After seven years in the making, Hollow Knight: Silksong emerged as a testament to passionate, unhurried game development. Team Cherry, the small indie studio behind the original Hollow Knight, crafted this sequel with a process so engaging that developers lost track of time immersed in their world of Pharloom. Unlike typical rushed productions, their method prioritized organic growth, allowing ideas to flourish naturally.
The Small Team That Built a Vast World
Team Cherry’s core consists of just a handful of dedicated creators: co-directors Ari Gibson and William Pellen, programmer Jack Vine, composer Christopher Larkin, and occasional contractors for testing and extra programming. This lean structure avoided the pitfalls of large-scale management, enabling direct creative control without delegation headaches.
Financial independence played a crucial role. Hollow Knight’s massive success—selling over 14 million copies since its 2017 launch—provided the security to develop Silksong without external pressures or funding deadlines. This freedom let the team focus purely on quality, proving that small teams can deliver expansive experiences.
Flexible Planning: Structure Meets Spontaneity
Team Cherry’s workflow balances method with adaptability. They set monthly goals for specific areas, creating a roadmap without rigid constraints. As Gibson explained, “We’ll decide what area we’re working on that month, and move through it,” but plans evolve if compelling ideas arise—even years into development.
This approach contrasts with traditional game design, where levels follow strict progression. Instead, Silksong’s process mimics organic exploration, where the world dictates changes. Developers likened it to writing a novel: once characters and settings solidify, they “take control,” suggesting new paths and stories.
- Monthly Area Focus: Targets one region for concentrated effort.
- Idea Flexibility: Adjusts plans weeks, months, or years later as needed.
- Creative Momentum: New concepts emerge from established foundations.
World-First Design Philosophy
At Silksong’s heart is a world-driven philosophy. Rather than plotting power-ups and linear paths like in a Mario level—”Should there be platforms here? A certain enemy?”—Team Cherry starts with the environment’s essence. For a cavern with a lake or a ruined tower, micro-details flow naturally, creating seamless interconnections.
Pharloom, Silksong’s withering realm, exemplifies this. The Citadel, a towering holy city central to Act 2, influences the entire map. Developers pondered: What surrounds it? What leads from it? Who inhabits it, and what quests arise? These questions wove Pharloom into a cohesive ecosystem.
| Traditional Level Design | Team Cherry’s World-Building |
|---|---|
| Empty space → Add platforms/enemies/power-ups | Define space (e.g., cavern lake) → Organic details emerge |
| Linear progression to next ability | World logic guides exploration and connections |
| Rigid plan, minimal changes | Flexible evolution over years |
Key Areas That Showcase Organic Growth
Moss Grotto: The Gentle Introduction
Silksong opens in the Moss Grotto, a lush, calming starter zone designed post-Marrow development. Recognizing the need for a space to master Hornet’s agile moveset—leaps, dashes, and silk-based attacks—the team inserted this area organically. It teaches controls without overwhelming players, blending into Pharloom’s ecosystem seamlessly.
The Citadel: Pharloom’s Beating Heart
The gilded Citadel anchors the world, its fragments scattered throughout. Developers built outward: What ecosystems thrive below? What ruins lead upward? This top-down conceptualizing ensured every corner feels purposeful and interconnected, enhancing exploration.
Other Regions: From Ruins to Depths
Areas like The Marrow expand aggressively, while calmer zones balance intensity. Hornet’s lithe style demanded a fresh world, distinct from Hallownest, avoiding forced fits from the original game’s DLC experiments.
Why Development Felt Like Play
Despite the long timeline, Team Cherry insists Silksong’s creation was pure enjoyment. “It was never stuck,” Gibson noted; progress was steady, fueled by passion. The small team avoided burnout by delegating minimally, pouring creativity directly into the game.
World-building’s conversational nature kept momentum high. As foundations clarified, the world “suggested” expansions—new NPCs, quests, secrets—mirroring player discovery. This synergy made seven years fly by, culminating in a game richer than many rushed AAA titles.
Lessons for Indie Developers
Team Cherry’s success challenges industry norms. Long cycles aren’t always “development hell”; with financial stability and a clear vision, they enable depth. Their rejection of task-management tools underscores trust in human intuition over software rigidity.
- Maintain a Tiny Core Team: Fosters ownership and agility.
- Prioritize World Logic: Lets content grow naturally.
- Embrace Flexibility: Plans guide, but ideas evolve.
- Leverage Past Success: Funds creative freedom.
Hornet’s World: Tailored for a New Hero
Silksong stars Hornet, the nimble warrior from Hollow Knight. Her height and fluid mechanics rejected Hallownest retreads, birthing Pharloom—a realm of towering spires and overgrown wilds suited to her silk-spinning prowess. This character-driven pivot amplified organic design.
Industry Impact and Fan Reception
Silksong’s launch shattered expectations, surpassing contemporaries like Metroid Dread in depth despite a small team. Fans, weary from delays, discovered a title rewarding patience with intricate exploration. Team Cherry’s model inspires indies: quality trumps speed.
FAQs
How long did Silksong take to develop?
Approximately seven years, from announcement to release, with steady progress by a small team.
Why did Team Cherry stay small?
To retain creative control and avoid management overhead, supported by Hollow Knight’s sales.
What makes Silksong’s design unique?
World-first building creates organic, interconnected spaces rather than linear levels.
Was development enjoyable?
Yes, developers described it as fun and immersive, with time passing quickly.
Who are Team Cherry’s key members?
Ari Gibson and William Pellen (co-directors), Jack Vine (programmer), Christopher Larkin (composer).
Conclusion
Team Cherry’s Silksong journey redefines game development as joyful exploration. By letting Pharloom guide creation, they delivered a Metroidvania masterpiece that feels alive, proving passion and patience yield timeless worlds.
References
- Understand how Team Cherry created the world of Hollow Knight — Mundo Gamer Community. 2026. https://mundogamer.community/en/articles/understand-how-team-cherry-created-the-world-of-hollow-knight
- Team Cherry explains the Silksong development process — GamesRadar. 2026. https://www.gamesradar.com/games/action/team-cherry-explains-the-silksong-development-process-that-was-so-fun-devs-just-couldnt-stop-if-youre-trying-to-build-a-mario-level-you-might-take-an-empty-space-and-think-oh-should-there-be-a-few-platforms-here/
- Hollow Knight Silksong gets a release date after 7-year development — Game Developer. 2026. https://www.gamedeveloper.com/business/hollow-knight-silksong-gets-a-release-date-after-7-years-in-development
- A timeline: Why Hollow Knight Silksong took so long — GosuGamers. 2026. https://www.gosugamers.net/entertainment/news/77187-a-timeline-why-hollow-knight-silksong-took-so-long-and-how-fans-misread-the-silence
- Interview with Team Cherry for Hollow Knight Silksong — ACMI. 2026. http://www.acmi.net.au/stories-and-ideas/from-ludum-dare-to-pharloom/

