Skip to content
  • Mercenary Camp
  • Popular
  • Recent
  • Tags
  • Users
Collapse
C

cedar947

@cedar947
Unfollow Follow
Dogs of War Tavern
About
Posts
64
Topics
64
Shares
0
Groups
0
Followers
0
Following
0

Posts

Recent Best Controversial

  • Silksong's Multibinder: Is This 880-Rosary Tool Worth It in 2026?
    C cedar947

    Silksong's Multibinder: Is This 880-Rosary Tool Worth It in 2026?

    Is Multibinder worth 880 Rosaries in Hollow Knight: Silksong? It trades speed for a 4-mask heal, with a 2-mask safety net in boss fights.

    I've been grinding through Pharloom since Hollow Knight: Silksong launched, and I still see folks in chat asking the same question: is the Multibinder worth 880 Rosaries? After testing it in multiple boss fights and defensive builds, I can say it's not a no-brainer. It's a blue Tool sold by the vendor in Bellhart, and its description is vague enough to make you scratch your head. So let me break down exactly what it does, when it shines, and whether you should bite the bullet in 2026.

    What the Multibinder Actually Does ⚔️

    When equipped, Multibinder replaces Hornet's default 3-mask heal with a 4-mask heal for the same amount of Silk. That sounds like a straight upgrade, right? Not so fast. It nearly doubles the time it takes for the healing animation to finish. Worse, it locks Hornet in place for the entire duration, and you cannot cancel the animation midway. If you're used to quick panic heals, this thing will feel like trying to park a bus in a tight alley.

    The heal isn't delivered all at once. Multibinder heals 2 masks twice in quick succession, one after the other. So you get a first chunk, then a second chunk. That two-part structure is the key to understanding its value.

    Feature
    Default Bind
    Multibinder

    Masks healed
    3
    4

    Silk cost
    Same
    Same

    Animation length
    Baseline
    Nearly double

    Can cancel?
    No
    No

    Heal split
    Single 3-mask heal
    Two 2-mask heals

    Interruption result
    0 or 3 masks
    0, 2, or 4 masks

    The Hidden Advantage: 0, 2, or 4 💡

    Here's where Multibinder earns its keep. Because the heals are separated into two parts, if you get interrupted during the second 2-mask heal, the first 2-mask heal still counts. That means you end up with either 0 heals, 2 heals, or 4 heals. Compare that to Hornet's default healing: if you're interrupted during the Bind animation, the whole thing is nullified. You get either 0 or 3 heals. No in-between.

    In a tough boss fight, that in-between can be the difference between life and death. I've had moments against aggressive bosses where I knew I couldn't finish a full default heal, but Multibinder's first 2-mask chunk landed before a hit connected. It's not pretty, but it's a safety net. For defensive players, this is the whole ballgame. I also noticed that the first 2-mask heal comes out faster than the default 3-mask heal, which means you can sometimes sneak in a partial heal when the boss gives you just a sliver of breathing room. Your mileage may vary, but that alone has saved my bacon more than once.

    Best Pairing: Warding Bell 🛡️

    Multibinder is situational, and it shows its value best when you pair it with the right Tools. The Warding Bell is an early-game Tool that is very easy to get, and it pairs extremely well with Multibinder.

    Warding Bell protects Hornet from taking damage while healing, but it does not stop the healing from being interrupted. That sounds like a mismatch, but it's actually a match made in heaven. As mentioned, Multibinder heals in two parts. If you're interrupted during the second part, Warding Bell protects you from damage while still letting the first 2-mask heal register. And because Multibinder's initial 2-mask heal is faster than the default 3-mask heal, you get a real chance to restore health in situations where you otherwise would've been interrupted.

    In plain English: Warding Bell buys you the time to get the first chunk, and Multibinder makes that first chunk count. It's a solid one-two punch for players who like to play defensively. If you're the kind of player who blocks first and asks questions later, this combo is right up your alley.

    The 880-Rosary Question 💰

    Now for the elephant in the room: the price. Multibinder costs 880 Rosaries from the Bellhart vendor.

    Farming 800+ Rosaries in the early game is possible, but it requires a significant time investment. If you're not immediately planning to use Multibinder in your build, it's hard to justify spending that much. I've seen players blow their entire savings on it and then realize they prefer a more aggressive playstyle. That's a kick in the teeth. You don't want to drop nearly a thousand Rosaries on a Tool that sits in your inventory collecting dust.

    Since better farming locations open up as you progress through Silksong, it makes sense to wait until at least Act 2 to purchase the Multibinder. The Bellhart vendor will keep all of their stock up for sale throughout a playthrough, so there's no rush. You won't miss out by waiting. In 2026, with more guides and community testing available, the consensus is still that this is a situational pickup, not a must-buy. Take that with a grain of salt if you're a diehard defensive player, but for most folks, patience pays off.

    Should You Buy the Multibinder? 🤔

    If you're a defensive player who loves outlasting bosses and you already have Warding Bell, then yes, Multibinder can be worth the 880 Rosaries. It gives you a 4-mask heal, a safer interruption outcome, and a strong synergy with Warding Bell. For certain boss encounters, that extra cushion is no joke. It can turn a chaotic fight into a war of attrition that you actually win.

    But if you're a rushdown player who rarely blocks and prefers dodging to healing, skip it. The longer animation will get you killed more often than it saves you. And if you're early in the game and strapped for Rosaries, wait until Act 2. There's no shame in putting it on the back burner.

    Final verdict: Multibinder is a niche Tool with a high price tag. It's not a trap, but it's not a golden ticket either. For the right build, it's a lifesaver. For everyone else, it's a shiny blue Tool that can sit in the vendor's inventory until you're ready. And in Silksong, being patient is often the best upgrade of all.

    The same patience that pays off when saving Rosaries for Multibinder applies to real-world gaming purchases, too. Whether you're waiting for a sale on Silksong itself or hunting for a deal on a new controller, timing is everything.

    That's where [this price tracking tool]( comes in. DealNest monitors prices across popular retailers so you can see when that game or accessory you've been eyeing finally drops to a price you're happy with. No more guessing whether a discount is worth it—just set your target and let it do the watching.

    https://dealnesthq.com

    The Roll Call game

  • Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)
    C cedar947

    Silksong: How I Opened That Ornate Clamp (And Why You Can Chill)

    Silksong's ornate clamp in Deep Docks unlocks only with the Diving Bell Key from Act 3, serving as a transit stop, not a puzzle.

    Hello, fellow bug with a needle and a questionable sense of direction. I am here to tell you about the time I found an old diving bell in Deep Docks, read the words 'Its door is shut tight by an ornate clamp,' and proceeded to lose my mind for a solid hour. If you are searching for how to open the ornate clamp in Silksong, congratulations: you are not alone, and the answer is way less dramatic than the creepy bell suggests. In 2026, with the game fully out and Act 3 no longer a rumor whispered in taverns, I can confirm the truth. The ornate clamp does not open because you hit it harder, shoot it, or stare at it with Hornet's intimidating mask. It opens only when you have the Diving Bell Key, and that key is tied to the secret Act 3. So if you are still poking around Deep Docks in the early acts, put the clamp on your 'later' list and go explore something else. The bell is not a boss room. It is a transit stop.

    Wait, What Is This Weird Clamp? 🤔

    You find the old diving bell in the deeper part of the Deep Docks. When Hornet inspects it, the game tells you: 'An old diving bell. Its door is shut tight by an ornate clamp.' That is it. No prompt, no lever, no nearby switch, no cryptic mural. Just a sealed bell and a clamp that looks important enough to make you think you missed a whole dungeon.

    I know the feeling. I circled the room. I checked the ceiling. I hit the clamp with my needle like it owed me geo. Nothing. The reason is simple: the ornate clamp in Silksong is not a local puzzle. It is a progression lock. The only thing that opens it is the Diving Bell Key, and the only place to get that key is the secret Act 3. If you are not in Act 3 yet, the bell is a fancy metal door with trust issues.

    The Diving Bell Key Is an Act 3 Thing 🔑

    Here is the short version: the Diving Bell Key is obtainable only in the secret Act 3. Opening the bell is part of the natural progression of that secret chapter, so you will eventually reach this moment if you choose to experience Act 3. You do not need to solve a riddle. You do not need to find a hidden wall in Deep Docks. You do not need to sacrifice a Grub to a lamp. You just need to get to the right chapter.

    And what is inside? Brace yourself. It is a bench and a speaker. That is it. No boss. No item. No secret boss holding a secret item. The old diving bell is used as a method to travel to the Act 3 area. It is basically public transportation with extra steps and a creepy door. So if you are in Act 1 or Act 2 and the clamp is mocking you, you can safely ignore it. Hornet will not miss out on much, and you will go there anyway if you obtain the quest to do so.

    Ballow: The Deep Docks Employee of the Year 🏆

    So how do you actually get the key? The Diving Bell Key is given by Ballow, the non-hostile Deep Docks worker who is working right next to the Forge Daughter. The Forge Daughter is a vendor in Deep Docks, and she is the one who points you toward him. After you speak to the Forge Daughter about how to descend below the Deep Docks, she will inform Hornet that she is not the one to ask. Instead, you should be asking Ballow. Go right to the worker and speak to him. He will say that he will wait for Hornet by the bell.

    I love Ballow. He has the energy of a guy who has been on break for three years but still clocks in. He does not fight you. He does not judge your build. He just waits by an ancient diving bell and presumably drinks terrible coffee. Once you have done your part, venture to the old diving bell. If you have been there before, you can use the shortcut. If you have never been there, prepare for a long detour. Then climb up the small room on the right to find Ballow. He will operate the descent of the old diving bell. Once ready, Hornet can open the ornate clamp to enter the bell. Inside, sit on the bench, and speak to Ballow to begin the dive.

    Should You Bother? A Very Serious Table 📋

    Question
    Answer

    What opens the ornate clamp?
    The Diving Bell Key

    Where is the key?
    Secret Act 3

    Can I get it early?
    No, unless you enjoy disappointment

    Who gives it?
    Ballow, next to the Forge Daughter

    What is inside the bell?
    A bench and a speaker

    Is there a boss?
    No

    Is there an item?
    No

    Is it missable?
    Not if you play Act 3

    Can I ignore it?
    Yes, safely

    Did I ignore it?
    No, and I regret the hour I spent

    My Step-by-Step Clamp Opening Routine 🐝

    • Reach the deeper part of Deep Docks.

    • Find the Forge Daughter, the vendor.

    • Ask her about descending below the Deep Docks.

    • Learn that she is not the one to ask. Rude, but fair.

    • Go right and speak to Ballow, the non-hostile worker.

    • Hear him say he will wait by the bell.

    • Travel to the old diving bell. Use the shortcut if you have it. Take the long detour if you do not.

    • Climb up the small room on the right to find Ballow.

    • Let Ballow operate the descent of the old diving bell.

    • Once ready, open the ornate clamp as Hornet.

    • Enter the bell.

    • Sit on the bench. Speak to Ballow. Begin the dive.

    That is the whole secret. No boss fight. No complex platforming gauntlet. No lore dump that requires a PhD in bug theology. Just a key, a worker, a clamp, and a bench.

    The Final Bell 🔔

    If you are reading this in 2026 and wondering whether some patch changed the old diving bell, the answer is no. The ornate clamp still wants the Diving Bell Key. The key still belongs to secret Act 3. Ballow still waits by the bell. The inside still gives you a bench and a speaker instead of a treasure chest. And I still feel silly for treating a transit stop like a locked vault.

    So do not be like me. If you find the old diving bell before Act 3, give the ornate clamp a little wave and walk away. It is not a puzzle. It is a future appointment. When Act 3 comes, Ballow will be there, the clamp will open, and you will ride the bell like the stylish, slightly confused Hornet you are. 🎭

    After all that bell-ringing and clamp-waving, you might be in the mood to expand your gaming horizons—or at least to make sure you're not overpaying for them. Whether you're waiting for a sale on Silksong or hunting for your next metroidvania fix, keeping an eye on prices is a habit worth forming.

    That's where a site like DealNest comes in. It gathers deals and discounts from various storefronts, so you can [check game prices]( without opening a dozen tabs. Think of it as a bench for your wallet—a place to rest before you decide whether to take the plunge. No ornate clamp required.

    https://dealnesthq.com

    The Roll Call game

  • Hollow Knight's Review Shift After Silksong: A Storm in a Teacup?
    C cedar947

    Hollow Knight's Review Shift After Silksong: A Storm in a Teacup?

    Hollow Knight and Silksong spark record Steam reviews in 2025-2026, shifting ratings but confirming the game's enduring indie legacy.

    In the quiet aftermath of 2025, as 2026 rolls on, Hollow Knight remains one of indie gaming's crown jewels. Eight years after its release, the game has earned nearly 440,000 positive Steam reviews and fewer than 14,000 negative ones. That ratio is the stuff of legend. But when Hollow Knight: Silksong finally arrived, it brought a flood of new players into Hallownest, and with them came a small but noticeable shift in how the original game is being reviewed. For the first time in its history, Hollow Knight's recent Steam reviews slipped from Overwhelmingly Positive to Very Positive. It is not a crisis, but it is a fascinating wrinkle in the story of a modern classic. 🎮

    The Numbers Behind the Shift

    According to SteamDB, in the first ten days of September 2025, Hollow Knight received 660 negative reviews. That may not sound like much for a game with hundreds of thousands of reviews, but it was the highest monthly negative total in the game's history, and September was only one-third over. The previous record was set in August 2025 with 378 negative reviews. Before that, January 2025 held the record with 340 negative reviews. To put it plainly, the game was not suddenly review-bombed into oblivion. It was simply being played by more people than ever before. 📊

    Period
    Negative reviews
    Notes

    First 10 days of September 2025
    660
    Highest monthly total ever, with two-thirds of the month remaining

    August 2025
    378
    Previous monthly record

    January 2025
    340
    Record before August 2025

    Lifetime before September 2025
    Fewer than 14,000
    Against almost 440,000 positive reviews

    Why More Players Meant More Mixed Feedback

    The surge in reviews was not just negative. Hollow Knight actually received more positive reviews than in any other month. But the ratio changed. More players than ever before were trying the game, partly because Silksong had finally launched, and partly because the sequel sent curious newcomers back to the original. Between August 23 and September 2, the game broke its own concurrent player count record almost every day. On September 7, it hit a peak of 95,655 concurrent players. That is a lot of nails being swung. ⚔️

    When a game reaches a new audience, some of that audience will bounce off. Hollow Knight is brilliant, but it is also challenging, cryptic, and occasionally unforgiving. Not everyone wants to wander through Deepnest without a map. Some negative reviews likely came from players who expected a more conventional sequel-style experience, or who found the original's pace slower than Silksong's more aggressive combat. It is a classic case of a rising tide lifting all boats, including the ones carrying complaints. 🕸️

    Silksong's Own Review Storm

    It is worth putting Hollow Knight's review shift into perspective. Silksong, despite still holding a Very Positive rating on Steam, has received more than double the negative reviews that Hollow Knight has received in its entire lifetime. That is a wild statistic. Part of that is due to a poor Chinese translation, which Team Cherry has said it will rectify. Part of it is due to the game's perceived higher difficulty, something the developers plan to address in an upcoming patch. In other words, Hollow Knight's 660 negative reviews in ten days look like a gentle breeze next to the hurricane that greeted its sequel. The original game is still an all-timer, and its overall score remains Overwhelmingly Positive. The recent review change is a footnote, not a fall from grace. 🗡️

    What This Means for Hollow Knight in 2026

    As 2026 unfolds, the dust has settled. Hollow Knight is still beloved. Silksong is still being patched and debated. The review ratio shift says less about Hollow Knight's quality and more about the strange alchemy of a sequel's release. A new game can send players running back to the old one, and not all of them will leave a five-star review. Some will complain about the map. Some will complain about the difficulty. Some will complain about the lack of a sequel for eight years, even though the sequel now exists. That is the internet for you. 😅

    But there is no need to sound the alarms. Hollow Knight has survived worse: the wait for Silksong. If anything, the renewed attention proves that Team Cherry created lightning in a bottle twice. The first game's review score is still the envy of the indie world. The second game is still finding its footing. And players are still talking about both. In the grand scheme, a few hundred extra negative reviews are a storm in a teacup. The Knight's journey through Hallownest remains one of gaming's great modern epics, and no temporary dip in recent review sentiment is going to change that. 🏆

    If all this talk of revisiting Hallownest has you itching to replay the original—or finally give Silksong a try despite the review storm—you might as well keep an eye on your wallet while you do it. Between Team Cherry's patches, DLC speculation, and the sheer number of indie metroidvanias that have flooded Steam in the wake of Hollow Knight's success, there has never been a better time to be a patient, bargain-hunting bug enthusiast. A good [steam deal finder]( can save you the hassle of refreshing store pages and waiting for seasonal sales to roll around.

