Hollow Knight on iPhone: The Port That Was Never Official

Hollow Knight is on PC, Switch, PlayStation and Xbox. It is not on phones, it has never been on phones, and Team Cherry has never announced a mobile version. Whatever you have read about a “mobile release” is either a stream from another device or somebody’s port.
Ours is the second thing, and this piece is about being straight regarding what that means.
What this actually is

A community port of the desktop game — build 1.5.78.11833, the same version number the PC release carries — packaged to run natively on iOS 11 and later. Around a gigabyte, because it is the whole game rather than a trimmed mobile edition: all of Hallownest, every boss, every charm, the full hand-drawn world.
It runs locally. No streaming, no server, no account. Once it is installed the phone is doing the work, which is the entire difference between this and the official-ish alternatives below.
The build in our catalog also fixes the cutscene crashes that earlier ports of this game were known for — that was the single most common reason people gave up on them.
Why it never came to mobile
Not a licensing problem and not a technical one. Hollow Knight is a small studio’s game — three people at launch — and a mobile port is not a recompile: it is touch controls, a new input language, App Store certification, and then permanent support for a platform that fragments every year. Team Cherry went to Silksong instead, and it is hard to argue they chose wrong.
Which leaves the game in an odd position: enormously popular, technically portable, and absent from the device most people have in their pocket. The gap has been filled by ports for nearly as long as the gap has existed.
The honest alternatives
If a community port is not for you, the legitimate routes exist and they are worth knowing:
- Steam Link — stream from your own PC over the local network. Free, official, and the game must be running on a machine at home.
- Xbox Cloud Gaming — Hollow Knight has been in Game Pass; cloud play works on iPhone through Safari. Needs a subscription and a good connection.
- Buy it on Switch — the definitive handheld version, and the one that pays the people who made it.
All three depend on something else: a PC that is switched on, a connection that holds, or a second console. The port is the only one that puts the game on the phone by itself, offline, on a train.
If you love the game, buy it somewhere. It costs about the same as two coffees, Team Cherry earned it, and nothing about installing a port stops you from also owning it on Switch. We would rather say that plainly than pretend the question does not exist.
How it plays on a touchscreen
This is the part worth setting expectations on. Hollow Knight was built for a controller, and it is precise — pogo-jumping off a spike on a moving platform is not a forgiving input. On-screen controls work, and thousands of people finish the game that way, but they are the weakest part of the experience.
A controller changes everything. iOS has supported Xbox, PlayStation and MFi controllers natively for years, and pairing one turns the port from “impressive that it runs” into the same game you played on desktop. If you have one in a drawer, this is the reason to dig it out.
Installing on iPhone
From builds.io:
- Open builds.io on the iPhone and sign in.
- Tap GET on Hollow Knight.
- Give it a minute — it is about a gigabyte — then launch it.
No jailbreak and no computer. Adding your first device triggers a one-time Apple processing step: usually done inside a day, up to three at the outside, and it happens once rather than per install.
After that the build stays signed. At this size that is not a small detail — a free-certificate install dies on a seven-day clock, and re-downloading a gigabyte every week is how people quietly stop playing. The mechanics of that expiry are in why sideloaded apps stop working after 7 days.
Worth knowing
Saves are local. No cloud sync with your Steam or Switch file — this is a fresh Hallownest. Deleting the app takes the save with it.
It is a port, not an official build. No patches from Team Cherry, no Silksong on this route, and nothing to migrate later if an official version ever appears.
Storage matters. A gigabyte installed, and iOS wants headroom to unpack it. Clear space before you start rather than half way through.
If you got here from the r/sideloaded thread asking for games that are not in the store — that is the same question we wrote up around Infinity Blade, which is the other side of the coin: a game nobody sells any more, versus a game nobody sells here.
Sources: platform availability and the absence of an official mobile release per Wikipedia; build number and iOS compatibility from the catalog entry.