Hollow Knight Kinheart

Hollow Knight Kinheart (or simply Kinheart) is the third major entry in the Hollow Knight Series. It is a sequel to the previous two games and like Hollow Knight Silksong stars a new protagonist. The game retains the 2D Metroidvania gameplay of the previous games although unlike Silksong has a greater focus on exploration.
Synopsis
Following the events of the original game, the Shade Lord who'd become re-absorbed into the greater Void took control of the formless mass, being able to direct and control it. Recalling its experiences during its time as the many vessels that had eventually returned to the Void it created numerous Schisms.
These Void Schisms were far smaller than the Void and capable of movement albeit somewhat limited. Uniquely from the Void however each Schism possessed an intelligence and was in essence a child of the Shade Lord, having the same desire for experience that the Shade Lord possessed. The Schisms travelled out from Hallownest to the far reaches, one such Void Schism came to a mighty mountain, a beacon standing at the edge of a mass of land with an endless ocean of blue on one side and the vast expanse of land on the other.
Seeking experience the Void Schism found the mountain inhabited by a great number of creatures similar to those of Hallownest, these creatures known as the inhabitants of the mountain perked the Void Schism's curiosity and so the Void Schism seeking experience rooted itself in the land nearby to the Mountain, not directly getting in the way of the creatures but instead sent out small vessels known as Formless Ones to learn about the inhabitants of the mountain and experience their existence.
One such Formless One, would find itself caught up in the conflict of the Salamander's Mountain, a war between a great and powerful Church that thundered a mighty power from within the Mountain, and the various kingdoms that had slowly withered under the shear intensity of the Church's influence.
Gameplay
Gameplay in Kinheart is largely the same as the previous games, the player controls a Formless One which is visually similar to the Knight's Shade. The player initially is limited in their abilities being able to Run, Jump, Crawl and Attack with a Void Nail. As the player progresses through the game they'll acquire numerous upgrades to their character, giving them greater manoeuvrability and allowing them to explore areas they couldn't before.
Forms
A major distinction between Kinheart and the previous games is the ability for the player to change forms. Throughout the game the Formless One will come across and be able to take on the form of several species of creatures, each with their own array of abilities making them useful and necessary to properly explore the various reaches of the Salamander's Mountain.
In total there are seven unlockable forms that the player can switch between freely. Each form serves a function that is expanded as the game progresses and the player finds upgrades both universal to all forms and specific to certain forms.
Form 	Form	Abilities
Formless One 	 	
Shrink - Enter enclosed areas and tight corridors
Tendril Latch - Activate Switches from beyond regular barriers
Manipulate - Take control of automatons for a brief period of time
Shield Bug 	 	
Block - Protects the Formless One from attacks in the facing direction
Reflector - Reflects projectiles back that hit the Shield
Chitin Wall - Sets up temporary wall wherever placed
Diving Bell Spider	 	
Dive - Can swim underwater for a short period of time
Bubble Bounce - Creates a Bubble that can be bounced on for height
Compact Bubble - Swim through dangerous substances
Pistol Shrimp 	 	
Sharpshooter - Full 360 degree aiming with Projectile Attack
Cavitation - User launches themselves at high speeds in a single direction
Gatling - Rapid fire projectile that requires stationary movement
Firefly 	 	
Illuminate - Lights up dark rooms and activates light-sensitive machines
Lumos Burst - A burst of light that destroys magical barriers
High Voltage - Power or Overload electrical systems
Bark Scorpion 	 	
Grip - Lets Formless One hold onto walls
Power Grip - Lets Formless One hold onto ceilings
Shieldbreaker - Powerful Melee Attack that bypasses Shields
Ice Crawler 	 	
Extremophile - Lets Formless One access extremely cold areas
Updraft - Permits an additional jump
Ice-Climber - Can climb up Icy surfaces
Assassin Bug 	 	
Drone - Allows remote control of drone creatures
Swarm Rush - Sends out a swarm of drones that home on nearby targets
Power Thief - Absorb projectile with no damage but heavy knockback
Combat
Combat remains largely unchanged from the previous games, due to the array of forms the player has access to they're able to utilize a number of different combat techniques based on the form's abilities. Some forms attack more quickly while others have greater range. Some even allowing for ranged attacks that don't consume the Formless One's energy.