    That is exactly the gap DealNest aims to fill. Rather than scrolling through hundreds of discounted listings or guessing when a price drop might hit, you can let the site track the games you actually care about and surface the moments when they become genuinely affordable. Whether you are hunting for a cheap copy of Hollow Knight to gift a friend or waiting for Silksong's first meaningful discount, it is worth having a tool like DealNest in your corner.

    https://dealnesthq.com

    The Roll Call game

  • Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them
    C cedar947

    Hollow Knight: Silksong Map Guide - All 28 Maps and How to Get Them

    Hollow Knight: Silksong map locations and Shakra guide—find all 28 maps, their costs, and how to obtain them for easier exploration.

    Hey there, fellow wanderer! Have you ever found yourself lost in the twisting corridors of Pharloom, wishing you had a map? I know I have. In Hollow Knight: Silksong, there are 28 maps to collect, and let me tell you, they make all the difference. Whether you're buying from Shakra or hunting down hidden devices, this guide will help you become a master cartographer. So, grab your needle, and let's dive in!

    First things first: Shakra. She's that fierce warrior you'll hear singing or see leaving a trail of Throwing Rings. You can buy half the maps from her. But from Act 2 onward, you'll also find maps by interacting with strange devices or picking them up in map rooms. If you're short on Rosaries when you first meet her, don't worry—you can always buy the map later when you run into her again. Just be prepared to navigate without one for a while, which can be tricky!

    Now, let's break down all 28 maps. I've organized them into a handy table so you can quickly find what you need. Remember, the prices are in Rosaries, and the locations are relative to landmarks like benches or Bellways.

    Map
    How to Obtain
    Cost (Rosaries)
    Location

    Bone Bottom
    Buy from Shakra
    40
    NW part of The Marrow

    The Marrow
    Buy from Shakra
    50
    Near bench in NW part

    Deep Docks
    Buy from Shakra
    50
    East of Deep Docks Bellway

    Far Fields
    Buy from Shakra
    50
    Cave SW of Far Fields Bellway

    Wormways
    Buy from Shakra
    70
    East side, upper path from Moss Grotto

    Hunter's March
    Buy from Shakra
    70
    East side, east of path down to Deep Docks

    Greymoor
    Buy from Shakra
    70
    Eastern part, west of Craw Lake

    Verdania
    Find on bug corpse

    Small camp in SE part

    Bellhart
    Buy from Shakra
    40
    Lower Shellwood, beneath Greyroot's hut

    Shellwood
    Buy from Shakra
    70
    Lower part, beneath Greyroot's hut

    Blasted Steps
    Buy from Shakra
    70
    Eastern part

    Sinner's Road
    Buy from Shakra
    90
    Near bench on NW side of central shaft

    The Slab
    Find on bug corpse

    Cell east of bench in center

    Mount Fay
    Buy from Shakra
    40
    Near bench in lowest part, near path to The Slab

    Sands of Karak
    Buy from Shakra
    90
    Chamber on western side of central shaft

    Bilewater
    Buy from Shakra
    90
    Center, NE of Bilewater Bellway

    Weavenest Atla
    Inspect device

    NE part; head right from Needolin door, break two glowing orbs, inspect device in left chamber

    Grand Gate
    Inspect machine
    40
    Central part

    Underworks
    Interact with map

    Small chamber on western side of central shaft, above first bench

    Whiteward
    Inspect machine
    70
    Area south of only bench

    Choral Chambers
    Inspect machine
    70
    Area east of Grand Bellway

    High Halls
    Inspect machine
    70
    Area east of path up from Choral Chambers

    Whispering Vaults
    Inspect machine
    70
    Hidden chamber at top of central shaft

    Cogwork Core
    Step on button

    Hidden area above foldable bench, beneath NW passageway into Choral Chambers

    Memorium
    Inspect machine
    70
    Map room in SE part

    Putrified Ducts
    Inspect table

    Room on west side of central shaft, SW of Putrified Ducts Bellway

    The Cradle
    Inspect machine
    70
    Alcove on west side

    The Abyss
    Inspect device

    Secret area above bench in lowest part

    As you can see, Shakra is your go-to for many maps, but you'll also need to keep an eye out for other opportunities. I remember the first time I found a map on a bug corpse—I was so surprised! It just goes to show that exploration always pays off.

    A few tips from my own journey: Always buy maps when you can, because backtracking without one is a nightmare. Also, keep an eye out for glowing devices and bug corpses—they often hold maps. And don't forget the Cartographer achievement! Collecting all 28 maps will reward you with that shiny trophy.

    Now, let's talk about the Act 2 shift. In the first act, you rely heavily on Shakra. But once you hit Act 2, you'll start finding maps in map rooms or from strange devices. It's a nice change of pace, and it encourages you to explore every nook and cranny. Have you ever stumbled upon a map machine by accident? I know I have, and it felt like winning the lottery!

    One thing to keep in mind: some maps, like the Weavenest Atla map, require a bit of puzzle-solving. You'll need to break glowing orbs and inspect devices. Others, like the Cogwork Core map, just need you to step on a hidden button. It's always a good idea to poke around every corner.

    So, there you have it. With this guide, you'll never be lost in Pharloom again. Happy mapping, and may your journey be filled with discovery! And remember, if you ever feel overwhelmed, just take a deep breath and ask yourself: what would Shakra do? Probably sing and throw rings, but you get the idea.

    Once you've charted every corner of Pharloom, you might find yourself craving another world to explore. Whether you're eyeing a new Metroidvania or revisiting an old favorite, keeping track of sales across different storefronts can be a chore. That's exactly why I started using a [game price comparison]( tool—it saves me from missing out on good deals.

    DealNest is one of those sites that makes the hunt almost as satisfying as finding a hidden map. It aggregates prices from multiple retailers, so you can see at a glance where a game is cheapest. If you're planning your next purchase after Silksong, give it a look.

    https://dealnesthq.com

    The Roll Call game

  • Conquering High Halls: A Pilgrim's Guide to Silksong's Deadliest Gauntlet
    C cedar947

    Conquering High Halls: A Pilgrim's Guide to Silksong's Deadliest Gauntlet

    High Halls and Clawline challenge even the bravest in Pharloom, with perilous rings, spike shafts, and relentless enemies.

    The pilgrim had heard the stories long before she ever laid eyes on the golden rings of High Halls. Every hall in Pharloom carries a song, the old travelers said, and the High Halls carry the cruelest one of all — a melody stitched together from spinning rings, spike-filled shafts, and an eleven-wave slaughter that has broken more wanderers than any crowned boss ever managed. In a kingdom of twenty-eight biomes, this one, hidden above the Choral Chambers, remains the place where ambition goes to die.

    But she was stubborn, and stubbornness, in Pharloom, is a kind of currency.

    The Long Road to the Golden Rings

    Before the pilgrim could even think about stepping inside, she needed the Clawline — a tool she could only claim in the Underworks, the grim industrial sprawl that opens up after Trobbio falls. That alone took her longer than she cared to admit. Once the hook was finally hers, the path revealed itself at the top left of the Choral Chambers. Those who have not yet unlocked the route can find it by passing through the Cogwork Dancers' arena and pressing left until a lonely bench appears at the very edge of the map.

    To the right of that bench hangs a ring. She leapt, hooked, and rose. More rings followed, some of them willing to carry her upward like patient elevators. The entrance to High Halls waited on the right — and it was only the beginning.

    Dancing With Rotating Rings

    Her first steps inside were deceptively simple: jump, Clawline to the platform on the right, repeat, and cut down whatever stood in the way. Then came the rotating mechanisms, their rings orbiting like the teeth of some colossal clock. The trick, she learned after two painful falls, was patience — waiting for a ring to swing to the bottom before jumping and hooking it, riding it to the apex, then leaping to the rings on either side and using Cling Grip to haul herself higher.

    A Minister died at her needle there. She climbed the left wall to the top-right exit and pressed on into a room that mirrored the first, except that two more Ministers spawned the instant her feet touched the next platform. She learned to dread that sound — the soft chime that means something new has noticed you.

    The Spike Shaft and the Bench Below

    Past the Ministers, the architecture opened into a great hall where the floor had been replaced by spikes. She dropped toward them, glided into the left corner, then Clawlined to a ring on the right and simply waited. A second passed. A lever groaned somewhere in the dark, and the spikes beneath her sank. From there it became a rhythm: hook across the gap, cut down a Minister mid-flight, and finally drop through the exit below.

    Relief arrived in the shape of a bench, a map, and a Ventrica humming to her right. She sat, breathed, and understood that the worst was still ahead. To the left waited a massive fight, and beyond it, the Conductor's Melody.

    Eleven Waves, No Boss, No Mercy

    What awaited her was not a boss. That was the joke, the one every veteran tells with a tired smile. Instead, the room demanded eleven consecutive waves of enemies, and losing at any point meant starting over from the bench on the right.

    Wave
    Enemies

    1
    One Chorister, one Reed, and one Envoy

    2
    Two Choristers

    3
    One Reed, one Choir Bellbearer, and one Clawmaiden

    4
    Two Ministers and one Clawmaiden

    5
    Two Maestros

    6
    One Choir Clapper (miniboss)

    7
    Two Reeds and one Choir Bellbearer

    8
    Two Choir Bellbearers, one Chorister, and one Clawmaiden

    9
    Two Ministers and one Choir Bellbearer

    10
    One Maestro and one Reed

    11
    Two Choir Clappers

    Ten waves she could manage, bleeding and cursing but managing. The eleventh was something else entirely — two Choir Clappers, enormous, attacking without pause, leaping without warning. Fighting them fairly is close to impossible.

    So she cheated, a little. First she bought the Ascendant's Grip, a yellow tool sold by the merchant in Songclave once that merchant has been unlocked. With it, the top-left and top-right corners of the arena become a genuine blind spot, a place where no Clapper's swing can reach. Then, the moment wave ten ended and debris began raining from the ceiling, she scattered every Tack across the floor on one side and released her Cogflies. From the safety of the corner, she watched the traps gnaw one miniboss down to nothing — and the survivor was, at last, a fair fight.

    Secrets Hidden in the Shadows

    The pilgrim did not leave empty-handed, either. High Halls rewards those willing to look sideways instead of forward, and its hidden corners hold some of the finest loot in the region.

    Reward
    How To Get It

    1
    Psalm Cylinder
    While descending the spike area near the end, break the wall on your left, travel through the water, jump up and right, then defeat a large creature

    2
    Hidden Rosaries
    Before dropping into the spike area, use the rings above you to climb and claim them at the top

    3
    Frayed Rosary String
    After the spike area, take the left exit instead of descending; later, push a cart into the falling water, double jump up through a hidden door, push another cart, and climb to a silk wall

    4
    Simple Key Room
    Just before the gauntlet fight, after a few platforms, find Rosaries, a Pale Rosary Necklace, and the Rosary Cannon tool

    5
    Cogfly Tool
    In the spike room, take the left exit beside a Minister, jump across, and craft it at a table using Craftmetal

    6
    Spool Fragment
    Requires the double jump; before the second room's exit, leap to the top left and climb far upward

    By the time she finally walked away, the Conductor's Melody resting in her inventory and her nerves thoroughly shredded, the pilgrim understood something the rumors had never quite captured. High Halls is not difficult because it is unfair. It is difficult because it demands everything at once — movement, patience, preparation, and the humility to use a dirty trick when the honest one will not work. 🎼

    Come prepared. Come stubborn. And do not forget the Tacks.

    That same instinct — scouting the map before committing, hoarding resources, refusing to pay full price for something you can outsmart — tends to follow players out of the arena and into their libraries. Anyone who enjoys a game that punishes sloppy preparation usually ends up with a long wishlist and a short budget, which makes the hunt for a bargain almost a second hobby. Waiting for the right moment to buy, the way you'd wait for the right moment to spend a Tack, is its own kind of discipline.

    If that sounds familiar, DealNest is built for exactly that mindset. It gathers [best game deals]( in one place, so instead of refreshing a dozen store pages between attempts, you can see what's actually worth grabbing and get back to the fight. Come prepared, come stubborn — and come with a little money left over for the next challenge.

    https://dealnesthq.com

    The Roll Call game

  • Lifting the Silken Curse: My Journey Through Bellhart in Silksong
    C cedar947

    Lifting the Silken Curse: My Journey Through Bellhart in Silksong

    Hollow Knight: Silksong Bellhart Silken Curse guide: use Cling Grab to free citizens and defeat the boss.

    As a seasoned Hollow Knight veteran, I dove into Hollow Knight: Silksong expecting a challenge. But nothing prepared me for the eerie sight of Bellhart, where every resident and pilgrim bug was strung up by silken threads. 🕸️ My attacks did nothing to free them, and my quest log updated with a clear directive: free the citizens from the Silken Curse. This is the story of how I found the culprit, defeated a terrifying boss, and restored the town to its former glory.

    Prerequisites for the Curse Quest

    Before you can even think about breaking the curse, you need to meet a few requirements. Trust me, I learned this the hard way after wandering around aimlessly. 😅

    • Travel to Greymoor: You can get there via the traveling Flea Caravan after completing their lost fleas quest, or by traversing from the bottom pathway.

    • Speak to the Bell Hermit: In the bell beast pathway, break the right wall and head downward to find the hermit, who gives you crucial information.

