
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 →
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
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
Engagement
Hours played at review time, across 217 reviews with recorded playtime.
Reviews
Themes across 217 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
negative review = skill issue/israel supporter massive difficulty spike on the last area + near impossible to get true ending good buy if you have rat fetish or u r a classic zelda fan
bad design for the sake of retro feel is always something
Por ser dos produtores de Shovel knight, acreditei que seria um jogo incrível, e vendo o trailer ainda não mudei de opinião, mas com o tempo acaba ficando cansativo, já lembro que, não ter um mapa nesse jogo atrapalha muito, eu sei que é um saco quando algum jogo te obriga a ficar olhando o mapa toda hora, mas nesse caso faz falta, porque quando se morre, volta um bom pedaço do que você andou e ainda tem que resgatar o seu espólio, e não é difícil de morrer não. Enfim, teria outros defeitos pra falar mas no final das contas é um jogo que não te dá vontade de abrir de novo pra continuar, então estou simplesmente apagando.
Mouse was thick.
sick game mina a cute hammer go slamma music bops
More frustrating than fun. I enjoyed exploring and the humor is sometimes pretty good, but the platforming and combat often feel too clunky to justify me recommending it to anyone. The story is so cliche it may as well be nonexistent. The larger bosses dealing touch damage when you're visually just standing behind them and the generator minigames being downright awful to get through really wore me down. The final dungeon and boss were aggravating enough to make me uninstall. I know I could select a series of trinkets that completely trivialize the fight, but at this point I have no desire to see it through. The least frustrating way to play is to simply face tank every enemy and boss instead of engaging with the systems the game is trying to make you use. I don't think it's a bad game, but I also don't think I'd ever recommend it to anyone.
The game is good, but in its current state, it feels like an unbalanced mess. I managed to complete two areas without stopping to farm. But it was a pain. Near the end of one of them, however, I found a decent farming spot. After spending some time there and finally being able to buy upgrades for Mina, the game became noticeably more enjoyable. That is the main problem: the game only started feeling playable after I deliberately searched for a place where I could farm for hours. Before that, entering a new area often meant getting killed in one or two hits. The invincibility frames are so brief that two consecutive hits practically feel like a one-hit kill. You then lose all the gems you had collected up to that point, making exploration feel more punishing than rewarding. The combat also has some very strange design choices. When Mina attacks an enemy, she is the one who gets knocked backward. This constantly pushes her toward pits or directly into other enemies. It makes attacking feel dangerous for reasons that are not always under the player’s control. The collision detection can also feel inconsistent. Sometimes it seems impossible to avoid taking damage, especially because the game combines a Game Boy Zelda-like perspective with jumping and vertical movement. I understand why this might be difficult to implement, but that does not make it less frustrating. The worst issue, however, is Mina’s movement. The acceleration makes her feel imprecise and difficult to control. There were many situations where I got hit simply because she did not move the way I expected her to. Since touching enemies can damage you, this becomes a major problem. When I take damage because Mina keeps sliding or accelerating past the position I intended, it does not feel like my mistake. This becomes even worse in the ice area, which was the second area I visited. Fortunately, I also found a good farming spot there. After upgrading Mina further, the game became much more manageable. To me, that only reinforces how poorly balanced the progression is. The game should not require hours of farming before exploration starts becoming enjoyable. I also think the progression would be better if more upgrades were discovered naturally instead of purchased. At the very least, the game should let you buy gems with money so that dying during exploration does not erase so much progress. A map would also improve the experience considerably. The runbacks can be brutal as well. People complained about the runbacks in Silksong, but some sections here make you repeat almost an entire area while dealing with large groups of enemies again. It is honestly surprising that this was made by the Shovel Knight developers, because Mina does not feel nearly as satisfying or responsive to control. There is a good game underneath all these issues. The world, presentation, and general concept are strong, and the experience becomes genuinely enjoyable once Mina is powerful enough. Unfortunately, getting to that point is frustrating, repetitive, and far too dependent on farming. Mina the Hollower is a good game, but it desperately needs better balancing and more responsive movement.
After 100%ing the game (not the Steam Achievements, but all collectibles, items, weapons and so on), I can confidently say that this games is a little masterpiece. From the first moments it gave me 2 distinct feelings: my childhood with my GBC games and the first time I played Hollow Knight. As the Lead Designer said, this game is heavely inspired by those old school GBC titles, particularly Zelda (Link's Awakening especially). That can be seen from the graphics. the design of the levels and the music. I am a sucker for pixel art games, even more for low bits ones (like this 8-bit one). Here the graphics are clean, distinguishable and memorable. The various mobs, bosses sprites and environments are so, so, so good. The exploration you can do in this game and the things you can find, see and uncover reminded me when I entered the City of Tears (in Hollow Knight) for the first time. A feeling of discovery, of awe and of a remnant of the past. Here, in Mina, those feelings can be seen but under a new light with this new world (an Island called Tenibris) and it's zones, features and facets. Combat is fun and challenging but never really unfair! You'll probably die a lot from normal mobs simply because you don't have enough upgrades / trinkets / weapon upgrades or simply because you don't know their movesets, especially on bosses. Be prepared to retry them a couple of times (probably a lot more)! You can choose from different weapons each with their own movesets and combat types. Making the game play out differently in those fights. There is a bit of puzzles and backtracking, needed to both advance in the game's story and to unlock specific things. There is a pletora of collectables and unlockables. From trinkets, that give some ability, much like Hollow Knight's charms, upgrades to max life, vials (healing potions, with a twist), joules pouch (to use sidearms), sparks (you'll find out what they are and what's their use), and many more things you'll uncover playing and exploring the game! You can find various easter eggs here and there, that I won't spoil, that give back to those old games and even some "recent" indies (gogo my beheaded!). Sooooo, bit of long but really wanted to lay down what this game gave me and explain it's features a bit. TLDR: If you like an old school 8-bit graphic action-adventure game, good game design and gameplay, a bit of puzzle and backtracking and a lot of challenge, buy this game!
Great game with some personal inconveniences mainly combat and platforming as sometimes It feels sluggish due to the 8-bit approach however exploration was spectacular 10/10 especially if you're a guy who enjoys Zelda 2d games A very solid 8.5 game For the price it is definitely worth it
Vous savez toutes les choses que l'on ne fait plus dans le jeu vidéo depuis la période de la NES parce que s'est pénible ? Et bien elles sont bien dans ce jeu : - Les ennemis qui poussent dans le vide ✔ - Une chute dans le vide qui fait redémarrer au début de l'écran ✔ - Ne pas pouvoir frapper en diagonale ✔ - Les ennemis qui touchent alors qu'ils ne sont pas visible à l'écran ✔ - La perte du contrôle du personnage quand vous faite une action ✔ Vous ajoutez dessus une esquive sans période d'invincibilité au début et à la fin du mouvement, un personnage lent et vous passez plus de temps à vous battre avec les commandes que contre les ennemis du jeu. Une grosse déception.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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