Mina the Hollower Sales Top 300,000 Units in 3 Days - Sales
by William D'Angelo , posted on 02 June 2026 / 1,564 ViewsDeveloper Yacht Club Games has told Bloomberg Mina the Hollower has sold 300,000 units in its first three days.
This figure is up from around 55,000 units sold in Steam as of the morning of its release.
"I wonder how come the best-reviewed game of 2026 is not the fastest-selling game, so I feel a big fire lit to close that gap," said Yacht Club Games co-founder and director Sean Velasco.
Velasco did say that at least for now sales are strong enough to keep the studio operating without the need to make cuts or take outside investment.

Mina the Hollower released for the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, Nintendo Switch, PlayStation 4, Xbox One, and PC via Steam, GOG, and Humble Store on May 29.
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012 and taking over the hardware estimates in 2017. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel. You can follow the author on Bluesky.
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Hopefully it reaches 500K in 5 days and 1M in 10 days.
I hope the studio is able to keep up making games without too much pressure.
Played the demo and its fantastic, will pick it up. Loved the Shovel Knight games.
Glad things are stabilising for the team. Keep that momentum going?
Zelda fans like me are interested, but I was also pushed away a bit by the difficulty in the Demo.
Still took the plunge. I like it, but am also struggling . Love the Zelda bits, but not the Souls angle. Not sure If I'm going to make it to the end.
I might be growing old, but it can get very hectic for my comfort.
I thought the demo was reasonable with difficulty.
The game itself explains a few things with platforming.
Physical indicators of when you’re at the edge, and how the character actually slows down at the edge and forgives jumping a frame or two too late.
Perhaps you were jumping a little too early?
Oh definitely a skill issue, I won't argue that. Not blaming the game.
I think I was wondering if it was going to be a problem early in the demo, but it clicked for me.
I spent a lot of time practicing very basic mechanics though to be honest in that demo.