    • Have the Shellwood Map: At least partially filled out. This helps with navigation.

    • Unlock Cling Grab: You'll find this ability in Shellwood. It's essential for scaling walls later.

    Oh, and here's a fun easter egg: if you rest on the bench in Bellhart and exit the game, when you return, Hornet will be strung up too! But don't worry, you can attack to break free. 😂

    How to Traverse Above Bellhart

    Once you're ready, you need to find a path from Shellwood back into Bellhart and then destroy your way into the ceiling tunnels above the town. This is where the Cling Grab ability shines. You'll be scaling walls, avoiding bell bugs, and breaking through bell barriers.

    I started at the map location nearest the bench on the upper left pathway. From there, I parkoured from left to right onto the next path where the lake begins. Make sure you take the top path – the second path won't get you into Bellhart from above. After passing the lake, I maneuvered upwards using Cling Grab onto a platform with bells at its entrance. Enter and start breaking down the bell barriers to clear a long tunnel until you reach a new map piece in the upper levels of Bellhart.

    As I moved through the tunnels, I killed any bell bug enemies along the way. The path down contains large flying bell bugs. You can hit them from the platform, or do what I did: wait for them to fly up, then lay traps to catch them on the way down. This made descending much easier.

    Then I traversed downward through another shaft. This time there were two. Instead of traps, I waited until the two enemies met each other before jumping down and swiftly running into the nearest left path. Continuing left, I came to an opening in the ground and jumped in. I healed up, then dropped into a new room covered in clumps of threads. That's when I triggered a dialogue cutscene with the Weaver behind the Silkspun curse: Widow. After she finished talking, I was plunged into a boss fight.

    Boss Fight: Widow

    Preparations

    Before the fight, I made sure to equip the right tools. Here's what I recommend:

    • Ability: Silkspear – This slices through Widow's silk traps easier. Use it sparingly to save silk for healing.

    • Crest: Reaper Crest – Restores silk quickly, allowing more Silkspear uses. Combined with Druid's Eye, you get a minor stack of silk replenishment.

    • Tools:

    • Fractured Mask: Shields against critical damage but shatters on impact.

    • Druid's Eye: Replenishes silk upon getting attacked.

    • Sting Shard: Lethal trap of tightly bound blades that pierces enemies.

    • Flea Brew: Temporarily increases movement and attack speed.

    • Pollip Pouch: Applies poison to equipped tools.

    Phase 1

    Widow shrieked to begin the fight, and immediately her hand glowed as she lunged at Hornet. This is a grab attack – I jumped over her and glided or swift-stepped out of reach. I followed the boss and whacked her with a downward pogo strike before she disappeared temporarily to the side of the wall. She reappeared crouch-walking and dispensing threads across the screen. I moved to the wall and avoided the threads as they yanked up bells from below.

    Bells erupted from the ground, pushing Hornet up and dealing two masks of damage if hit. I simply jumped when I saw the ground moving and glided in the air until it returned to normal. Widow pulled on threads to fire bells from the ceiling at Hornet. This was my chance to attack, as she wouldn't move from her spot for a few minutes before repeating her earlier attacks. Once she was staggered, I unleashed as many heavy attacks with my needle as possible until Phase 2 began.

    Phase 2

    In Phase 2, Widow sent a barrage of bells and debris down on Hornet. I kept to the left, or if I was confident, went straight to Widow and attacked, preparing to jump over her. During this phase, Widow dispensed thick threads across the arena. I used Silkspear to slash through multiple at once, saving time and damaging Widow in the process. Most of her attack patterns remained the same, but patience was key when waiting for an opening – the bells caused more health loss than intended if I wasn't careful.

    I needed to stagger Widow twice more before Hornet grabbed onto her from above. Once the prompt to bind appeared, I quickly pressed down to end the fight. I obtained a piece of silk weaver lore and the new silk ability, the Needolin.

    Silken Curse Lifted

    With the curse lifted, I continued back downwards and re-entered Bellhart to meet the bugs I rescued, along with some returning characters. The town felt alive again! 🎉

    • Shakra's Return: Shakra asked if Hornet was responsible for lifting the curse, then commented on my accomplishments. Her shop inventory is now ready for map-making essentials.

    • Pavo: The official welcomer of Bellhart has a wish on the board for donations to restore the area. They praised Hornet and now accept new pilgrims while watching the town's revival.

    • Frey: A shopkeeper who hid in their shop and devoured most of their stock. They won't open until you find their lost courier. Complete the request to access the shop.

    • Plinney: A pinmaster who protected himself in his shop. He sharpens Hornet's needle for free and offers a location for pin oil within The Citadel in a new wish request.

    • Scrounge: A relic seeker who requests any relic with Pharloom history. Return anytime to grow their collection and learn about each item.

    • Sherma's Return: Sherma made it to Bellhart, unaffected by the curse and cheerful as ever. You can perform with your Needolin alongside him and Pavo nearby.

    With the residents free, I unlocked a new achievement called Fanatic and gained a new main town area to frequent. Now I can progress to the rest of the game. If you're stuck on the Silken Curse, I hope this guide helps you free Bellhart and enjoy the vibrant community that emerges. Happy hunting! 🎮

    That same patience you practice while waiting for the right opening in a boss fight pays off outside of Pharloom too. Anyone who hunts down gear, collectibles, or a long-awaited game on sale knows the feeling of watching a price for weeks before finally pulling the trigger — and it's a lot easier when something else does the watching for you.

    If you'd rather not refresh store pages by hand, [this price tracking tool]( from DealNest keeps an eye on listings and lets you know when the number actually drops, so you can spend your time playing instead of comparison shopping. Whether you're restocking your setup between sessions or waiting out a discount on that one title you've been eyeing, it's a handy companion for anyone who likes to buy smart.

    https://dealnesthq.com

    The Roll Call game

  • Hand-Drawn Indie Games That Make 3D Look Like It Needs a Nap
    C cedar947

    Hand-Drawn Indie Games That Make 3D Look Like It Needs a Nap

    Hand-drawn 2D games like Hollow Knight: Silksong and Cuphead prove animation can be art in motion.

    The video game industry has spent decades chasing photorealism, but indie developers keep casually proving that a hand-drawn line can be more expressive than a million polygons. In 2026, the conversation is still dominated by Hollow Knight: Silksong, which arrived after years of Team Cherry cooking and immediately became one of 2025's best-reviewed games. Cuphead, meanwhile, remains the gold standard for cartoon chaos. These titles are not alone. A whole gallery of hand-drawn 2D games exists for players who want animation that moves like art and art that moves like animation.

    The 2D Renaissance Is Not a Nostalgia Trip

    There was a time when 2D animation was treated like a phase that gaming had to grow out of, like a child finally putting away crayons. Then indie studios started showing up with crayons and drawing circles around big-budget developers. Hollow Knight: Silksong and Cuphead are the loudest success stories, but they are not the only ones. The best hand-drawn 2D games combine old-school animation techniques with modern design, creating worlds that feel alive in a way that 3D sometimes cannot match.

    Game
    Style
    Why It Belongs in the Gallery

    Hollow Knight: Silksong
    Hand-drawn Metroidvania
    Colors pop, outlines leap from backgrounds

    Cuphead
    1930s cartoon run-and-gun
    Boss-focused brutality with silky animation

    Ori and the Blind Forest
    Emotional Metroidvania
    Gorgeous, haunting, tears optional but likely

    Indivisible
    Metroidvania + turn-based RPG
    Combos, allies, face-button fighting

    Disney Illusion Island
    Co-op Metroidvania
    Friendly platforming with Disney pals

    Sundered
    Roguevania
    Fluid ink-like combat and exploration

    Greak: Memories of Azur
    Sibling puzzle adventure
    Three heroes, one satisfying journey

    The Cruel King and the Great Hero
    Crayon-style RPG
    Rough, polished, and delightfully odd

    Hollow Knight: Silksong

    Team Cherry took its sweet time, and fans were treated to perfection in terms of graphical quality and gameplay. The animation was great in the first game, but the sequel's colors really pop. Character outlines jump out of the environments like they exist on old-school artist animation cels. Hollow Knight: Silksong is a challenging Metroidvania experience that is as fun to play as it is to stop and look at. In 2026, it remains a benchmark for what a small team can achieve when it refuses to rush.

    Cuphead

    When Cuphead was unveiled in 2013 with a teaser trailer, it did not look real. The more Studio MDHR showed, the more unreal it got. How could that be a video game? After years of waiting, fans finally got their answer. It played like a dream, or more like a nightmare, because this boss-focused game was brutal. The animations were as smooth as possible, which was essential because the game demanded precise timing or else players were dead. There is still nothing quite like Cuphead out there, although many upcoming challengers want the throne.

    Ori and the Blind Forest

    Ori and the Blind Forest is one of the saddest and most haunting games players can embark on alone. That said, it is also beautiful emotionally and aesthetically, thanks to the art, which looks great in motion. While things start in a dark and dreary setting, eventually the little creature, Ori, explores miraculous locations like ponds so clean that players want to drink from them. It is another challenging Metroidvania, so players must stay vigilant to avoid hazards and enemies.

    Indivisible

    Indivisible is a wild combination of Metroidvania-style exploration and turn-based RPGs. As the protagonist, Ajna, players explore lush 2D environments and gain allies through mind manipulation. In battle, Ajna can summon ethereal heroes to fight alongside her, and each character corresponds to a face button. Players can create combos akin to a fighting game, which makes sense given that the developer, Lab Zero Games, also made a hand-drawn fighting game called Skullgirls, which is worth a look too.

    Disney Illusion Island

    Disney Illusion Island is a great Metroidvania to start with for anyone not accustomed to the genre, plus it has co-op. While there are enemies, players cannot engage them and instead have to focus on platforming around, except for boss fights. Even though there are hazards, it is still not that tough of an adventure, which makes sense since it is a Disney game. Mickey, Donald, Minnie, and Goofy all play the same, but they get different-looking abilities. For example, Mickey's wall-climbing ability is a pencil, while Donald gets a plunger.

    Sundered

    Sundered's animations are some of the most fluid of the games on this list, between combat and exploring. It is almost like the heroine, Eshe, and her enemies are evolving ink-based entities that change with the player's input. It is considered a Roguevania, a style of game that combines elements of roguelikes, as the world changes between runs, and Metroidvanias, as there is a giant interconnected world to explore. Play it alone or with friends to see how jaw-dropping this game is in action.

    Greak: Memories of Azur

    Greak: Memories of Azur may not be a game many are familiar with, but hopefully that changes soon. This wonderfully rendered world stars three siblings who each have their own unique powers and abilities. After a short opening wherein all three have to be unlocked, players can then freely switch between them to fight enemies or solve puzzles. Players will cut skeletons with swords, swing on ropes to jump across gaps, turn wheels to open doors for their fellow siblings, and more in this short but satisfying adventure.

    The Cruel King and the Great Hero

    The Cruel King and the Great Hero is a bit of an underrated gem from NIS, a studio that most gamers probably know from the Disgaea series. This little RPG stars a young girl, Yuu, who goes on an adventure to help her dragon friend. It is a turn-based RPG wherein Yuu will fight monsters and gain allies to aid her in battle. The art aesthetic has a rough crayon-like design to it, which makes it look unfinished in the most polished way possible. It is hard to explain until players pick it up and start playing for themselves. It is not quite as quirky as EarthBound, but it is around that same oddball style of RPG.

    Why It Still Matters in 2026

    In 2026, 3D games still hog the spotlight, but hand-drawn 2D games keep stealing the show. They are not just pretty. They are precise, expressive, and often brutally difficult. For fans of animation who want to feast their eyes on something extraordinary, these games harken back to the good old days of 2D animation while pushing the craft forward. The only downside? Once someone sees Silksong's colors or Cuphead's rubbery bosses, ordinary polygons may start looking like they need a nap. 🎨

    If reading about these hand-drawn adventures has you ready to add a few to your library, the tricky part is often timing the purchase. Between limited-run physical editions, indie bundles, and sales that vanish as quickly as a well-timed dash, keeping tabs on every price drop can feel like its own side quest. That’s where [DealNest]( can help, making it easier to spot worthwhile offers without scrolling through endless store pages.

    Whether you’re chasing a specific Metroidvania or simply want to explore more beautifully animated games without overspending, a little deal-hunting can stretch your gaming budget further. It’s a practical companion for anyone who loves this corner of the medium and wants to spend less time refreshing storefronts and more time playing.

    https://dealnesthq.com

    The Roll Call game

  • Hollow Knight: Silksong Wormways Guide: Maps, NPCs, Collectibles, and Wishes
    C cedar947

    Hollow Knight: Silksong Wormways Guide: Maps, NPCs, Collectibles, and Wishes

    Hollow Knight: Silksong Wormways map offers secret-rich exploration, upgrades, collectibles, and NPCs for early game advantage.

    In 2026, Hollow Knight: Silksong continues to reward meticulous exploration, and the Wormways remains one of the earliest optional regions that can dramatically shape a playthrough. These dark, worm-infested tunnels sit between the Moss Grotto and the upper reaches of the Mosslands, offering a compact but secret-rich intermission before Shellwood. Although the area is short, it is packed with valuable upgrades, a map vendor, two collectibles, and two Wishes that tie into Plasmium and flea hunting. Players who want to reach Cling Grip early should consider unlocking the Wormways, but they must prepare for a Simple Key expense or a long detour, plus falling Gorms that punish slow movement.

    🗺️ Full Map Overview Of The Wormways

    The Wormways is a very short and simple area that acts like an intermission before Shellwood. There is not much to do on a first visit, and even later visits are normally for a single, short purpose. However, entering does require a Simple Key if the player is coming from Moss Grove. Swift Step is highly recommended for this area due to the prevalence of quickly falling worms, or Gorms, from the ceilings. While it is possible to venture across this space theoretically without Swift Step, it will make life far easier.

    As expected for an area of this size and activity, there are only four foe types in the region:

    Foe
    Threat Profile

    Gromling
    The most frustrating part of the area because they often respawn, even without the player leaving the room, and emerge from several points on the map.

    Grom
    Falling worms that drop from ceilings and punish careless movement.

    Winged Pilgrim Bellbearer
    A flying foe that adds pressure in tighter tunnels.

    Akrid
    A smaller threat that still demands attention during platforming.

    Gromlings are the standout nuisance. Their ability to respawn quickly means players should not linger under open ceilings, and Swift Step turns many of their ambushes into minor inconveniences rather than run-ending mistakes.

    🧭 All NPCs Locations

    Shakra is the first and most important NPC in the Wormways. She sells the area map for 70 Rosary and any others that might have been missed up to this point. Players can locate Shakra by progressing naturally from the bottom of the Wormways-Moss Grotto connection until they reach the northeast room near the north exit. Halfway up, they should keep their eyes peeled on the left for a small path to an alcove, marked by Shakra's golden chakrams.

