
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 mean I like the idea, but the traveling / exploring is just too much for me. Combat and platforming are pretty frustrating too and not very fun.
Mouse was thick.
Mal control y unas hitboxes que da pena verlas. El juego se vuelve incomodo de jugar y explorar.
Media

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Очень хорошо. Возможно пройду NG+, надеюсь на выход DLC в будущем, понравилось больше лопатного рыцаря. Ультимативные плюсы: + выдержанный визуальный стиль, на стимдеке смотрится отлично, на достаточно большом мониторе (24 дюйма) с CRT фильтром тоже хорошо + саундтрек + достаточно сложный геймплей в плане что боёвки, что изучения мира вокруг + забавные персонажи + куча дополнительного контента + внезапно для себя нашёл сходство саундтрека (конкретно Central Ossex) с Меладзе (конкретно с Красиво), извините Средненько: * сюжет с некоторыми дырами и так себе концовкой * перемещение подо льдом, будто бы нужно просто выдерживать тайминг, что ощущалось душновато * боссы могут показаться однообразными, если не учитывать рамки графики/жанра --- Советы для прохождения: прочитать гайд (находится прямо в меню), из него узнать, что рекомендуемые локации находятся в заголовках последнего выпуска газеты; попробовать каждое стартовое оружие, чтобы определиться с оптимальным для себя (придётся пару раз начать игру заново); вкачивать статы, чтобы не убиваться с трёх тычек, а враги хотя бы с трёх тычек в большинстве своём помирали. Если следовать этим советам, то можно не понять ни единой жалобы на завышенную сложность игры в негативных обзорах.
This is a very well made game with a ton of content. But be aware a truly difficult game lies under the cute pixel art. The key mechanic of burrowing is unique but can be frustrating. And they copy some of the retro game difficulties of wind and ice that can make you want to throw your controller across the room. Still there are a ton of ways to make the game easier if you wish, so if you want to experience the game and afraid of the challenge you can make it much easier. I do recommend this game, and I am glad I played it and beat it. Still at times it was more frustrating than fun.
Not to my taste unfortunately. The difficulty is unnecessary. It should have been much closer to Zelda. I am tired of Souls copies.
Какой же это 3.14здец
They made this one for me
Tentei gostar desse jogo mas não consegui. A exploração é boa, os mapas são bem grandes, interligados de um jeito legal e cheios de itens e segredos escondidos, esse fato é inclusive o ponto alto do jogo pra mim. O combate é mediano (pra não dizer ruim) e o fato de beber DEMAIS da fonte dos soulslike pesa demais na hora de avaliar esse ponto porquê não existe a complexidade dos inimigos e o dinamismo de combate que normalmente vemos nesse gênero de jogo porquê a Mina só consegue atacar para cima, para baixo e para os lados enquanto os inimigos atacam de qualquer direção e desviam também para qualquer direção (até voando pra um andar acima de você), esse último ponto te impedindo de atacar com certas armas e te obrigando a esperar o inimigo "descer" pra ficar vulnerável de novo. O combate acaba sendo uma experiência frustrante em que você joga com um personagem lento e com uma mecânica de esquiva esquisita com delay contra inimigos desbalanceados. A movimentação é imprecisa e isso se mostra bastante durante os combates e as sessões de plataforma: foram diversos os momentos em que se desvia do inimigo e se move para atacar ele e a Mina ataca para o lado errado porquê o game não "registrou" a movimentação antes do ataque, ou momentos em que se calcula a movimentação e o pulo corretamente mas ele acaba saindo "mais curto" e você precisa reiniciar toda a sala. As sessões de escalada pós-boss são na minha opinião a pior parte do jogo porquê a movimentação fica bastante bugada e muitas vezes a Mina não responde aos comandos corretamente nessa parte. A história é basicamente inexistente: diálogos soltos aqui e ali e apesar do mundo aberto os dungeons tem uma ordem de execução bem linear, caso contrário é 1 hit kill pelos monstros da região. Saio desse jogo com a impressão de que ele só é difícil por causa dessas falhas de design e do combate truncado, caso contrário seria um jogo muito mais gratificante de se jogar, mesmo com a curva de aprendizado e dificuldade alta.
The game is good, but in its current state, it feels like an unbalanced mess. I managed to complete two areas without stopping to farm. But it was a pain. Near the end of one of them, however, I found a decent farming spot. After spending some time there and finally being able to buy upgrades for Mina, the game became noticeably more enjoyable. That is the main problem: the game only started feeling playable after I deliberately searched for a place where I could farm for hours. Before that, entering a new area often meant getting killed in one or two hits. The invincibility frames are so brief that two consecutive hits practically feel like a one-hit kill. You then lose all the gems you had collected up to that point, making exploration feel more punishing than rewarding. The combat also has some very strange design choices. When Mina attacks an enemy, she is the one who gets knocked backward. This constantly pushes her toward pits or directly into other enemies. It makes attacking feel dangerous for reasons that are not always under the player’s control. The collision detection can also feel inconsistent. Sometimes it seems impossible to avoid taking damage, especially because the game combines a Game Boy Zelda-like perspective with jumping and vertical movement. I understand why this might be difficult to implement, but that does not make it less frustrating. The worst issue, however, is Mina’s movement. The acceleration makes her feel imprecise and difficult to control. There were many situations where I got hit simply because she did not move the way I expected her to. Since touching enemies can damage you, this becomes a major problem. When I take damage because Mina keeps sliding or accelerating past the position I intended, it does not feel like my mistake. This becomes even worse in the ice area, which was the second area I visited. Fortunately, I also found a good farming spot there. After upgrading Mina further, the game became much more manageable. To me, that only reinforces how poorly balanced the progression is. The game should not require hours of farming before exploration starts becoming enjoyable. I also think the progression would be better if more upgrades were discovered naturally instead of purchased. At the very least, the game should let you buy gems with money so that dying during exploration does not erase so much progress. A map would also improve the experience considerably. The runbacks can be brutal as well. People complained about the runbacks in Silksong, but some sections here make you repeat almost an entire area while dealing with large groups of enemies again. It is honestly surprising that this was made by the Shovel Knight developers, because Mina does not feel nearly as satisfying or responsive to control. There is a good game underneath all these issues. The world, presentation, and general concept are strong, and the experience becomes genuinely enjoyable once Mina is powerful enough. Unfortunately, getting to that point is frustrating, repetitive, and far too dependent on farming. Mina the Hollower is a good game, but it desperately needs better balancing and more responsive movement.
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
The games this title's players most often review too — audience affinity.
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