All forms are capable of multi-directional attacks with eight-directional attacks (Diagonal Attacks are unlocked during the game), attacks are performed as a slashing motion having a large radius of effect making it easy for the player to hit their targets.
Void
Void is Kinheart's equivalent to Soul and Silk from the previous games, it is a type of energy that the Formless One can use to heal themselves or perform magical attacks. Void can be gained by attacking enemies and later can even be harvested from their corpses, another method of obtaining Void however is to stand in the shadow of an enemy, useful for players who want to sneak up on enemies who might otherwise pose a threat to them.
Plot
The plot begins with a small cutscene showing the Void Schism breaking off from the greater mass, travelling the land and eventually reaching the Salamander's Mountain where a hearbeat can be heard emanating as the Schism gets closer. The game begins with the Formless One that the player controls waking up in a small room with a strange structure made entirely of void that appears like an hourglass above them, the Formless One progresses through a series of small challenges that introduce the player to the platforming, combat and exploration before the player arrives at the Void Schism (location) the location where the Void Schism (character) can be found.
The player can choose whether or not to talk to the Void Schism, talking will reveal that the Schism wants the player to go out an experience the lands beyond their home. The player is free to explore from this point onward, much of the story is provided through small interactions with other characters as the player explores the mountain. Initially the main goal is simply to explore, many areas are locked off to the player due to their lack of abilities but as the player progresses they'll gain access to new areas. The player will find that while they're able to visit many locations initially their limited from reaching the higher areas due to a lack of abilities and forms, defeating bosses along the way the player is able to approach the peak of the mountain.
Along the way the Formless One meets a wide variety of characters from the various Kingdoms, some need to be helped to reach the next echelon of the mountain while others provide insightful information about the local area or the mountain as a whole. The player will also find a number of merchants who'll sell the player various equipment. As the player ascends they'll learn of two major groups, the Church of the Three-Eyed Empress and the Recoursers. The former being a powerful group who dwell within the heart of the mountain and lure the inhabitants into their fold with promises of glory, pleasure, joy and comfort, having been able to convince a large amount of the populations of the various species leaving some locations decimated of life as a result.
The other group the Recourses are a band of creatures determined to fight against the Church, though significantly fewer in number and working out of the basement of a bar in the first town the player comes across, Murkslud, they're fervently determined to quash the Church's influence before it gets out of hand. Both groups worship the same Three-Eyed Empress however while the Church reveres her as an all-powerful being of higher origins, the Recourses believes she is simply a being who maintains order for the Mountain and shouldn't significantly impact the lives of its inhabitants.
Characters
As with Hollow Knight and Silksong there are a wide number of characters who appear throughout the game, some having more significant roles than others. One of the major changes between the games is the approach to certain character roles, as sometimes groups of characters serve the same role such as the merchants in the various settlements.
Character 	Character	Description
Void Schism	 	
The Void Schism is an entity that split up from the Abyss when it gained a desire to experience, like its brethren the Void Schism traversed the world exploring new locations and gaining experience through its interactions with the life that inhabited those locations.
Void Schism can be first met shortly after the tutorial area and is the leader of all the Formless Ones, acting as both their creator and guide. When a Formless One (including the player) returns to the Void Schism they can briefly return into the greater mass giving the Void Schism understanding of the experiences the Formless One had, helping the Void Schism accomplish its goal.
The player can talk to the Void Schism about a wide variety of things, learning about its knowledge of the past as well as the locations throughout Salamander's Mountain, though the Void Schism's knowledge is initially limited about the Mountain and its inhabitants early on as the player progresses through the game the Void Schism can detail the player a great deal of information both on the different creatures as well as their history.
When the Void Schism becomes aware of the existence of the Church it is initially curious, seeing it as an opportunity to experience seeing another higher being, when it becomes apparent however that the Church poses a significant threat to the Void Schism and its Formless Ones the Void Schism makes it a perogative to protect them recalling many of the weaker Void Schisms and attempting to communicate throug the Formless Ones to the inhabitants to form alliances.
Solanduro 	 	
A group of bugs that were once residents of the upper class of Hallownest, fortunately with the curbing of the Infection they regained their senses and decided to move to distant lands where they could use their skills as merchants more effectively. They can be found throughout the Salamander's Mountain and operate the Common Shop selling all sorts of items to the player.