    Alchemist Zylotol is not accessible until the player reaches Cling Grip. With the wall-jump ability in hand, Zylotol can be found at the topmost section of the map. He is accessible via the northmost room left of the vertical central chamber. A thin tunnel must be jumped up to find Zylotol and a bench at the path's end. Once Zylotol is found, his quest can begin and the ability to purchase Plasmium to refill the Plasmium Vial unlocks. Refilling costs 50 Rosaries each time, regardless of how many charges remain.

    💎 All Collectible Item Locations

    There are only two collectible items in all of the Wormways: the Memory Locket and the Dead Bug's Purse. Both can technically be found without any upgrades except Swift Step, though a case can be made that not even Swift Step is truly needed.

    The Memory Locket is located in the southwest room's bottom right corner. To reach it, players must enter the dark passages beneath the main Wormways area. After descending into this abyssal nightmare of tunnels, they should take a left to take the top-left exit into the southwest room. Then they should navigate downward, keeping to the right where possible, to find the Memory Locket down a shaft, right of a pit of spikes and at a dead end on a pilgrim's body.

    The Dead Bug's Purse is located in the room directly above Shakra. Players should continue progressing northeast in the Wormways toward the north exit and find a long ascent with several worms falling down the shaft. Eventually, they will find a ledge with a long path leading left. The charm will be on the grave, guarded by two enemies.

    📜 All Wish Locations

    It must be no coincidence that both Wishes tied to this area give consumable red tool items that must be refilled by their quest-giver periodically. However, only the first Wish on this list is given in the area; the second is only tied by association, as the target task can be found here.

    Wish
    Task
    Reward

    Alchemist's Assistant
    Find and collect three Plasmium.
    Plasmium Vial charm

    Lost Fleas
    Find five fleas.
    Flea Brew charm; Flea Finder and Flea Friend achievements/trophies

    🚶 Ideal Progression Of The Wormways

    The Wormways can be entered through one of two ways:

    • Dropping in from above via the Blasted Steps.

    • Using a Simple Key on the Moss Grotto-Wormways door.

    For most first playthroughs, using the Simple Key will be the more common and natural progression. This route assumes the player is taking that path, but if they took the other one, they can work backwards from before the Alchemist's quest and then return to it.

    When entering the Wormways for the first time, the main goal is to head left. Doing so requires jumping over several pits of spikes while dodging falling worms. This is why Swift Step is highly recommended. Once the third room is entered, a long room like the first, players should keep continuing left until they can take an exit at the top of the room. There are no mask-shattering secrets to be found here, so they should not tarry too long.

    The main goal while coming up into the upper levels is to reach Shakra and claim the map. To do this:

    • Continue northeast.

    • When reaching a vertical room, navigate the platforms down to an exit on the right, a little more than halfway to the bottom.

    • Continue northeast until reaching the last platform before jumping to a major cliff ledge.

    • Look left to see some golden circles, or chakrams, embedded in the ground.

    • Jump over to find Shakra in the alcove.

    Once the map is acquired, players can continue up and stop by to grab the Dead Bug's Purse on the way out. This will take them to the upper levels of the Mosslands and allow them to reach Shellwood's west bench across the chasm.

    Once Cling Grip is obtained, players can come back and grab the Alchemist's Assistant Wish from Zylotol first and then also claim the Memory Locket from the underpassages that were left alone on purpose earlier in the process. To summarise the above:

    • Use Cling Grip to find Zylotol at the top of the Wormways.

    • Locate the first Plasmium in the room under Zylotol in the center.

    • Pick up the second Plasmium in the underpassages in the east room's bottom-right corner.

    • Find the Memory Locket in the west room's bottom-right corner.

    • Finalize the Plasmium hunt in the west room's bottom-left corner.

    For bonus points, players can locate the real assistant of the Alchemist, deceased and in a secret room to the left of the final Plasmium. Finding him and using Needolin nearby will trigger special dialogue from both the corpse and Zylotol.

    Finally, once the Faydown Cloak is obtained and the ability to double-jump is gained, players can unlock Weavenest Karn. This area is located on the west side of the Wormways and requires Needolin to open. Inside, the path is extremely straightforward. Players should continue scrolling left and jumping over several pits, mindful of the groms and gromlings, until they find Herrah's statue at the very end. This will grant Sharpdart and allow them to dash through enemies, cutting them and gaining brief immunity during the action, similar to Hollow Knight's Sharp Shadow charm.

    With its compact layout, the Wormways may seem like a minor stop, but in 2026 it remains a meaningful early investment. A Simple Key, Swift Step, and a willingness to return with Cling Grip and Faydown Cloak turn these gloomy tunnels into a reliable source of maps, charms, Wishes, and one of Silksong's most satisfying dash upgrades.

    Chasing down every hidden upgrade in Silksong can make you appreciate a well-planned detour, and the same mindset helps when you're building a library of games to play next. If you'd rather spend your time exploring than refreshing store pages, DealNest collects the [best game deals]( across major platforms and storefronts, making it easier to spot discounts on Metroidvanias, indie gems, and big releases alike.

    It's a handy companion for anyone who likes to keep their backlog stocked without overspending, whether you're hunting for the next game to sink dozens of hours into or just curious what's on sale before the weekend. A quick visit to DealNest can be worth it before you commit to your next purchase.

    https://dealnesthq.com

    The Roll Call game

  • After Silksong, Hollow Knight Fans Need New Hopes
    C cedar947

    After Silksong, Hollow Knight Fans Need New Hopes

    Nintendo Direct heartbreak persists as Hollow Knight and Metroid Prime 4 fans chase elusive announcements and new impossible dreams.

    The Nintendo Direct was once a stage for a very specific kind of heartbreak. For seven years, Hollow Knight fans tuned in with the same desperate hope: maybe this time, Silksong. Maybe this time, Hornet would appear. Maybe this time, Team Cherry would end the silence. In 2025, that hope was finally answered. Hollow Knight: Silksong arrived, real and playable, and the long wait collapsed into a strange new problem. When Nintendo announced another Direct for 2026, the Hollow Knight community discovered they had nothing left to beg for.

    Instead of relief, there was an odd emptiness. The Direct had been their annual ritual of disappointment, and now the ritual was broken. For years, the phrase 'Silksong at the Direct' had been a meme, a prayer, and a punchline all at once. Now it was just a memory. The fans had become so accustomed to hoping that they started hunting for a new impossible dream before the old one had even cooled.

    The Hopium Machine Needs New Fuel

    The search did not take long. Hollow Knight fans, like many Nintendo fans, have a mental list of announcements that feel permanently just out of reach. A new Kid Icarus. A new F-Zero. Nintendo acknowledging that Star Fox still exists. These are not realistic expectations so much as emotional insurance. They are the games that let fans feel the sweet ache of wanting something that will probably never come.

    Mother 3 finally getting a release outside Japan is the big one. It was the original hopium game before Hollow Knight even existed. Japanese Nintendo fans have been able to play Mother 3 for almost twenty years, yet despite Earthbound's popularity elsewhere, it has never been localized and made available in other regions. For many, that absence is a wound that never healed. Every Direct is a chance for Nintendo to finally do the right thing, and every Direct without Mother 3 is another small betrayal.

    Then there is Metroid Prime 4. The real hopium game heading into the latest Direct is Metroid Prime 4, and even though yet another rating makes it seem very likely that the game will finally get a release date, Metroid fans are starting to get nervous again. It has been nearly a decade since Nintendo revealed it was working on Metroid Prime 4. People have played it. The finish line has seemed visible for months. But if it does not get a release date soon, worry will spread like a virus. Metroid fans have been burned before, and they know that a rating is not a release date.

    A Wider Web of Worry

    The Hollow Knight community is not alone in this cycle. Across the industry, fans build shrines to games that have been teased, rumored, or simply imagined. Hopes are high for a Wolverine re-reveal at a State of Play that has not even been announced yet. Those waiting for news about Kingdom Hearts 4 are really starting to worry. At least they have something to worry about, unlike Final Fantasy 9 fans, who have been left in a quiet purgatory of remaster rumors and anniversary whispers.

    It is a strange ecosystem. A Nintendo Direct no longer needs to include Silksong, because Silksong is here. But the Direct still needs to include something. The fans still need a reason to gather, to speculate, to argue, to create elaborate charts, and to feel that familiar sting when the credits roll and their most wanted game is nowhere to be seen.

    The New Hopium Leaderboard

    Game
    Why Fans Still Hope
    Realistic Chance

    Mother 3
    The legendary untranslated sequel
    Low, but never zero

    Metroid Prime 4
    Rated, played, and still dateless
    High, if Nintendo is ready

    New Kid Icarus
    Nostalgia and Sakurai dreams
    Very low

    New F-Zero
    Captain Falcon deserves better
    Low

    Star Fox
    Nintendo remembering the franchise
    Medium-low

    Wolverine
    A re-reveal at an unannounced State of Play
    Medium

    Kingdom Hearts 4
    Square Enix silence is getting loud
    Medium

    Final Fantasy 9
    Remake rumors and anniversary energy
    Unknown

    The table is only half a joke. For many fans, the hope itself is the entertainment. The Direct is not just a marketing event. It is a shared story, a season finale, and a group therapy session. When one dream is fulfilled, another must take its place. That is how fandom survives.

    By 2026, Hollow Knight: Silksong is no longer a rumor. It is a game people have played, criticized, loved, and maybe even finished. Hornet has taken her place in the pantheon. But the Hollow Knight fandom has not learned how to be satisfied. It has only learned how to transfer its longing. The next Direct will arrive, and the fans will watch. They will hope for Mother 3. They will hope for Metroid Prime 4. They will hope for something impossible. And when the presentation ends, they will do what they have always done: pick a new dream, and wait for the next chance to be disappointed.

    While the waiting continues, the practical side of being a fan does not pause. Backlogs grow, wishlists stretch on for pages, and the games already released quietly compete for attention with the ones still years away. That is where a tool like [game price tracker]( from DealNest earns its place, letting players watch for drops on the titles they actually intend to play instead of paying full price out of impatience.

    It is a small shift in mindset, but a useful one. Instead of pouring all that energy into a Direct that may or may not deliver, fans can spend a little of it on the games sitting unplayed on their shelves, waiting for the right moment and the right price.

    https://dealnesthq.com

    The Roll Call game

  • My Quest for Rune Rage in Silksong: Beating the First Sinner
    C cedar947

    My Quest for Rune Rage in Silksong: Beating the First Sinner

    Get Silksong's Rune Rage by defeating the First Sinner in The Slab. Master this Silk Skill to unleash chaotic, exploding runes.

    I’ll be honest with you: when I first set foot in Pharloom, I thought I had seen it all. But Silksong has a way of throwing curveballs. The Rune Rage skill? It’s a real game-changer, but getting it is no walk in the park. So grab your needle, because I’m about to walk you through exactly how I got my hands on this bad boy.

    First things first: Silk Skills are Hornet’s bread and butter. They cost Silk, and the very first one you get is the Silkspear—required to free the Bell Beast. After that, it’s every bug for themselves. Rune Rage is one of those optional skills that can easily slip through the cracks if you’re not paying attention. It’s not tied to the main quest, so you could finish the game without ever knowing it exists. But where’s the fun in that?

    So, how do you get Rune Rage? Simple: beat the First Sinner in The Slab. Yeah, I know, “simple” is doing a lot of heavy lifting there. The First Sinner is a tough cookie, but the payoff is worth it. Rune Rage summons multiple runes that pop up randomly on screen, then explode after a short delay. It’s fantastic when you’re swarmed by enemies bouncing around like popcorn. That said, because the runes appear randomly, it’s not exactly a precision tool. Sometimes it’s a hit, sometimes it’s a miss—such is life.

    To use Rune Rage, just press the right button for your platform:

    Platform
    Button

    PC
    F

    PlayStation
    R1

    Xbox
    RB

    And here’s a pro tip: you can pair it with other Silk Skills if you equip the Shaman Crest. Mixing and matching? That’s my kind of chaos.

    Now, the journey to the First Sinner is a bit of a maze. You’ll need the Key of Apostate first. I found mine after some serious snooping, but once you have it, head to The Slab’s Bellway. Go up to the room above it, and you’ll spot a lock that’s begging for that key. Open it, and you’re in.

    From there, it’s exploration time. But if you want to skip the scenic route, here’s the path I took:

    • Climb down until you see an opening to the right.

    • Go right, climb up, then go right again until you find a spot to descend.

    • Head down, and you’ll spot a bell cage with chains locking it shut.

    When you inspect that bell, you get a chilling prompt: “Penitent, First of the First. Guilty of the sin of apostasy. Penance by constriction. Absolution denied.” Talk about a warm welcome. Curiosity got the better of me—as it always does—so I broke the locks and set the prisoner free.

    Big mistake? Maybe. Because out comes the First Sinner, and they are not happy. The boss fight is intense. There are plenty of rooms to dodge into, but the First Sinner is quick and hits like a truck. I can’t tell you how many times I got clipped by those fast attacks. But after a few tries—okay, more than a few—I finally took them down.

    Once defeated, you get a prompt to “Accept.” Don’t be scared. Accepting rewards you with the Rune Rage Silk Skill—the exact same ability the First Sinner used against you. Poetic justice, if you ask me.

    So there you have it. Rune Rage is a beast of a skill, perfect for crowd control, even if it’s a bit unpredictable. Just remember: patience, practice, and a whole lot of Silk. Now go out there and show Pharloom what you’re made of.

    Happy hunting! 🕷️

    Speaking of hunting, chasing down hidden skills like Rune Rage is exactly the kind of thing that keeps me coming back to games like this—there's always one more secret tucked away behind a locked door. If your backlog is anything like mine, though, the real challenge is finding the time (and the budget) to play everything worth playing, especially when new releases keep landing week after week.

    That's why I usually keep a tab on [game deals today]( open while I play, so I can grab the next title on my wishlist without paying full price. DealNest rounds up the discounts in one place, which beats refreshing a dozen store pages every time a sale supposedly starts. Stock up cheap, then get back to the boss fights—Pharloom isn't going to explore itself.

    https://dealnesthq.com

    The Roll Call game

  • Borderlands 4 in 2026: Was It Really the Best Looter Shooter?
    C cedar947

    Borderlands 4 in 2026: Was It Really the Best Looter Shooter?

    Borderlands 4 reviews land strong: Metacritic 84, OpenCritic 87, and a looter shooter that wins back trust.

    I still remember my first trip to Pandora. The guns, the jokes, the endless loot. Now it's 2026, and Borderlands 4 has been out for a while. When the reviews first dropped in September 2025, they were overwhelmingly positive. Metacritic: 84. Open Critic: 87. That's a clear step up from Borderlands 3, which sat at 81 and split the fanbase. It's not quite enough to dethrone Borderlands 2 at 89, but it's close. And after putting in dozens of hours myself, I think the real story is more interesting than a number.

    The Scores Don't Tell the Whole Story

    Let's get the numbers out of the way. Here's how the mainline games stack up on Metacritic:

    Game
    Metacritic Score

    Borderlands 2
    89

    Borderlands 4
    84

    Borderlands 3
    81

    On Open Critic, Borderlands 4 sits at 87. That's a strong debut. It means Gearbox didn't just avoid another Borderlands 3 situation—it actually won back a lot of trust. But scores are snapshots. The real question in 2026 is whether the game still feels great after the honeymoon phase. For me, it does. Mostly.

