
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 1179 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A beautiful homage to the games of old. This game is the example everyone should use when they need to explain the difference between "pretentious pixelshit made by someone who hasn't experienced (or even attempted to understand) retrogaming and is just trying to milk nostalgia," and "I've actually played the game I'm trying to pay homage to, I've studied, and I know what I'm doing." The concept of trial and error is omnipresent in this game and it's one of tbe best I've ever seen. There's no handholding, no yellow paint, no overcluttered quest logs. The only clues you can receive are from NPCs (no matter how hidden they may be), or you can rely solely on your intuition and thinking, back to a time before the internet to instantly find the answer to something that seemed impossible but actually required a modicum of brain power. A non-spoiler example: how to reach the swamp roofs. You'll never find anything like that in a modern game. You could find the NPC (who is quite hidden) that gives you the hint, or simply... try because the solution is right in your face. It's not moon logic, it's not absurd, it just requires you to try. Nothing feels fake or fictitious; everything works extremely well. A genuine must play. [spoiler]Also it's a rat game. I like rat games.[/spoiler]
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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
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
Im calling it Zelda-Borne Excellent Game. Mina needs a hug badly. Get it :) save the cats.
재미는 있는데, 억지로 난이도 올리려고 조잡하게 만든 부분들이 수두룩해서 일반적으로 추천할 만한 게임은 아님. 그러다 나중 가면 그 의도된 조잡함을 템 껴서 해결하는 부분들이 꽤 있어서 이중으로 병신 같음. 게임이 좋게 말하면 고전겜스럽고 나쁘게 말하면 똥겜스러움
El juego esta genial, es divertido, dinámico y se siente bien. Algunas partes son mas complicadas pero no por ello menos disfrutables.
Jogo sensacional com fazia tempo que não ficava andado por um mapa so procurando coisas aleatorias, ele te pegar a parti da musica ate a gameplay mas também tem momentos em que você quer so fechar o jogo
There's a great game in here, but it is buried beneath endless decisions and designs that will frustrate the hell out of you, but which have clearly been justified under the banner of difficulty. Then justified again with the decision to include cheats in the game so that when you get sick of the experience, you can literally just opt out and god mode the rest of your playthrough (the final boss in my case) as if that makes it okay for every system in the game to be as annoying and tedious as possible. Nevertheless, the game is great when it can get past itself. And if you're a god gamer then you'll love this.
Mina the Hollower. FUNNY MOUSE. But so much to think about. Hustlers must play.
I wanted to get a little distance between finishing my playthrough and writing a review, simply because I had such strongly mixed feelings about the game. It’s hard to know quite where to come down when there is a level of impressively thoughtful craftmanship here which absolutely has to be applauded, and which succeeds in delivering elements which made the game hugely compelling to me – yet at the same time, a core tenet of the design ethos seems to have been to repeatedly ask the question “and how can we screw the player now?”, resulting in some of the most exasperating gameplay in recent memory. There are sections of the game which I had to force myself through with gritted teeth, utterly hating every minute of it – despite which, I still wanted to keep going… Obviously, I am conflicted. I’m old enough to have been around for the generation of platformers which Mina takes heavy inspiration from – and I can’t deny, the level and enemy designs specifically crafted with the intent of smacking the player with countless cheap, infuriating deaths absolutely ring true. I was not aware anyone held any warm, fuzzy memories for those days where play time was routinely inflated with that particular flavour of anti-fun padding, but evidently so. In addition, there’s a number of more recent salt-in-the-wounds trends, such as the drawn-out, interruptible healing, and the always delightful corpse runs. In addition, dying strips you of your sidearms and “joules” (ammo), virtually guaranteeing that the fight you already failed at is now going to be considerably harder. Beyond that, every enemy also causes contact damage, with knockback (typically into a carefully positioned pit), and worse still, there is no dodge move, the closest to which you have is simply burrowing. However, that requires you to jump up and hang completely vulnerable in the air for a second or two before diving underground, effectively meaning you need to act well before an attack happens (and which, even if perfectly timed, does not actually protect you against damage in quite a few cases). Outside of burrowing, your movement is painfully slow, and your attacks are limited to the 4 cardinal directions – a restriction not imposed on your enemies, giving them vastly unbalanced flexibility to attack you while avoiding your attacks, and which also serves to make the combat feel clunky and simplistic. In short, there are multiple highly questionable decisions related to combat, and I found little-to-no enjoyment from that major gameplay element. I’m sure the rough-edged design was in part considered justified because of the considerable number of upgrades and trinkets that you acquire as you play, and it is true that I was extremely glad to find synergies in my accumulated collection to mitigate some of these aspects to an extent. That said, for me they came closer to making the combat acceptable rather than enjoyable, and this structure also results in the rather odd-feeling dynamic that playing through the early stages of the game proves to be much more punishing than the later ones. A second mitigating factor here, arguably, is that there are many opportunities to efficiently grind for “bones”, the currency used for upgrades, so to level up only requires patient persistence. That said, grinding isn’t much fun at the best of times, let alone when you don’t find the combat enjoyable, so it hardly earns a gold star just for managing that much, and even when upgraded to the max, it makes minimal difference to how combat feels. I said at the beginning of the review that my feelings were mixed, but this has been pretty damn negative up until this point. So, where are the positives to be found? Well, basically… *everything else*. The music and sound design are great, the pixel art is wonderful, and the storytelling and characterisation is hugely enjoyable. The way that secrets are incorporated, including how the world design loops around on itself to unlock shortcuts, is ingenious and satisfying, and the different regions of the map are diverse and feel really well fleshed out. All of this amounts to a delectable atmosphere and vibe, and exploration that is compelling. Along with that, I also found many of the platforming challenges to be fun – the exceptions being when the previously mentioned infuriating enemy and combat design get in the way, which can quickly turn them into a chore. Overall, the game feels so rich with carefully considered details, and a great many of them feel clever and inventive to me, so I can understand why many players absolutely adore it. But if the combat doesn’t land with you – as it resolutely did not with me – it is such a huge barrier to really appreciating all those other ingredients, however superb they may be. It’s great that games like this are being made, and I’m glad that I was able to play it, but it’s an enormous shame that this feels so close to being a stone-cold masterpiece, yet the antagonistic design choices leave it as something I can only hesitantly recommend with a pile of hefty caveats.
Tantissimi ostacoli,grafica in stile videogioco per Nes,assenza indicatori obiettivi che non fanno capire chiaramente dove andare;parecchie opzioni accessibilità,che permettono di ridurre maggiormente difficoltà;longevità buona;trama abbastanza brutta;valutazione 2 su 5.
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