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Hollow Knight: Silksong HollowKnight

Hollow Knight: Silksong ModMenu

24 downloads 1 favourites Updated Sep 28, 2026

About this mod menu

About this mod menu # https://zlogic.eu ================================================================================ SILKSONG MOD MENU | v0.1.0 | by TheHolyOneZ ================================================================================ 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

Hollow Knight: Silksong ModMenu

Tags

Single Player Open World Fun