    What Reviewers Loved

    When the embargo lifted, some outlets went wild. XboxEra gave Borderlands 4 a perfect score. Reviewer Jesse Norris called it the best looter shooter he's ever played. He said he had no major faults, only a few minor gripes—like how long bodies take to disappear when you want to grab the loot underneath them. Outside of that, he called it a masterpiece and said he could easily see himself putting in another thousand hours over the years.

    Screen Rant's Brandon Key gave it a 9/10. He wrote that it was the most fun he's ever had with the series. Charming writing, great characters, smooth gameplay, and a consistent loot rush pushed him to do 'just one more' mission into the wee hours of the morning over and over. That's the Borderlands promise, right? One more mission. One more legendary. One more level.

    VGC's Jordan Middle gave it a 4/5. He called it a great RPG shooter with rewarding, engrossing gameplay. He did have some criticisms: bland new characters and a pointless grappling hook took some shine off. But he also said the sheer amount of fun couldn't be overlooked. For him, Borderlands 4 reminded him why he was such a big fan of the original two games, and it learned from the mistakes of 3.

    Randy Pitchford Called It

    Gearbox co-founder Randy Pitchford was never shy about his confidence. At Gamescom 2025, he said, 'I'm not just confident, but absolutely convinced that Borderlands 4 is the best Borderlands game we've ever made.' He talked about how past games pushed boundaries too far in one direction or another, and how Borderlands 4, knowing those boundaries, could commit to 'this perfect centre space.'

    In 2026, that quote looks less like hype and more like a mission statement. The game didn't just review well—it seems to have brought back the magic that made the first two games so beloved. It's not a flawless victory, but it's a meaningful one.

    Launch Details and Platform Notes

    Borderlands 4 launched on PC on September 11, 2025. It came to PS5 and Xbox Series X/S on September 12. The Nintendo Switch 2 version arrived on October 3. Now that we're in 2026, every one of those versions is out in the wild. If you were waiting for the Switch 2 release, you've had plenty of time to dive in. The staggered launch meant PC players got a tiny head start, but the wait wasn't brutal.

    My Personal Take as a Longtime Vault Hunter

    I've been playing Borderlands since the original. I loved Borderlands 2. I liked Borderlands 3, but I understood why it divided people. The writing was hit-or-miss. The villains didn't land. The endgame felt off. Borderlands 4 feels like a course correction. The gunplay is smooth. The loot loop is addictive. The world is packed with things to shoot, loot, and build around. I've had multiple nights where I told myself I'd stop after one more mission—and then the sun came up.

    Do I agree with every review? No. The new characters aren't all winners. The grappling hook isn't essential. But those are small dents in a very sturdy vault door. The core loop is the best it's been in years. If you bounced off Borderlands 3, I think this is the one that brings you back.

    Pros
    Cons

    Rewarding, engrossing gameplay
    Some bland new characters

    Charming writing and great characters
    Pointless grappling hook, according to some

    Smooth gunplay and a consistent loot rush
    Minor loot-grab annoyances

    Best fun in the series for many reviewers
    Doesn't quite beat Borderlands 2's 89

    The Verdict in 2026

    So where does Borderlands 4 land? It's not the highest-scoring game in the series. Borderlands 2 still wears that crown with an 89. But Borderlands 4 is a huge step up from 3, and it's one of the most fun looter shooters you can play right now. The reviews were strong. The word of mouth has been strong. And with all platforms available in 2026, there's no reason to wait.

    If you're a solo Vault Hunter, you'll find a satisfying campaign and a loot treadmill that respects your time. If you're a co-op fiend, you'll find chaos, explosions, and that classic 'just one more' energy. For me, Borderlands 4 is a reminder of why I fell in love with this series. And that's worth more than a few Metacritic points. 🎮💥🔫

    There's one more practical angle worth mentioning, though. Looter shooters are long-haul commitments, and between the base game, the expansions, and the steady drip of cosmetic packs, staying current gets expensive fast — especially if you're buying in on more than one platform. If you'd rather let a deal come to you than spend your evenings refreshing store pages, [DealNest]( is worth a bookmark.

    It's a small thing, but it changes how a purchase feels. Paying less up front leaves room for a second copy for a co-op partner, or for whatever looter shooter lands next on your wishlist. A good deal doesn't make a great game better — it just makes saying yes a lot easier.

    https://dealnesthq.com

    The Roll Call game

  • Upcoming Horror Games in 2026 That Could Outshine Resident Evil Requiem
    C cedar947

    Upcoming Horror Games in 2026 That Could Outshine Resident Evil Requiem

    Resident Evil Requiem and upcoming horror games promise intense survival horror, psychological thrills, and unforgettable scares in 2026.

    The Resident Evil series has served as the gold standard in survival horror for decades, and with Resident Evil Requiem looming on the horizon, it's clear that Capcom isn't slowing down anytime soon. But while the hype surrounding the next undead chapter in this legendary franchise is more than justified, it's far from the only horror game that should be on anyone's radar in 2026. From ambitious psychological thrillers to survival nightmares, there are a ton of upcoming horror games that could give Resident Evil Requiem a run for its money. Requiem may be at the top of a wishlist, but it shouldn't be the only title in the cart. For fans of sleepless nights, blood pressure spikes, and jump scares that induce heart palpitations, these upcoming horror games deserve undivided, white-knuckled, and red-eyed attention.

    10. Gravewatch 🪦

    Grave robbing is already a bad idea, but Gravewatch hammers that point home with brutal efficiency. Players step into the shoes of Daniel, a single father pushed to the very edge. Child support isn't an option, and the only way he can support his sick daughter is by robbing graves in the middle of the night. It's a sick, desperate, and morally gray setup, but someone has to pay the bills, and it won't be the daughter. Daniel isn't out to cause trouble or desecrate loved ones; he's just a desperate man doing awful things for the right reasons. Of course, things go horribly wrong one night during a routine grave robbery. The more he digs, the more he finds himself trapped in a waking nightmare where the line between the living and the dead blurs beyond recognition, and the dead decide they'd like to come back for what they've lost. For those excited about getting up close and personal with Resident Evil Requiem's undead enemies, Gravewatch is a natural addition to the wishlist.

    9. Of Lies and Rain 🌧️

    VR horror games are always a special kind of nightmare fuel, but Of Lies and Rain takes the assignment a little too seriously. Set in a bleak, post-apocalyptic sci-fi world, this game thrusts players into a crumbling reality caught between the physical and the digital. They aren't just fighting for their own survival; they're fighting to piece together a haunting conspiracy surrounding their past while trying to stop humanity from slipping into total extinction. Horror already feels far more immediate in virtual reality, but when combined with first-person shooter mechanics and semi-corporeal enemies, the result is a recipe for sleepless nights. While Resident Evil Requiem is bound to deliver classic survival horror thrills, Of Lies and Rain looks like it might redefine just how terrifying horror can be altogether.

    8. The Mound: Omen of Cthulhu 🐙

    Few things feel as scary and hopeless as being lost in a remote jungle—unless that jungle is also cursed, full of bloodthirsty monsters, and happens to be at the center of a Lovecraftian conspiracy no one has ever escaped. The Mound: Omen of Cthulhu throws players and up to three friends into an uncharted jungle on a remote island, supposedly in search of riches and treasure. Unfortunately, all they'll find are horrifying entities, warped landscapes, and a growing sense of paranoia-induced panic that slowly eats away at sanity. Unlike many horror games where the horror is right up front, this game's true fear comes in the form of psychological tricks and deceptive illusions that always lurk just beyond the edge of vision. Players never know what's real and what's not, who to trust and who to doubt, when to run and when to hide. That kind of internal turmoil can easily eat away at whatever's left of the grey matter. Before long, they'll start to wonder if they can even trust themselves. In this game, the fear isn't just outside—it's inside as well. While Requiem might offer horror on a silver platter, The Mound promises a slower, more insidious and sneaky kind of terror, the kind that won't let anyone sleep for days after finishing it.

    7. REANIMAL 🐻

    Remember Little Nightmares? Well, its creators apparently decided audiences weren't terrified nearly enough, and are all set to unleash the nightmare that is REANIMAL onto the world. This time, the story follows a young brother and sister trapped on an island they used to call home, but which has since turned into a home-turned-hell nightmare they can't escape. Every last one of their friends has mysteriously disappeared, without a trace or trail. Their mission is simple yet harrowing: find out what happened to the missing friends, rescue them if possible, and find a way to escape before the island swallows them whole. Of course, no plan survives contact with reality, and before long, just escaping with their lives seems like an impossible pipe dream. With panic-inducing landscapes and a clever use of scale that constantly makes players feel small and powerless, Tarsier Studios has once again reached directly into nightmares and converted fears into the digital world. The latest title from survival horror's best might keep players awake at night, but this upcoming experience from Tarsier Studios will make them wish they'd never woken up in the first place.

    6. Directive 8020 🚀

    If there's one popular horror setting that never stops being terrifying, it's space. There's something deeply frightening about being so far from home and knowing there's nowhere to run if things go south, and that's not even including what might be waiting out there in the dark abyss. The game begins with Earth on the brink of collapse, forcing humanity to look to the stars for survival. Surprisingly, a life-bearing planet is found within a reasonable distance, and a colony ship, the Cassiopeia, is launched at it like a bat out of hell. But what should have been humanity's fresh start turns into a nightmare when the vessel crash-lands. Stranded light-years from home, the crew soon discovers they're not alone; in space, nothing is as it seems, and death wears many faces. The most unsettling horror games are the ones that seem plausible, and Directive 8020 honestly doesn't land too far off the mark. Earth hasn't been doing too great these past few years, and climate scientists have been warning about change for decades. With billionaires talking publicly about colonizing other planets, games like Directive 8020 don't seem all that implausible anymore. Zombies are scary, but Directive 8020 is the kind of game that will sit in the back of the mind for years after playing it, wondering when it'll be our turn next.

    5. Quarantine Zone: The Last Check 🧟

    Not every horror game needs to put players in the boots of a gun-wielding hero to keep them on edge; sometimes, the scariest roles are the ones where they're just another survivor, forced to make judgment calls they're unqualified to make and can't take back. Quarantine Zone: The Last Check puts players in command of humanity's final blockade in the zombie apocalypse, where survivors come pouring in at a constant, panicked stream, desperate for shelter. The job? Decide who to let in, who to turn away, who to quarantine, and who to execute immediately before they spread infection to the last safe haven on Earth. Unlike other horror games, players aren't holding the gun, and they're not on the front lines; they're just making the decisions for the people who are, and if they screw up, all of humanity is doomed, and they'll be the only one to blame. That setup alone is already chilling enough, but the game's real weight comes from the intense moral pressure. Every survivor that steps foot past the borders has a story, and even though everyone deserves to live, some have to die, or countless others could be doomed. Even if the gun isn't in their hands, they're the one pulling the trigger. While Resident Evil Requiem will no doubt excel at terrifying encounters with monsters, Quarantine Zone taps into something far more insidious: the impossibly hopeless fear that humanity's survival might demand sacrificing one's own humanity to preserve it.

    4. Dying Light: The Beast 🌙

    Since 2015, the Dying Light series has always been about the thrill of racing through hordes, the terror of nightfall, and the desperation of surviving in a world overrun by the infected. If it's got "Dying Light" in its name, it's going to be good, but Dying Light: The Beast is about to take everything known about the franchise and turn it on its head. In The Beast, players aren't just running and gunning through the monster menace; they're becoming it. Playing once again as Kyle Crane, they find themselves scarred by years of torturous experiments at the hands of the sinister Baron, whose DNA tampering has left them caught between human and zombie. Struggling against the beast growing inside, they'll have to learn to control it before they can take revenge. Every encounter in the dangerous Castor Woods becomes more than just a battle to stay alive; it's a fight to resist the transformation from human to beast. And when night falls, that balance gets even harder to maintain. In Dying Light: The Beast, the enemy isn't just coming from the outside, but from the inside as well. The zombies may be coming from every angle in Resident Evil Requiem, but in The Beast? The call is coming from inside the house.

    3. Little Nightmares III 🎪

    Remember when Little Nightmares terrorized the gaming world back in 2017? And in 2021, when it brought that terror to new heights with Little Nightmares II? Well, get ready to wish you hadn't, because Little Nightmares III is about to be unleashed upon us all. This time, players follow Low and Alone, two best friends trying to escape the twisted dimension known as the Nowhere. The Nowhere is home to twisted monsters of every variety, and they're all too eager to get their hands on any intrusive little creatures that capture their attention. Both characters need to be ready to run, hide, and even use weapons to defend themselves at a moment's notice, because these monsters are truly lurking around every corner. From fleeing a colossal Monster Baby in the ruins of the Necropolis, to sneaking past swarms of ravenous Candy Weevils in a grotesque Candy Factory, Little Nightmares III keeps up the tradition of turning familiar childhood spaces into warped nightmares. These new settings are every bit as twisted, imaginative, and disturbing as expected from a Little Nightmares game, and players won't be looking at fairgrounds or ball pits the same way ever again after playing it. The zombies may be scary in Resident Evil Requiem, but at least they're human-sized; the monsters in Little Nightmares III only come in XL sizes, making escape seem almost like a fool's errand.

    2. Macabre 🎭

    Surviving against mindless hordes of zombies in Resident Evil games is hard enough, but Macabre takes it one step further. Instead of defending against brainless, undead monsters, players do everything in their power to survive against a mutated entity that adapts to their every move. Macabre is a 1–4 player co-op extraction horror game where the rules never stay the same for very long. Players and their team enter a volatile nightmare dimension known as the Rift, a perilous purgatory full of shifting maps, unstable conditions, and a horrifying, mutated creature that learns from every move they make. No two runs are ever identical, meaning most thinking and planning must be done on the fly. If they falter for even one moment, god only knows what will sink its claws into them the second they turn their back. That kind of unpredictability keeps players constantly on edge, but lawless dimensions and horrifying monsters aren't the only things to worry about in Macabre. The game raises the stakes by adding player choice into the mix: will they help each other escape as a team, or will they betray their friends for the lion's share of the loot? Trust is a fragile thing when survival isn't guaranteed, and sometimes the scariest thing in the Rift isn't what's hunting them; it's the person standing right beside them. At least players know they can't trust anything that walks on two legs in Resident Evil Requiem, but in Macabre? They never know which so-called teammate could snap and stab them in the back at a moment's notice.

    1. Silent Hill f 🌫️

    The Silent Hill series has always been synonymous with psychological terror, and while Resident Evil Requiem will no doubt be a standout hit in its own series, Silent Hill f looks like it's about to be a bold re-imagining of its entire haunting legacy. Set in 1960s Japan, Silent Hill f follows Shimizu Hinako in her quiet hometown of Ebisugaoka, as it's swallowed by a dense, eerie fog, transforming once-familiar streets into a haunting terrain. With reality crumbling quickly around her, Hinako must face distorted entities bearing familiar faces, unravel mind-bending environmental puzzles, and attempt to understand what's happened to her once-peaceful home. The answer she finds may not be the one she expects, however, and what she decides to do with it will shape her own fate, along with the fate of the entire world, forever. Silent Hill f's blend of psychological torment, grotesque imagery, and disturbing do-or-die choices, all thrown into a haunting new setting, could make it one of the most striking horror experiences in years, Requiem be damned. If it lands the way it's shaping up to, Silent Hill f could mark not just a comeback for the whole series, but a redefining chapter in psychological horror games altogether.

