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Analytics Guide

Early game spoiler warning!
If you would like to avoid spoilers, and use this mod to collect stats for your first playthrough, you can follow the Gameplay Recording Guide, and look at this guide later.

This guide covers the different parts of the HKViz gameplay analytics page. Open it from one of your gameplays on the start page or from the public gameplays page.

If you want to learn how to record analytics while playing Hollow Knight, check out the Gameplay Recording Guide.

Overview

Click on the section you want to know more about:

HKViz gameplay analytics pageHKViz gameplay analytics page
Room visibility
Traces
Area Analytics
Multi-room buildings
Room Pinning
Map
Timeline
Splits
Time Charts
HKViz gameplay analytics page

Contents

  • Map
    • Player movement and traces
    • Room visibility
    • Map coloring by variables
    • Special rooms
  • Splits
  • Time-based charts
    • GeoGeo chart
    • Dream nailEssence chart
    • GrubGrubs chart
    • Completion chart
    • MaskHealth chart
    • SoulSoul chart
  • Timeline

Map

The map is the main part of the analytics page. It is similar to the in-game map, but includes a few helpful modifications.

It can show player movement as traces, visited rooms, and other stats by recoloring the map.

Player movement and traces

Animated
Traces on game map showing player movement of 4 minutes. The traces fade out, for positions further in the past in the Forgotten Crossroads areaTraces on game map showing player movement of 4 minutes. The traces fade out, for positions further in the past in the Forgotten Crossroads area

Shows the last 5 minutes of player's movement as a trace. Positions further in the past are faded out.

All
Traces on game map showing all player movement within a gameplay in the Forgotten Crossroads areaTraces on game map showing all player movement within a gameplay in the Forgotten Crossroads area

Shows the player's movement of the complete gameplay at once.

Hidden
A game map showing rooms of Forgotten Crossroads with no traces on top, displaying player movement.A game map showing rooms of Forgotten Crossroads with no traces on top, displaying player movement.

Hides the trace. This can be useful, if you want to look at a variable on the map, without the trace covering it.

Room visibility

Room visibility controls which rooms are shown. Choose between three options:

Animated

Rooms appear once they are visited in the gameplay, based on the time selected in the timeline.

Useful for following the progression of a gameplay.

Visited

All rooms visited at any point in the gameplay are shown. Not affected by the timeline.

Useful when you want to analyze variables by recoloring the map.

All

Even rooms that were never visited in the gameplay are shown.

Helpful for spotting rooms that were missed.

Map coloring by variables

A table showing various variables of a room selected on the map.A table showing various variables of a room selected on the map.
HKViz Area analytics panel

Coloring the map based on different game stats can help you spot interesting or difficult parts of a gameplay.

How it works:

  1. Select a room by hovering over it on the map. Its stats appear in the room analytics.

    Hint: the selected room is also highlighted in the timeline.

  2. Pin a room: To keep the selected room from changing while you hover over other rooms, pin it with the button in the area analytics panel or by clicking a room on the map. You can also pin rooms by clicking the color code at the bottom of the timeline or by double-clicking a split.
  3. Select a variable for coloring: Click the button in the room's info panel to pick the stat used for coloring.

  4. Color scales: Clicking the button cycles through the available color scales.

Color scales:

Linear color scale
Variable table row showing linear color scale selectedVariable table row showing linear color scale selected
A map showing rooms colored by the geo earned by areaA map showing rooms colored by the geo earned by area

The first click on the button colors the map by the selected variable using a linear scale. This works best for variables like first visiting time, where values are usually spread fairly evenly.

Exponential color scale
Variable table row showing exponential color scale selectedVariable table row showing exponential color scale selected
A map showing rooms colored by the geo earned by area in an exponential scaleA map showing rooms colored by the geo earned by area in an exponential scale

A second click on the button switches to an exponential scale.

For many variables, only a few rooms have high values while many rooms have low values. An exponential scale makes the low values easier to compare. This is especially useful for geo spent, since most geo is spent in only a small number of shops.

