
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!
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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 1209 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
9/10- I was a rat
[h1]Introduction[/h1] I haven't had this much fun with a retro-styled adventure game in a long time. If you like the Game Boy and Game Boy Color Zelda games like I do, Mina the Hollower satisfies that itch, yet it stands on its own with its unique design, emphasizing platforming, combat, and inventive ways to utilize its new burrowing mechanic, all wrapped in a package that gives you a great degree of freedom in how you want to play. [h1]Gameplay[/h1] Mina the Hollower is a 2D action adventure game in a 3/4 isometric perspective. You can jump, attack with your main weapon, and burrow to move faster, enter underground areas, and interact with many elements in the world. I used the whip for most of the game, but someone else might like the hammer and another might prefer another weapon. Fortunately, you can switch between them easily later on, so if you don't like what you chose in the beginning, you're free to change. Attacking enemies builds up Plasma, which you can use to refill health with a limited number of Plasma Vials when you're low. However, drinking a vial takes time and makes you vulnerable, so timing your heals is critical, especially during boss fights. By holding down jump, you can burrow for a short time in the ground, allowing you to avoid enemy attacks and reposition yourself. This makes huge bosses and enemy hitboxes feel more fair, as you're able to maneuver your way around a bad position and dodge attacks with a bit of planning. Burrowing also lets you cross larger gaps since it makes you move faster, and it can even be used to interact with objects in the game world. Sidearms are subweapons you can use in addition to your main weapon. I really liked using the axe and the throwable sword. Unlike the GBC Zelda games, height and depth are real in Mina the Hollower despite the 2D appearance, thus some sidearms are invaluable to hit enemies that are giving you some trouble but simply out of reach with your main weapon. There are equippable trinkets you can collect, and many at that. The trinkets add a layer of depth to the game and further enhance how you want to play. For example, one trinket lets you burrow longer, and another allows you to overcharge your Plasma meter. There are plenty of options for offensive, defensive, movement, and utility that you can use to forge the best build for your personal style or a given situation. I was always excited to get a new trinket and was pleasantly surprised at the number of them I had by the end of the game. Lastly, I want to talk about the excellent currency system. Bones are used as currency and double as experience points that can be used to level up your abilities. Defeating enemies gives bones and you can find them all over the world. Do you want to get lots of bones from enemies, or do you prefer exploring and collecting them? This builds on top of the freedom Mina the Hollower gives you to play how you want. The difficulty level felt just right to me. Challenging, but not overly so, yet not so easy that it's a pushover either. [h2]Variety and Freedom[/h2] Once you clear the prologue, you're now tasked with tackle the main areas. The best part is you're already equipped to complete all of them, as you can do them in any order you want and there are no hard requirements to reach them. Only the optional collectibles require certain trinkets or sidearms. Otherwise, walking and using the burrow mechanic creatively gets you to where you need to be. Where Mina the Hollower truly shines is in its variety. Yacht Club Games squeezed the most out of its level design, playing with my expectations and surprising me at every turn. Each main area has multiple memorable moments and uses the burrow mechanic to its fullest. I have little doubt each screen in this game had undergone numerous revisions just to craft the best experience possible. Even NPC interactions can be unexpected in good ways, and you might even find some favorite characters like I did. I can't go into too many details without spoilers, so I will just say that I truly admire how varied the game is which made it such a blast to play through. The optional collectibles add a lot of replayability as well. Some of them were tricky to get and involved clever use of the burrow mechanic. Oftentimes you can see what you need to get but need to figure out a route to reach it. These added challenge and fun to the game, and the collectibles also help with the main adventure since they are usually upgrades or trinkets. [h1]Graphics and Music[/h1] There's not much to say here other than everything is excellent. The pixel art is top notch and