    Game
    Release Window (Expected)
    Key Fear Factor

    Gravewatch
    2026
    Desperate grave robbing turns undead nightmare

    Of Lies and Rain
    2026
    VR sci-fi conspiracy between physical and digital

    The Mound: Omen of Cthulhu
    2026
    Lovecraftian jungle madness and paranoia

    REANIMAL
    2026
    Island horror from Little Nightmares creators

    Directive 8020
    2026
    Space colony crash and shape-shifting death

    Quarantine Zone: The Last Check
    2026
    Moral pressure of deciding who lives or dies

    Dying Light: The Beast
    2026
    Transforming into the monster within

    Little Nightmares III
    2026
    Giant monsters in twisted childhood spaces

    Macabre
    2026
    Adaptive entity and player betrayal

    Silent Hill f
    2026
    1960s Japanese psychological terror

    As 2026 unfolds, these ten games prove that the survival horror genre is thriving beyond any single franchise. Whether players crave the moral weight of Quarantine Zone, the psychological fog of Silent Hill f, or the co-op betrayal of Macabre, there's a nightmare waiting for every taste. Resident Evil Requiem may be the headliner, but the supporting cast is more than capable of stealing the show—and a few nights of sleep along with it.

    Keeping up with so many 2026 horror releases can get expensive fast, especially when you're trying to decide which titles deserve a day-one purchase and which can wait for a sale. A [game price tracker]( like DealNest makes that juggling act a lot easier, letting you follow price drops and discounts across multiple storefronts without refreshing each one manually.

    With Silent Hill f, Directive 8020, and REANIMAL all landing in the same window, having a way to compare current prices and historical lows means you can prioritize the games you're most excited for while still catching the rest when they hit a price that feels right.

    https://dealnesthq.com

    The Roll Call game

  • Silksong: A Brutal, Beautiful Homecoming After Seven Years
    C cedar947

    Silksong: A Brutal, Beautiful Homecoming After Seven Years

    Silksong is a brutal, beautiful Hollow Knight sequel: richer Pharloom, deeper combat, scarce resources, and secrets that punish and reward.

    Almost seven years. That's how long I waited for Silksong. When it finally dropped in 2026, I felt a mix of excitement and dread. After all, Hollow Knight built a legacy that's hard to follow. But Silksong isn't just more Hollow Knight. It's a different beast entirely—one that throws you into the deep end and laughs as you drown.

    The Early Game Doesn't Hold Your Hand

    Hollow Knight eased me in. The Gruz Mother was a joke, and most early bosses only did one mask of damage. Silksong? It throws you right into the deep end. No easy bosses, no gentle learning curve. I died more times in the first hour than I care to admit. The enemies hit like a truck—two masks of damage from regular bugs? That's just rude. And there's no tutorial. Team Cherry basically said, 'You played Hollow Knight, right? Good luck.' 😅 The game itself seems to mock me with every two-mask hit.

    Money, Money, Money

    In Hollow Knight, I was swimming in geo. In Silksong, rosary beads are like gold dust. Want a map? That'll be a few hundred. A bench? More beads. A simple key? You get the idea. I've found myself farming the same poor enemies over and over, and I swear they recognize me now. 'Oh no, it's that broke bug again.' 🥲 I've never felt so poor in a video game.

    Where Are the Mask Shards?

    I found two mask shards in my first few hours. Two! And one of them I had to buy. In Hollow Knight, they were practically falling from the sky. Here, they're hidden in the most obscure corners. It makes every two-mask hit feel like a death sentence. I've started to dread exploring new areas because I know I'll just lose my health and my beads. Seriously, where are they? I've resorted to hitting every wall and ceiling in hopes of a secret.

    Pharloom Feels Alive

    Hallownest was haunting—beautiful, but dead. Pharloom is bustling. There are NPCs everywhere, and they actually talk to you. Hornet speaks, so I feel a connection. I can do Wishes for them, learn their stories. It's a nice change of pace. Pharloom breathes with life, its NPCs chattering away about their hopes and fears. But don't let the liveliness fool you—the enemies are still out for blood.

    A Wider Toolkit

    Hornet plays differently. The crest system is a game-changer. I can choose a crest that suits my style, then customize it with tools. It feels like a proper RPG build. I've been experimenting with a beast crest that lets me go full aggro, but I might switch to something more defensive. The possibilities are exciting. It's much more strategic than Hollow Knight's charm system.

    Secrets Within Secrets

    Silksong is huge. And I mean huge. I've already found a secret room inside another secret room. Team Cherry is laughing at us, I'm sure. You have to hit every wall, look behind every waterfall. If you think you've found the secret, keep digging. There's probably another one. I'll let you discover the rest for yourself—just don't blame me when you get lost for hours.

    Final Thoughts

    Silksong is not Hollow Knight 2.0. It's a tougher, more complex, and more alive experience. It respects your skills but also punishes your mistakes. I'm only a few hours in, and I'm already hooked. If you're struggling, just remember: git gud. Or, you know, cry a little. Both work. You know the feeling.

    Here's a quick comparison table:

    Aspect
    Hollow Knight
    Silksong

    Early game difficulty
    Moderate
    Brutal

    Tutorial
    Yes
    No

    Regular enemy damage
    Mostly 1 mask
    Often 2 masks

    Currency
    Plentiful geo
    Scarce rosaries

    Mask shards
    Common
    Rare and hidden

    Atmosphere
    Haunting, dead
    Lively, bustling

    Combat toolkit
    Nail arts, spells
    Crests, tools, customization

    Secrets
    Hidden walls
    Hidden rooms within hidden rooms

    So, yeah. It was worth the wait. But my thumbs hurt. And my pride. 😭

    If you're thinking about diving into Silksong yourself—or finally checking out Hollow Knight after all this talk—it helps to know you're not overpaying before you commit. DealNest is built for exactly that, offering a straightforward [game price comparison]( so you can see current offers across different storefronts in one place.

    Whether you're hunting for a discount on Silksong or just want to compare prices on other titles in your backlog, a quick stop at DealNest can save you a few bucks without the guesswork. It's a practical resource for deal hunters who'd rather spend less on the games and more on actually playing them.

    https://dealnesthq.com

    The Roll Call game

  • Hollow Knight Silksong: Balm for the Wounded Quest Guide for 2026
    C cedar947

    Hollow Knight Silksong: Balm for the Wounded Quest Guide for 2026

    Hollow Knight Silksong's Balm for the Wounded quest sends you from Songclave to Whiteward to find Sherma. Complete it for rewards and 100%.

    In 2026, Hollow Knight Silksong remains a maze of secrets, and the Balm for the Wounded quest is one of its most easily missed errands. This Act 2 side quest sends Hornet into Whiteward to find Sherma, a resident who has vanished from Songclave. For completionists chasing 100%, it is not optional. For everyone else, the rewards make it more than worth the detour. The quest also opens the door to another missing-person hunt, so players who skip it may find their Wish Board looking a little emptier than it should.

    How to Start the Balm for the Wounded Quest

    The quest does not simply appear. Players must first discover Songclave in the north-eastern part of Choral Chambers in the Citadel. After activating the First Shrine bench in Songclave, they need to leave and then return. That small act of backtracking convinces the settlement to build a Wish Board. Songclave, in other words, waits for travelers to prove they are coming back.

    Even then, the Wish Board will not offer Balm for the Wounded right away. It only appears after players complete the Building Up Songclave side quest. That task asks for a donation of 300 Rosaries to the Wish Board. It also requires visiting Whiteward one time. The entrance to Whiteward needs a key, but the key is easy to find to the right of the First Shrine bench in Songclave. Players should grab it before leaving. Blink and it is gone, and then they will be making a second trip.

    Once Building Up Songclave is complete and Whiteward has been visited at least once by unlocking its door, players should return to Songclave. The Balm for the Wounded quest will be waiting at the Wish Board. Accept it, and the search for Sherma officially begins.

    How to Find Sherma in Whiteward

    Sherma can be found on the eastern side of Whiteward, northwest of the path that leads to the Underworks. A specific door leads directly to her location, but reaching it is the tricky part. Whiteward is a place that hoards its secrets like a miser, and the correct route is not always obvious.

    Fortunately, the game offers a trail. While exploring Whiteward in search of Sherma, players will encounter an item of hers that can be interacted with. Doing so tracks her scent. This creates a visible path to her location, making the hunt much less of a headache. The scent trail practically takes players by the hand and leads them to the door mentioned earlier.

    After entering the door, players arrive in a tiny subsection of Whiteward. From there, they should proceed all the way to the right. Sherma is at the end. Once she is found, speak to her and exhaust her dialogue. This triggers a battle against a wave of enemies. There are five enemies in total, and they must all be defeated. After the fight, speak to Sherma again. Finishing that conversation concludes the Balm for the Wounded quest.

    Balm for the Wounded Quest Rewards

    The first reward arrives immediately. Sherma hands over a Spool Fragment after being saved from Whiteward. A Spool Fragment is one of two parts that increase Hornet's Silk Meter. For combat-focused players, that upgrade is not just a nice extra. It is a direct boost to Hornet's toolkit, and it can make later fights feel noticeably smoother.

    The second reward is a new quest at the Wish Board in Songclave. Completing Balm for the Wounded unlocks the Lost Merchant quest, which involves finding another missing character on the large map of Silksong. In other words, one rescue leads to another mystery. Players who enjoy the interconnected side stories of Silksong should pay attention, because this chain is easy to lose track of in a year crowded with new releases.

    Reward
    Details

    🧵 Spool Fragment
    Handed over by Sherma immediately after the rescue. One of two parts that increase Hornet's Silk Meter.

    📜 Lost Merchant quest
    Unlocked at the Wish Board in Songclave. Sends players after another missing character.

    ✅ Completion progress
    Required for a 100% completion run in Hollow Knight Silksong.

    Why the Quest Still Matters in 2026

    By 2026, Hollow Knight Silksong has been picked apart by guide writers, speedrunners, and lore hunters. Yet Balm for the Wounded remains a common blind spot. The quest hides behind a donation, a key, a first visit to Whiteward, and a scent trail that only appears if players inspect the right object. That is a lot of invisible checkboxes. No shame in missing one.

    For anyone returning to an old save or starting a fresh completion run, the order is simple. Build up Songclave. Visit Whiteward. Accept the Wish. Track Sherma. Clear the enemy wave. Claim the Spool Fragment. Then check the Wish Board again for the Lost Merchant. It is a short chain, but it reaches into multiple systems and rewards patient exploration.

    In a game built on hidden paths and quiet tragedies, Balm for the Wounded fits right in. It asks players to slow down, follow a scent, and bring someone home. The Spool Fragment is the practical prize. The new quest is the hook. The real reward, as cheesy as it sounds, is one less empty chair in Songclave.

    Anyone planning to keep grinding through Silksong's side content in 2026 is probably eyeing a few other Metroidvania releases to fill the gaps between patches and expansions. Tracking down genuinely good prices across storefronts can be its own kind of quest, which is where a deal aggregator earns its keep. Sites like [DealNest game deals]( round up current discounts and price drops in one place, so you spend less time refreshing store pages and more time actually playing.

    It's a small convenience, but a useful one for completionists who like to stack a backlog before diving into the next long rescue mission. Worth a look if your wishlist is longer than your wallet.

    https://dealnesthq.com

    The Roll Call game

  • Roach Guts Quest in Silksong: My 2026 Guide to Crull, Benjin, and Tacks
    C cedar947

    Roach Guts Quest in Silksong: My 2026 Guide to Crull, Benjin, and Tacks

    Hollow Knight: Silksong guide: find Crull and Benjin in Sinner's Road, farm 10 Muckroaches for Roach Guts, and earn the Tacks tool.

    Hey, fellow Hallownest wanderer! 🐛 It's 2026, and I'm still hopelessly addicted to Hollow Knight: Silksong. If you're stuck in Sinner's Road, you've probably met Crull and Benjin, the two quirky bugs who want you to hunt down 10 Muckroaches. I remember my first run—I died more times to those roaches than I'd like to admit. But trust me, the reward is a game-changer. So grab your needle, and let's dive into the Roach Guts quest.

    Where to Find Crull and Benjin

    First things first: you need to reach their hut. It's in the top right corner of the room, east of the broken Sinner's Road bench. To get there, you'll need Cling Grip (Wall Jump) on the left side of the room, then pogo off the floating spikes, and finally use Drifter's Cloak (Float) to glide into their little abode. It's like threading a needle while riding a unicycle—tricky but doable. Once inside, talk to the two bugs, and they'll ask you to slay 10 Muckroaches and collect their guts. Sounds gross, right? But the payoff is sweet.

    The Best Muckroach Farming Spot

    Muckroaches are scattered all over Sinner's Road, but the most efficient farming location is in the long tunnel directly underneath the bench, to the left of the locked Green Prince. Here's my routine:

    • Rest at the Sinner's Road bench to set your respawn point.

    • Exit through the right exit.

    • Drop down to the bottom, then turn left.

    • You'll see three Muckroaches: two on the ground and one on top of a cage.

    Kill them, and collect the Roach Guts that drop from their carcasses. Rinse and repeat until you have 10. It's a bit like collecting eggs from a very angry chicken coop—you have to be fast, or you'll get pecked. Each run takes about a minute, so you'll have your 10 guts in no time.

    The Reward: Tacks Tool

    Once you've got 10 Roach Guts, return to Crull and Benjin. They'll reward you with the Tacks tool—a Red Tool that functions like caltrops. Hornet can throw them on the ground, and enemies who step on them take damage. You get 6 charges, and each charge costs 8 Shell Shards to restore at a bench.

    Every time you use Tacks, Hornet throws out 4-5 caltrops, each dealing roughly half a Needle hit's worth of damage. It's like scattering a handful of tiny, explosive jacks on the floor—enemies step on them and immediately regret their existence. I've used Tacks to turn entire arenas into a hazard zone, especially against slow, grounded bosses. It's not just a tool; it's a tactical nuke in your pocket.

    Tips and Tricks

    • Farm efficiently: The tunnel under the bench is the best spot. Just keep resting and re-entering.

    • Watch your step: Muckroaches can be surprisingly aggressive. Use your needle's range to your advantage.

    • Save Shell Shards: Restoring Tacks charges can get expensive, so use them wisely.

    • Boss fights: Tacks shine against bosses like the grounded ones in Sinner's Road. Lure them onto the caltrops and watch their health melt.

    • Combine with other tools: Tacks work great with area-denial tools or long-range attacks.

