Where Players Quit Hollow Knight: Silksong
Silksong has 34 trophies, the shortest list on the whole site, and even so only 10.16% get the platinum. We analysed those 34 trophies across 18,266 players to see where the curve breaks: the biggest drop in the game is 9.08 points and it comes long before the ending.
The sample
Exophase (PS5) · snapshot from 22/08/2026
The shortest list on the site is also the one with the rarest platinum
Silksong has 34 trophies. It is the shortest listing of everything we have analysed, and intuition says fewer trophies means a more accessible platinum. Here exactly the opposite happens: 10.16% get it.
For comparison, Silent Hill f has 57 trophies and its platinum is held by 20.99%. Almost twice the list, and twice the people reaching the end. The length of the listing predicts nothing.
The reason shows up in the group averages. The 6 progression trophies average 87.24% and none drops below 73.60%: they are practically given away. The 3 challenge trophies average 15.71% and the rarest stops at 10.70%. Between the softest group and the hardest there are more than seventy points of difference.
In between sit the 7 boss trophies (56.16% average), the 6 wish trophies (39.67%) and the 11 collectible trophies (40.82%, bottoming out at the 28.30% of "Arsenal"). With only 34 trophies there is no filler: each one carries weight, and the difficulty is not spread out but concentrated in a handful of slots.
A short list does not spread the effort across more trophies: it piles it up. In Silksong there are no filler trophies to lift the average.
The biggest drop in the game is not at the end, it is in the first half
The biggest drop in all of Silksong is 9.08 points, and it happens between two bronze trophies: from "Protected" (73.60%), which only asks for 4 mask shards, to "Keen Hunter" (64.52%), which asks you to grant Nuu's wish. No speedruns, no alternative endings: people leaving the game mid-exploration.
And it is not an isolated dip. The top of the list is a staircase with five consecutive steps of more than four points, all between bronze trophies: 92.73% on "Granted", 88.37% after the first serious duel with Lace in the Deep Docks (−4.36 points), 81.80% on "Claimed" (−6.57), 77.73% on "Restored" (−4.07), 73.60% on "Protected" (−4.13) and 64.52% on "Keen Hunter" (−9.08).
In a normal metroidvania those first bronzes move by tenths. Here almost thirty points of the sample are gone before reaching anything that could be called optional content. Silksong filters on combat and movement systems, not on a to-do list.
Further down the pattern repeats among the collectibles: from 46.99% to 42.36% on "Fleafriend" (−4.63 points), and from 64.52% to 60.13% on "Flea Finder" (−4.39). Rescuing fleas is one of the most scattered tasks in the game and it shows.
The final stretch is a half-point funnel
The game's third biggest drop closes the list: from "True Hunter" (18.36%) to "Speedrunner" (12.09%), 6.27 points. That is where the game stops asking for exploration and starts asking for the clock.
From that point the curve flattens out abruptly. The challenges group has a minimum of 10.70% and the platinum sits at 10.16%: between the rarest trophy in the game and the platinum there is half a point. Practically nobody stops with the last challenge done and no platinum.
The reading is uncomfortable but clear: the Silksong platinum is not lost at the end, it is lost much earlier. Whoever reaches the three challenge trophies alive almost always finishes. The problem is how many people never get there.
And there is a second bottleneck hidden in the averages. The boss group averages 56.16%, but its minimum is 20.97%: more than thirty-five points of difference inside the same group. That minimum is "Twisted Child", one of the three mutually exclusive endings to Grand Mother Silk, and it explains why the platinum forces a second playthrough.
The three Grand Mother Silk endings cannot be earned in the same playthrough. We cover it in detail in the guide "Why the Silksong platinum forces two playthroughs".
