
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 →
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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
really struggle to come up with much to say about this one that hasn't already been said already; both good and bad. out with the good; the spritework is impeccable and I love the gbc aesthetic. the music's also probably the best in an indie release since the the original shovel knight and its extra campaigns and it's clear jake kaufman's talent hasn't waned in the slightest. gives toby fox a run for his money honestly. nox's bayou into septemburg into bone beach is probably the game as a whole at its best and is where the platforming, combat and exploration felt the most harmonious but my enjoyment unfortunately did not last as i will get into. i liked the final boss at least so I can at least say I finished it on a positive note as well. i typically like challenging games but much of this game's "challenge" only seems to come from its seemingly purposefully infuriating approach to level and enemy encounter design in the first and last thirds of the game in a way that feels distinctly soulslike (derogatory) as opposed to the top-down zelda it was advertising itself as. at its peak mina the hollower's flowstate is unmatched even by nintendo's 2d zelda offerings (the middle third of the game i previously mentioned) but at its worst - which is approximately 60% of the time - it's kind of ♥♥♥♥♥♥♥ miserable and i wish i was just playing link's awakening or hell even the oracle games instead. lots of flying enemies with erratic movement and attack patterns in a game whose combat and tools made available intentionally lack the capacity to effectively deal with hazards perpendicular to you (save for one very easily missable weapon upgrade which I only got to use for the final boss as i found it in my 100% completion cleanup). it's not necessarily Difficult, and death isn't very punishing after the first dungeon considering how easy it becomes to get back to your darksouls bloodstain analogue (largely by virtue of simply being granted more attempts to do so) before your Souls (they're bones in this game) are lost forever. at least i can thank yacht club games for making the mechanic less annoying than it usually is. I can't imagine it being intentional (though it is something dark souls is similarly characterised by) but the number of times i felt caught off guard by something i simply couldn't have anticipated or by lingering, wonky hitboxes had me feeling that very few of my deaths or instances of having been stunlocked to near death were actually my fault. the map is deceptively open-ended in that the game is actually kind of linear with an easily perceivable intended dungeon order and going off the beaten path has you quickly running into enemies that kill you in one or two hits. this is only compounded by the fact that there are very few (if any, depending on whether you even count them as such) upgrades that facilitate exploration or progression in the same way your typical zelda or metroid would. most of your trinkets and subweapons instead serve to enhance your combat capabilities, and then there's a few that give you something like a midair dash or extra movement speed which immediately emerge as the best option to keep on you at all times. you can get the drill early and i stuck with it the entire game. you should too. sometimes the game expects you to have a specific subweapon or subweapon/trinket combo to access a secret or visible collectible but more often than not, what you need is nowhere in sight. just feels like an incredibly odd design choice to Not make subweapons permanent upgrades that can be cycled between on the fly and instead evoke something reminiscent of Donkey Kong 64's character switching. sometimes this means going halfway across the map to throw away your drill for the fishing rod, or something else with infinitely less broad usefulness - only to come back and be rewarded to what amounts as, as is typical of most indie games that draw from dark souls nowadays: Souls. ever so rarely you'll get a trinket, and rarer still will it be of any use to you. all the health and pouch upgrades are just made available to you in the shop in ossex at the start of the game anyway and most of the time the trinkets you get feel like they exists only to fill a specific niche or get One specific collectible, though i'll concede it doesn't reach hollow knight levels of sidegrades and a lot of stuff *technically* has uses but is ultimately just suboptimal. maybe i wouldn't have had these issues if I found the battery buster sooner. as someone who loves shovelknight (specter of torment of especially) and finds themself both disillusioned by the state of zelda as a franchise and how dark souls has seeped its way into a lot of modern game design, i can't help but feel disappointed. maybe i should've tempered my expectations when they came out with that twitter promo talking about the game modifiers. shovel knight had them too but they felt far more like a silly gimmick as opposed to an accessibility toggle. didn't need to use them but maybe the people complaining about a potential lack of well-tuned difficulty were onto something. i'd still recommend this because it still manages to blow silksong out of the water lol
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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
Ein super Zelda-like mit allen was man braucht: "Open World", Levelsystem, viele Rätsel und Sidequests, witzige Dialoge gute Steuerung im schönen 16bit Pixel Look . In 20-30 Stunden kann man hier eine richtig gute Zeit haben.
Does the gameboy style very well. I also love how open the world is, you can go straight to the more difficult areas (I went straight to Septemburg, Crow Town in particular is brutal) and I really do enjoy the challenge. This game is not easy which is a good thing. As a fan of old school 2D Zelda such as Link's Awakening and The Oracle Games I am having fun.
Entire game basically is built around the end encounter. NOTHING is even remotely hard compared to this. Actually takes it down a notch for me. It's a good game but core mechanics like burrowing are essentially useless in the end.
it somehow mixes the open world genre + gameboy graphics + soulslike difficulty + castlevania combat + hollow knight charm system + silksong enemy ai + a bunch more ♥♥♥♥ ad then makes it one of the best at these I've ever played
More than a blast to the past; if anything its a step to the future for top-down adventure games. The grim atmosphere, dark humor and colorful characters make a pretty engaging story and the design/topography of Tenebrous isle turn it into an incredibly memorable place. None of the fast travel systems of the game felt that intuitive to me but they also felt mostly unnecessary once you dominate the layout and have a decent trinket/sidearm combination for fast movement. Combat can be incredibly demanding but its just as satisfying, very simple in concept but hard to master. Mina only moves in the 4 cardinal directions while enemies, projectiles and stage hazards dont have the same limitations. It ensures players learn enemy patterns(especially since burrowing has a one second delay) as most games do but more than anything it rewards mastery of positioning and space awareness to best most enemies, especially since a lot of them are fast and aggressive enough to put you against the ropes fairly easily. Exploration and secrets ooze from every screen you travel throughout; there will rarely be a room without some secret area/object hidden in plain sight for the most observant to collect. Shortcuts, sidearms, secret bosses, etc, this is a game thats begging the player to spend all the time it can enjoying it to the fullest. Its also ironically enough one of the most speedrun-friendly games ive ever played.
不建议买,难度设置不合理
Cute and fun. Not nearly as difficult or frustrating as people in the review section made it out to be. Controls and jumping feels great. The weapons feel great.
Juste frustrant. Ennemi inévitable, véritable purge. C'est là que je vois le génie de gameplay des Soul's qui sont juste exigeant mais pas difficile. Ici des phases de saut complètement bancale et claquée harcelé par 4 ou 5 ennemi volants qui repop... et ça ce n'est que le début. C'est juste complètement absurde. Il existe des option pour faciliter le jeu, mais elles désactivent les succès déjà, et puis même, pourquoi avons nous besoin de ça? juste rendre le jeu buvable c'est pas possible? Les armes secondaire perdue à chaque mort sérieux? C'est fun de devoir se retaper tout le chemin pour retrouver ça? dommage, la DA est géniale.
I finished the game just to finish it, not because I enjoyed it.
Active players
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