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GameBrief · General
Mina the Hollower preview — Yacht Club's new IP is very difficult, soulsborne-adjacent in ways the demo didn't show. Full reviews land May 27.

Reviewing
Mina the Hollower
Yacht Club Games
Mina the Hollower preview copies went out to critics with a 6–8 hour window and one instruction: embargo lifts May 27. Full reviews come the same day. The game itself releases May 29.
What came out of that window is consistent enough to matter before the full review pile lands.
TL;DR: Mina the Hollower is more ambitious than the demo suggested, considerably harder, and soulsborne-adjacent in ways that change how you approach it. Yacht Club Games has clearly been building something bigger than a Shovel Knight palette swap. Full reviews are out May 27, one day before release.
The preview consensus is positive. The game is difficult, the world design is deceptively large, and the soulsborne spark mechanic — you lose drops on death and must retrieve them — is apparently the real spine of the experience. This is not a casual Shovel Knight follow-up.
Yacht Club released one game between 2014 and this one: Shovel Knight, across various expansions. Four years of the entire studio went into Mina. That background explains the "make-or-break" framing that appeared when the game slipped from October 2025.
What previews confirm: the game is bigger than the demo let on. Level design is described as dense and ambitious in ways you wouldn't guess from the demo alone. The world has secret bosses, NPCs, side quests, and collectibles layered into the exploration.
Mechanically, Mina uses a whip for combat and a burrowing ability for movement. Those two things carry the identity — the whip's rhythm and the burrowing's traversal options are the whole game. Four starting weapons are selectable, and the community has already sorted out preferences. The hammer gets consistent positive mentions.
Whip combat with weight to it — the hammer alt-weapon swings slower but staggers tougher foes.
GODEEPER: Yacht Club's approach here sits in the same tradition as other 2026 indie releases that chose density over breadth — Die in the Dungeon made a similar structural bet with its dice-based combat. Die in the Dungeon Review →
This wasn't communicated clearly before previews. Mina the Hollower has a spark system — when you die, you lose what you were carrying and have to return to retrieve it. That's a soulsborne mechanic applied to a 2D action-adventure game.
Combined with the stated difficulty level (every preview flags this), it creates a tension that Shovel Knight never had. Shovel Knight had checkpoints and Feats. Mina has retrieval runs. The 100+ accessibility options exist to dial that tension up or down — but the game's base design appears built around the harder end.
Some of those options disable achievements when enabled — Yacht Club disclosed this before launch. Use them freely, but the game notes which path you took.
The burrow ability is both movement and exploration — secret rooms hide where the surface looks solid.
The spark system and high difficulty ceiling signal clearly what kind of experience this is. But the 100+ accessibility options signal something else: Yacht Club built this for a wide range of players, not just the high-skill crowd.
You can turn off spark loss entirely. Adjust enemy aggression. Modify invincibility frames. The accessibility suite is comprehensive in a way that takes real development time, which means it was planned from the start rather than bolted on. Whether you use those options is your call — but the framing is honest. The game's default settings are built around the harder end; everything else is configurable.
The interesting overlap: Shovel Knight had a famously broad audience. Mina the Hollower's pitch is more niche — denser world, steeper learning curve, explicit soulsborne influence. The Kickstarter funded at $1.24M from 21,439 backers in 2023, which gives some indication of the existing community size. They knew what they were backing into.
Mina the Hollower releases May 29, 2026 at $19.99. It supports Windows, Mac, and Linux with full controller support and Steam Cloud save.
If you played the demo, the first few hours of the full game reportedly expand outward from that starting area in directions the demo doesn't hint at. If you haven't touched the demo, it's still on Steam and gives a representative read on the combat rhythm.
Full reviews are out May 27. What the preview window established is that the game underneath the gothic pixel art is harder and more structurally complex than a Shovel Knight follow-up needed to be. Yacht Club apparently wanted it that way.
GODEEPER: The early-access landscape in May 2026 has several other compact indie releases competing for the same player base — see the roundup for what else landed this month. Early Access Weekly May 19 →
About the author

Critical game theorist with a background in film criticism. Writing for print and digital outlets since 2015. Specialises in genre analysis and design heritage.
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