
Game intel
Hollow Knight: Silksong
Hollow Knight: Silksong is the epic sequel to Hollow Knight, the epic action-adventure of bugs and heroes. As the lethal hunter Hornet, journey to all-new land…
This caught my attention because Hollow Knight: Silksong is the kind of game that punishes hesitation and greed. Most of us are happy to survive a boss with a sliver of health and a sweaty controller. YouTuber HuntHussle, apparently, decided survival wasn’t enough – finishing the main story in just over two hours without taking a single point of damage. No panic heals, no chip damage from a stray projectile, nothing. If you’ve spent an evening learning patterns on fights like Nyleth or Lost Lace, that sentence probably made your eye twitch.
Here’s the difference between “deathless” and “no-hit” for anyone new to challenge runs: deathless means you never hit a game over; no-hit means you never take damage at all. In practice, that turns every room into a boss fight. One sloppy platform cycle, one mistimed dash, or a cheap projectile from off-screen? Run’s dead. According to the footage, HuntHussle threads that needle by leaning on three pillars: relentless forward routing (skipping almost all side content), surgical parry use, and dash discipline that would make a Souls no-hit runner nod in respect.
The route is built to control chaos. Fewer enemy rooms, fewer moving parts. Bosses are engaged when resources and positioning are optimal, not just when you stumble into them. And the Trobbio encounter — where the run comes closest to collapsing — shows why parry windows matter. You can see the plan: bait, parry, punish, reset. That rhythm carries across the run, turning what looks like panic into deliberately engineered safety.
Silksong’s DNA blends tight Metroidvania traversal with soulslike stakes. Whether you call them benches, camps, or checkpoints, the point is the same: you’re supposed to get knocked down, learn, and come back smarter. Team Cherry has even patched several bosses to be a touch more forgiving — and even with those changes, the average player still eats hits while learning patterns. Doing it no-hit means you’re denying the game its core loop. You don’t get to learn a boss in the fight. You bring a finished plan, or you reset.

As someone who watched the original Hollow Knight community turn “impossible” into Tuesday — Godhome no-hit marathons, All Bosses no-damage, charity gauntlets — I’ve seen how quickly a ceiling becomes a floor. But early no-hit clears still take a special kind of stubbornness. The meta is young, the patches are still moving, and the tech hasn’t been standardized. Finding a clean, repeatable line this early is the hard part.
“Appears to be” is the right phrasing until community verification catches up. No-hit runs live and die by rulesets. What counts as “damage” if it’s environmental? Are menu pauses allowed? Was the run single-segment? Was it done on the current patch after those boss tweaks? Those are the questions speedrun and challenge-run communities iron out on leaderboards. The footage makes the claim credible — no obvious hits, no suspicious cuts — but expect moderators to define categories like Any% No-Hit, All Bosses No-Hit, and Patch-Specific splits as the scene organizes.

For most of us, this is less a guide and more a recalibration of the skill ceiling. Two hours, no damage, mainline only — it’s a statement that Silksong is breakable in the best, most “speedgame” way. That’s good news. It means the combat and traversal systems are readable and consistent enough to be mastered, not just endured. It also means we’re about to see a flood of variants: no-hit with all bosses, no-hit with specific charm/loadout restrictions, or spicy meme runs once people get comfortable.
If you want to try something like this, don’t chase the full clear first. Pick a boss and learn it until you can predict attack order from subtle tells. Build “safe movement” habits: default to neutral when you don’t have info, dash only when you’ve confirmed spacing, and use parry as a tempo tool rather than a panic button. Route your risks: identify rooms with random spawns and practice alternate lines. And, crucially, protect your headspace — tilt will end more no-hit attempts than bad RNG ever will.
Team Cherry making early balance passes is worth noting. When devs tweak boss behavior or hitboxes, it can invalidate segments of routes or even entire categories. That’s not a complaint — accessibility patches broaden the audience and keep the discourse healthy — but it does mean runners may lock to specific versions for historical records. Expect “current patch” and “legacy patch” tags to become standard as the community matures.

Right now, HuntHussle’s run sets a flag on the mountaintop. It won’t be the last one planted there. Someone will find a cleaner Trobbio strat, a safer traversal micro-route, or a tech quirk that trims minutes. That’s the fun of these early days: discovery drives mastery, and mastery drives the next discovery. Whether you’re here for the spectacle or itching to lab your own route, Silksong just got a new endgame — not from a patch, but from the players.
YouTuber HuntHussle has posted what looks like the first full no-hit clear of Silksong, clocking just over two hours by skipping side content and leaning on precise parries and dash timing. It’s a legit milestone, pending community verification, and a sign that Silksong’s systems are deep enough to reward ruthless mastery.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips