
Take control of Mina, a renowned Hollower hurtled into a desperate mission to rescue a cursed island. Whip foes, burrow through the ground, and explore a pixel-perfect world in Mina the Hollower, a brand new game from the developers who brought you Shovel Knight!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About

Descend into a frightful world of action-adventure in Mina the Hollower. Take control of Mina, a renowned Hollower hurtled into a desperate mission to rescue a cursed island. Burrow beneath hazards and monsters, whip foes into oblivion, and gear up with an arsenal of sidearms and trinkets.
Explore a vast world filled with pixel-perfect graphics, masterful gameplay, beastly bosses, and infectious music. Encounter a cast of bizarre characters, search out secrets in an array of exotic locales, and illuminate the omnipresent darkness in Mina the Hollower, a brand new game from the developers who brought you Shovel Knight!
Hauntingly authentic 8-bit visuals in the style of Game Boy Color, refined for the modern era.
Modern touches abound: detailed animation, widescreen visuals, and rock-solid controls!
Leap, dodge, and burrow through the ground to battle monsters or navigate the world.
Lash at foes with your trusty whip, Nightstar- or choose from an arsenal of weapons, each with a totally different move set.
Discover and utilize a reliquary's worth of unusual Sidearms to gain the advantage in combat.
Collect and equip Trinkets to acquire a variety of exotic effects. Level Mina up to suit your unique playstyle.
Electrifying soundtrack by chiptune virtuoso, Jake Kaufman.
Descend into the depths of madness with a bone-chilling, yet heartwarming tale inspired by Victorian Gothic horror.
Explore a huge, dark world brimming with secrets, challenging battles, and interconnected level design.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 8.6Kreviews | 88% | — | $4.1M |
| $19.99 | 1.7Kratings | 90% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1179 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm going to try to finish it, bc there is a good bit to enjoy here. I'm kind of making it a point to start leaving negative reviews for games like this though. I understand the concept of rising to the challenge, but I'm really tired of devs deliberately making movement inadequate for keeping up with combat and platforming that is asked of you. It's intentionally clunky in the worst way, combat is so close to satisfying and yet, somehow, you never do seem to hit your target even when you're dead on, not to mention getting the character to turn before attacking enemies that love to jump or fly all around you. Plus some just odd decisions. Right off the bat you find that spikes and fire hurt you underground, the former I could see some justification for but really, fire? Or how about I just got to the swamp area, which arriving here was rage inducing enough, but now here I am. I fall into the water in between the little islands and take damage, which makes sense. But how do i get across? Then I accidentally burrow underneath the water......Okay look if the water is deep enough you can fall in and take damage, then why can I burrow under it? And if I can burrow far enough to get under it, please explain how fire hurts you underground. Please. Is is a poison swamp? Seems like it would do tick damage instead of the same falling animation you've been getting whenever you fall in a pit throughout the entire game. If this was done by less competent devs I'd just shrug and chalk it up to inexperience. But these guys know what they're doing, its just more of this git gud ♥♥♥♥♥♥♥♥♥ that is ruining games. I love souls and other challenging games, its just the attitude and fake difficulty that is so exhausting, especially these days. I understand there are items that make the game "easier" but thats all beside the point, it doesn't fix the movement tech nor these absurd decisions. It's all deliberately designed to make you rage. It isn't fun. And at a time when we really can't count on AAA industry anymore, indie devs like this should be a breath of fresh air. And yet half the time I'm just left wondering why I still play video games anymore. So disappointing. Go check out minishoot adventures for a similar, if smaller, game from newer devs who aren't padding their game with fake and unnecessary difficulty for the sake of appealing to the git gud crowd.
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Languages: English, French, Italian, German, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Latin America +1 more
| $19.99 |
| 220ratings |
| 92% |
| — |
| not modelled |
| $19.99 | 119ratings | 88% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挖掘者米娜还是一部给我带来很多惊喜的作品,对于一个新时代玩家来说,挖掘者米娜的在现在有些辣眼睛的8-bit画风和隐藏在背后的丰富有趣的游玩内容确实是给我上了一课。 首先,本作比起类塞类银而言无疑是更加类魂的一部作品,无论是更加强调数值和构筑的角色成长思路,还是主要是以探索地图为主要玩法的卖点(而非是以锁钥交互和解密),总得来说还是更加偏向类魂的设计思路。而且本作在游玩上的恶意也是很明显的,无论是关卡中各种恶心人的小怪摆放,还是大量jumpscare的加入,都能够切实地恶心到玩家。老实说jumpscare无疑是最垃圾的恐怖营造手法,首先玩家接收不到预警,也不知道该怎样提防,最后也只能吓玩家一跳生理感官上的不适。本作的恶意很多就像这样,完全没有意义也很难提防,这也是大部分类魂想要照猫画虎(这东西就没必要学吧)的模仿吧。尤其是某个发光的大蛾子,一发光就要被推下去,离远点又怕跳脸杀,好不容易力竭走完支线结果发现还有一场BOSS战要打。 但是抛开这些意义不明的恶意而言,本作的游玩体验还是相当不错的。六个大区域各个区域都有自己独特的机制,而且地图直接的联通做的相当出彩。我实在是很难想的出2D俯视角的作品也能有如此巧妙的串联,大量跨区域,跨地图,埋藏着无数秘密的捷径岔路等着你探索。如果只是玩完主线的话,收集度可能连30%都达到不了。在我个人的游玩体验中,本作每一个单个大区域的流程都是紧凑且顺畅的,可以说一玩就停不下来。而且本作尽管是2D俯视角,但是在设计中还是有Z轴的存在的,同时部分地图也有上下层结构,极大地拓展了地图的可探索性。尽管本作的大部分奖励只有货币,但是本作的货币还是比较缺的,需要玩家收集,也有这大量的独特饰品可以收集,提供了更强的探索驱动力。同时,本作的饰品不仅仅能满足收集癖的需要,有着大量甚至能改变游戏底层玩法的饰品,将这些加入构筑中无疑能对自己研究的玩家提供新的乐趣。这些探索反馈让玩家自然会去寻找本作的隐藏元素,而且很多时候本作的隐藏要素都是玩家认为这里可能会有,于是去看发现真有,这种满足玩家好奇心的反馈确实是很棒的体验。 本作的难度不算太难,至少主线难度不大,当然前提是你得在适合的等级进入适合的区域,这也不得不提本作的引导确实是差了一点,无论是主线攻关顺序的提醒藏在报纸里这种不一定引起注意的方法,还是部分关卡的机制需要自己摸索没有引导,都是需要更加改进的部分。虽然本作的受众还是偏硬核向,但是不代表本作在这方面的缺陷是没有问题的。 剧情方面,感觉存在感约等于零。 总的来说,本作对于类魂玩家无疑是一部值得一玩的良作。无论是大量的隐藏收集品还是地图探索体验都是能满足探索玩家的好奇心的。
Seen a lot of reviews about the negatives of this game. I agree with most of them. The healing system is annoying. The lack of a map is annoying. Many characters lack depth because the combat and exploration system completely take over, leaving npcs that seem to have had a lot of time put into them forgotten entirely. What isnt said in any reviews, and is probably why a lot of negative ones are people saying they cant put into words exactly what they dont like about it, is this: A difficult souls like game combined with a sprawling world is a great combo. If you make that sprawling world 8bit it detracts from the combo. Quite literally, as much I love the aesthetic of an 8 bit game, it needs a linear progession. Megaman did it perfectly, but I cant be bothered to map, manage, and overcome the difficulty without seeing my beloved old style art appear as low effort. Tldr: imagine bloodborne was 8 bit and how much youd be put off after dying a few times. Its like all the work went into making sure I dont win and you didnt even bother to make the bushes look nice. And I love 8 bit styles. it just wasnt meant for this. You need simplicity with simplicity.
I enjoyed playing this game alot and loved it while it lasted, but it pains me to say I wouldn't recommend it. The especially initial difficulty would be enough to drive away most people, and a great many things don't feel nearly as rewarding as they should be. For some reason, I can't put my finger on why it doesn't keep me coming back the way Shovel Knight does. It might honestly just be me; I used to be able to run Megaman Zero countless times, yet not so much nowadays so don't take my word for it. This isn't to say the game wasn't worth playing at all, I'd say it absolutely was~ The sprite work, level design, music, banter I enjoyed very much. And yet, if it truly was so enjoyable why do I feel so one and done with it...?
