
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 1169 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sure there's an adventure to be found here for some, but unfortunately this is another miss for me, and one more promising looking game lost to the vast, seemingly never-ending ocean of "game, but super hard/Souls-y"
More a personal dislike than an objective one (this game is objectively good no doubt) because: as much as i try to like this game - the gameplay continously rubs me the wrong way. Visually and musically incredible. Mina herself feels good to control and the exploration is solid too. But its the combat that makes me want to pull my hair out. The game is difficult - atleast in the first third of the game i have heard. Sure. I like challenging singleplayer games. But in this case i feel this games difficulty stems from Mina intentionally feeling clunky, limited and disadvantaged compared to even regular enemies. While Mina can attack in only 4 directions - the enemy can attack in 4 directions + 4 diagonal directions!!! I guess it was made that way so that players position themself correctly. Would be fine with me if the entire Game wasnt just filled with environmental hazards all the ♥♥♥♥♥♥♥♥ time that make me feel like im being thrown around when i get hit by fodders that have more mechanical advantages than the freaking protagonist herself. i am fully aware this might be a skill issue. But in this case i just dont have enough fun to wanting to improve...
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
前期太難, 中後期太容易, 完全不平衡的遊戲進程. 跳陷阱比打怪更多, 基本上就是一個跳跳樂遊戲, 而不是RPG打怪遊戲. [h3][b]完全垃圾的回血設計[/b][/h3] 要打怪才能儲回血的黃條, 然後被打黃條就掉, 但是回血動作超久而已會被打斷, 前中期沒有回血相關裝備打boss等於不能回血一樣. 然後一堆怪進攻性超強, 一直追着你打, 不然就跳來跳去你根本打不到他, 不然就是整個超大碰撞體積 (碰撞也會扣血), 超大攻擊範圍, 血超厚的怪, 長時間上逃跑比打怪更有效率. 後期塞一堆超遠距攻擊的怪配合陷阱關卡噁心你. 然後純跳陷阱的關卡就算你有12枝回血都沒用, 因為沒怪讓你儲黃條, 跳錯幾下沒血就要死. 5種武器但你基本上只會用到兩種, 大錘和手槍, 其他的傷害都太低及太短距離, 完全沒用. 60種功能飾品也是只有幾樣是有用的, 其他只是充數量純收集用的. 裝備只能在儲存點更換, 在關卡內不能更換. 但是如果在關卡中拿到某個武器的升級, 就會把你目前的武器換成另一個, 真的很白痴. 辛苦打完王關後, 還要弄個限時跳陷阱關卡嘔心你, 時間內跳不過就要重來, 不然就是過不了關. 其他層面: 故事情節十分爛. 畫風還可以. 很適合用switch/steam deck之類的掌機玩. 沒有重玩性可言, 因為某些跳陷阱關卡太煩人了, 你根本不會想再重玩, 而且NG+之後沒有新內容, 只是把敵人能力堆上去, 但嘔心的是NG+後全程幾乎變得沒有儲存點, 等於你要用有限的血水走完整個超長的區域, 也太誇張. 還有一點必需提, 就是他們在主城放了一隻NPC會把你的錢撞走, 一次就是幾百塊, 前期你也打不過他拿不回錢, 真的太嘔心. 最後是這個遊戲的community也是超級toxic. 每次搜索相關問題, 在討論區 (無論是reddit或steam) 看到其他人抱怨, 他們就會叫你覺得太難就不要玩, 一起取笑你, "ha, another one said this game is too hard" 之類, 也是很嘔心.
When a something is almost universally praised, saying something to the contrary invites negativity and ridicule from communities that define themselves by their love of this or that, since part of their sense of self-worth is often tied to such things, but I played the game, beat the final boss, and I ultimately didn't enjoy my experience, and when I look back and ask myself why, it's because Mina the Hollower demands patience, and I had none for it. I had no patience for the bland, predictable story. the characters were charming, but the overall narrative experience left me wanting. I had no patience for the combat. I thought it was okay, but when I encountered a tough NPC fight after the first generator boss (the duchess), couldn't defeat them because they had next to no openings, but then came back with some extra health and defense and just tanked all their attacks, spammed my own, and dropped them like old luggage, I knew combat was gonna be up and down. A few bosses (well, quite a few bosses) I beat by just spamming attacks and only occasionally dodging this or that so I could heal. Only the final boss really tested my mettle (and that one in the ice area and the giant brain). I had no patience for the map. Contrary to the developer's proud boasts, the map can be painfully unintuitive. I had more of a challenge finding where I was supposed to go than anything else. If you enjoy exploration and don't mind the tedium of going through the same areas multiple times to find where you're supposed to go, good for you, but exploration doesn't really put a spring in my step when it's just more of a game I find grating. The difficulty... well I can't complain about that when it's the main attraction and the game also offers a multitude of modifiers that can offer both an extra challenge or accessibility, though that being said it's kinda ableist to have those accessibility modifiers disable achievements (believe it or not, some people use those because they have to, not because they necessarily want to), but if that's the price of having a checkpoint right outside the boss room so I don't have to do a long runback, then so be it. Oh yeah, if you want sensible boss checkpoints, it's a toggle that disables achievements, have fun with that. Apparently, the developers think a good boss fight isn't good unless you have to go through two or three screens and run past half a dozen enemies every time you die to them. Like seriously, who in their right mind beats a hard boss and thinks, "Wow, that was great. I just wish I had to run past a bunch of dudes after every failed attempt,"? Now, if all I've said here just sounds like whining and you're quietly muttering, "git gud," to yourself after every sentence, then this might be the game for you. If everything I've said sounds legitimate and frustrating, I'm glad I saved you the money.