Dialogue with the Solanduro will reveal that they have some memory of their time as infected although they mistake it as some sort of long dream they had and have mostly forgotten their pasts prior to infection. Further dialogue also reveals that they have a taste for Lifeblood and will later sell vials to the player once they've all been talked to.
Titanwelder	 	
Part of the Wasp species, Titanwelders are the armourers for the Barracks, though unlike many Wasps they have many priveliges and freedoms their brethren lack. To hone their skills they travel fair and learn from many sources including other creatures even from beyond the Salamander's Mountain on the ways of forging and smelting armour and weapons.
The Titanwelders are the owners of the Weapon Shops and Weaponsmiths, it's stated by one of them that those who don't operate a Weaponsmith are the young and inexperienced of their group. They have a deep respect for their kingdom and find afronts to their Kingdom extremely insulting, often noting how in spite of their home's rigid social structure they've been able to deal heavy blows against the Church.
The Church of the Three-Eyed Empress
The Church of the Three-Eyed Empress is the main antagonist group of Kinheart. They are a faction of devouts who reside within the Mountain itself believing in a Higher Being known as the Three-Eyed Empress who they believe will one day purge the mountain of non-believers and turn it into a sacred ground. As such the Church believes that the lack of faith from non-believers has weakened their goddess' power and so attempt to forcefully purify the mountain by converting non-believers forcefully and exterminating any who oppose them.
The Church can be easily recognized by their insignia known as the Red Beat which according to the Church signifies the call of the Three-Eyed Empress who seeks out her devouts to give her penance in the core of Salamander's Mountain.
Their main settlement is located in Cardia Cathedral a massive interior chamber within the mountain where their base of operations is, accessing the Cathedral's inner areas is borderline impossible for non-believers as without the seal of belief, something only given to the Indoctrinated, the only way to access the inner areas is by possessing the soul of a greater entity with ties to the Church.
Recoursers
Recourses are a faction that appears throughout the Salamander's Mountain in Kinheart. The are a supporting faction that appears throughout the game and is able to help the player to a degree when it comes to dealing with the Church. Their motives are heavily focused against the Church believing they're a serious threat to the well-being of all who inhabit the Salamander's Mountain and seek to completely eradicate them.
The Recoursers have a rather strange belief system, believing that all Higher Beings were once a single greater entity called the One Mind, who created the world and all its inhabitants. After creating the world the Recoursers believe the One Mind split into fragments that became the Higher Beings, each possessing a small amount of the One Mind's power. The Recoursers also believe because of this that when a Higher Being is killed they merely return to the One Mind's greater consciousness and eventually will split off again becoming a new Higher Being.
The player can choose to what degree they ally themselves with the Recoursers as the player will need their help for some aspects of the game when it comes to dealing with the Church. This can lead to several unique endings depending on the player's decisions.
Areas
Novera Hamlet
Novera Hamlet is the first location the player has access to in Kinheart, it is the home of the Voidkin and is a generally rather basic area visually being predominantly rocky with small growths of moss and lichen, the latter more so towards the West of the area where it connects to the Lichen Delta. The area acts primarily as a tutorial for the basic mechanics of the game although also can be revisited with new abilities to access secrets and entirely new sections.
*Crest of the Deep - Tutorial area that introduces the player to the basic mechanics of movement and combat, evidence of the Void Schism's presence can be seen throughout with void tendrils providing paths for the Formless One to climb and weakened areas that cave-in.
*Void Schism - Home of the Voidkin, although serves as a home does not have much in the way of functionality outside of general healing as there are no shops. Can talk to the other Formless Ones found around here as well as the Void Schism who will dispense information to the player to help them if they get stuck or lost.
*Murkslud - First significant settlement the player will come across, a community that started in response to the rise of the Church, numerous inhabitants of the mountain who abandoned their old lives and started new ones here instead. Over time the player can help develop the settlement into becoming a new major entity within the Mountain.
*New Burrow/New Burrow Station - Initially known as the former, the New Burrow is an excavation pit that some inhabitants from Murkslud were clearing out to allow the Millipede Transportation to reach Murkslud, the player is able to help get the station constructed serving as a quick travel point to Novera Hamlet as whole.
