
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
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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.
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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 1184 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A love-letter to Castlevania and a Link to the Past. Difficult platforming, rewarding combat, great art, and intriguing story. Would recommend!
The game is undeniably brilliantly designed, whether or not it's actually fun to play is up for more debate. Level design ranges from interesting and unique to outright genius at times. They managed to make several environments that are simultaneously thematically unique and have individual mechanics that match the aesthetic. Combine that with a ton of trinkets that add a sandbox element to all levels and a TON of secrets, and you have a game that should probably be a case study on level design for years to come. It's the highlight of the game and it isn't even close. Art direction and score are both outstanding. Bright colors, tons of unique models, a retro and robust score, sound design that bring you back to 90's gaming, it's all great. My only complaint is that at times the readability of the environments could be quite difficult, especially having played the whole game on steam deck Combat and difficulty were... a mixed bag. The weapons were all quite unique and fun to use, and there was a ton of variety in enemy encounter design. I will also always take a game being too difficult over too easier, and this gsme definitely falls under the former at times. I think the biggest problem this game suffers from is awkward enemy attack animations paired with a much slower and more restrictive skillset from Mina. This might just be me, but my first full playthrough completelt kicked my teeth in (I died over 400 times when credits rolled). It often felt like some enemies were placed in such a way to make it nearly impossible to deal with them appropriately, some platforming was confusing and had controls that were a little too finicky to ever master, and some bosses... yeah NGL a couple were kind of BS, genuinely felt like they had certain animations that were unavoidable. Another issue that plagues the game is that some of it's systems were simply too obtuse. One great example of this is fast traveling; to fast travel in the game, you need to walk directly into a mirror for a few seconds until you ultimately get telepprted to a realm that let's you take shortcuts to other places. Here's the problem: the game never tells you this, so if you naturally interact with a mirror or walk into for a second and go "huh, guess these don't do anything", well guess you're out of luck! There are a couple of other examples of things like this where I either would have never guess in a million years how something works or felt the game withheld a bit *too* much crucial information at times. Overall: I really did mean it when I said that this game is genius and I am quite happy I played it. I think it should and will get some love at the game awards, and for $20 you're absolutely not going to find many new titles that can offer the same level of design, content, and polish. BUT: I absolutely got incredibly frustrated for large portions of my playthrough and found that there are some bad parts of this experience that you just have to be willing to take with the good.
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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
本身很好玩,但也很挑人。 很多东西藏的很深,电波没对上错过了那基本上不看攻略就没彻底错过了。 制作组挺喜欢弄恐怖要素的,但我不太喜欢,扣分。
我的评价从初玩2个多小时时想直接打差评 → 玩到中期转变为中评 → 玩到最后感觉挺好挺上头的 其实客观来讲游戏内容设计得不错,美术很不错,音乐也挺好,各种细节做得都很棒,值得一玩,初见约24小时100%通关,就游戏内容而言是绝对足量了 风格很有迷惑性,起初还以为是类似GBC ZELDA不可思议果实那样的玩法,实际除了画面看着很像外完全不是一回事,没有任何技能锁 经过深思熟虑后还是给个不推荐,因为这游戏最大的问题就是设计的恶意的带来的各种折磨感 [hr][/hr] 这游戏最致命的地方就是它的成长曲线做得太糟糕了: * 很显然设计者为了非线性闯关,只能将所有区域的怪物强度弄得差不多,而且越玩到后面就越觉得敌方强度实际上都是按玩家已经有一定升级的强度来设计的,这就导致前期体验非常糟糕,而且为了堆升级,可以看得出很多升级都是将原本设计好的能力拆了出去再让你解锁的,有的武器没升级前很不好用 * 前期钱本来就难赚了,死了没火花后会掉所有的钱而且无法回收 (基地里那个机器不是存钱而是把骨石转成会掉的骨头我是没看懂),典型的魂LIKE糟粕,对于这样的设计我一向是建议直接CE改钱,然后你会发现一开始把属性等级升上去后才是正常的游戏体验,单纯就是削弱玩家水时长 另一个不好的地方就是糟糕的战斗体验: * 武器攻击距离又短又小,加上攻击会后退,小怪又各个超雄,无伤难就算了受击还会掉血槽,所以一些小怪反而是比BOSS还恶心的存在,这就是为什么能用的武器就那几个,安全秒怪才是硬道理 * 钻地躲避很有迷惑性,哪些攻击是能钻得过去哪些不行初见没法第一时间判断 (而且我是不理解为什么地面上的火能烧到地下的玩家),钻地前还必须跳跃,这就导致后期要回避一些BOSS的时候必须打提前量 * 回血非常难受,不装饰品的情况下,硬直巨大被碰到就浪费一次机会+掉HP掉血槽,并且还需要血槽资源不然你连血都回不了. * 然后地图设计者还总是在一些很奇葩的地方给你塞一个副武器,导致手头的副武器被换掉甚至丢失,回基地拿备用的又会导致小怪机关全部刷新(垃圾魂LIKE篝火刷新机制) * 跟空洞一样,做了一大堆饰品但有用的基本就那么几个,很多饰品的效果感觉就是硬把玩家削弱然后做一个饰品给你补回去 * 副武器也是能用的就那么几个,剩下的几乎是凑数的,而且每次复活后基地的副武器能量补给是有限的,这意味着可能当你第3次回去挑战BOSS的时候就会面临副武器能量=0的困境 另外没有小地图(我不知道为什么设计者会不加这个)只能硬背,所幸地形也不是很复杂约等于是一本道,再加些许岔路藏宝 [hr][/hr] 一些碎碎念: * 其实你会发现我提到的很多问题其实都是空洞骑士式魂LIKE的问题,讲真我是不明白为什么现在很多做动作游戏的制作组会把空洞骑士那种手感和魂类折磨设计当成了宝贝,很多难受的地方光靠文字表述很难体会,要实际自己玩过才知道 * 战斗手感真的是纯僵硬的恶心,去玩玩不可思议果实,看看人家动作天尊卡婊是怎么设计动作游戏手感的 * 游戏难度高吗,我觉得的还好,再难的BOSS打多两次摸清规律就过了,但是小怪的话即使你非常熟悉他的行动模式也难保不受伤,其实越玩到后面能力全面后游戏体验飞速提升,成长梯度设计完全不合理