Great game with some personal inconveniences mainly combat and platforming as sometimes It feels sluggish due to the 8-bit approach however exploration was spectacular 10/10 especially if you're a guy who enjoys Zelda 2d games A very solid 8.5 game For the price it is definitely worth it
不推荐,完全找不到这个游戏的乐趣在哪里,头一次玩游戏会玩的这么火大 抽象的2.5D俯视角模式,带来的是异常巨大的怪物碰撞体积和完全无法捉摸的跳跃高度,我面对飞行怪的时候只有一个想法:为什么我打不到怪?为什么怪能打到我?? 异常不对称的敌我性能,怪物是高速多动症,360度全向攻击,还全带着碰撞伤害。而小老鼠呢?瘸了腿一样的移动速度,可怜的四向攻击,需要靠跳跃才能触发的超高前摇闪避。嘿嘿,要是怪物再拥有超大体型加飞行能力,你就打去吧,一打一个不吱声。 我不明白充满制作人各种恶意的游戏究竟可以带来什么乐趣?我甚至无法在发现隐藏要素、完成跳跳乐、战胜boss后获得哪怕一丁点成就感,只觉得是制作人又往我身上踹了几脚。
[h2] Красиво закопали хороший потенциал ★★★★★★★☆☆☆ 7/10 🌟 [/h2] [b] Объём мира впечатляет — слишком масштабный для пиксельной инди-игры. Буквально иди куда хочешь, и тебя никак не ограничивают. [/b] Большой объём вещей для взаимодействия с этим огромным островом даёт свободу действий в исследовании и нахождении секреток. [b] Первые часы в Mina the Hollower были незабываемы — кайфовал от любой секретки. [/b] Стилистика отсылает к временам Game Boy, и, черт возьми, это реально круто сделано. Были, конечно, моменты, когда я тупил именно из-за этого, но это было пару раз и то на старте. OST намного приятнее, чем в лопатном залупыше, и за всё время прохождения мне не хотелось вырубить его в ноль. [b] Сюжетная часть — огромный кусок говна! Дают цель, но толком не подкидывают ни лора, ни нормальных диалогов. [/b] Боевка держит в тонусе, но зачем в игре такой выбор арсенала? Некоторые виды оружия и дополнительное оружие ощущаются заметно слабее и бесполезнее других. [b] В игре 100+ кристаллов валюты для коллекционирования, но чем ближе к финалу, тем меньше мотивации искать хоть какие-то секретки дальше. Так как их легко можно спутать с тем же сувениром, потому что и то, и другое спрятано в сундуках.[/b] Зачем столько вообще нужно? Шорткаты — бесполезная ♥♥♥♥♥, которая практически не используется, да и их расположение вышло не особо удачным. Локация «Астральный архипелаг» неимоверно душит своим объёмом, и, честно, стали появляться мысли забить на прохождение и отправить игру в дроп. Чувствую себя слегка противоречиво, потому что в игре есть тонна вещей, которые мне понравились. Но [b] Mina the Hollower ощущается всё равно слегка пустой и не до конца отполированной. [/b] Игры от Sabotage Studio давали более яркие впечатления. [b] Было приятно провести время, но не более — не запала игра в сердце [/b]
Affolant tellement y'a de l'exploration (petits secrets, objets à ramasser, recoins cachés...) Affolant tellement les armes sont variés pour le gameplay Affolant tellement il y a de petits accessoires pour développer et varier TOUT les aspects du gameplay Affolant tellement c'est beau dans son style rétro 16 bits Affolant tellement les musiques sont trop biens Je crois que dans l'ensemble c'est affolant d'avoir un jeu de cette qualité pour ce prix comparé à certains remaster VOIR NOUVEAUX JEUX NE PROPOSANT RIEN DE NOUVEAUX POUR 70€ PUTAIN
bit too hard
negative review = skill issue/israel supporter massive difficulty spike on the last area + near impossible to get true ending good buy if you have rat fetish or u r a classic zelda fan
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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