
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 | 7.6Kreviews | 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 1194 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
close enough bloodborne on pc
Mina is a great game that I would only recommend to players that have experience playing souls-like games. The game is very punishing in the beginning but as you progress and level up Mina you get stronger and have more tools to survive combat. It took a few hours to get to that point, but it was well worth it and the game was a lot of fun. The boss battles were fun and has good enemy variety. I didn't enjoy climbing the towers but you can keep trying without penalty if you fail. Music was very enjoyable.
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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
Mina The Hollower from one 17 hour playthrough was everything a modern retro game in 2026 should be. The story is flavorful with a memorable cast of characters. The mechanics are plentiful and hold a ton of depth, there is a small learning curve with each new side arm and weapon you discover and with every trinket your playstyle can differ greatly. It is a game where the player gets to choose how to they play and it shows largely in the speed running community. My only gripes are there isn't more quirky endings and secret post game content that deepens the lore more. Maybe that will come in the future as dlc. Who knows, other than the dev's themselves.
тот самый недопонятый гений
super fun and brutal game. Music and art are amazing. Some sections feel difficult moreso due to the game saying "screw you" rather than it being a fun challenge or puzzle to solve though
FELIZ CUMPLEAÑOS ADRIAN CREISTE QUE VENDRIA CON LAS MANOS VACIAS? TE FELICITAMOS DESDE LSO ESTUDIOS YATCH PARA DECIRTE QUE SIGAS LARPEANDO JUEGOS, AQUI TIENES UNA FOTO DE PERFIL DIGNA DE UN LARPER VOID CHUD MAXXING LOVER
are you a furry that likes breaking stuff around your house and possibly own a triforce shirt? then this is the game for you!
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Mina the Hollower is my game of the year. This game is hard. Like, very hard. It's hard to the point where it feels punishing enough by its difficulty alone. And I don't just mean bosses or enemies. World navigation, platforming, even the puzzles push you to the limit of difficulty. At times, this game feels like an isometric souls-like with how critical patience, learning patterns, and understanding enemy attacks all are. But that's only half of it. Mina is at its core, also a platformer. Isometric platformers are rare, so the general lack of experience in this area makes things even more difficult. And the platforming isn't just asking you to get good at isometric platforming, it's asking you to master it. Don't just think there's precise platforming, it's precise platforming with moving platforms, annoying enemy placements, temporary platforms, timed platforms, switches, moving hazards, bounce pads, moving bounce pads, intermittent wind, nature physics (swamp, ice, sand, etc). When games are hard, needing to redo sections, bosses, and so on is punishing. So punishing in fact that Mina's additional punishment feels unwarranted. Similar to games like Dark Souls or Hollow Knight, Mina has a corpse-running mechanic, but with a twist. If you die to hazards or platforming, your spark (which is the bloodstain/soul) will pop out of your body with all your currency. And just like those other games, you need to retrieve this spark or you'll lose all this currency. The twist however, is that if you die to an enemy or boss, that enemy or boss will absorb your spark, and you will not be able to retrieve it until you defeat that enemy. This mechanic feels especially punishing on bosses because if you died before a phase transition or while you're still learning many of the early attacks, being able to retrieve your spark immediately is nearly impossible. Enemies can only ever hold 1 spark, so eventually you will obtain more than 1, rendering the enemy and boss mechanic to be more similar to traditional corpse-running, but I think you should've just started with 2 sparks to begin with. Having only 1 spark at the start just makes the early game especially miserable because you cannot buy anything to help alleviate how difficult the game is outside of early game farming, which no one wants to do. The platforming in this game is tied to its level design, and it's some of the best level design of all time. If you keep holding the jump button as you land, Mina will enter a burrow. You can move around underground while you hold the jump button, but only for a limited time. Essentially, if you don't release the jump button Mina will automatically pop out of a burrow after some time because she needs to breathe. When she pops out of this burrow however, she performs a farther jump of 2-tiles. The simple concept of jump 1-tile normally but 2-tiles when you pop out of a burrow is taken to heights unseen. Every area in the game has its own