Area color
Variable table row showing area color mode selectedVariable table row showing area color mode selected
A map showing the area colors of the game roomsA map showing the area colors of the game rooms

Clicking the button a third time switches back to coloring the map by area, matching the in-game map.

Additional color scales are available from the dropdown menu in the top right of the map after selecting a variable with the button.

Available stats:

  • Visits:
    Number of times this scene/area has been entered.
  • First visited at:
    Time of first visit
  • Visit Order:
    The order this scene or area was first visited (e.g., 5 means four others were first visited before it).
  • Time spent:
    Total time spent in a scene/area of all visits combined.
  • Aggregation Variable iconDamage taken:
    Total damage taken in masks
  • Aggregation Variable iconDeaths:
    Number of times the hero died in a scene/area.
  • Aggregation Variable iconFocusing:
    Number of times healing was started.
  • Aggregation Variable iconVengeful Spirit:
    Number of times a fireball Spell was used.
  • Aggregation Variable iconDesolate Dive:
    Number of times a downwards Spell was used.
  • Aggregation Variable iconHowling Wraiths:
    Number of times an upwards Spell was used.
  • Aggregation Variable iconGeo earned:
    Does not include Geo earned by defeating the Shade.
  • Aggregation Variable iconGeo spent:
    Does not include Geo lost by dying and not defeating the Shade.
  • Aggregation Variable iconEssence earned:
    Essence obtained by e.g. defeating dream bosses, or collecting orbs from whispering roots.
  • Aggregation Variable iconEssence spent:
    Essence spent by using the dream gate.

Special rooms

The map in HKViz includes a few changes so more areas can be analyzed. These include added maps for Godhome, White Palace, and Birthplace, plus a few other adjustments:

Buildings

A view of dirtmouth displaying the geo spend in each building by usage a colormapA view of dirtmouth displaying the geo spend in each building by usage a colormap
A map of dirtmouth displaying the geo spend in each building

Some parts of the Hollow Knight world are not shown directly on the map, but are hinted at by a building or door. For HKViz these have been cut out from the game sprites so analytics for them can be shown individually.

In the game, the player location is hidden inside these buildings. In HKViz the player movement is shown on top of them.

Multi-room buildings

Area analytics showing a building with multiple roomsArea analytics showing a building with multiple rooms
Area analytics showing a building with multiple rooms

Some buildings contain multiple rooms. On the map, analytics are shown for all rooms inside the building together. (For example, deaths are summed across all rooms, and "first visited at" uses the earliest room visit.)

Click the building on the map to view analytics for each room individually.

Other examples of multi-room buildings on the map are:

  • Black Egg Temple
  • Beasts Den
  • Stone Sancturary
  • Grimms Tent
  • The pantheons described in the Godhome section.
  • Colosseum

    Unlike on the in-game map, each trial of the Colosseum has its own sign on the map, which makes it easier to see room analytics such as how often you died in each one.

    A map showing the trials in the pantheons as separate signs on the game mapA map showing the trials in the pantheons as separate signs on the game map
    Colosseum trials displayed on the map

    Godhome

    On the map, information for each pantheon or boss rush is displayed at its entrance.

    By clicking one of the doors, you can see the overall analytics of the selected pantheon. Analytics can also be displayed for each boss individually by clicking one of the bosses above the analytics, similar to other multi-room buildings.

    A map showing the Godhome area of the game, with colored pantheon doors.A map showing the Godhome area of the game, with colored pantheon doors.
    Godhome pantheons displayed on the map

    Splits

    Splits view, showing charm pickups, item pickups, boss defeatsSplits view, showing charm pickups, item pickups, boss defeats
    Splits view

    The splits view gives a quick overview of what happened during a gameplay. It shows the times of events of the following types:

    Split types
    • Dreamers
      Broken Dreamer seals
    • Bosses
      Defeated bosses. Not including bosses which are fought again in Godhome.
    • Abilities
      Obtained abilities. (E.g. spells)
    • Items
      Collected items (e.g. the map or delicate flower). Not including charm collections and relicts.
    • Charms
      Collected charms and charm upgrades

    By toggling the checkboxes corresponding to the event types, the splits can be filtered to only show the events of interest.

