
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 ended up enjoying this game immensely. My favourite part is that you can tailor the experience to whatever you're feeling like. Too hard? there are several optioons to ease the challenge. Too easy? you can alter it to make it as tough as you want. Or change the game in weird and funky ways. Then when the credits roll, there are so many more options that unlock. I also liked that it feels oldschool, but it also feels like a unique game in its own right, not just a copy. Good job devs!
신문 보면 어디로 가야 할지 알려주거든요? 제발 게임이 가라는 곳부터 가세요. 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발 제발
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Stats
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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
bit on the easy side, but rewards creativity really nicely, REALLY juicy game. you'll be chewing on this one pretty nicely. the type of meal that leaves you satisfied. just the right amount of juice in that meat.
Tantissimi ostacoli,grafica in stile videogioco per Nes,assenza indicatori obiettivi che non fanno capire chiaramente dove andare;parecchie opzioni accessibilità,che permettono di ridurre maggiormente difficoltà;longevità buona;trama abbastanza brutta;valutazione 2 su 5.
Some of the best 2d top down action-adventure gameplay around precise combat with agile Mina varied builds and tools great world and level design kickin music fantasic art and great story
A Link to The Past meets Castlevania in this kooky new Stuart Little film.
Long story short: This game is absolutely amazing! The art, music and sound effects are so good that nothing felt out of place! Highly recommend this game! Long story long: Just from the trailer and screenshots I've seen from this game, I was enticed to play this game since I am a HUGE sucker classic games and consoles, and this game nails the look and feel of playing a game on the GameBoy Color the whole way through. I was never disappointed, and I enjoyed mostly every minute of it! Why I say MOSTLY is because of the difficulty curve of the game. Most of the time the game was easy for me to play, but occasionally the game becomes extremely difficult often because enemies are stronger in certain regions compared to others. I will admit though that I actually went to the Astral Orrery (which is supposed to be one of the most difficult areas in the game) and made that the third region I completed rather than the last, and then every other region I visited felt very easy to beat. Therefore I will say that the inconsistent difficulty curve is because I beat most areas in the wrong order, which is my entirely fault. However, that also brings up one other thing I REALLY like about this game: unrestricted exploration. Once in a while, some rooms will be blocked off until you do something to have them removed, usually by progressing through the story, but then afterwards you are free to go anywhere to please, and the game will not stop you from trying (which is also how I was able to finish the Astral Orrery so early). Sometimes you need certain equipment to get to or get through certain parts of the map, but those kinds of equipment can be acquired by doing even more exploration. I also like how you can find and reach some rooms and areas just by being observant since there are a LOT of small spots you can find if you are paying attention to the walls and floors. The choice of weapons is also a VERY nice touch to the game as this allows you to choose your playstyle just before you are thrown to the world, and you can find more weapons later if you desire to try a different one rather than being stuck with one for the whole game. One more good thing about this game is that modifiers can also be applied to your game so that you can either enjoy the story without much difficulty or you can make it almost as, if not more challenging as Dark Souls. All in all, this is a FANTASTIC game, and I would recommend to anyone who loves the aesthetic of GameBoy games. funy mous is awsom, an it awsom bein funy mous. 9.5/10.