Finished my playthrough with 30:20:44 on the in-game save file. There was so much I loved - the art style, the music, presentation, the NPCs, but even though I finished the game, the level design and steep, inconsistent difficulty curves keep me from recommending it. By the end of the game, I felt like I was good, but that final runback to the boss made me really reflect on the journey. How much I didn't like the backtracking, the fundamentals of the environmental and level design, what felt like punishing placements of enemies rather than genuine challenges to overcome. I didn't feel this frustration in the difficult parts of Silksong for example, but here they irked me so much that by the end, I just wanted the game to be over. I don't regret my time or Kickstarting this title - there was a LOT I loved and I know others will enjoy, and others will take to the difficulty and design choices differently than I did. But for myself - I would not play through it again, I did not like the difficulty, I did not like the world layout, and it did not feel rewarding.
This is going to make me sound insane but the dealbreaker came in the form of A) i don't like having to burrow and time unburrowing (basically a 'negative edge' jump) to superjump and B) why the ♥♥♥♥ are enemies incapable of being hit while flying, then can be hit while standing when they swoop, but when you JUMP, they still HIT YOU at GROUND LEVEL? Why do ONLY ENEMIES actually move in '3D space' when they jump/fly? and C) what do you mean i can't burrow under the statue? and D) what do you mean i can't burrow under the FIRE??? *OR* jump OVER it???? Honestly, i also was hoping for more "Legend of Zelda: Oracle of Rodents" and not "yet more 2D souls nonsense: hooray for souls-likes". i'm so ♥♥♥♥♥♥' over souls-likes and souls mechanics lol. On top of which, i don't give a ♥♥♥♥ when i level up, because the 'skills' you level advance in souls requirement (the souls you spend to level up the skills are not the currency you level up with, which i'm hoping sounds as stupid as it feels to type) in such large margins, you might as well just level each of the 4 along with each other. pick a random one of the four every level, and then repeat. i dunno. my sister loves it. i'm sure it's a me problem. but, for me, that's a problem.
The negative reviews calling this game badly designed mostly sum up all of my issues with it. Extreme early game difficulty, also just bad game design in so many areas that made the already soul crushing difficulty downright frustrating to the point of not really having much fun all in all.
More like Pina the Swallower
In my opinion it's designed to annoy player. Some people like it because retro games were often poorly designed and because of that strangely difficult, and some people like me do not like it. Don't get me wrong - Mina is well designed game, it's designed to be as retro as possible. Most of the "retro" indie games look old-school but they are designed in modern way, this is "true" retro experience. It makes you to get lost easily, it's unbalanced, it has annoying platforming and really basic control. That's why devs inclueded cheats, yea i remember that some games were so annoying so you had to install cheats to make experience more fun but i do not want to return to this era. I played hard games and i had fun. This time i do not have fun.
Esta Demasiado Bueno Casi lo termino y es mi segundo Juego favorito de este año , Simplemente increible y le agarre un buen de cariño no se puede esperar menos de los padres de Shovel Knight Son unas leyendas ,este juego tiene su lugar en la mesa de los mejores indies jamas hechos se nota el cariño el esfuerzo los detalles a morir pese a su Estilo de gameboy que seguramente solo por eso mucha gente no le de la oportunidad, La historia es buena y sorprende las mecanicas Actuales y la vista al juego es una mirada totalmente retro siento que es lo mejor de Estos 3 mundos Destaca bastante su musica tambien en 8 bits Tal vez lo unico unico que no me gusto es que me pusieran la opción de modificadores y que eso no me deje tener logros entiendo que tu partida no esta limpia con eso, pero si me pones la opción de modificadores es para que juegue como yo quiera y aun asi queriendo obtener logros en el proceso, seria lo único negativo que le vi a este juego Pero bueno seguramente me lo volvere a pasar en un futuro solamente para obtener los logros, en todo lo demas es un Solido 10 y Juegazo en 2026.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $507.9K | 11.9K | 93% | $1.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.1M | 3.1K | 92% | $10.19 | |
| $737.9K | 1.1K | 82% | $12.49 | |
| $116.8K | 307 | 70% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 11.9K | 92% | $19.99 | |
| $4.1M | 21.6K | 91% | $11.24 | |
| $4.1M | 5.1K | 73% | $39.99 | |
| $4.1M | 23.3K | 83% | $11.99 | |
| $4.1M | 3.3K | 97% | $29.99 | |
| $4.1M | 16.5K | 90% | $14.99 |