Lichen Delta
Lichen Delta is a location on the lowest echelon of the Salamander's Mountain, it is a large river delta where many bodies of water that originate from higher up on the mountain converge and lead out into the ocean. The delta has many sections inaccessible without the ability to dive so the player's initial trek through this area, should they decide to visit it first will be limited until they obtain the appropriate form. The Delta is also home to the Boatmen, a mighty and proud clan of sailors who build boats and shields to express their adoration of the ocean and its endless wonder. Each Boatman's family can be distinguished by similar colours and symbols used on their boats and shields.
*H'dinger Hall - A large hall whose family are known as the H'dinger Armour Smiths, they're experts in crafting armour and shields and are recognized even by the mightiest inhabitants of Salamander's Mountain to be masters of their craft. The player can visit the H'dinger Hall throughout the game and complete a series of quests to earn defensive charms as well as upgrade the Shield Bug Form's Shield.
*Mouth of the Beast - An ornate gate constructed by the Boatmen to signify the end of the Lichen Delta and the beginning of the ocean, the gate is covered in decorative bone-like structures making it appear similar to the maw of a massive sea creature.
*Luminous Falls - Where much of the water that flows into the Lichen Delta originates from, their name comes from a special type of moss that grows only in the Falls which has luminous properties. A hermit lives behind one of the waterfalls known as the Green-Eyed Seer who challenges those who visit her to complete her Trial of Darkness.
*The Sawmill - A large building where the Boatmen construct their boats from logs they harvest from around the Delta as well as provided by the higher echelons, the interior is a large interconnected series of rooms which can be dangerous to navigate. There is a chute where discarded lumber is sent to Chipwood Tomb to be used by the Termites there.
*Chieftan's Longhouse - The longhouse of the Chieftan of the Boatmen, it is one of the most visually striking buildings the Boatmen have constructed and is located in the centre of a small grouping of longhouses owned by multiple families.
*Waterlogged Station - Originally a Millipede Station used for transport, it became unusable when a flood completely wrecked much of the structure causing it to collapse, leaving the interior barely accessible and the tunnel for the Millipedes flooded with water. The player is able to help drain the water out and subsequently reconstruct the Station with the help of the Boatmen to get it up and running again.
Basked Leviathan
Basked Leviathan is a large beach and cave area that is mostly comprised of ocean with only a small amount of the area accessible without the ability to swim underwater. It is home to the Krill who reside near the Area's namesake the Basked Leviathan a supermassive creature that supposedly was an ancient higher being who protected the Krill long ago. The territory has generally not been expanded upon by the Krill outside of a failed settlement towards the North-East side of the area.
*Great Observatory - An old structure that was built within the skull of the Basked Leviathan, the structure was constructed by the Krill to look out onto the ocean. According to the Krill when one possesses the right qualities they can peer into the ocean and see a possible future.
*Deadscale Beach - This large coast that stretches across much of the area is where the mountain erodes into the ocean, several creatures make their homes on the beach and can be quite territorial, the Krill describe the area as dangerous and prefer to avoid traversing it, there are a great deal of treasures the player can find here.
*Bones of Mictlan - The ancient failed Tribe of the Krill, the Tribe unfortunately perished in a ferocious flood and the few remaining structures are all that remains of their existence. They are recognized as Warrior Krill, having been comparatively more aggressive and powerful than the modern Krill although had rejected many of the types of guidance the Leviathan had provided them in a display of defiance.
*Cheiron Bay - A medium sized settlement located just outside the entrance to the Basked Leviathan itself, the bay is partially submerged in water so the settlement is built atop the maw of the Basked Leviathan and on wooden support structures. The player can learn a great deal about the Krill and their history through talking to NPCs in this area.
*Dial of Dreams - An ancient sundial constructed by the Failed Tribe, it's located near the Bones of Mictlan, although due to the destruction of the tribe no one knows how to operate the device anymore. According to old scrolls kept by those of the Memorium Repository the Warrior Krill were able to commune with their ancestors by tapping into the power of the Dial.
