Hollow Knight: Silksong
HollowKnight
Hollow Knight: Silksong ModMenu
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Updated Sep 28, 2026
About this mod menu
About this mod menu
# https://zlogic.eu
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SILKSONG MOD MENU | v0.1.0 | by TheHolyOneZ
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Open / close Insert or RightShift
Panic End (reverts every active feature and puts the game back)
Loader ZyMono
Entry point SilksongMenu.Loader.Init
Built for Hollow Knight: Silksong (Unity 6000.0.50f1, Mono)
Every key above can be rebound from the Settings tab, along with the 26
feature hotkeys.
Silksong is a single-player game - there is no host, no lobby and no netcode
of any kind. Everything here is local and immediate.
The menu waits about 10 seconds after a level loads before it touches
anything, and will not open until then. That wait is deliberate: the game is
still building the scene and wiring its cameras for the first few seconds, and
anything read in that window is read from a half-built world. The Settings tab
shows a live countdown and lets you shorten it.
16 tabs, grouped in the sidebar as SELF, GEAR, WORLD, VISUALS and SYSTEM.
The search box at the top of the sidebar filters tabs by name.
PLAYER TAB
----------
Live readout:
- Health and Silk bars against their current maximums
- Lifeblood, silk regen cap and spool parts when you have them
- Warnings when the silk spool is broken or a cursed crest is capping you
Invulnerability:
- God mode: Off / Test invincible / Full invincible / Prevent death only
(Team Cherry's own developer flag, still read by the damage path)
- Invincible (save flag)
- Take no damage
- Damage mode: Full damage / Hazards only / No damage
Health:
- Infinite health
- Health slider (0 to your current max)
- Max health / masks (1-20)
- Lifeblood (0-12)
- Heal to full, Refill everything, Add a mask
- Clear lifeblood, Drop to 1 HP, Kill self
- Take damage - type an amount and press Hurt
- Auto-heal when low, with a threshold slider (5-95%)
Silk:
- Infinite silk
- Disable silk drain
- Block silk regeneration
- Silk slider (0 to your current max)
- Max silk (1-36), Silk regen cap (0-36), Loose spool parts (0-9)
- Refill silk, Refill silently, Instant regen
- Add a spool, Repair broken spool
- Auto-refill silk when low, with a threshold slider (5-95%)
Status effects:
- Disable frost
- Set frost amount (0-1)
- Maggoted
- No hard landings
MOVEMENT TAB
------------
Every multiplier is applied to the hero's own prefab value and re-captured on
each scene change, so nothing compounds.
Speed and gravity:
- Run speed (0.1x-10x)
- Walk speed (0.1x-10x)
- Gravity (0x-5x)
- Max fall speed (0.1x-5x)
- Presets: Normal, Fast, Moon, Ludicrous
- Reset every movement value
Jumping and dashing:
- Jump speed (0.1x-5x)
- Infinite jump
- Dash speed (0.1x-6x)
- Dash duration (0.2x-4x)
- No dash cooldown
- Infinite air dash
- Never recoil (blocks damage knockback, nail clashes and bounce pods)
- Wall cling anywhere - hold a direction into any surface while falling
- Mantle while control is taken away (cutscenes, and this menu's own fly)
Fly and noclip:
- Fly - keeps collision, so terrain still stops you
- Noclip - turns the hero's solid colliders off and passes through geometry
- Fly speed (2-60), Noclip speed (2-80), Shift boost (1x-8x)
- WASD or the arrow keys, hold Shift for a burst
Position:
- Live XY position, velocity and grounded state
- Position lock (freeze in place)
- Teleport to the mouse cursor
COMBAT TAB
----------
The damage rows are one hook inside the game's own hit call, so drops, journal
kills, stun and boss sequences all still happen normally.
