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  • How to record gameplay analytics
  • How to use the analytics page

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How to analyze a gameplay with the HKViz visualizations

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 install guide, and look at the stats and this guide later.

Here you learn how to use the different parts of the HKViz gameplay analytics page. It is accessible by clicking on one of your gameplays on the start page or by viewing a gameplay from the public gameplays page.

If you want to learn how to record the analytics while playing Hollow Knight checkout the mod install guide

Overview

Click on the section you want to know more about:

HKViz gameplay analytics pageHKViz gameplay analytics page
Room visibility
Traces
Room 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
    • GeoGrubs chart
    • Completion chart
    • MaskHealth chart
    • SoulSoul chart
  • Timeline

Map

The map forms the center of the analytics page. It is very similar to the in-game map, but with some modifications.

The map is able to display player movement as traces, show which rooms are visited and allows displaying other information by recoloring the map itself.

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 4 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

The room visibility option within the map options controls which rooms are shown on the map. You can choose between three options:

Animated

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

Great to see the progression of the gameplay.

Visited

All rooms visited at any time in the gameplay are shown. Not impacted by the timeline.

Useful to analyze variables by recoloring the map.

All

Even rooms not visitied in the gameplay at all are shown.

This can allow to find unvisited rooms, which have been missed in a gameplay.

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 Room analytics panel

Ever wondered how to easily spot the most interesting or challenging parts of your game? Coloring the map based on different game stats can help!

How it works:

  1. Select a room by hovering over it on the map. The hovered room will be displayed in the room analytics. Showing stats for the selected routeModule.

    Hint: your selected room is not only shown in the room analytics panel, but also highlighted in the timeline.

  2. Pin a room: To stop the shown room from changing by hovering over them, you can pin it with the -button in the room analytics panel or by clicking a room on the map. Rooms can also be pinned by clicking on the color code at the bottom of the timeline or by double clicking on a split.
  3. Select a variable for coloring: Click the -button in the room's info panel. This lets you pick which stat to use for coloring.

  4. Color scales: By clicking the -button a few times you can select a color scale.

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 will color the map by the selected variable using a linear color scale. This works best for variables like the first visiting time since the values are likely distributed relatively 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 will switch to an exponential color scale.

For many variables, there will be a small number of rooms with a high value and a large number of rooms with a low values. Using an exponential color scale will make the differences in the low values more visible. Especially useful for geo spent, since there are a small number of shops where a lot of geo can be spent.

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 will switch back to color the map by the area the room is in, i.e. how the map is colored in the game.

Additional color scales are available from the dropdown menu displayed at the top right of the map, after selecting a variable by clicking its -button.

Availible stats:

  • Visits:
    Number of times this scene has been entered.
  • First visited at:
    Time of first visit
  • Time spent:
    Total time spent in a scene of all visits combined.
  • Aggregation Variable iconDamage taken:
    Total damage taken in masks
  • Aggregation Variable iconDeaths:
    Number of times the player died in a scene.
  • Aggregation Variable iconFocusing:
    Number of times the player started to focus.
  • Aggregation Variable iconVengeful Spirit:
    Number of times the player used a fireball spell.
  • Aggregation Variable iconDesolate Dive:
    Number of times the player used a downwards spell.
  • Aggregation Variable iconHowling Wraiths:
    Number of times the player used an upwards spell.
  • 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.

Special rooms

The map in HKViz has a few modifications compared to the in-game map, to allow to analyze the gameplay in more areas. Like added maps for Godhome, White Palace and Birthplace. Additionally a few other modifications have been made:

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 represented on the Map directly, but are just hinted at by a building or door. For HKViz these have been cut out from the game sprites, to allow seeing analytics for these buildings inidividually.

In the game, the player location is not displayed when inside on of these buildings. In HKViz the player movement is displayed ontop of the buildings.

Multi-room buildings

Room analytics showing a building with multiple roomsRoom analytics showing a building with multiple rooms
Room analytics showing a building with multiple rooms

Some buildings contain multiple rooms, on the map the analytics are displayed for all rooms inside the building together. (e.g. the number of deaths in the building is the sum over all rooms and the 'first visited at' is the earliest time any room of the building has been visited).

By clicking on the building on the map, the analytics for each room inside can be displayed individually by using the buttons displayed for each room inside the building.

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

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

    Unlike on the ingame map, each trial of the colosseum has its own sign on the map. Allowing to see room analytics, such as how often one has died in each of them.

    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 / boss rush is displayed at its entrance.

    By clicking on one of the doors, one sees the overal analytics of the selected pantehon. Analytics can also be displayed for each boss individually, by clicking on 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 provides a quick overview of what happened in a gameplay. It shows the times of events of the following types:

    Split types
    • Dreamers
      Broken Dreamer seals
    • Bosses defeats
      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.
    • Charm pick ups
      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 room analytics panel to the room of the split
    Double clickPin the room of a split

    Time-based charts

    The time-based charts show some variables over time, such as the completion percentage, geo, number of collected grubs.

    Hovering over a chart will show a marker on the timeline to highlight the hovered timepoint, additionally the room the player is in is highlighted on the map while hovering map.

    Time-based chart actions

    ShortcutAction
    Ctrl + Click or Click + HoldMove the timeline to the timepoint hovered on the chart
    Drag from left to rightZoom into the selected timespan
    ClickZoom out

    GeoGeo chart

    Geo chartGeo chart
    Geo chart

    The Geo chart shows Geo over time. By default it shows the geo that the player has at the moment, and the potential geo the player can gain by defeating the shade and by selling relicts.

    Variables
    • Inventory Geo
      Geo the player has. When dying in Hollow Knight, 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 money has been lost by failing to defeat the shade, by finding the spots where the 'Shade Geo' decreases without the 'Inventory Geo' increasing.

    Dream nailEssence chart

    The Essence charts shows the Essence collected over time.

    Variables
    • Essence
      Essence collected

    GeoGrubs chart

    Grubs chartGrubs chart
    Grubs chart

    The Grub chart shows the number of grubs collected over time, and for how many grubs the reward has been collected.

    Variables
    • Grubs freed, reward not collected
      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 the completion percentage over time.

    Variables
    • Game completion
      Percentage of the game completed.

    MaskHealth chart

    Health chartHealth chart
    Health chart

    The health chart shows the masks over time. Since health does change very frequently, this chart is most useful when zooming 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 does change very frequently, this chart is most useful when zooming 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 allows scrolling through a gameplay, to see the player location and room visibility at different points in time. On the right of the timeline the speed of the animation can be adjusted.

    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 color of visitied rooms is displayed. By selecting a room on the map, the color codes of the selected room and area are enlarged. This can make it easier to find the time 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
    Double ClickToggle if the selected room is pinned.
    HKViz is not affiliated with Team Cherry. Hollow Knight and all related indicia are trademarks of Team Cherry © 2017
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