*Osteoblast Station - A Millipede Station built into one of the bones of the Basked Leviathan, it has been functional for a long time, serving as an important transportation allowing the Krill to send information scrolls to those who need them as well as provide various marine materials such as shell, sand and saltwater. The player can talk to the conductor of the Osteoblast Station to begin the quest which will allow them to travel to the Deep Marrow Station.
*Deep Marrow Station - A second Millipede Station located deep underground, it is useful for explorers seeking to learn more about the Basked Leviathan, though there are a series of one-way tunnels leading back to the surface this is the only method into the particularly part of the underground it's within.
New World Gardens
New World Gardens is the home of the Barnacles and is a lush and rather ancient environment, having many large stone structures throughout. Despite their presence the Barnacles didn't build the structures of the New World Gardens but rather the Butterflies who ascended to the highest echelon of Salamander's Mountain did. The area is also rich in plant life that the Barnacles maintain believing in harmony between one's self and the environment around them.
*Swansong Tower - The largest structure in the New World Gardens, it is a display of the Butterfly's skill at engineering and architecture, the walls are decorated with iconography of the Butterflies and their cultural history. The tower also has a giant bell located at the top which is made of ornate brass and when rung soothes the minds of the enraged.
*Coral Nursery - A small garden maintained by a group of Barnacles, the Coral is taken care of by the Barnacles who protect it fiercly. The small corals come in a variety of colours and due to the high presence of the sedentary animals the nursery is visually distinct from the rest of the New World Gardens lacking the pale grey of the ruins or the green of the undergrowth.
*Sporewell - The home of the Barnacles although many prefer to live on their own throughout the world, as such it's one of the smaller settlements on the Mountain, the Barnacles that reside there maintain species of fungi and plants that don't need light to grow and as such are partially blind due to extremely long exposure to low-level light.
*Mucosa Jungle - Long ago when the Butterflies ruled the New World Garden a species of slugs also resided there, primitive and tribalistic they carved out the Mucosa Jungle as their home, when the Butterflies departed to the higher echelons many slugs followed them however some stayed behind becoming the Ri'tama Tribe who have a small foothold deep within the jungle but are otherwise isolationists who hunt the other creatures of the jungle.
*Potted Plant Station - An old station built by the Butterflies, the Millipedes still use it from time to time thanks to the beauty of the New World Garden, the station in its prime is said to have had stained glass windows and been painted the most beautiful colours.
Chipwood Tomb
The Chipwood Tomb is a large an ancient cemetery which became inhabited by the Termites, who converted much of the land into their kingdom, some bugs refer to the place as the Kingdom of the Dead for this reason as much of the decor of the Termites is rather macabre and has a mixture of Gothic and Hunter aesthetics to it. Much of the area is comprised of large trees, which are often cut down by the Termites to use for infrastructure and food. It is unknown who the cemetery was for as many different creatures are buried there and the architecture is distinct from any of the ancient species.
*Rotwood Keep - Located at the entrance to the Termite's settlement, Rotwood Keep is a major defensive structure the Termites built to keep back the less civilized inhabitants of Salamander's Mountain. The keep has many levels and even connects to an underground series of tunnels that are part of the catacombs of Chipwood Tomb.
*The Mound - The settlement of the Termites and home to their Queen, it is one of the largest settlements on Salamander's Mountain and has many shops and inhabitants, the Termites mostly live in apartment-like complexes each with very small rooms. The royal family lives at the very top of the Mound and can only be accessed by having a Royal Seal. A large multi-level Millipede Station is maintained in the lower levels of the settlement where one can travel to and from.
*Elder Willow - Believed by the Termites to be the first tree of Salamander's Mountain, the massive ancient tree is preserved by them where it is maintained with a unique type of mulch that they create to keep it growing. The seeds from the Elder Willow provide the Termites with the forests they harvest. The Elder Willow has large fungi that grow on it allowing for access to the canopy of the tree.
*Broken Root Fortress - Originally used by the Termites to keep guard of the areas of their territory further away from The Mound, the Broken Root Fortress fell some time ago when the Church started exerting pressure on the territory, after a serious conflict the Church took over and have effectively locked down the structure. Due to the lack of maintenance however it has degraded and parts of it have collapsed as a result.