Damage you deal:
- One-hit kill
- Damage multiplier (0.1x-50x)
- Use a fixed damage number, with the number to use
- Ignore enemy invincibility (also ignores dodges)
- Every hit is a critical
- Only affect hits from you - on by default, so a multiplier does not quietly
buff a boss hitting its own minions
Stun:
- Stun on every hit
- Stun damage multiplier (0.1x-20x)
- Stun on the next hit
Nail:
- Nail damage readout
- Nail upgrade level (0-4)
- Slash reach (0.5x-5x) - grows the swing and its hitbox
- Forced nail element: None / Fire / Poison
- Attack speed (0.25x-8x), including the Warrior crest's rage timings
- Instant nail charge
Damage you take:
- Enemies deal no damage - the hit never enters the damage path, so there is
no hit-stop or recoil either
- Damage taken multiplier (0x-10x)
Defence and luck:
- Invulnerability window (0.1x-20x) - scales normal, parry, quake, cross
stitch and silk dash together
- Always parrying
- Super lucky dice
- Luck modifier readout
Black thread:
- Force one black-thread attack, and a picker for which one
- Reset every combat value
ABILITIES TAB
-------------
Twenty save flags, plus the level values. Unlocking anything also marks its
prompt as seen, so the game does not replay its "you got a new thing" scene.
All at once:
- Unlocked count readout
- Unlock everything, Lock everything
- Presets: Early game, Mid game, Late game
- Mark every ability as already seen
Movement: Dash, Wall jump, Double jump, Super jump, Brolly (float),
Harpoon dash, Charge slash, Parry
Silk skills: Silk special, Needle throw, Thread sphere, Silk charge,
Silk bomb, Silk boss needle
Tools and traversal: Needolin, Needolin memory powerup, Quill (mapping),
Hunter's journal, Godfinder, Map markers
Each group has its own Unlock this group / Lock this group pair.
Levels:
- Quill state (0-5)
- Silk special level (0-5)
- Attunement (0-10)
- Attunement level (0-5)
TOOLS TAB
---------
Global:
- Infinite tool usage
- Equip tools anywhere (swap away from a bench)
- Keep tools topped up
- Refill everything, Unlock every tool, Unlock every crest
- Reset crest state, Lock every tool
Crests:
- Currently equipped readout
- One row per crest: EQUIPPED / UNLOCKED / LOCKED, with Slots, Equip and
Lock / Unlock
- Open a crest's Slots panel to see its tool slots, pick one, then use
"Put in slot" on any unlocked tool in the list below
Crest tuning - balance constants off the game's own settings asset. The
shipped value is captured before the first change and the panic key puts every
one of them back:
- Wanderer crit chance (0-1)
- Wanderer crit multiplier (1-10)
- Warrior rage damage (1-10)
- Warrior rage duration (1-60)
- Reaper mode duration (1-60)
- Hunter combo damage (1-10)
- Spell rune damage (1-10)
- Tool kit damage increase (0-5)
- Barbed wire damage dealt (1-5)
- Barbed wire damage taken (0-3)
- Tool replenish cost (0-50)
- Restore every tuning value
Tools:
- Searchable list of every tool with its charges as "left / cap"
- Per tool: Put in slot, Refill, Lock / Unlock
INVENTORY TAB
-------------
Currency:
- Rosaries and Shell shards bars against the game's cap
- Type an amount and Add, or +1000, Set to this, Clear - for both currencies
- Infinite rosaries, Infinite shell shards
- Top up to (100-99999), clamped to the game's own cap
- Always show the currency counters
- Keep your rosaries when you die
- Free tool crafting
Collectables:
- Searchable list of every collectable the game defines
- Amount per click (1-999)
- Mementos only - a real category off the settings asset, not a name guess
- Give N of everything
- Per item: minus and plus by the amount-per-click value
ENEMIES TAB
-----------
The list is the game's own registry of live enemies, so there is no scene
sweep to pay for.