Muy divertido
REALLY good game
using the 1000° sounding rod is more fun than this game
This is genuinely one of the best games I have ever played.
Brilliant game. Awesome dungeon design and truly a world that felt worth exploring every corner of. Feels like there's a few secrets on almost every screen, and you're rewarded for finding each one of them. Reminds me of the best of the classic Zeldas, with a few modern tweaks & a bunch of unique mechanics which made moving around just that much more fun. The top-down platforming z-axis stuff you could do in the levels was really cool, if a little jank at times. I can only imagine that implementing that was a nightmare, if mainly for all the edge-cases this game would have to handle in order to make it as smooth as it is. It's not perfect though; there were definitely times when jumps were kind-of unclear, or the perspective was a little weird when fighting certain large enemies, or I got stuck in a wall trying to jump over it with another mechanic. I can definitely see why this hasn't been explored quite so much in other top-down games, mainly from the perspective of it just being a challenge to make work consistently. However, I highly respect them for trying, and hope this paves the way for future top-down games with a real z-axis. - A special note about hitboxes; I felt it was a little strange when large bosses didn't account for perspective with them, when many level-objects did. - I also think that mina's hitbox sometimes felt a little unfair, particularly when getting squished. There were definitely times when I thought I was in a safe-spot but I guess I got the corners of mina's hitbox barely pinched between two closing walls, or she barely clipped a boss I thought I had spaced out properly. The trinkets felt like a great way to expand your player & help you solve problems in certain areas. I seriously think that there's a trinket for any situation you might come across, and its a lot of fun once you get to start combining them. This game does suffer from a pretty steep difficulty curve at the start, which eases off a lot mid-game as you get more trinket slots & other upgrades & can have a more expressive build. This is somewhat typical of games in the "metroid-vania" genre, but it was definitely something I particularly observed here. A handful of other things did take getting used-to; I found that at times the heal & the burrow felt particularly slow during combat. Finding an opening was sometimes pretty challenging. However, once I got some good trinkets & sidearms going I did find I was able to strategize using plasma vials around manipulating the bosses by using them (particularly, the teleporty-disk one I don't remember the name of rn). Their modifiers / assist mode is very interesting too. I didn't engage with it on my first playthrough, but I can see it being helpful for those who need it. I did find myself thinking "man, I wish the burrow was just a *little* faster" a lot, which I think is the main use-case of this game's assist system. Cool of the developers to enable that; reminds me of cheat-codes in other games too. Also, this game has an excellent spin on the souls-like death mechanic. It honestly feels more like a life-system flavored as the souls-like death. By allowing you to use your bones until you die without your sparks; what you basically end up with is an anti-hoarding system, rather than a punishing "oops you died to tha boss now all your bones are gone forever, too bad you couldn't get them back if you tried." Since you can always use your bones until you die without your spark, you may think "oh shoot I gotta go spend these now otherwise I might lose them, maybe there's an item that will help me with this boss" which I think is a much more fun and engaging dynamic. Overall, I think this game is a 9/10 for me. It's everything I wanted and then some. Docking a point mainly because of the weirdness with the platforming at times. But this game is absolutely worth checking out if you're into this genre.
Awesome sauce
Active players
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