Silica Mines
A large series of underground tunnels and mine-shafts, the Silica Mines is an area located on the first echelon of the Salamander's Mountain. The mines are inhabited and controlled by the Antlions who mine the minerals found within the mine and sell them to other species although do keep certain minerals as they use them for nutrients. The mines are easily distinguishable by the large pits and framework around much of the areas of the mines. Some of the creatures native to the mines also build small nests within the mines themselves.
*The Pit - the central feature of the Silica Mines, this massive pit was dug long ago by the Antlions and connects every other part of the mines together. The pit is incredibly large and so bridges were built across it so people wouldn't have to scale from one side to the other, there are those however who through the interest of spelunking decide to descend into the pit.
*Sandstone Port - The main settlement of the Antlions and a small settlement nestled on the East edge of the pit, the town gets its name from a unqiue set of cranes that it uses to lift minerals dug up from the bottom of the pit and the other mines and brought to the settlement, these cranes are referred to as Fisherman Hooks and can even be used by the Antlions and others to easily traverse to the bottom of the pit.
*Red Lake - A large lake that is believed to have been made from an ancient tree that once existed within Salamander's Mountain however was chopped down long ago according to fables by the Church. The lake is made of an unknown liquid but is very sticky and traps anyone who touches it making it also very deadly. The only exception to this is a species of Ancient Mosquito creatures who have lived on the lake for a long time and are able to remain on its surface without sinking and can drain the blood from victims to numb them to the slow drowning they experience.
*Glistening Chamber - Also known as the Fool's Chasm, it is a large series of winding tunnels dug out by foolish miners who were seeking riches, the chamber is lined with Fool's Gold but also has pockets of Sulfur Gas which have killed many who attempted to gain wealth through harvesting the minerals.
*Queen's Grave - Located beneath Sandstone Port, the Queen's Grave is the sacred burial place of the Antlion Queen, no one who is considered an outsider by the Antlions is allowed to enter it, as such only those who the Antlions regard as being one with the Song of the Deep are permitted to enter.
Settlements
One of the major changes from Kinheart compared to its predecessors are Settlements. Where Hollow Knight and Silksong only had a very small number of settlements, Kinheart has well over a dozen settlements across the mountain, many having multiple merchants that each sell similar items to help the player on their journey. Some settlements depending on their location also have specialists who will be able to sell the player significant items or upgrade the player's equipment for them.
There are several things that many settlements will have;
*Bench - Allows the player to save at a new checkpoint, restores their health and allows them to swap out Charms, in addition the player will be able to update their Map as long as they have the Quill and the Map of that area
*Common Shop - Sells basic items that the player can use as they travel the world, some items are used for crafting while others have immediate uses.
*Weapon Shop - Sells alternate weapons to the standard one the player's forms possess, these weapons vary somewhat from settlement to settlement.
**Weaponsmith - Not as common but some Weapon Shops have a Weaponsmith who can sharpen the player's current form's weapon increasing its damage for a period of time, the player can also upgrade their weapons from the Weaponsmith if they have the appropriate materials.
*Dream Well - Refills the player's Void when they drink from it, has a very rare chance of spawning a unique NPC
*Tavern - Tends to contain relevant NPCs as well as sidequests the player can take on should they desire, any Recourses Missions also start in one of the Taverns across the mountain. Player can buy unique items from the Tavern Owner.
*Chapel - Somewhat less common early on, evidence of the Church's influence over the area, more are constructed as the game progresses. Player can challenge the Church and battle a few waves of enemies for some materials.
**Cathedral - Only appears later into the game, replaces the Chapel in a settlement, serves the same purpose although the inhabitants will attack the player on sight and is generally more dangerous, a Chapel will not upgrade into a Cathedral until its enemy challenge is completed.
Charms
Returning from Hollow Knight, Charms are a system of attachable upgrades that can be applied to the player character when they rest at various locations. Charms are useful in combat, healing, exploration, resource gathering and much more. Their role varies from Charm to Charm, and players are encouraged to create builds out of the charms they like to use or compliment their style of play.
One major change from Charms between their original incarnation and their Kinheart incarnation is the new upgrade system. Charms now have Pips which are able to be increased by using that Charm in certain ways, the order of the Pips being attained is irrelevant so the player can complete the tasks to upgrade a Charm in any order and also simultaneously where applicable. The number of Pips a Charm has varies between them as well as some Charms have more while others have very few or even none, the most a Charm can have however is five. The effect of Pips is often directly correlated to the effect of that Charm although can also enhance the Charm.