    Final Thoughts

    The Roach Guts quest is one of the most rewarding side quests in early Silksong. It's a bit grindy, but the Tacks tool is absolutely worth it. In 2026, with all the patches and updates, this quest remains a must-do for any serious player. So go out there, hunt some roaches, and turn the battlefield into a pincushion. Happy hunting! 🎮

    If you're planning to pick up a copy of Silksong, its soundtrack, or another title to play between boss attempts, prices can vary a lot between storefronts. DealNest keeps track of current offers and discounts, so it's easy to compare before you buy. You can head over to DealNest to [find the best deal]( and keep more of your budget for the games you actually want to play.

    https://dealnesthq.com

    The Roll Call game

  • Silksong's Difficulty Debate: Why Mods And Assist Modes Make Hard Games Better
    C cedar947

    Silksong's Difficulty Debate: Why Mods And Assist Modes Make Hard Games Better

    Hollow Knight: Silksong mods in 2026 tame unfair difficulty while preserving brutal boss fights and atmospheric exploration.

    When Hollow Knight: Silksong finally arrived in 2025, it did not simply meet expectations. It crushed them under a hail of spikes, winged beasts, and bosses that refused to forgive. By 2026, the game remains a beautiful, brutal landmark. One particular player, a wanderer who had adored the original Hollow Knight from a distance but never mastered it, stepped into Silksong with hope. They left the first hour bruised. The art was adorable. The music enchanted. The stories whispered from every mossy corner. Yet the combat and platforming demanded more than admiration. They demanded proof. ⚔️

    The player quickly learned that Silksong was not interested in gentle onboarding. Standard enemies in the opening hour could deal double damage with ordinary attacks. Bosses layered deadly combos together, leaving no obvious escape. Trial and error was part of the experience, but after enough failures, the player understood why some people put the controller down and never returned. The game wanted mastery, and it wanted it immediately. 🕷️

    Yet the player did not want to abandon the world. They loved the character designs, the haunting soundtrack, and the mythic stories unfolding around every corner. To enjoy those things, however, they needed to become a warrior who let nothing stand in their way. They believed they were capable. They also knew their patience had limits, especially with so many other responsibilities pulling at their time. That was the real conflict: not a lack of skill, but a lack of hours. ⏳

    Mods Became a Personal Lantern

    Thankfully, the player was not alone. By 2026, the modding community had already created thoughtful adjustments for Silksong. Some mods removed the excessive double damage that had made early enemies feel unfair. Others ensured that tools like the compass remained active at all times, turning exploration from a memory test into a gentler journey. None of these mods transformed the game into something unrecognizable. They simply filled in the cracks that many players had complained about. 🧭

    With those changes, the player found a new rhythm. They could still be punished for careless mistakes. Bosses still demanded pattern recognition and precise movement. But they no longer felt buried by cheap damage. They had a chance to see more of Silksong, to breathe in its atmosphere, and to appreciate the craftsmanship without being constantly walled off from it. The challenge remained. It was simply curated to their preferences while keeping the heart and soul of the experience intact. 🎮

    If a mod makes a game more enjoyable for more people, it is difficult to see how that could be a bad thing. The player was not asking for a victory button. They were asking for a version of the game that respected their time. And in 2026, that request feels less controversial than ever. Official difficulty options are common in many genres. Even FromSoftware games, which built their reputation on uncompromising design, could benefit from a selection of difficulty settings. The original vision would remain for those who want it. Others would simply get a door instead of a wall. 🚪

    Celeste Already Showed the Way

    The debate around Silksong reminded the player of Celeste. That masterful indie platformer was also very difficult. Its story involved climbing a literal mountain while facing inner demons, so the challenge made thematic sense. Playing Celeste without adjustments would kick most people around. Reaching the end of each level was possible for determined players, but seeing everything, including collectibles and bonus levels, was a Herculean task. 🏔️

    Celeste offered an Assist Mode. Players could personally adjust game speed, stamina, air dashes, and invincibility. Turn everything up, and the game could be completed without taking a single hit. That was not the intended experience, but Celeste still offered it because player choice mattered. Maddy Makes Games had a narrative it wanted as many people as possible to experience. Even if that meant turning the gameplay into a delightful pixel-art walk in the park, the studio understood that accessibility did not erase the game's soul. 💖

    The player had used Assist Mode in Celeste and still considered it a masterpiece. They did not feel robbed of satisfaction. They felt included. That memory made the Silksong discourse feel painfully familiar. A difficult game can remain difficult while also offering ways for more people to reach its ending. The two ideas are not enemies. They are neighbors. 🏘️

    The Strange Entitlement Around Difficulty

    Unfortunately, video game difficulty settings still carry a bizarre aura of entitlement. Some players act as if their preferred way of playing is the only legitimate way. They forget that games are entertainment, art, and personal experiences. If someone uses mods to soften double damage or keeps a compass active, that choice does not diminish anyone else's victory. It does not remove the challenge from the original version. It simply allows another person to enjoy the same world. 🌍

    The player eventually returned to Silksong with a mixture of mods and stubborn determination. They still died. They still cursed. They still felt their heart race during boss fights. But they also saw more of the Mossgreen Grotto. They heard more of the music. They uncovered more of the story. The game remained hard, and they remained proud of every small victory. The difference was that they were no longer locked out of the experience they had waited years to enjoy. 🔓

    Approach
    What It Changes
    Why It Helps

    Mods
    Removes double damage, keeps compass active
    Makes exploration and early combat less punishing

    Celeste Assist Mode
    Adjusts speed, stamina, dashes, invincibility
    Allows more players to experience the narrative

    Official difficulty options
    Curates challenge through developer-approved settings
    Respects player choice without altering the default vision

    Hollow Knight: Silksong is a hard game, and hard games are not for everybody. But if mods or official means of tuning its challenge allow more people to reach the end or see everything it has to offer, the wider community should not complain. The player did not want Silksong to become easy. They wanted it to become theirs. By 2026, that seems like a reasonable wish. 🌱

    In the end, the player climbed their own version of the mountain. They did not touch every spike with perfect grace. They did not defeat every boss on the first try. But they kept going, and they found joy in a world that had almost pushed them away. If that is not a victory worth celebrating, then perhaps the community needs to step outside, find some grass, and remember why people play games in the first place. 🍃

    That same patience the player learned to apply inside Silksong has a strange way of showing up outside of it. Waiting for the right moment to strike an enemy, holding a dash until the last second, deciding when a risk is actually worth taking — these habits follow a person into other parts of life, including the way they spend money. Games like this one rarely go on sale at launch, and a sequel with years of anticipation behind it will hold its price for a long while. Watching a listing instead of buying on impulse, checking back after a seasonal event, noticing when a bundle quietly drops below its usual floor — that is its own kind of patient play.

    For anyone who wants to keep an eye on prices without refreshing store pages every week, [this price tracking tool]( at DealNest makes that waiting game a lot less tedious. It is a small thing, but so were the mods that let the player finish the mountain — a way to make an experience that felt closed off feel reachable again.

    https://dealnesthq.com

    The Roll Call game

  • I'm Still Stuck In Greymoor While Silksong Speedrunners Beat It In 77 Minutes
    C cedar947

    I'm Still Stuck In Greymoor While Silksong Speedrunners Beat It In 77 Minutes

    Hollow Knight: Silksong speedrunning records shattered in 2025 as runners blitzed Pharloom; leaderboards now reveal even faster times.

    It is 2026, and I have a confession: I am not a speedrunner. I am a normal player. I put my trousers on one leg at a time, I panic when a boss does a new move, and I have spent more time in Hollow Knight: Silksong's Greymoor than I care to admit. While I was busy being bullied by wave after wave of annoying birds, other people were beating the entire game in less time than it takes me to make a cup of tea and forget where I put it. What is wrong with me? Apparently, nothing. The consensus is that Silksong is pretty darn good. The only hang-up is that it is a little difficult. A little. Sure. And the sun is a little warm.

    Back in September 2025, one week after its internet-breaking release, the speedrunning scene had already gone feral. The first person to post a sub-two-hour run was Onaku, with a time of 1:46. Then, hours later, they improved it to 1:19. Rival speedrunner BlueSR showed up and beat that with a 1:26, then kept plugging away until they shaved more minutes off and finished Silksong in 1:17. A new world record. And then? That record reportedly lasted just 11 minutes. Eleven minutes! I cannot even decide which bench to sit on in eleven minutes. By the time I typed this sentence, someone had probably already beaten the game while blindfolded, using a dance mat, and holding a conversation about gardening.

    Let me put the early chaos into a table, because tables make my inadequacy feel organized.

    Runner
    Time
    What I was doing

    Onaku
    1:46
    Dying to birds

    Onaku
    1:19
    Dying to different birds

    BlueSR
    1:26
    Staring at a map

    BlueSR
    1:17
    Still dying to birds

    Speedruns are only going to get faster, too. Team Cherry confirmed that Silksong's first big update would make early game bosses Moorwing and Sister Splinter easier to beat. Just imagine how quickly people will finish the game once those changes are applied. Actually, do not imagine it. I am already intimidated enough. If Moorwing becomes less of a wall, the wall becomes a door, and speedrunners are going to kick that door down and sprint through Pharloom like they forgot to turn off the oven.

    It is possible people have beaten Silksong even faster, and we will not know for sure just how quickly people are racing through Pharloom for another few weeks. The speedrun leaderboards for the Hollow Knight sequel opened on September 30, 2025. At that point, players could submit their runs and see how they stack up against some of Silksong's other speedrunners. Now that we are in 2026, those leaderboards are probably a graveyard of my self-esteem. The records from that first week are cute little history exhibits. The current times? I do not want to know. But I also absolutely want to know.

    How do we gauge how far people can go? Look at the original Hollow Knight. Its record runs are almost down to just 30 minutes. According to HowLongToBeat, the first game takes, on average, five hours longer to finish than Silksong. Five hours! That is a whole workday of bug-related suffering. Maybe, by the time people are done, we could see players speeding through the sequel in less than half an hour. Maybe someone will beat it during a lunch break. Maybe someone already has. Maybe the true final boss is the leaderboard itself.

    I am no speedrunner. If you are firmly in the camp of people who are enjoying Silksong but struggling with its difficulty, I am right there with you. I mentioned in the headline that Onaku beat the game in less time than it takes me to beat some of its boss fights, and that is kind of true. I am currently stuck on the bit in Greymoor where you have to beat wave after wave of annoying birds before you can progress. I am fairly certain I have been stuck there for at least two hours. Two hours. That is longer than some people needed to finish the entire game. I have not finished one screen. I have not even finished one bird. The birds are winning. The birds have always been winning.

    So what is taking me so long? I would like to blame the game. I would like to blame the birds. I would like to blame the fact that I keep pressing the wrong button because I am too busy admiring the art. But the truth is simpler: speedrunners are built different. They see a boss and think, ah, a minor inconvenience. I see a boss and think, ah, a new reason to lie down. They memorize frames. I memorize the sound of my own defeat. They optimize routes. I optimize excuses.

    Still, there is hope. Silksong is a great game, even when it is kicking my teeth in. The difficulty is part of the charm, or at least that is what I tell myself while a bird the size of a small horse dive-bombs me for the fourteenth time. If you need me, I will be in Greymoor, practicing the ancient art of not learning from my mistakes. The speedrunners can have their 1:17. I will have my two-hour bird marathon. We are both beating the game, just at very different definitions of beating.

    And hey, maybe one day I will submit my run to the leaderboard. I will call it the comedy category. The judges will laugh. The birds will laugh. I will cry. It will be beautiful. 🐦💀

    There is one small barrier between watching a 1:17 run and attempting your own: you actually have to own the game. If the birds of Greymoor have convinced you to take a breather and finally work through the rest of your backlog, or if you are eyeing a second copy for a friend who keeps insisting they could do better, it helps to know where the prices are lowest. DealNest is the kind of place worth bookmarking for that — it tracks down [cheapest steam keys]( across a huge range of titles, so the money you save can go toward the emotional support snacks you will need for Pharloom.

    Speedrunning is expensive in a different way: it costs time, sleep, and possibly a little sanity. Nobody is asking you to route-optimize your afternoon, but there is no reason to overpay for the privilege of getting dive-bombed by a horse-sized bird. Grab the game at a price that hurts less than the boss fights, settle in, and let the leaderboard stay a hypothetical for now.

    https://dealnesthq.com

    The Roll Call game

  • A Hornet's Guide to Every Simple Key in Silksong
    C cedar947

    A Hornet's Guide to Every Simple Key in Silksong

    Find every Simple Key location and Simple Lock use in Hollow Knight: Silksong with this concise Pharloom guide.

    I still remember the first time I saw a Simple Lock in Hollow Knight: Silksong. It was a smug little door in the Deep Docks, and I had no key. I had Rosaries, a needle, and a bad attitude, but none of that mattered. What good is a key if you forget where the lock is? And what good is a lock if you never find the key? As of 2026, Pharloom has not gotten any kinder, so I am writing down every Simple Key location and every Simple Lock use I have found, so you do not have to backtrack through a thousand crawling tunnels like I did.

    Simple Keys are single-use, which is why I treat each one like a precious secret. There are only four in the game, and each one opens a specific door. If you waste one, you will feel it. So let us walk through the keys first, then the locks.

    The Four Simple Keys of Pharloom

    Key #
    Location
    Cost or Requirement
    What to Remember

    1
    Bone Bottom
    500 Rosaries
    Buy from Pebb the merchant

    2
    Sinner's Road
    Double jump or clawline
    Top northeastern corner, survive the ambush

    3
    Sands of Karak
    Quick traversal before the path vanishes
    Far east bench, body of a dead bug

    4
    The Wandering Merchant quest
    650 Rosaries
    Find Jubilana, then unlock her at First Shrine

    1. Bone Bottom: Pebb's Price

    The first key is the easiest to understand and the hardest to afford early on. I walked up to Pebb the merchant in Bone Bottom, and he wanted 500 Rosaries. That felt like a fortune when I was still learning how to survive. I farmed, completed wishes, and scraped together the cost. If you are short, do not rush into every locked door you see. Trust me, the key is not going anywhere.

    2. Sinner's Road: The Top-Floor Ambush

    Sinner's Road taught me that vertical exploration is its own kind of horror. The second Simple Key sits in the top northeastern corner. You need the double jump or the clawline to cling to walls and climb to the top. Hit the lever to access the top floor, and then get ready. Hornet is ambushed by a big enemy. I died twice before I learned its rhythm, but defeating it rewards the key. Who would have thought a simple climb could turn into a boss fight?

    3. Sands of Karak: A Dead Bug's Gift

    The third key is a test of speed and nerve. In the Sands of Karak, I had to hit a branch and move quickly before the path disappeared. Once I was far east, I kept going in the same direction until I reached a bench with a body on it. I grabbed the Simple Key from the dead bug. It is grim, but in Pharloom, grim is just another word for Tuesday.

    4. The Wandering Merchant: Jubilana's Final Key

    The last key comes from The Wandering Merchant quest. I found Jubilana, then returned to the First Shrine to unlock her as a merchant. After collecting 650 Rosaries, I bought the Simple Key. It is expensive, but by this point you should have a decent Rosary route. If you do not, hunt down wishes and sell what you can spare.

