
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 1197 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
kickass gameplay, sick ass music, beautiful ass art style. you need to play this game Pronto.
The game can be absolutely stellar most of the time, but there's some spots that were supremely frustrating. Overall, some brutal gameplay moments are lost beneath the veneer of absolutely exquisite music, art, depth, options, variance, and most of the gameplay and platforming. This game offers a lot of fantastic things, so you can toss my complaints to personal issues with it if you want; plenty of people have zero issues and love it through and through. Story: Pretty great overall. I actually really like what they've done with many characters, but I feel like character development is pretty weak overall, primary to wider world information. Not even Mina gets very much, and the Hollower's Guild in general gets even less. I feel that the ending might leave a lot of people dissatisfied on this front, even if it's pretty cool, and really not at all what I was expecting lol. You're in for a dark game, though. Despite the upbeat music and colorful, cartoonish world, the story gets progressively darker as you play. This game absolutely demands a sequel for a variety of reasons, but most of all because there's tremendous room for story expansion, and a bit for gameplay improvement (imo). Art, Music, and World: I'm not a fan of 8-bit games (but I don't let my preferences count against anything), but this one really interested me from the early trailers. The presentation of the art and music complemented the burrowing, weapons, and sidearms showcase, and there's a lot of very enjoyable music. No part of the OST grinded on me, and it was all fantastic. A lot of it is just fun to listen and play along to. The game lacks fast travel for the first half, but it integrates it a bit later in some interesting ways. By the time you should really be backtracking for collectibles, you should have a pretty wide kit to make traversing the other bits a lot easier in tandem with them. There's a lot of secrets and things to collect, and plenty you can miss in your first pass. There's trackers and helpers for getting what you miss later in the game. There is, however, a single perma-missable in Septemberg with the children during the boss chase there. So beware of that. The zones are all varied in visuals, enemies, challenges, and style. Nothing ever feels same-y, which is great! Enemy and boss variety was fantastic. In fact, some of the progression and events in the game are completely unpredictable, and break the typical linear sequence. Randomly encountering events, or even bosses of the main story in unusual places, and subverting your expectations with what might be next and when was without a doubt one of the most enjoyable things about this. It wasn't the usual, "Go here, do this, and then this will happen," over and over. Superb design. The characters are pretty cute or cartoonish, though you don't often see a blend of humans and furries in a world. I don't know why, but I especially liked the adorable possum in the courtyard. Combat and Platforming: This is where the game will range from, "This is really great!" to "This is frustrating." Mina is somewhat slow in the grand scheme, and built on 4-directional movement and combat with a limited arc. The rest of the game? Not always so. Mina can also have a dead zone, and barely any iFrames on taking damage. These aren't too bad until you're stacking them all with platforming or mixed combat, but you can end up with some brutal situations. There are numerous puzzles and challenges combining platforming, combat, and/or puzzling simultaneously—or even hybrid combat situations of various enemies—that can be frustrating because of the features I'll outline below. This game is RELENTLESSLY punishing with contact damage, fall damage, and knockback, and you can easily take 3-4 instances of damage from one hit. Early game, this is especially bad, and I made the ultimate mistake of going to the Bayou first. To complement all of the frustration of above is the contact damage, which triggers interrupts and knockback. With the tight platforming sections, you will likely die in a lot of places to getting knocked into a hole or pit. It is absolutely maddening in some spots, especially if you try to zerg a hit, only to get bamboozled by your deadzone before getting knocked off. I switched weapons early on multiple times, and found no particular ease to this, and just had to keep replaying a few parts until I got it. I really hate this function when it comes to a few of the bosses and trying to gauge their hurtboxes, or movements, since Mina is a small mouse, and you're trying to fight some 15-20 foot monstrosity that moves around a large arena quickly. Difficulty: This game in general is HARD. You can grind upgrades and levels at any time, so there's levels to scaling the general difficulty... to a point. Make no mistake, the game absolutely scales to a damn hard challenge towards the end. I didn't enjoy the second-to-last boss very much (due to design, but he's tuned to be hard in general), and a lot of the hybrid platforming challenges in the final zone were aggravating as heck. You could say skill issue, and I won't blame you, but it was the same things that bothered me from early in the game, but now everything was more difficult, despite me being more seasoned. I liked the challenge, but I felt like I was fighting the controls just as much as the game itself in some spots. No area more so than the final platforming challenge of the game, which I felt I had to brute force with fall damage and respawn points. This is, imo, where all of my personal gripes come from. Mina just feels out of place against the rest of the game when this is happening. Like she's a hair too slow, or a tiny bit too lacking in maneuverability. I see a lot of people having a similar sentiment reading around, but everyone seems to have different reasons for their complaints with any part of the game. You'll often see they say Mina is clunky, but that's not how I would describe it. Everything is smooth in application, but just... off. The game is clearly designed around her limitation, but maybe it just bothers *me* too much. It just feels a bit unfair at times when you're struggling to deal with getting knocked around or enemies/bosses moving into you when you're trying to space yourself for attacks. Nothing annoyed me more than the ones where you're platforming, and one obnoxious flying enemy keeps knocking you into a pit, and the damn thing is really hard to hit because it only swoops down a little bit, and usually ends up over a safe spot you can't reach. While I cruised midgame, it was not 'easy'. You shouldn't suffer from a lack of challenge or engagement from the game. Conclusion: Ultimately, I'll still easily recommend this (it takes a lot for me to not actually recommend a game), but there were parts that sucked the fun out of it. It sounds like I'm hating on this, but I'm really not. There's just parts of the game that feel were overly punishing with the other mechanics for what it's challenging you with. It really needs a sequel to improve a few gameplay interactions for them a little bit to smooth out what I feel is its only shortcoming. There's a lot of story, and an incredible foundation of design and creativity here, and I look forward to what they'll do next. If you want a challenging game with a neat story, subverted expectations of said story, a great world, strong progression, interesting gameplay facets, and a lot of combat options... Mina the Hollower is certainly worth picking up. Again, my complaints are personal to me and my experience, and they are *not* universal. I encountered zero bugs, and eventually outplayed everything to complete the game. I don't feel disappointed in any of this, and I would buy a sequel in a heartbeat.