    Splits actions

    ShortcutAction
    HoverShows a marker for the split on the timeline and highlights the room of the split on the map.
    ClickJump to the timepoint of a split and change the selected room of the area analytics panel to the room of the split
    Double ClickPin the room of a split

    Time-based charts

    The time-based charts show variables over time, such as completion percentage, geo, and grubs collected.

    Hovering over a chart shows a marker on the timeline. The player position is also highlighted on the map.

    Time-based chart actions

    ShortcutAction
    Drag over ChartZoom in
    ClickZoom out
    Ctrl+Click or
    Click+Hold
    Move the timeline to where your mouse is on the chart
    Ctrl+DragMove the timeline to where your mouse is on the chart until letting go

    GeoGeo chart

    Geo chartGeo chart
    Geo chart

    The Geo chart shows Geo over time. By default it shows the geo the Knight carries, plus the geo they could still gain from the shade or relics.

    Variables
    • Inventory Geo
      Geo the player has. Upon death, it will be transferred to the shade.
    • Shade Geo
      The Geo the shade has, which can be earned back by defeating the shade.
    • Relict Geo worth
      The Geo worth of all relicts in the inventory when sold to Lemm.
    • Total
      The total of the variables above. I.e. Geo the player would have if the shade is defeated and all relicts are sold.

    Hint: you can find out when Geo was lost by failing to defeat the shade by looking for spots where "Shade Geo" decreases without "Inventory Geo" increasing.

    Dream nailEssence chart

    The Essence chart shows Essence collected over time.

    Variables
    • Essence
      Essence collected

    GrubGrubs chart

    Grubs chartGrubs chart
    Grubs chart

    The Grub chart shows the number of grubs collected over time and how many rewards have been claimed.

    Variables
    • Grubs freed, unrewarded
      These grubs have already been freed from their glass jars, going to the grub father will reward you for freeing them.
    • Grubs freed, reward collected
      These grubs have already been freed from their glass jars and the reward from grub father has been collected as well.
    • Total
      Total number of grubs freed from their glass jars.

    Completion chart

    Completion chartCompletion chart
    Completion chart

    The completion chart shows completion percentage over time.

    Variables
    • Game completion
      Percentage of the game completed.

    MaskHealth chart

    Health chartHealth chart
    Health chart

    The health chart shows masks over time. Since health changes very frequently, this chart is most useful when zoomed in closely.

    Variables
    • Masks
      The players health.
    • Lifeblood masks
      The players additional health from lifeblood masks.
    • Empty masks
      The currently empty masks, which can be healed back up.

    SoulSoul chart

    Soul chartSoul chart
    Soul chart

    The soul chart shows soul over time. Soul is used for spells and healing, and is gained by:

    • hitting enemies with the nail
    • dreamnailing enemies or NPCs
    • and some other sources

    Since soul changes very frequently, this chart is most useful when zoomed in closely.

    Variables
    • Soul
      How much soul is in the soul meter (from 0 to 99). Healing and spells use 33 soul per use.
    • Soul reserve
      Soul inside the soul vessels (up to 33 per vessel).
    • Total
      Total soul in soul meter and reserve.

    Timeline

    The timeline lets you scroll through a gameplay and inspect player location and room visibility at different points in time. On the right side, you can adjust the animation speed.

    a timeline similar to one on a video playera timeline similar to one on a video player
    Timeline

    At the bottom of the timeline, the colors of visited scenes are shown. By selecting a room on the map, the color codes for the selected room and area are enlarged. This makes it easier to see when a specific area was visited.

    Timeline slider shortcuts

    ShortcutAction
    Shift+DragMore precisely drag on the timeline. The slider moves 10 times slower, making it easier to find a certain timestamp.

    Timeline color code shortcuts

    ShortcutAction
    ClickJump to the timepoint of the color code
    HoverChange selected room, if not pinned
    Click+ClickToggle if the selected room is pinned.
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