    Where to Use Every Simple Lock

    Now for the part that actually matters. A key without a lock is just a shiny regret. Here is where I used each one.

    Deep Docks: The Bellway Door

    From the Deep Docks Bellway, head right to the lower door. Attack the lever to go down deeper and enter the path below the Forge Daughter. At the end, there is a locked door that reveals a huge part of the Deep Docks. You can access this area later from Far Fields after acquiring certain abilities, but using the Simple Key here gives you a head start with exploration. I chose the early route, and it paid off.

    Sinner's Road: The Green Prince's Cage

    In the vertical room right next to the bench where Shakra is singing in Sinner's Road, I found the Green Prince imprisoned in a cage. Climb a few cages, then glide down the left to access the Simple Lock. The NPC asks Hornet not to free him, but you have to do it to trigger his quest. Sometimes being a hero means ignoring good advice.

    Wormways: The Alchemist's Assistant and Sharpdart

    Upon accessing Wormways, keep going left while avoiding the falling worms until a door eventually appears. This opens more parts of the area, lets you complete the Alchemist’s Assistant quest, and unlocks the Sharpdart skill. That skill is hidden behind a Needolin door that can only be reached by using the clawline and double jump abilities.

    Sharpdart is worth the trouble. It changes how you move and fight, and it makes some later platforming sections far less cruel.

    High Halls: Rosary Cannon and Pale Rosary Necklace

    The door in High Halls is easily accessed from the station location. Unlock the door and head inside to find an obstacle blocking the path leading up. Destroy and navigate the tunnels while avoiding the deadly wheels until you reach the end. There are two paths available. Head down first to get the Rosary Cannon, then go up to collect a lot of Rosaries and open a chest containing the Pale Rosary Necklace. I went up first once, and I regretted it. Learn from my mistake.

    Final Thoughts

    Simple Keys are not just items. They are choices. Each one forces you to decide which part of Pharloom you want to open early, and which part can wait. In 2026, with more players than ever crawling through Silksong, I still see the same question: where do I use this key? My answer is simple. Use it where it hurts least to wait, and where it helps most to explore now. For me, that meant Deep Docks first, then the Green Prince, then Wormways, and finally High Halls. Your path may differ, but at least now you know where every key hides. Good luck out there, and do not waste your Rosaries on regret.

    If hunting down four Simple Keys taught you anything, it's that patience and a bit of planning stretch your resources further than impulse ever will. The same logic applies to building your library. Most of us have a wishlist full of games we'd happily play right now but not at full price, and waiting for the right moment to buy is its own kind of sequence break — you skip the sting and still get where you wanted to go. That's exactly the problem [cheapest steam keys]( was built to solve, gathering discounted keys from reputable sellers into one place so you're not tab-hopping between storefronts comparing numbers.

    DealNest keeps that comparison quick: browse current listings, check the price against what you'd pay on Steam directly, and buy only when the discount actually justifies it. It won't tell you which metroidvania to play next, but it can make the backlog cheaper to build while you wait for the next patch, DLC, or sale. Think of it as one more lock worth opening early — the only difference is that this one saves you money instead of Rosaries.

    https://dealnesthq.com

    The Roll Call game

  • My Painful Journey Through Silksong's High Halls to the Conductor's Melody
    C cedar947

    My Painful Journey Through Silksong's High Halls to the Conductor's Melody

    Hollow Knight: Silksong High Halls guide details secrets, Clawline use, and mastering the brutal Conductor's Melody arena.

    As I neared the end of Hollow Knight: Silksong, I found myself chasing the last of the three melodies needed to reach The Cradle. And of course, it was the Conductor's Melody that stood between me and the finale. Getting there meant surviving the High Halls and one of the most brutal enemy wave arenas I've ever faced—harder, in my opinion, than most dedicated boss fights in the game. So here's how I did it.

    Accessing the High Halls

    You reach the High Halls through the Choral Chambers. Exit out the top left side of the map, but don't bother unless you have the Clawline (grappling hook) ability. Trust me, you literally cannot explore this area without it. And if you want all the secrets, I'd also wait until you have the Faydown Cloak (double jump). I learned that the hard way.

    High Halls Walkthrough + Secrets

    After climbing the grappling hooks, you enter an area with a cascading stream running downward. Your goal is to go against the current. Stay out of the water by grappling and avoid enemies. The first foe is a sword-wielding bug called a Maestro with three little minions circling him. Jump attack between their gaps and leap over the minions he throws.

    Next, you enter a room where you can either rise up via a rotating grapple or float down while popping into each room. The bottom room has a shard cluster—nothing special—so head up. You'll meet a floating enemy called a Minister. These are deadly and can deal two masks of damage if you get caught in their flurry. Use ranged tools if you have them, or aggro them, wait for their attack to end, then pogo a few times and repeat.

    At the top, there's an exit that needs double jump. If you have it, check it out—it's a rough platforming sequence where you fight two Ministers while grappling up. Survive and you'll get a Spool Fragment. After that, drop back and head right to ascend further upstream. Fight another Maestro, but when two Ministers pop up, ignore them and gun for the exit on the right.

    This takes you to an area where you can go up or down. Up leads to a chest full of Rosaries, so poke around quickly. Then carefully use your Drifter's Cloak to float down through gaps in the spikes below. Latch onto grapples and hang there to reveal gaps and gradually find a path down. You'll come to a room on the left—head inside.

    Inside, there's a workbench where you can craft the Cogfly Tool if you have Craftmetal. This spawns little minions of your own in battle. It has a high shard cost but is very effective. After that, drop down the running waterfall and jump through to reveal a secret path. It has a shard cluster, but an enemy spawns in a tight space, so skip it if your health is low.

    Head back out to the left and keep floating down. Avoid the enemy outside if you didn't kill them—they won't follow. Once you navigate the spikes, go into the left room to find a Frayed Rosary String in a giant baby stroller. Then head back out and down to find a Ventrica Station (unlock for 80 Rosaries) and a bench. You can also buy a map for 70 Rosaries.

    The only unexplored area is the far end of the hall to your left. There's a shortcut back to the Choral Chamber, and further along is the battle arena from hell that stands between you and the Conductor's Melody. Good luck.

    Preparing for the Conductor's Battle Arena

    You could go in blind, but you'll have a bad time unless you prepare. None of this is essential, but it helps massively. Here's the Crest and Tool setup I used:

    Slot
    Tool
    Why

    Crest
    Crest of the Reaper
    Passively collect silk more consistently → heal more often

    Red
    Weavelight
    Synergy with Reaper for silk generation

    Blue
    Warding Bell
    Safety net when you can't heal

    Yellow
    Scuttlebrace
    Extra maneuverability (interchangeable)

    Yellow
    Ascendant's Grip
    Key for final phase—hang on walls indefinitely

    Yellow
    Threefold Pin
    Great for crowd control each wave

    Yellow
    Cogfly
    Passive damage from safety toward the end

    The Ascendant's Grip is crucial. The mini-bosses can't hit you when you're hanging on the wall, giving you time to regroup and harpoon to safety.

    How to Get the Conductor's Melody (Wave by Wave)

    Okay, let's walk through this hell one wave at a time.

    Wave 1: Envoy + two Reeds

    Take out the flying enemies first by continuously pogoing in the air, then kill the Envoy between charge attacks. You can clear this without touching the ground.

    Wave 2: Two Choristors

    Their thread attack hits for two masks. Pogo when safe, but if they wind up for a stronger attack, dash across the room.

    Wave 3: Reed, Bellbearer, Clawmaiden

    Prioritize the Clawmaiden—it steals your silk and healing. Heal or use a silk skill immediately to avoid waste. Watch for bouncing bells from the Bellbearer.

    Wave 4: Two Ministers

    You know these from the High Halls, but now you have a solid floor. Take your time, carve openings, and don't pogo too much—they're more dangerous in the air. When one dies, a Clawmaiden appears. Use your silk and kill it fast.

    Wave 5: Two Maestro minions

    Focus one and clear it fast while watching for Cogfly attacks from the other side. Then the leftover is easy.

    Mini-Boss 1: Choir Clapper

    This hulking beast has four attacks: a slam that creates a light bubble AOE, a slam that creates a pulsing ground wave, a standard slam, and a jumping slam. The standard slam is most dangerous—harpoon or sprint away immediately. Use walls to avoid the bubble, hop toward them for the ground pulse and get a few hits, and when they jump, dash below and hit from behind. Practice makes perfect.

    Wave 6: Two Reeds + one Bellbearer

    Nothing new. Take the Bellbearer out first to avoid stray bells.

    Wave 7: Two Bellbearers + one Reed

    Same strategy. A Clawmaiden will pop in—kill it as fast as it appears.

    Wave 8: Bellbearer + two Ministers

    Take out the Bellbearer fast, then the Ministers are trivial on the ground.

    Wave 9: Reed + Maestro

    Use your Threefold Pin to kill the Reed fast, then deal with the Cogfly enemy.

    Final Phase: Two mini-bosses together

    This is a nightmare. Spam all your weapon tools immediately, then get to the top of the screen and hang on the wall. Use your grapple hook to reach the safest side, get a few hits, then climb the other wall and repeat. Once you clear one, come down and fight the other like the first mini-boss. Survive this, and you've cleared the arena.

    Easier said than done, but I believe in you. The Conductor's Melody is worth every drop of sweat. 🎮💀

    Boss gauntlets like this one reward patience more than raw reflexes, and the same applies to building a library of challenging action games. If clearing this arena has you itching for the next brutal challenge, or you're just curious what similar titles are going for right now, it helps to know where the discounts are before you commit. DealNest keeps an eye on current pricing across platforms, so you can quickly [check game prices]( and see whether that title on your wishlist has finally dropped.

    Whether you're hunting for a sequel, a similar soulslite, or a completely different genre to cool down with after all that wall-climbing, having a reliable price tracker saves both money and time. Give the arena another shot tomorrow—and let your wallet rest tonight.

    https://dealnesthq.com

    The Roll Call game

  • Borderlands 4 Reviews: A Redemption Arc or a Safe Bet?
    C cedar947

    Borderlands 4 Reviews: A Redemption Arc or a Safe Bet?

    Borderlands 4 review: Gearbox's looter-shooter fixes Borderlands 3's flaws with open-world gameplay, though its safe villain and story may feel dull.

    I've been a Borderlands fan since the original, and like many of you, I was left feeling a bit... underwhelmed by Borderlands 3. The humor felt forced, the villains were annoying, and the story just didn't land. So when Borderlands 4 was announced, I was cautiously optimistic. Now that we're in 2026 and the dust has settled, the reviews are in, and it looks like Gearbox might have actually pulled it off. But is it the massive improvement everyone hoped for, or did they play it too safe? Let's dive in.

    The Consensus: A Big Step Up from Borderlands 3

    If you've been living under a rock, here's the scoop: Borderlands 4 is being praised as a course correction for the series. Our own review at Screen Rant boldly called it "the best game in the series so far." IGN said it's "the massive kick in the pants [the series] needed" after "fizzling somewhat with Borderlands 3." That's high praise, right? Even other outlets agree it's a step in the right direction, even if it's not perfect.

    But here's where it gets interesting. GameSpot noted that Borderlands 4 fixing its predecessor's issues also works "to its detriment." They said, "Borderlands 4 is cranked so far in the other direction that the resulting game feels like a strange imitation of the series." Ouch. So, is it possible to overcorrect? Maybe. But from what I've seen, the core looter-shooter gameplay is still intact and satisfying, so I'm willing to forgive a little identity crisis.

    The Villain Problem: Timekeeper vs. Handsome Jack

    Let's talk about the elephant in the room: the antagonist. Borderlands 3 gave us the Twins, who were widely considered annoying and cringey. Borderlands 4 introduces The Timekeeper. According to GamesRadar, "The Timekeeper is a very safe antagonist – which is an improvement upon Borderlands 3's actively abrasive Twins, but still rather dull." So, not a home run, but at least he's not actively hated.

    GameSpot added that "Borderlands 4 seems to do everything in its power to make sure that its characters cannot be hated." Is that a good thing? Well, after the Twins, maybe a safe, inoffensive villain is exactly what the series needed. It's like they said, "Let's not make everyone mad this time." And honestly, I'll take dull over grating any day.

    Open World and Gameplay: The Real Star

    The big advancement here is the open-world design. Reviews are celebrating it as a high point. I've always loved the semi-open areas of previous games, but a full open world? That sounds like a dream. The gameplay is making significant strides, and many reviewers note that the series' typically irreverent humor comes out in the side content, while the main story is a bit more dramatic. That balance might be the key to pleasing both old-school fans and newcomers.

    Is It the Best in the Series?

    Screen Rant's assertion that it's the best game in the series is particularly interesting, since Borderlands 2 has reigned supreme since 2012. Handsome Jack is a tough act to follow. The Timekeeper doesn't appear to be Handsome Jack-level compelling, but the gameplay iteration seems to have picked up the slack. So, can a game with a "safe" story and a "dull" villain still be the best? If the gameplay is that good, absolutely.

    Let's break down the pros and cons as I see them based on the reviews:

    Pros ✅
    Cons ❌

    Open-world design is a delight
    Story is safe and unremarkable

    Gameplay improvements are significant
    Villain is dull compared to Handsome Jack

    Humor is back in side content
    Main story takes itself more seriously (could be good or bad)

    Fixes many of Borderlands 3's issues
    Overcorrection makes it feel like an imitation at times

    My Take: Cautiously Optimistic

    As a longtime fan, I'm excited. It sounds like Borderlands 4 is a hit, taking significant strides and making a concerted effort to fix its predecessor's issues. Will it dethrone Borderlands 2 in my heart? Only time will tell. But for now, I'm just happy that Gearbox seems to be listening to the fans. What do you think? Are you ready to dive back into Pandora (or wherever this one takes place)? Let me know in the comments!

    🎮 So there you have it. Borderlands 4 might not be perfect, but it's a massive step in the right direction. And after the misstep of Borderlands 3, that's exactly what the series needed. Whether you're a veteran Vault Hunter or a newcomer, it sounds like there's plenty to love here. I know I'll be jumping back in.

    Of course, all this excitement comes with the usual question: when and where to actually pick it up. With multiple editions, pre-order bonuses, and platform-specific offers flying around, prices can vary a lot between storefronts, and the difference is often more than a few bucks. If you'd rather not overpay out of sheer hype, it's worth taking five minutes to [compare prices here]( before committing to a copy.

    DealNest gathers listings in one place so you can see how the Standard, Deluxe, and Vault Hunter editions stack up across retailers without opening a dozen tabs. Whether you're grabbing it on day one or waiting for that first inevitable discount, a quick look beforehand means more leftover cash for the Season Pass — and honestly, that's a deal any Vault Hunter can get behind.

    https://dealnesthq.com

    The Roll Call game
  • Login

  • Don't have an account? Register

  • Login or register to search.
Powered by NodeBB Contributors
  • First post
    Last post
0
  • Mercenary Camp
  • Popular
  • Recent
  • Tags
  • Users