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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
hermoso juego ojala lo conviertan en saga me gusto
Excelente do começo ao fim. Vai deixar saudades, assim como o shovel knight deixou.
[i]Mina the Hollower[/i] is a fantastic game. One of my favorites in recent memory. It's a game that really rewards exploration, and Mina's movement and attacks are really satisfying and fun to play with once you get the hang of them. What I'm really in love with, though, is the design philosophy. Yacht Club Games took a really hands-off approach to teaching their game to the player here. There's no explicit tutorials, you're just thrust into the game and you have to work it out as you go along. The devs understand that self-paced, self-directed learning, the act of figuring something out for yourself, is more engaging and satisfying than playing through clear tutorials that explain the ins and outs of all the game's systems. And they really nailed the amount of information to give to the player. The game never felt unnecessarily obtuse, nor did I feel robbed of interesting discoveries by having something overexplained. And if you do happen to need a little more clarity, there's an in-game guide that makes explicit a lot of the quirks of the game you'd otherwise learn by playing. That said, I could see the sink or swim approach turning some players off early, especially when combined with the fact that this is a relatively challenging game. I'd warn that if you're not used to soulslikes, you will probably take a lot of deaths when you're starting out. However, once you make it past the first few hours, this game's finely-tuned progression means it'll likely be smooth sailing from there, given you're following the "main" route. As for progression… It's really rare that a game does progression this well. In my initial playthrough, there was no noticeable big difficulty spikes, nor were there any trivial sections that were too easy. All the bosses took me about 1-5 attempts, with a couple near the end that were a little more challenging. If you are struggling in any particular section, there's a solution for that too. With some keen exploration you'll be finding new trinkets that enhance your abilities at every step, and their variety of abilities lets you tailor your build towards your weaknesses as a player. On top of that, there's an insane level of modifiers that let you change up the game in a lot of novel ways that go beyond a simple difficulty slider. You can make the game easier, harder, or even wackier if you so choose. And the exploration here is great. Don’t really have much to say about it, just that it’s done well. For the most part, all the hidden secrets are right in the sweet spot of being hidden enough that you can miss them, but not so hidden that you’ll never find them without a wiki. I developed my secret-sleuthing abilities pretty naturally throughout the game, so I found that I could find most hidden passages or puzzle solutions if I was looking for them. Still, I had to use the occasional guide for some of the less obvious things keeping me from 100% completion. As for the moment-to-moment gameplay, I really enjoyed that too. The combat, especially in bossfights, is very satisfying, and all the weapons [i]feel[/i] overpowered in their own unique ways. Mina's protective burrow, which is unavailable to her unless she's in the air, creates interesting dynamics between attack and defense. Needing to jump before you can enter the safety of the earth means you have to keep a close eye on what the enemies are doing, and you'll have to make split-second judgements about whether or not you can attack then make it underground in time before getting hit. Platforming stays engaging using this dynamic too. Burrowing before you jump lets Mina go further, so you have to "wind up" to clear bigger gaps. You'll have to factor that delay in when judging where enemies or moving platforms will be when you land. This is a simple quirk, but it adds a lot to the experience of navigating the world. All that praise aside, I had a few reservations with this game. The story was nothing to write home about, and the dungeons, while individually enjoyable, were disconnected thematically, and the world felt less cohesive for it. There were some reviled platformer tropes that appeared in this game, like wind platforming and autoscrolls, and despite being tolerable here, were still relative lowlights for this otherwise very satisfying experience. Despite those caveats, the good far outweighs the bad. Everything here cumulated into a game I was happy to play, beat, 100% and then play a few more times to get the achievements. [i]Mina the Hollower[/i] is totally engrossing, and I know I won’t be forgetting it anytime soon.
Good game, Great game even. Mina needs to put on some pants she's gonna ♥♥♥♥ up her legs on all that dirt and ♥♥♥♥.
разраб вскройся ♥♥♥♥♥
good ggame
Really good old-school top-down view game. If you loved the SNES Legend of Zelda, or similar games then you will love this.
My personal GOTY
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