Hollow Knight: Silksong finally got a release date—September 4, 2025—and while fans are celebrating like it’s the second coming of Metroidvania royalty, indie devs are quietly packing their bags and sprinting in the opposite direction. In just five days, at least eight games have delayed their launches to avoid getting flattened by the hype train. And if you’re wondering whether that’s dramatic, it’s not. It’s survival.
That quote comes from Frogteam, the devs behind Stomp and the Sword of Miracles—a charming little 2D Metroidvania about a lizard with a magic sword. They were planning to drop a demo on September 3, but after Team Cherry casually announced Silksong’s release date, Frogteam hit pause. “Tiny devs like me rely on word of mouth and streamers to bring in visibility,” they said. “And everyone’s gonna be busy with Silksong for quite a while!”
Translation: launching next to Silksong is like trying to sell lemonade during a hurricane. You’re not just competing—you’re getting swallowed whole.
indie devs with upcoming releases: “We simply have no choice but to delay the game because of Silksong”
indie devs with upcoming releases, in private: “oh thank god we got an excuse to get a few extra weeks before release”
— Tyler Glaiel (@tylerglaiel.com) August 26, 2025 at 3:05 PM
Frogteam isn’t alone. Ysbryd Games delayed Demonschool, a tactical RPG from Necrosoft, from September 3 to November 19. Their reasoning? “We would not be doing our game any favors by wading into waters we can clearly see are blood red.” That’s not just poetic—it’s tactical retreat with flair.
Other games that have joined the Silksong avoidance club include:
And probably a few more quietly adjusting their calendars while pretending everything’s fine.
Even CloverPit’s devs just posted “Silksong lol” before pushing their Balatro-style roguelike back by nearly a month. That’s the indie equivalent of throwing your hands up and walking offstage mid-performance.
This isn’t just about fear—it’s about physics. Silksong is the GTA of indie games. Its fanbase is rabid, its hype is nuclear, and its gravitational pull is strong enough to warp release schedules. The original Hollow Knight’s Steam player count has doubled since the announcement, eight years after launch. That’s not nostalgia—that’s resurrection.
And if you’re a small studio hoping for streamer buzz or media coverage, good luck getting noticed when everyone’s busy dissecting Hornet’s new moves and speedrunning Hallownest 2.0.
Not everyone’s fleeing. Demonschool, despite its delay, is still technically launching in the same month. And Aggro Crab’s co-op climbing game Peak is already out, so it can’t be delayed—but they’ve basically accepted their fate. One dev even said that being “a game delayed by Silksong” is now a badge of honor. Honestly? They’re not wrong. It’s like getting dunked on by LeBron—painful, but iconic.
GameDiscoverCo founder Simon Carless thinks devs might be overreacting. He says unless your game overlaps heavily with Silksong’s audience or competes for the same streamers, you’re probably fine. Private research suggests player counts only dip when games share a very specific subgenre.
But let’s be real: indie devs don’t have the luxury of rolling the dice. When visibility is everything, and your launch window is your lifeline, even a small risk feels like a cliff dive.
Silksong’s release date didn’t just shake the indie scene—it detonated it. Devs are scrambling, delaying, and in some cases, building giant Hornet statues in tribute. And while it’s kind of hilarious watching the chaos unfold, it’s also a testament to how powerful this franchise has become.
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