
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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Prices
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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.
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 1184 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] UNA CARTA DE AMOR A LOS JUEGOS RETRO. [/h1] Se nota mucho la influencia de ciertos elementos de juegos antiguos pero con un toque moderno en su gameplay, es un muy buen homenaje a esa época y se nota el cariño en cada aspecto del juego. Hay variedad de armas que es lo típico de arma pesada, equilibrada y rápida y que sin duda hay una que recuerda muchísimo a Castlevania pero cada una con su jugabilidad única que cambia el ritmo y el estilo de juego, además que hay otras mas por ahi que puedes obtener. Incluso con ciertos elementos que recuerdan a Bloodborne. Hay una libertad de exploración muy grande, con varios caminos secundarios extensos y el juego en verdad tiene un buen diseño de niveles que recompensa si te vas a la zona secundaria aunque sea difícil. Incluso la interconexión entre ellos fue algo que me sorprendió bastante el como esta estructurado. Hay algo que me pareció extraño en principio y es que los ataques no se pueden hacer diagonalmente aunque mina si pueda moverse en esas direcciones y puede que sea algo que sea incomodo al principio pero después se entiende la razón por la que se hizo y es que hay un elemento que son los abalorios que son un tipo de herramientas únicas del juego con una buena cantidad de variantes. Da mucha variedad al gameplay al igual que los "amuletos". Los jefes son de lo mejor del juego, hay unos que son difíciles que da gusto y con un diseño bastante bien hecho con buenos patrones de ataque y aunque sean difíciles da mucho gusto cuando los matas. Al igual que los enemigos en general hay los típicos que son un dolor enfrentarlos. Gráficamente su estética bebe mucho del estilo de Game Boy pero aun que sea pixel gordo cuenta con un estilo de arte muy bueno con escenarios muy bien realizados con un pixel art excelente y mas en ciertos momentos "cinemáticos" que dejan ver el gran trabajo que se hizo en el pixel art. La historia esta bien pero si la sentí algo predecible, aunque si hay uno que otro personaje carismático pero fuera de eso siento que esta bien a secas. Y el soundtrack es espectacular con unos temazos que se quedaron en mi mente varias veces, tiene su toque retro cada tema pero me encantaron. En resumen; es un juego demandante con un mapa muy amplio y variado con mucho contenido. Muy recomendado si disfrutaste de juegos clásicos como Zelda hasta Dark souls. Da muchísimas horas de juego y es bastante rejugable y entretenido sacar los retos para ver todo los elementos de su gameplay. Aunque sean solo pixeles para algunos yo recomendaría a todo mundo jugar esta joya. Sin duda de los mejores Indie de este año, una verdadera sorpresa.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 11.9K | 92% | $19.99 | |
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| $4.1M | 6.8K | 72% | $39.99 | |
| $4.1M | 3.6K | 97% | $29.99 | |
| $4.1M | 16.5K | 90% | $14.99 | |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $507.9K | 11.9K | 93% | $1.99 | |
| — | 0 | — | — | |
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| $1.1M | 3.3K | 92% | $10.19 | |
| $741.1K | 1.3K | 82% | $12.49 | |
| $120.3K | 312 | 71% | $14.99 |
Every market we collect.
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
A Link to The Past meets Castlevania in this kooky new Stuart Little film.
Mina the Hollower is a game that proves that Yacht Club Games still got it! The game itself takes a very specific inspiration of Zelda which is from the gameboy era of Zelda, more specifically games like Oracle of Ages and Seasons in terms of sprite style. The gameboy Zelda games brought something that does not exist in any other 2d Zelda title which is jumping. What makes this game different compared to other 2d Zeldas that we have all played? First let's also take its other obvious influence which is Castlevania. The gothic aesthetic, the earwormy music are something more reminiscent of Castlevania. This is more apparent with weapon and enemy design which have a more Castlevania feel to it than Zelda. Your primary weapon is the whip, funnily enough if you upgrade it fully Mina will be able to do the flail whip technique from Super Castlevania 4, a clear homage. The subweapons which you obtain through candles only is also an homage but more specifically, the majority of subweapons are clear homages to Castlevania. The dagger is a blend between the cross boomerang and dagger, and the axe works almost the same as the axe we know of from CV. The enemies too have a more Castlevania feel to it where you usually fight stuff like poisonous frogs, bats, skeletal knights, skull demons etc. Which are more reminiscent of something you'd find in a Castlevania game rather than a Zelda game. Let's go over the important part now, the gameplay. We mentioned that there is a jump button which is only seen in gameboy Zeldas, what Mina the Hollower offers is an exclusive burrow mechanic where if you hold the jump button Mina will dig through the ground for a set amount of time. What's interesting about this is that burrowing makes combat and exploration much more interesting, you can dodge enemies that lunge into you, reposition through digging. Someone may say "is burrowing overpowered" and it really isn't because Mina has a set amount of time until she is forced to dig up to the surface again which makes planning that much more essential. Certain attacks from enemies like fire or shoveling make you unable to use burrowing where you need to instead maneuver differently. The same can be said about the platforming and exploration, Mina cannot dig beneath any rock terrain, or structure. Metal for example makes her completely incapable of it which does give the player more ideas on how to effectively use your other kit while being locked. The level design in my opinion