pleasing to the eye, with detailed enemies, distinguishable enemies and interactable elements. The game's soundtrack is absolutely amazing, and I had some of the songs stuck in my head on rotation for days. The songs fit the game environments very well and pleasant to listen to for long periods of time, which you might be doing like I did. I will purchase the soundtrack to further support the developers and encourage you to do so if you like the soundtrack to this game. [h1]Cons[/h1] Now, no game is flawless, so where does Mina the Hollower fall short? For one, I think the story could've used more clarity throughout the game. Despite playing through the game, I don't actually know exactly why the main antagonist does what they do. While I could've forgotten some details during my quest for 100%, a better story would've made it easy to remember the villain's motive. Gameplay-wise, some areas can be annoying to traverse through to find collectibles you missed. The difficulty does start out a little rough before smoothing over time as you get stronger. The damage values of some enemy attacks and hazards later in the game can be a little ridiculous, dealing very high damage despite me being at full strength. Lastly, I found some trinkets good in concept but underwhelming in execution, often because their effects were just not powerful enough, giving me little reason to use them over others. I think some trinkets can use another wave of balancing to justify equipping them. Fortunately, this wasn't a problem with many of them. [h1]Conclusion[/h1] Combined with fluid movement, a great degree of freedom in how you play, masterful level design, beautiful pixel art, and an incredible soundtrack, Mina the Hollower hits all the right notes in an action adventure game. If you like games in this genre, pixel art games, or just want a very polished experience, I think you should absolutely consider playing Mina the Hollower.
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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 |
| 221ratings |
| 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
Brisk brew.
<3
Absolutely a masterpiece. Completing the game 100% was a challenge. The one thing I will improve is the backtracking as it is a bit tedious. Other than that, if you love the Souls genre and 2D Top Down in general play this game!
Perfect game. No notes. If you're into these sort of things, this is one of the best. Great build diversity, great soundtrack, combat is fun, plenty of locals. Maybe the ODDEST secret ending conditions, but super interesting how they did it :P I don't got it in me, but kudos to those who do. Just super cool game, very fun. Can't wait for the studio's next game.
wow. just wow. this game rocks, if you have 20 bucks BUY this game~
This is a good example of a thumbs-to-the-side game. However, due to Steam's system, I am giving it a recommend because what has been done here is very intentional and done with extreme polish. This game is very devisive as a zelda, castlevania, soulsian mash up of a game. This game is objectively challenging; there is no sugar coating it. The primary focus of combat is the burrowing mechanic that requires you to commit into a vulnerable jump before you can briefly traverse underground unharmed. This is paired with a healing system that requires you to damage enemies without getting hit to build up your healing factor before you can use it. All the while rewarding you with its currency of Bones to spend on items, trinkets, and leveling, or face losing it on death. It's a system built on careful pacing in frantic encounters that reward those that capitalize small attack windows unscathe. Despite the many accessibility options available to make things easier, you will have to get with the program and engage with its combat system. But, those that can do so will find joy in learning its novel mechanics and overcoming what it requires of you. Thankfully you will know if this game is for you or not within the 2 hours Steam gives you to try and refund a game. Should you commit to this game, you will find there are actually many trinkets in the game that circumvent many of the demanding qualities of its mechanics. This is however only lulling you into false expectations, as the difficulty ramps up immensely in the final act, to a point where you cannot benefit from further progression or gridning; it's do or uninstall. And your reward for completing this skate pipe of a difficulty curve? An admittedly unsatisfactory story that doesn't answer many of the questions it lays out. I spill this out because there is a genuinely tightly well crafted game here with indepth combat and environemtns to explore. But it is a game one will have a better time with than myself if you know you will enjoy exploring these mechanics out the gate and expect not much else.