All 34 trophies ranked by unlock rate
The full table you can reproduce any calculation on this page from. The «drop» column is the difference in points against the previous trophy that counts towards the platinum: the big steps are where people stop playing. Trophies marked separate are from DLC or from side modes that are not needed for the platinum, so they do not chain a drop — mixing them in would compare steps from different playthroughs.
| # | Trophy | Rank | % | Drop |
|---|---|---|---|---|
| 1 | Equipped | Bronze | 99.90% | — |
| 2 | Bound | Bronze | 97.70% | −2.20 |
| 3 | Liberated | Bronze | 96.24% | −1.46 |
| 4 | Granted | Bronze | 92.73% | −3.51 |
| 5 | Pharloom’s Welcome | Bronze | 88.37% | −4.36 |
| 6 | Claimed | Bronze | 81.80% | −6.57 |
| 7 | Restored | Bronze | 77.73% | −4.07 |
| 8 | Protected | Bronze | 73.60% | −4.13 |
| 9 | Keen Hunter | Bronze | 64.52% | −9.08 |
| 10 | Flea Finder | Bronze | 60.13% | −4.39 |
| 11 | Harmonious | Bronze | 57.64% | −2.49 |
| 12 | White Knight | Bronze | 55.55% | −2.09 |
| 13 | Transported | Bronze | 53.73% | −1.82 |
| 14 | Connected | Bronze | 51.82% | −1.91 |
| 15 | Weaver Queen | Gold | 49.00% | −2.82 |
| 16 | Snared Silk | Gold | 46.99% | −2.01 |
| 17 | Fleafriend | Silver | 42.36% | −4.63 |
| 18 | Regenerated | Bronze | 40.62% | −1.74 |
| 19 | Remembrance | Silver | 38.76% | −1.86 |
| 20 | Consumed | Silver | 37.11% | −1.65 |
| 21 | Cartographer | Bronze | 36.75% | −0.36 |
| 22 | Woven | Silver | 36.40% | −0.35 |
| 23 | Sister of the Void | Gold | 36.02% | −0.38 |
| 24 | Entwined | Silver | 33.22% | −2.80 |
| 25 | Extended | Silver | 31.10% | −2.12 |
| 26 | Masked | Silver | 30.71% | −0.39 |
| 27 | Arsenal | Silver | 28.30% | −2.41 |
| 28 | Passing of the Age | Silver | 25.53% | −2.77 |
| 29 | Completion | Gold | 24.35% | −1.18 |
| 30 | Twisted Child | Gold | 20.97% | −3.38 |
| 31 | True Hunter | Silver | 18.36% | −2.61 |
| 32 | Speedrunner | Silver | 12.09% | −6.27 |
| 33 | Speed Completion | Silver | 10.70% | −1.39 |
| 34 | Pharloom’s Heart | Platinum | 10.16% | −0.54 |
Where these numbers come from
Unlock rate for the 34 trophies on PS5, measured across 18,266 tracked players. Snapshot source: Exophase, consulted on 22 August 2026, almost a year after release. All 34 count towards the platinum: none sits outside the list, so the curve reads from top to bottom with nothing discarded. 5 are missable and 8 are hidden.
The drops we quote are the difference in percentage points between each trophy and the one immediately above it once all 34 are sorted from most common to rarest. Every calculation can be reproduced with the full table further down.
One warning about the sample: these are players who use a trophy tracker, more motivated than average. The real percentages across all of PS5 are probably lower. The proportions between trophies, which is what we analyse, are unaffected.
What this snapshot still cannot tell you
One figure is deliberately missing that we do give in other studies: how many people finish the story. In Silksong there is not a single trophy that marks it. The three Grand Mother Silk endings are mutually exclusive within a playthrough, so the population of "people who have finished the game once" is split across three different trophies — one of them at 46.99%, and the hardest at 20.97% — and none of them represents it on its own. Putting any one of them forward as "finish the story" would give a lower number than reality, so we prefer to leave the box empty.
And it is a snapshot of a single moment. From today we store a weekly snapshot of all 34 trophies, and with that we will be able to say how fast the platinum grows and finally separate the hard from the long, which in a game with two timed trophies is exactly the question that matters.
That history cannot be recovered after the fact: if you do not start storing it, it does not exist.