mouse game of the mouse year
Jogo sensacional com fazia tempo que não ficava andado por um mapa so procurando coisas aleatorias, ele te pegar a parti da musica ate a gameplay mas também tem momentos em que você quer so fechar o jogo
Mina the Hollower is a game that proves that Yacht Club Games still got it! The game itself takes a very specific inspiration of Zelda which is from the gameboy era of Zelda, more specifically games like Oracle of Ages and Seasons in terms of sprite style. The gameboy Zelda games brought something that does not exist in any other 2d Zelda title which is jumping. What makes this game different compared to other 2d Zeldas that we have all played? First let's also take its other obvious influence which is Castlevania. The gothic aesthetic, the earwormy music are something more reminiscent of Castlevania. This is more apparent with weapon and enemy design which have a more Castlevania feel to it than Zelda. Your primary weapon is the whip, funnily enough if you upgrade it fully Mina will be able to do the flail whip technique from Super Castlevania 4, a clear homage. The subweapons which you obtain through candles only is also an homage but more specifically, the majority of subweapons are clear homages to Castlevania. The dagger is a blend between the cross boomerang and dagger, and the axe works almost the same as the axe we know of from CV. The enemies too have a more Castlevania feel to it where you usually fight stuff like poisonous frogs, bats, skeletal knights, skull demons etc. Which are more reminiscent of something you'd find in a Castlevania game rather than a Zelda game. Let's go over the important part now, the gameplay. We mentioned that there is a jump button which is only seen in gameboy Zeldas, what Mina the Hollower offers is an exclusive burrow mechanic where if you hold the jump button Mina will dig through the ground for a set amount of time. What's interesting about this is that burrowing makes combat and exploration much more interesting, you can dodge enemies that lunge into you, reposition through digging. Someone may say "is burrowing overpowered" and it really isn't because Mina has a set amount of time until she is forced to dig up to the surface again which makes planning that much more essential. Certain attacks from enemies like fire or shoveling make you unable to use burrowing where you need to instead maneuver differently. The same can be said about the platforming and exploration, Mina cannot dig beneath any rock terrain, or structure. Metal for example makes her completely incapable of it which does give the player more ideas on how to effectively use your other kit while being locked. The level design in my opinion is the game's strongest ace. Unlike 2D Zelda games where dungeons are the only highlight and the overworld is only a passageway to dungeons, Mina functions in such a way where even in the overworld you're encouraged to explore and there were times I was wondering "Hey is this the dungeon area" even if it was not, the two are interconnected enough where both are of high quality. One example of a great dungeon for example is the Bone Beach dungeon where you enter a giant Whale where inside you destroy teeth to get further in, fight uvula enemies which knock back upon impact and you jump into pits to get further deep into the dungeon to figure out how to proceed further, while getting on certain floors you will exit the whale and enter the overworld again to navigate to the next area which is my point on how the game's map is very interconnected. Each world was also very unique where it didn't really feel like the game was doing checkmarks of every biome that exists with their own gimmicks. For example one gimmick I really enjoyed for a stage was again Bone Beach's where it had these handle bars where you could reach higher areas, connect to other bars and you couldn't grab onto it as long as you wanted. Also noteworthy are the enemy variety and bosses. Let's give an example of a really great enemy design, the UFO enemy found in one of the last areas truly shows the philosophy of how the game's combat is made. It will choose to either throw its disc on the ground or towards you. Where you are forced to either dig or jump depending on what he threw. That is one of many examples but the bosses were also great and offered a lot of variety, for example there was one boss that completely turned everything below you into metal meaning you can't dig. That boss made the player rely on jumping to dodge more. Let us also talk about the exploration which I found to be great, there are many breakable things that you can notice from sprites looking a bit off compared to the rest or spotting a space which could lead to another area. The game is good in that if the player thinks "maybe I can reach this place if I do this" and you do. You will most likely get rewarded by it. I think a good exploration game is the kind that encourages you to find as much as possible. I gathered all the kears, trinkets (which are basically passive abilities), bonestones and etc. and 100% fully completed the game. There are so many good secrets, and optional events that I honestly don't want to spoil it. Another interesting thing the game has is its bones mechanic where you can gather bones from defeated enemies or from found treasure. However, if you lose all your sparks and can't gain them from an enemy that defeated you. You get rid of all your bones, your secondary income which goes in tandem bonestone doesn't get deleted because they can be converrted into bones from treasure you find. The reason I find it to be a great mechanic is because this makes game overs meaningful, especially considering that bones themselves are used to purchase trinkets, upgrades as well as your own stats depending on how many are required. It also won't make you feel left behind as again, if you explore you'll gain so much bonestone that I was actually able to max out and buy everything I could. One negative thing I heard online was that people didn't like the sequence minigame when Mina is climbing the spark tower. I liked it precisely because it was extremely short and made the story feel more impactful to get to the spark towers. Perhaps some people found it to be difficult but as long as you spot the map on where the holes are for Mina to dig into. You'll be done with it quickly. Overall I can confidently say that this game is greater than any 2D Zelda game I have played and should be debated as one of if not the greatest indie game ever made. Score: 10/10
Active players
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