unique spin on this simple mechanic, and every time I think that no new mechanic could possibly be added, time and time again, I am surprised and impressed by how far they've managed to stretch the limits of the imagination. Every screen in Mina the Hollower felt jammed packed to the brim with intentionality. There never felt like there was any wasted space; even when the space was empty, it was empty with purpose. Empty spaces were moments of repose before or after difficult encounters, space to breathe after you just navigated Satan's gauntlet of platforming. These screens loop back into each other in a way that always felt so relieving. Dark Souls is often cited as the best at creating interconnected level designs that wrap around on itself, and many games have tried to copy this formula without understanding what made it work. While having levels loop back on themselves is cool, giving it purpose is what made Dark Souls so great; shortcuts gave you relief after extremely difficult sections. Mina understood this perfectly. Shortcuts in Mina are often "cool" and showcase great interconnected level design, but the game understands that purpose comes first, and there are many additional shortcuts that don't care for the level design but for the player instead (for example, pipes that Mina can use to warp back to an earlier section of the map; these pipes ignore creating a diegetic shortcut in favor of a utilitarian one instead). As we zoom out into the macro, Mina has a large open world with 0 forced direction. This world is also interconnected, and you can go in any direction immediately. Mina is not a Zelda or Metroidvania. You don't get ability or item progression. Her hollowing ability is the single core ability that allows you to go everywhere. There are trinkets (equippable gear) and sidearms (temporary items) that offer further movement and navigation, but these are never required to go anywhere in the map. There's genuine diegetic exploration and adventuring here, and every discovery felt extremely rewarding from both a cool goodies perspective and a "damn, I really cleared that extremely difficult section" perspective. Even through my rage and frustration in difficult areas, I always left with a sense of accomplishment. I wish I could go into more detail about trinkets and sidearms, but I've gushed enough over the level design that I'll try to keep this brief. Trinkets are exactly as you expect like badges, tools, or charms in other games, so I don't need to go into a ton of detail; there are a lot of different ones that offer a myriad of build variety. The sidearms on the other hand are very interesting as a temporary item. You find a good variety on the map, but because they are temporary and require "mana" they feel very weird to use early on. It's not until you purchase the ability to retain sidearms upon death (and the ability to hold 2 sidearms) that they feel much more like an active part of your kit. That being said though, since sidearms are an active part of your kit, they are extremely fun to use. Bouncy projectiles, an air dash, a dodge, a chained pet. All of the sidearms were a ton of fun to use and were certainly a huge part in making enemy and boss encounters much more manageable and interesting. Finally, let's talk combat. Mina has 5 different weapons she can use, with a choice between 3 at the start. The spiked whip is the more intended weapon because its spacing allows you to be safer in enemy encounters. I played the entire game with the hammer however. It's slower, has a smaller range, and is very awkward at times. But it's got a charged attack that hits like a truck. It's a great high risk high reward type of weapon, and I full committed to it and never looked back. For space, I can't talk about them more, but they're all fun. Mina's hollowing ability (burrow) is the key to combat however. Apart from learning enemy patterns and proper spacing, hollowing gives you a new dimension to work with in combat. While hollowing, you are invulnerable to almost every attack (the exceptions are usually elemental hazards that affect the ground). As such, you can think of hollowing like a "dodge" in most games. Unlike a dodge however, because you can only hollow after jumping, you need "time" to dodge. You can never just "react" to dodge like in traditional games, you need to "read" attacks to give yourself proper spacing to dodge and punish. There's 100% a dance when it comes to Mina's combat, and that dance is beautifully unique and rewarding. Due to space, I haven't had the chance to describe how inspired and fun every area and NPC are. But briefly, some of my favorite NPCs include a deer with a drill for antlers, a giraffe whose head pops into the 2nd floor, and... a leaf. Mina the Hollower is at the paramount of gaming. While her hollowing ability is the star of the show with how creative it makes combat and platforming, it can only be truly highlighted by how fantastic the enemy and level design is.
GOTY 10/10
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