All enemies:
- Alive count, and how many are frozen
- Kill everything
- Kill within a radius, with a radius slider (2-80)
- Freeze every enemy - turns off the state machines and animators they run on,
and puts back exactly what it disabled
- Make enemies invincible
- Auto-kill anything that comes close, with a radius slider (2-40)
- Enemy health multiplier (0.05x-10x) - applied as each enemy starts, so it
affects what spawns from now on rather than what is already in the room
- Set every enemy to a given HP
- Bring everything to me, Scatter everything, Unfreeze everything
- Scatter distance (4-60)
- Show each enemy's drop table
Hunter's journal:
- Completion meter
- Record a kill for every journal entry (popups suppressed)
Drops - written onto the enemies currently in the scene:
- Small, Medium and Large rosaries (0-100 each)
- Shell shards (0-100)
- Apply these drops to every enemy here
Live enemies - sorted nearest first, with name, distance or drop table, HP and
an INVULN pill:
- Go to, Copy (spawns working duplicates), Journal, set to 1 HP, Kill
- Copies per spawn (1-20)
WORLD TAB
---------
Time:
- Game speed (0x-10x), with the physics step scaled to match
- Presets: 0.1x, 0.5x, 1x, 2x, 5x, 10x
- Freeze the game
- Let the menu control time at all
Scene:
- Current scene and map zone readouts
- Reload this scene, Skip the cutscene, Open Teleport
- Time passes, Much time passes (the game's own between-acts hooks)
Respawn:
- Current respawn scene and marker readouts
- Respawn in this room - picks the nearest real respawn marker in the room
- Hazard respawn here - takes your exact position
- This zone is the respawn zone
- Respawn now
Shipped developer switches - Team Cherry's own flags, still compiled into the
retail build and still read by live game code:
- Instant dialogue text
- Dialogue debug
- Disable world rumble
- Show every quest board quest
- Disable async scene loading
- Override the scene entry wait, with the wait itself (-0.1 to 3 s)
Hazards:
- Turn every scene hazard off - disables the components spikes, acid and
contact damage sit on, and re-enables exactly those afterwards
- Break everything in this scene (through each object's own break, so the
drops and particles are the real ones)
Achievements:
- Defined count
- Always award achievements
- Award every achievement, Reset every achievement
TELEPORT TAB
------------
Where you are:
- Current scene and position
- To the cursor, Nearest enemy, Nearest bench
- Back - one-slot undo, works across scenes
- Go to X / Y - type exact coordinates
Waypoints:
- Save where I am, under any name
- Go and Delete per waypoint
- A cross-scene Go loads the scene and places you once it is ready
- Waypoints persist between sessions
Doors out of this room:
- Every transition point in the room, with the scene it leads to and the gate
it arrives at, and a Go button for each
Recently visited:
- The last 15 scenes this session, newest first
Bellways and tubes:
- All 12 bellway stations and all 7 tube stops, each with a Go button
Every scene:
- The full scene catalogue, searchable
- Go to any room in the game
QUESTS TAB
----------
- Accept everything, Complete everything
- Filter: All / Accepted / Completed / Not started
- Search by name
- Per quest: name, state, and its "have / need" counter when it has one
- Accept, Complete and Reset per quest
- A progress slider under any accepted quest that counts something
MAP TAB
-------
Overview:
- Map pieces owned, current zone, scenes visited, scenes mapped
- Reveal the whole map, Hide the whole map
- Mark every scene visited and mapped
Tools and pins:
- Quill (lets you map rooms)
- Show every room
- Unlock / Remove every pin, Unlock / Remove every marker
- Individual pins: Bench, Cocoon, Shop, Spa, Stag, Tube, and the six Flea
pins (Marrowlands, Midlands, Blastedlands, Citadel, Peaklands, Mucklands)
Map pieces:
- One toggle per map piece the running build declares - the list is discovered
from the game rather than typed out, so a map added in a patch appears here
on its own
VISUALS TAB
-----------
Enemy ESP:
- Boxes, Names, Health bars, Distance
- Tracers from the top of the screen
- Snaplines from the hero
- ESP range (5-200 units)
- Enemy box colour
World ESP:
- Pickups and collectables, with colour
- Benches, with colour
- Doors and transitions, with colour
Hitboxes:
- Show hitboxes, then pick which: Player, Enemies, Terrain, Triggers
Readouts:
- Damage numbers - shows the number that actually lands, after every
multiplier on the Combat tab
- FPS counter
- Stat overlay (health, silk, rosaries, shards, live enemy count)
- Fullbright - clears the darkness level the room asked for
Effects:
- Screen shake: On / Reduced / Off, with a Shake amount slider in Reduced
- No damage flash
Tinting:
- Tint the player, with a colour
- Tint enemies, with a colour
- Only sprites the menu recoloured are put back
Developer overlay:
- Performance HUD: Hidden / Minimal / Full (Team Cherry's own, spawned on
demand)
CAMERA TAB
----------
Zoom:
- Zoom (0.2x-4x), with presets 0.5x, 1x, 1.5x, 2x
Free camera:
- Free camera - detaches the camera from the hero
- Free camera speed (1-60), Shift for a burst
- WASD or the arrow keys
Offset:
- Offset X and Offset Y (-20 to 20)
HUD:
- Hide the game HUD
Feel:
- Camera smoothing (0x-4x) - zero snaps the camera straight to its target
- Screenshot without any UI - saves a clean PNG beside the config file
State:
- Camera mode, at-scene-bounds and zoom factor readouts
- Reset the camera
SAVE EDITOR TAB
---------------
Every field in the save file, live. This is the tab that makes the rest of the
menu self-extending: take a snapshot, do something in the game, then filter to
what changed, and the flag behind that action names itself.