Charm [Type] 	Charm [Type]	Effect
Guiding Light [Exploration] 	 	The player's location on the Map is revealed
Void Ear [Exploration] 	 	Signals to the player when they're near something of interest
Echoing Howl [Exploration] 	 	Warns of off-screen enemies and projectiles
Voidspeed [Movement] 	 	Dashing causes damage to enemies
Cloak of Amarok [Movement] 	 	Dashing distance is increased, Freezes Enemies when Dashing
Phoenix Wings [Movement] 	 	Dash Upwards, Burn Enemies when Dashing
Mobile Shade [Movement] 	 	Allows Movement while Healing
Apathetic Burst [Movement] 	 	Double Jumping damages Nearby Enemies
Focused Apathy [Movement] 	 	Double Jumping causes temporary intangibility
Joy Burst [Healing] 	 	Healing damages Nearby Enemies
Focused Joy [Healing] 	 	Amount Healed is inversely proportional to current health
Mind of the Priest [Healing]	 	Healing Speed is Increased
Lifeblood Heart [Healing] 	 	Replaces Masks with Lifeblood Hearts
Schism Fragment [Healing] 	 	Replaces Masks with Regenerative Void Cores
Void Eye [Spell] 	 	Spells become more powerful
Sharpened Void [Spell] 	 	Reduces cost of Spells
Dream Eater [Spell] 	 	When hit, Recovers Void relative to damage
Dreamweave [Spell] 	 	Spells slightly home towards nearby enemies
Void Thunder [Spell] 	 	Spells temporarily stagger enemies
Void Brain [Spell] 	 	Halves the player's Health but triples their Void Pool
Fear Burst [Spell] 	 	Spells absorb Void from nearby enemies
Focused Fear [Spell] 	 	At Low Health Spells become more powerful in every way
Rage Burst [Melee] 	 	Deals damage to nearby enemies when the player is hit
Focused Rage [Melee] 	 	At Low Health Melee become more powerful in every way
Void Muscle [Melee] 	 	Increases damage from the Melee Attacks
Earthed [Melee] 	 	Attacks do not cause Knockback
Void Tendrils [Charged] 	 	Charged Attacks hit twice in quick succession
Mother Root [Transform] 	 	Allows access to Root Form which is immobile but has superior Offense and Defence
Void Mouth [Other] 	 	A turret that orbits the player firing projectiles towards enemies
Phasing Spade [Other] 	 	Invulnerability period after damage is increased
Mind of the Merchant [Other]	 	Increases Gem Drop Amount, Gems home in on the player
Bestiary
As with Hollow Knight and Silksong, Kinheart has a large variety of enemies that appear throughout the game. Unlike bosses, enemies are generally much simpler possessing usually only one or two attacks and many can be easily dispatched especially with upgraded abilities sometimes in as little as a single hit. Learning each enemy's attack style helps the player in traversing the areas where those enemies inhabit.
Enemy 	Description
Skitterbug 	A small creature with limited mobility due to its tough exterior, they skitter along the ground making a distinct noise and pose little to no threat.
Popo Rollo 	A close relative of the Skitterbug, while normally moving in a similar way the Popo Rollo are capable of rolling up into a ball and then rapidly charging a short distance, they can easily be identified by their much rounder shells.
Trumpetbug 	These strange little bugs have specialized noses that create a brassy sound when they screech, this can attract other insects to their location, they otherwise simply wander around posing no threat.
Hopsetter 	A very basic bug, although not entirely instinctive like many creatures of the mountain they lack the intelligence of the higher species. Hopsetters will jump around never one for walking or running making them a bit more difficult to deal with.
Fluutsetter	A relative of the Hopsetter that has developed its wings allowing it temporary flight, giving it an extended jump.
Spurn 	A sedentary species that is commonly mistaken for plants, spurns will generally blow in the wind and are covered in thorns making them quite dangerous on contact, fortunately as they don't move they are more of an obstacle than a threat.