As someone who backed the Kickstarter for this game (barely; i only contributed enough for a single game key), I'm overall pleased with what Yacht Club Games delivered; but some aspects of Mina the Hollower left a sour taste in my mouth by the time I was done with it (at least for now). The game absolutely nails the "Game Boy Zelda" look and feel, and this is mostly to its benefit. The burrowing mechanic grew on me, and the game taught me how to make good use of it organically, by throwing enemies at me which required good burrowing to survive and defeat them. However, later enemies were so difficult for me to read that I tended to get by more on "burrow spamming" tactics, [i]combined[/i] with sheer repetition of dying to enemies over and over while trying to learn their patterns - and get my own impulsive habits under control - well enough to survive. The difficulty on the whole pervades every inch of the game, and while I found everything manageable for the most part, some areas and bosses were sheer cliffs in terms of difficulty spikes. Special mention goes to the [spoiler]Mined Mind[/spoiler], a boss that had me ready to snap my controller in two. The other difficulty spike I want to mention is the final boss itself - I just [i]could not[/i] adapt to their attack patterns or respond fast enough, and even with Mina's stats maxed out, I just couldn't keep up. I finally ran out of patience and just turned on the Assist Mode set of modifiers simply to stand a chance - and I had to turn on [i]even more[/i] difficulty-reducing mods before I finally "won". It is for this reason alone that I do not have the Steam achievement for beating the game, and that frustrates me to no end. I feel punished for not having enough dexterity and/or patience to overcome that final hurdle without help. I'm not going to delve into the entire topic of Souls-like games and difficulty modes and allowing achievements and yadda-yadda, for that way lies madness and flame wars. But I do think that there's a blurry line between [i]difficult[/i] and [i]punishing[/i], and I feel that Mina may have crossed into the latter by the endgame. With all that said, the game is very rewarding in other ways. Exploring for secrets is chief among them - you're bound to find some hidden challenge and feel incredibly clever for discovering it, and even moreso (well, clever or skillful) for overcoming that new challenge. There are hidden paths which lead to optional bosses, which may lead to greater rewards than the main area boss does. On the other hand, some aspects of exploration are [i]also[/i] rather frustrating. One (required!) dungeon is locked behind the act of finding at least three (out of four) special mirrors and doing something with them, and while that something has been made easier to figure out since launch (for example, the game basically tells you by the time you have to visit the dungeon), it can still be a pain in the butt to go [i]find[/i] those mirrors if you missed them exploring the areas your first go-round, even with all the shortcuts unlocked (or, quite likely, if you found them but didn't figure out what you were supposed to do!). Another problem is the Cash Gate (thanks for ruining my vocabulary, TV Tropes). Yet another (required!) dungeon is simply inaccessible until you have paid enough Bones to a certain fund. You have the opportunity to begin doing so in the early game, but the game doesn't tell you it's mandatory until you've cleared all of the other dungeons. I wasn't too bothered in practice, but only because I accidentally spoiled the fact that it was mandatory, and so I started dumping in Bones now and again if I wasn't feeling pressured to Bone Up and/or was worried about losing Bones to dying. It's a gimmick that potentially forces the player to grind for "money", if they hadn't already been grinding to Bone Up and/or have had an exceptionally bad time of losing Bones to dying. You'd think a certain character would be more than happy to pay to aid Mina's quest, if only to keep up appearances ... Anyway, I had a decent enough time with Mina overall, and the game is quite memorable, for reasons good and ill. I'm not planning on a replay any time soon, but I can't rule it out entirely (it likely won't be a NG+ run, however). I do love the characters, the art style (it's quite colorful!), and the music (Jake Kaufman delivers once again!), and honestly I even enjoyed the story, however predictable it may have felt. [spoiler]I knew who the real antagonist was before I even tackled the first dungeon, no spoilers necessary.[/spoiler] But the steep difficulty alone make it a difficult recommendation, even to battle-hardened players. One last thing: any folks hanging on to an Intel/x86_64 Mac are simply out of luck unless they choose to use Bootcamp or dual-boot with Linux. The game simply doesn't support that architecture for its macOS build. There is one build - based on 1.0.4 - which [i]might[/i] work and which YCG keeps available in the Steam servers as of this writing, but it is already out of date (and missing important fixes/tweaks). So Mac fans will need Apple Silicon/arm64, or another OS. (I know basically every Intel Mac is itself out of date and no longer supported for current versions of macOS, but it's still disappointing for me, as someone who regularly uses outdated hardware just to have a chance of affording it.) Them's the breaks, I guess.
very good game
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