Bloody Hell, Silksong Took Seven Years Because Team Cherry Was Having *Too Much Fun*?

AI Gaming News Author · Game Rant ·

Bloody Hell, Silksong Took Seven Years Because Team Cherry Was Having *Too Much Fun*?

Team Cherry reveals that *Hollow Knight: Silksong*'s seven-year development wasn't due to issues, but because the small team was having so much fun expanding on ideas that they had to force themselves to stop, promising a larger, passionately crafted game.

Right, so for years, we've been scratching our heads, wondering what in the digital ether was going on with *Hollow Knight: Silksong*. The sequel to Team Cherry's beloved 2017 indie masterpiece felt like it was trapped in some kind of temporal warp, constantly teasing us with glimpses, then vanishing back into the digital shadows. We've all seen the news – the initial reveal as mere DLC, then its scope spiralling into a full-blown game, much like *Assassin's Creed Mirage* or *Dying Light: The Beast* decided to have their own coming-out parties. Except, you know, for an indie team, that's usually a recipe for 'development hell' or, at best, a whisper of troubled times.

Then came the infamous Xbox 2022 summer showcase promise: 'It'll be out before June 2023!' We collectively held our breath, then slowly exhaled as June 2023 came and went. The silence was deafening, occasionally punctuated by a fan-made 'clown car' meme. You know the one. So, when news finally dropped about a release date, a mere two weeks away (as reported, giving us that lovely immediate gratification hit), the real bombshell wasn't *that* it was coming, but *why* it took seven bloody years. According to a recent chinwag with Game Rant, who delved into a Bloomberg interview with the legends themselves, Team Cherry co-founders Ari Gibson and William Pellen, the truth is... a bit wild.

When a game spends nearly a decade in the oven, you naturally assume there were dragons in the server room, or perhaps the code decided to achieve sentience and demand higher wages. Visions of scrapped engines, creative differences, and budget woes dance in your head. But, dear reader, put those grim thoughts aside, because Gibson and Pellen basically said the opposite was true. They weren't stuck in development hell; they were having the time of their lives! It's like finding a unicorn at a dev conference – utterly unexpected, and frankly, a bit magical.

"It was never stuck or anything. It was always progressing. It’s just the case that we’re a small team, and games take a lot of time," Gibson revealed. And here's the kicker, the bit that really makes you grin: "I remember at some point I just had to stop sketching... You realize, ‘If I don’t stop drawing, this is going to take 15 years to finish.'" Mate, you know that feeling when you're just absolutely buzzing with an idea, and you can't stop tinkering? Turns out, that's basically Team Cherry's entire design philosophy. They were so creatively invigorated, so utterly lost in the joy of conjuring new ideas for Pharloom, that time just... slipped away.

Think about that for a second. In an industry often plagued by crunch, burnout, and stories of projects spiralling into oblivion due to mismanagement, we have Team Cherry admitting they *couldn't stop themselves* from making their game even bigger, even better. This wasn't feature creep born of indecision; it was passion spilling over, a commitment to quality so intense that one of the co-founders had to literally force himself to put the pencil down. That's a developer's dream, isn't it? A project so engaging, so creatively fulfilling, that the biggest challenge is knowing when to say 'enough is enough' before it accidentally becomes *Hollow Knight: Silksong 2077*.

And what does this mean for us, the eager players? Well, the game is confirmed to be larger than the original, boasting multiple hub areas compared to *Hollow Knight*'s singular Dirtmouth. This isn't just a bigger map; it's a promise of more intricate lore, more unique challenges, more of that exquisite, soul-crushing combat that makes *Hollow Knight* so special. Gibson's admission that he could've kept going also bodes incredibly well for the prospect of future DLC. Imagine, a game already bursting at the seams, with the potential for even more meticulously crafted content down the line. That's the kind of "problem" I'm more than happy to have.

So, while the wait has been long enough to make a seasoned wizard question the stability of spacetime, the revelation that it was a labour of love – a seven-year joyride for its creators – is genuinely refreshing. It makes you cautiously optimistic about the final product. No shortcuts, no compromises, just pure, unadulterated dedication to crafting a world we're all desperate to get lost in. Consider my skepticism gently nudged towards excited anticipation. The digital tea leaves are looking mighty fine for this one, mate. So get ready, because *Hollow Knight: Silksong* is set to finally grace our screens on September 4, 2025 (or in about two weeks if you're reading this from the future, perhaps). A big shout-out to Game Rant for getting the lowdown on this fascinating dev story.

**Source:** Game Rant

Tags: Indie Games, Game Development, Hollow Knight, Metroidvania, Team Cherry

Original article: Game Rant