
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
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.
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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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
Looks pretty. Has the poor controls of a Game Boy Zelda game with enemies 10x as difficult. If you miss how those games feel, you'll love this one.
Beat the game and have some thoughts: - It is a throwback to the old design structures of tough retro topdown games. I played quite a few of them when I was a kid. The game is genuinely hard in really frustrating and sometimes grindy ways. I'm a kickstarter backer. - The narrative struggles (to put it kindly). The characters feel either really one dimensional, or absurdly stupid. There's a lot of charm to one-off characters that populate the world, but the plot characters fall very short. I think they crafted a pretty cool world but failed to really deliver on it. [spoiler]Mina is real dumb. Like she doesn't derive context clues or stop what she's doing partway through.[/spoiler] - I have big complaints about the ending. [spoiler]I get what they were going for, but it feels so contrived/feelsbad. The normal ending being 'everything sucks and everyone suffers the consequences' is just... a downer. It just destroys a cool world. I think a cooler alternate ending would've been realizing Lionel was bad and being disobedient and trying to stop him.[/spoiler]. - The fast travel could be a lot better, exploring the world feels tedious when you're crossing back across large portions of it. The modifiers system is the saving grace of the game. I'm glad to be able experience the fullness of this game in ~20 hours and glad I'm not spending more time here. I don't have a chip on my shoulder where I need to grind my face and spare time into difficult encounters to assert my gamer-ness. I think this has a lot of Yacht Club charm, but don't care for the writing at all. Some folks will want the difficulty but not me. I think there's other games that better respect your time, so a big skip from me. I don't regret backing, just sad how it turned out.
Just lots of frustrating platforming masquerading as something more interesting. Having jump/dodge on the same button and movement be this sluggish or delayed really just feels like crap.
Can be challenging, but lots of ways to mitigate or change up strats. Overall enjoyed it.
I'm going to try to finish it, bc there is a good bit to enjoy here. I'm kind of making it a point to start leaving negative reviews for games like this though. I understand the concept of rising to the challenge, but I'm really tired of devs deliberately making movement inadequate for keeping up with combat and platforming that is asked of you. It's intentionally clunky in the worst way, combat is so close to satisfying and yet, somehow, you never do seem to hit your target even when you're dead on, not to mention getting the character to turn before attacking enemies that love to jump or fly all around you. Plus some just odd decisions. Right off the bat you find that spikes and fire hurt you underground, the former I could see some justification for but really, fire? Or how about I just got to the swamp area, which arriving here was rage inducing enough, but now here I am. I fall into the water in between the little islands and take damage, which makes sense. But how do i get across? Then I accidentally burrow underneath the water......Okay look if the water is deep enough you can fall in and take damage, then why can I burrow under it? And if I can burrow far enough to get under it, please explain how fire hurts you underground. Please. Is is a poison swamp? Seems like it would do tick damage instead of the same falling animation you've been getting whenever you fall in a pit throughout the entire game. If this was done by less competent devs I'd just shrug and chalk it up to inexperience. But these guys know what they're doing, its just more of this git gud ♥♥♥♥♥♥♥♥♥ that is ruining games. I love souls and other challenging games, its just the attitude and fake difficulty that is so exhausting, especially these days. I understand there are items that make the game "easier" but thats all beside the point, it doesn't fix the movement tech nor these absurd decisions. It's all deliberately designed to make you rage. It isn't fun. And at a time when we really can't count on AAA industry anymore, indie devs like this should be a breath of fresh air. And yet half the time I'm just left wondering why I still play video games anymore. So disappointing. Go check out minishoot adventures for a similar, if smaller, game from newer devs who aren't padding their game with fake and unnecessary difficulty for the sake of appealing to the git gud crowd.
Totally love playing a game that's designed to be as frustrating as possible. Controls are clunky, gameplay is confusing, every enemy does a million damage to you, and it feels like the game is NOT on my side. Waste of my money and time.
I'm not a huge fan of souls games in general as I find that they tend to not respect players time quite frequently, so I'll freely admit that I don't have the muscle memory that folks who have played 300 hours of dark souls have, but MAN is the early game not fun here. I find the timing on the burrow to be kind of punishing and I'm just getting wrecked by regular enemies. I think I made a huge mistake picking the dagger/swords in the beginning as they don't offer nearly the amount of space required to deal with even standard enemies but being punished for picking the "wrong" weapon of the three is just not fun pure and simple. I'm sure most folks will just spout a "git gud" at this but if I die repeatedly in the opening sequence to the point that I just don't want to play anymore, I'd argue that's not great game design. Anyway, hated this experience and wish I could refund this.
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
Active players
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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