How long Hollow Knight takes to beat — and why it varies so much
Hollow KnightA practical timeline for first endings, 100%, and 112% with the free DLC.

Hollow Knight can be a 25-hour weekend or a months-long obsession. The difference comes down to what you’re aiming for and how you play. Here’s what to expect, from a straight shot to the credits to a full 112% clear with the free content updates.
If you just want to see the credits
Plan on roughly 25–35 hours for a first playthrough that follows the main path with light detours. Many players hit an ending around the 20–30 hour mark when they beeline core objectives, but first runs often stretch closer to 30–40 hours as you learn boss patterns, unlock movement upgrades, and occasionally chase dead-end paths.
Main story plus side paths
If you explore broadly while progressing the story—picking up a healthy share of charms, mask shards, nail upgrades, and optional bosses—expect about 40–50 hours. This “main + extras” pace is where most casual first runs land when you’re not strictly routing for completion but also not trying to uncover every secret.
Base-game 100% (no DLC)
Seeing everything in the base game—every area, boss, and collectible—typically takes 60–70 hours. That range reflects both the scope of Hallownest and the time lost (or enjoyed) getting turned around in its interconnected map.
Going for 112% (includes the free DLC)
Hollow Knight’s completion counter goes up to 112% after its free content updates. On a first file, a full clear commonly lands between 90 and 120+ hours, with wide variance driven by the endgame challenges. Here’s how the add-ons tend to impact time:
- Hidden Dreams: ~1 hour (two optional bosses and quality-of-life additions)
- The Grimm Troupe: ~2–4 hours (questline, bosses, and charm variants)
- Lifeblood: ~30 minutes to a few hours (balance changes plus one late-game boss variant)
- Godmaster: ~10–30+ hours (boss gauntlets that scale from approachable to brutally demanding)
Godmaster in particular dominates the tail end of a file. The higher pantheons are long, high-pressure runs that reward practice and efficient builds; they can add dozens of hours depending on skill and persistence.
Why playtimes swing so wildly
- Optional content density: A large majority of the game is optional. You can reach an ending after a subset of areas and bosses, or comb every corner for charms, lore, and fights.
- Exploration style: Wandering into tough zones early or backtracking to fill the map adds time. Using a guide trims hours; discovering organically adds them.
- Boss learning curve: Early roadblocks (Hornet, Mantis Lords) teach fundamentals; later encounters punish mistakes. How quickly you internalize patterns moves the needle a lot.
- Build choices: Nail upgrades, spells, and charm synergies can trivialize encounters—or make them longer if you delay upgrades.
- Endgame goals: Trial of the Fool, the White Palace challenges, and Godmaster pantheons are all optional but can be major time sinks if you chase mastery.
Second runs and speed
Once you know the map and boss kits, times plummet. Many players shave subsequent playthroughs down to 15–30 hours by routing upgrades efficiently and skipping nonessential paths. On the extreme end, Any% speedruns finish in under an hour, and top 100% runs complete in single-digit hours—useful for context, but not representative of a typical first clear.
Quick planning guide
- Credits only: budget ~25–35 hours
- Main + extras: ~40–50 hours
- Base-game 100%: ~60–70 hours
- Full 112% (with DLC): commonly 90–120+ hours, driven largely by Godmaster
One last note: progression in Hollow Knight is intentionally non-linear. If an area or boss feels like a wall, you can almost always push elsewhere, collect more masks or soul, upgrade your nail, and come back stronger. That flexibility is why playtimes vary so widely—and why the game stays rewarding no matter which target you set for yourself.
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