is the game's strongest ace. Unlike 2D Zelda games where dungeons are the only highlight and the overworld is only a passageway to dungeons, Mina functions in such a way where even in the overworld you're encouraged to explore and there were times I was wondering "Hey is this the dungeon area" even if it was not, the two are interconnected enough where both are of high quality. One example of a great dungeon for example is the Bone Beach dungeon where you enter a giant Whale where inside you destroy teeth to get further in, fight uvula enemies which knock back upon impact and you jump into pits to get further deep into the dungeon to figure out how to proceed further, while getting on certain floors you will exit the whale and enter the overworld again to navigate to the next area which is my point on how the game's map is very interconnected. Each world was also very unique where it didn't really feel like the game was doing checkmarks of every biome that exists with their own gimmicks. For example one gimmick I really enjoyed for a stage was again Bone Beach's where it had these handle bars where you could reach higher areas, connect to other bars and you couldn't grab onto it as long as you wanted. Also noteworthy are the enemy variety and bosses. Let's give an example of a really great enemy design, the UFO enemy found in one of the last areas truly shows the philosophy of how the game's combat is made. It will choose to either throw its disc on the ground or towards you. Where you are forced to either dig or jump depending on what he threw. That is one of many examples but the bosses were also great and offered a lot of variety, for example there was one boss that completely turned everything below you into metal meaning you can't dig. That boss made the player rely on jumping to dodge more. Let us also talk about the exploration which I found to be great, there are many breakable things that you can notice from sprites looking a bit off compared to the rest or spotting a space which could lead to another area. The game is good in that if the player thinks "maybe I can reach this place if I do this" and you do. You will most likely get rewarded by it. I think a good exploration game is the kind that encourages you to find as much as possible. I gathered all the kears, trinkets (which are basically passive abilities), bonestones and etc. and 100% fully completed the game. There are so many good secrets, and optional events that I honestly don't want to spoil it. Another interesting thing the game has is its bones mechanic where you can gather bones from defeated enemies or from found treasure. However, if you lose all your sparks and can't gain them from an enemy that defeated you. You get rid of all your bones, your secondary income which goes in tandem bonestone doesn't get deleted because they can be converrted into bones from treasure you find. The reason I find it to be a great mechanic is because this makes game overs meaningful, especially considering that bones themselves are used to purchase trinkets, upgrades as well as your own stats depending on how many are required. It also won't make you feel left behind as again, if you explore you'll gain so much bonestone that I was actually able to max out and buy everything I could. One negative thing I heard online was that people didn't like the sequence minigame when Mina is climbing the spark tower. I liked it precisely because it was extremely short and made the story feel more impactful to get to the spark towers. Perhaps some people found it to be difficult but as long as you spot the map on where the holes are for Mina to dig into. You'll be done with it quickly. Overall I can confidently say that this game is greater than any 2D Zelda game I have played and should be debated as one of if not the greatest indie game ever made. Score: 10/10
mouse game of the mouse year
Extremely addicting! Can be challenging, but if it was easy it wouldn't be as engaging, would it? I've got like 40 deaths and love this game!!!
it somehow mixes the open world genre + gameboy graphics + soulslike difficulty + castlevania combat + hollow knight charm system + silksong enemy ai + a bunch more ♥♥♥♥ ad then makes it one of the best at these I've ever played
Entire game basically is built around the end encounter. NOTHING is even remotely hard compared to this. Actually takes it down a notch for me. It's a good game but core mechanics like burrowing are essentially useless in the end.
really wanna like this game but -bad map -immediate tough as nails runbacks -insane difficulty curve not for me
More than a blast to the past; if anything its a step to the future for top-down adventure games. The grim atmosphere, dark humor and colorful characters make a pretty engaging story and the design/topography of Tenebrous isle turn it into an incredibly memorable place. None of the fast travel systems of the game felt that intuitive to me but they also felt mostly unnecessary once you dominate the layout and have a decent trinket/sidearm combination for fast movement. Combat can be incredibly demanding but its just as satisfying, very simple in concept but hard to master. Mina only moves in the 4 cardinal directions while enemies, projectiles and stage hazards dont have the same limitations. It ensures players learn enemy patterns(especially since burrowing has a one second delay) as most games do but more than anything it rewards mastery of positioning and space awareness to best most enemies, especially since a lot of them are fast and aggressive enough to put you against the ropes fairly easily. Exploration and secrets ooze from every screen you travel throughout; there will rarely be a room without some secret area/object hidden in plain sight for the most observant to collect. Shortcuts, sidearms, secret bosses, etc, this is a game thats begging the player to spend all the time it can enjoying it to the fullest. Its also ironically enough one of the most speedrun-friendly games ive ever played.
神作中的神作
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