-on-every-hit, and stun control. Two worth explaining:
- Only affect hits from you is on by default, and should stay on. Enemies damage each other through the same code you do, so with it off a damage multiplier quietly buffs a boss that is hitting its own minions.
- Ignore enemy invincibility also ignores dodges. Some enemies evade rather than block, and half a bypass is not much use.
Attack speed scales the swing, recovery and cooldown timings together,
including the Warrior crest's separate rage-mode values, so the crest does not
snap back to stock speed the moment rage starts.
9. Tools, crests and the balance constants
Tools tab.
Unlocking goes through the game's own unlock calls rather than writing the save
struct, so a tool arrives with its starting charges, its attack binding and its
inventory state all correct.
Crest slots work the way they do in-game: open a crest's Slots panel,
click Fill on the slot you want, then press Put in slot on any unlocked
tool in the list below.
Crest tuning is the interesting part — eleven balance constants read straight
off the game's own settings asset: Wanderer crit chance and multiplier, Warrior
rage damage and duration, Reaper mode duration, Hunter combo damage, Spell rune
damage, tool kit damage, both barbed wire multipliers, and the tool replenish
cost.
These live on a shared asset that survives scene loads, so an edited value
would follow you around long after you switched the menu off. The panic key
and Restore every tuning value both put every one of them back to what
shipped.
One thing the game itself prevents: a tool whose unlock condition is already
satisfied cannot be locked. The game re-unlocks it the moment you try. That
is its rule, not a bug in the menu.
10. Enemies, World and Visuals
Enemies — the list is the game's own registry of what is alive, so it is
always accurate and costs nothing to read. Kill everything or within a radius,
freeze enemies (which switches off the state machines they actually run on, and
puts back exactly what it disabled), make them invincible, set their HP or their
drop tables, and Copy any enemy to spawn working duplicates.
The enemy health multiplier applies as each enemy starts, so it affects what
spawns from now on rather than what is already standing in the room.
World — game speed from 0x to 10x with the physics step scaled to match,
scene reload, the game's own Time passes hooks, respawn control, achievements,
and the shipped developer switches (instant dialogue, dialogue debug, disable
world rumble, show every quest board quest).
Respawn in this room picks the nearest real respawn marker in the room.
It has to: the game validates the respawn point it has stored and quietly
sends you to the tutorial area if it does not recognise it. Hazard respawn
here is the one that takes your exact position.
Visuals — enemy ESP (boxes, names, health, distance, tracers, snaplines),
world ESP for pickups, benches and doors, collider hitboxes, damage numbers that
show the number that actually lands after your multipliers, an FPS counter, a
stat overlay, fullbright, screen shake control, sprite tinting, and Team Cherry's
own performance HUD.
11. How to turn it off
- Close the menu — INSERT / RIGHT SHIFT. Untick anything you don't want.
- Turn every feature off — press END, or use Panic — all features off at the bottom of the Settings tab. Everything reverts and the game keeps running normally.
- Full reset — close the game. Nothing is left behind except your config file.
There is no unload-without-closing option. The menu is loaded into the game's own
runtime, and Mono cannot cleanly unload an assembly once it is in. Panic gets you
back to a clean game state; closing the game is the rest.
Anything the menu wrote into your save file — abilities, currency, map
progress, quest state — is yours now. Panic does not undo save edits, because
those are the point.
12. Troubleshooting
The menu won't open at all
You are almost certainly inside the settle window, on the main menu, or in a
loading screen. Load a save and wait ~10 seconds. If you want to be sure, the
watermark in the top-left corner shows the menu's state while it is closed. See
section 3.
Injected but nothing happened
Check the three entry point boxes. SilksongMenu / Loader / Init, exactly,
including capitals. A typo in any of them injects the DLL and calls nothing.
A slider moves but nothing changes in game
A handful of features are known-uncertain in this build and are listed under
Known rough edges in features.txt. Check there before reporting — it may
already be a known one.
I set the settle delay to 0 and now I get a black screen
That is what the warning was about. Delete %APPDATA%\SilksongMenu\config.ini
to reset it, or set it back to 10 on the Settings tab.
My settings didn't come back
The config lives at %APPDATA%\SilksongMenu\config.ini. If it is missing, the
menu never got to save — check the Debug tab's log for a write error.
A cheat is stuck on and I can't turn it off
Press END. That reverses everything the menu changed, including things no
individual toggle owns.
Everything worked yesterday and now nothing does
The game updated. This does not depend on memory offsets, so it survives patches
better than most trainers, but a patch that renames or restructures the game's
own code can still break individual features.
Files got deleted or blocked
Antivirus false positive — see section 2.
The menu writes everything it does into the game's own log:
%USERPROFILE%\AppData\LocalLow\Team Cherry\Hollow Knight Silksong\Player.log,
every line prefixed [SilksongMenu]. The Debug tab also captures the log
live and has a Copy to the clipboard button, which is the easy way to get it.
13. Found a bug / something feels off?
This is v0.1.0 and it is experimental. Most of it has been verified against
the game's own code, but not all of it has been played through. Reports are
genuinely useful.
- Bug report page — zlogic.eu/mods/index.php?page=report_bug
- Discord — discord.gg/Wp9Mf4YfTS
Both links are on the Settings tab with a Copy button, since you cannot click
a link from inside the game.
Please include:
- What you were doing when it happened
- Which tab and which control
- Whether the panic key fixed it
- The log — Debug tab → Copy to the clipboard, then paste it in
That last one usually says exactly what went wrong. Every menu entry point is
wrapped so that one failing feature gets disabled rather than taking the whole
menu down with it — and when that happens, the log names the feature.
Credits
SILKSONG MOD MENU — Hollow Knight: Silksong mod menu (Unity 6000.0.50f1, Mono)
Made by TheHolyOneZ ("TheZ") · zlogic.eu · zlogic.eu/mods/
More projects at zsync.eu
Injector: ZyMono — github.com/TheHolyOneZ/ZyMono
Thanks to the authors of Harmony (Andreas Pardeike).
Hollow Knight: Silksong is a trademark of Team Cherry. This project is not
affiliated with or endorsed by them.
Only ever download this from zlogic.eu/mods/.