Hollow Knight Style

About this template

Hollow Knight defined a generation of metroidvanias by combining tight nail combat with directional slashing, a Soul meter that forces players to choose between healing and offensive spells, and a charm system with limited notches that creates genuine build diversity. The corpse-run mechanic where dying leaves your Shade guarding your lost Geo adds real stakes to every new room. Bench save points space out tension perfectly. Boss gauntlets test everything you have learned. Hidden paths are everywhere, rewarding players who strike every wall.

Summer Engine gives you the foundation to build this style of game. Describe your underground world, your combat rhythm, your charm-like loadout system. The engine helps you set up directional melee combat, a dual-purpose resource meter, equipment slot systems with limited capacity, save point placement, and the corpse-run recovery loop. You focus on the art, the atmosphere, and the world that makes players want to explore every corner.

The best games in this style earn their melancholic tone. The world feels like it was alive once. NPCs are scattered survivors. The lore is in item descriptions and environmental storytelling. Players piece together what happened to this place while they explore it. That sense of discovering a fallen civilization is what separates a great Hollow Knight-style game from a good metroidvania.

Who it's for

  • Solo devs or small teams who want to build a hand-drawn 2D action game with deep exploration and challenging combat.
  • Artists with a vision for an atmospheric underground world who need the combat and progression systems to match.
  • Designers who want a charm-style loadout system where players make meaningful tradeoffs with limited slots.
  • Anyone who loved Hollow Knight and wants to create their own vast, interconnected world full of secrets and bosses.

Highlights

  • Underground Kingdom Demo

    Build three interconnected zones with a Soul-style meter, nail combat, two charms, a bench save system, and one boss that drops a movement ability. Enough to show the exploration and combat loop.

  • Boss Gauntlet Prototype

    Build 5 bosses with distinct patterns, a charm loadout screen with 4 notch slots, and the Soul meter heal-or-cast decision. Focus on the combat depth before expanding the world.

  • Full Corpse-Run Loop

    Build the complete death cycle: lose currency on death, Shade spawns at death location, recover currency by defeating the Shade, lose it permanently on a second death. Test with 2 zones and roaming enemies.

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