Bosses
1st Echelon Bosses
Pulsating Broodsac
Attack 	Attack
Radiating Beam	Sends out a beam from its eye stalks that moves in a wave pattern, has breaks in it that can be jumped through to dodge.
Acid Trail 	While moving leaves behind a trail of acid that lingers for a few seconds before dissipating.
Bounce Ball 	Rolls up into a ball and bounces against the walls of the arena and along the ground for a few seconds.
Quill Darts 	Fires a barrage of quills originating from its tail in six directions.
As the battle progresses the Pulsating Broodsac's attacks will become faster, after taking it down to 50% HP, the Pulsating Broodsac will climb on the ceiling and perform the Radiating Beam attack however it sweeps across the entire room forcing the player to run to the safe zone of each beam cycle. When the boss is down to 25% HP it will fire out three rounds of Quill Darts instead of one and can move while performing the Radiating Beam attack causing the Beam angle to shift.
2nd Echelon Bosses
Haircrest Worm
Attack 	Attack
Whip Slash 	Lashes out with one of the worms, coverring approximately 50% of the arena in a sweeping attack.
Drill Charge 	Burrows partially underground keeping the skull above ground, charges across the arena at high speed.
Coiled Roller	Worms curl up around the central body and roll attempting to chase the player, as a slight homing and needs to be evaded.
Hair Barbs 	Lifts into the air before shooting long barbs of hair in eight directions.
After the boss is down to 80% health the Whip Slash attack will send out a shockwave, at 40% health this shockwave is made larger requiring the player to jump at full height to dodge it. The boss is effectively five separate worms that inhabit the main body, each 20% of the boss' health is signified by one of the worms detaching, on their own the worms are of little threat and can only squirm around, attacking them once kills them. At 60% health the Haircrest Worm's Drill Charge and Coiled Roller attacks will go on for longer.
Arachni Champion
Attack 	Attack
Arm Strike 	The Hulking Devout attacks with its arms in a quick swipe if the player is close.
Rush Flurry 	The Hulking Devout performs a series of arm strikes while moving forward, there are four strikes before it stops.
Charge 	The Arachni Champion jabs the sides of the Hulking Devout causing it to charge across the room in whichever direction the player is to it.
Devout Detonation	If the Hulking Devout is low on health, the Arachni Champion will abandon it and it will charge towards the player before exploding after a few seconds.
Devout Call 	The Arachni Champion calls a new Hulking Devout that will always appear on the side opposite to the player.
V-Slash 	The Arachni Champion slashes downwards towards the ground before slashing back upwards.
Razor Cutter 	The Arachni Champion sends out a razor cutter that moves in a sinusoidal pattern across the arena.
Fire Breath 	The Arachni Champion lets out a flamethrower from its mouth that leaves behind lingering flames, it does this in a slow arc that covers ~80% of the arena.
The fight can be broken into two parts, with Hulking Devout and without Hulking Devout. It is important to note that Arachni Champion will keep spawning Hulking Devouts until her health drops below 50%, after this the current Hulking Devout regardless of current health will be detonated. At 25% health, Arachni Champion will send out Razor Cutters in pairs either simultaneously forming a double-helix pattern as they move or one after the other.
Trivia
*Kinheart does not specify which ending of Hollow Knight or Silksong is canon
**It does however consider The Hollow Knight and Sealed Siblings from the first game non-canon
*Each of the Formless One's forms share some similarities with characters that appeared in Hollow Knight, this is due to the Formless One recallt the memories of the Knight from that game which had become imprinted onto the Void as a whole
**Shield Bug Form reflects The Knight
**Diving Bell Spider reflects Hornet
**Pistol Shrimp reflects Tiso
**Firefly reflects Sly
**Bark Scorpion reflects The Nail Masters (Oro, Mato and Sheo)
**Ice Crawler reflects Quirrel
**Assassin Bug reflects The Pale King
*The game's title "Kinheart" reflects two primary aspects of the game
**Firstly, the two major factions as the core of the conflict, the Void Schism which refers to the Formless One as Kin and the Church of the Three-Eyed Empress who use the Emanating Hearbeat to lure in new converted
**Secondly, the way the Formless One refers to those it regards as close is through calling them Kinheart which means both a close blood relative and a good friend as the Void cannot differentiate between blood and non-blood relationships.
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