- Search by field name
- Filter by type: All / Booleans / Numbers / Text and enums / Other
- Only what changed since the snapshot
- Only pinned fields, with a pin dot on every row
- Take a snapshot, Clear the snapshot
- Export to a file - writes a full dump beside the config
- Changed-since-snapshot counter
- Undo the last edit, naming the field
- Booleans get an inline switch; numbers, text and enums get a field and Set
DEBUG TAB
---------
Pick a section from the dropdown: Log, FSMs, Hierarchy or Engine.
Log:
- Capture the log (400 lines), Include stack traces
- Search, Copy to the clipboard, Clear
- Colour-coded by severity, newest first
FSMs - almost everything Silksong does is a PlayMaker state machine:
- Searchable list of every machine alive, with its live active state
- Inspect one to see its active state and its full state list
- Force any state, or send any event by name
Hierarchy:
- Every root object in the scene, with its child count
- Enable / disable objects
- List the components on any object, and enable / disable them
Engine:
- Unity version, platform, managed memory, frame, time since load, time scale
- Patched method count, last engine error
- Force a garbage collection
- Stack traces, Engine log messages (shipped developer switches)
SETTINGS TAB
------------
Window:
- Menu scale (0.6x-2x), Window opacity, Accent hue with a live swatch
- Reduce motion, Show watermark when closed, Show notifications
- Centre the window, Reset appearance
Behaviour:
- Block game input while the menu is open
- Freeze the game while the menu is open
Level settle:
- Live state readout - active, settling with a countdown, or why it is idle
- Settle delay (0-30 s). Lower it if your machine loads fast. Zero disables
the wait entirely, which is what caused the black-screen reports
Keys:
- Open / close, Open / close (second), Panic
- All 26 feature hotkeys, grouped by tab, each rebindable
- Escape cancels a rebind, Backspace clears it, mouse buttons work too
- Reset every hotkey
Reporting a bug:
- The report link and the Discord invite, each with a Copy button
About:
- Version, author, Unity version, settings file path
- Save settings now
- Panic - all features off
TIPS
----
Every slider's number can be clicked and typed into. Dragging is fine for
rough values, but click the number when you want exactly 2.5 or -0.1. Enter
commits, Escape cancels, and out-of-range values are clamped.
The panic key (End) is the safe way out of anything. It turns every feature
off and puts back what the menu changed - camera, time scale, hero tuning,
enemy states and the game's own balance constants included.
If a feature seems to do nothing, check the Settings tab first: outside a
settled level the menu is completely inert by design.
KNOWN ROUGH EDGES
-----------------
This is v0.1.0 and it is experimental. Things that are known to be uncertain
rather than broken:
- Some ability toggles may not gate their skill. Parry, the six silk skills,
Map markers, Silk special level and Attunement are all written correctly,
but whether the game reads each one could not be confirmed without testing.
- Copy on the Enemies tab makes a real, working duplicate of ordinary enemies.
A boss or an arena enemy may spawn but stand still, because it is wired to
scene objects the copy does not own.
- The quest progress slider moves the counter for a simple kill-count quest.
A donate or collect quest reads its count from elsewhere and may ignore it.
- The Performance HUD may not appear if the game shipped without its UI
assets. It fails quietly and says so in the log.
If you find anything else, please report it - the link is on the Settings tab
and in the readme.
Screenshot
Tags
Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal & UnityZirconReflection dumper & SDK generator. 12 formats, UE 4.22–5.7 and Unity on both backends.Dump Dump indexZdexPublished Unreal & Unity dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