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Choose Shovel Knight: Treasure Trove for tightly defined run-and-jump action and a complete collection built around the Shovel Blade. Choose Mina the Hollower for burrowing-based traversal, an interconnected world, multiple weapon movesets, build customization, and character leveling. They share Yacht Club Games and a deliberately retro visual language, but Mina is a new intellectual property rather than a Shovel Knight sequel. The meaningful comparison is how you want to move, fight, explore, and improve—not which game has the newer coat of pixels.

Mina released on May 29, 2026, according to Yacht Club Games and Nintendo’s US listing. Treasure Trove is the complete Shovel Knight edition, so you are comparing a new single-player action-adventure with a collection edition rather than two equivalent campaigns.

At a glance

Category Mina the Hollower Shovel Knight: Treasure Trove
Product identity A new single-player action-adventure and new IP from Yacht Club Games The complete edition of the Shovel Knight series, presented as a collection
Release date May 29, 2026, listed by Yacht Club Games and Nintendo’s US store Treasure Trove is an established collection; the supplied official pages do not state one single launch date for the complete edition
Core movement Burrowing under hazards and monsters in an interconnected world Running and jumping through action stages
Primary weapon model A whip plus weapons with different movesets, Sidearms, and equippable Trinkets The Shovel Blade is Shovel Knight’s defining weapon
Progression Level-ups, stats, weapon choices, Sidearms, and Trinkets support different builds The collection structure is the defining product feature; the supplied material does not establish a matching level-and-build system
World scope Dozens of interconnected regions and a six-generator main quest A complete series collection rather than one newly described connected world
Published scope figures More than 25 bosses and mini-bosses, 60 Trinkets, and more total screens than the entirety of Treasure Trove, according to Yacht Club Games Used as the comparison baseline in Yacht Club’s Mina scope statement

The figures in the table are publisher-reported design or scope claims, not independent playtime measurements. “More total screens” does not mean Mina is automatically better, longer, or harder; it describes the amount of navigable space Yacht Club says it created.

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What Mina the Hollower is

Mina the Hollower is a single-player action-adventure in which Mina is sent to rescue a cursed island. Yacht Club Games describes a loop built around burrowing beneath hazards and monsters, fighting with a whip and an arsenal of weapons and Sidearms, and equipping Trinkets. The presentation combines an 8-bit, Game Boy Color-inspired look with modern animation and a widescreen format.

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That combination matters because the retro appearance does not describe the whole design. Mina’s burrow is both a movement verb and a combat decision: going underground changes how you approach danger instead of merely moving you from one room to the next. Weapons are not cosmetic swaps. The developer’s material describes different movesets, so choosing an early weapon changes how an encounter is approached.

Weapons and early choices

Celia Schilling’s developer overview identifies early weapon choices such as the Nightstar, BlastStrike Maul, and Whisper & Vesper daggers. Those examples indicate the intended range: the game asks whether you want to commit to a particular attack pattern, not simply which visual skin you prefer. Mina also carries Sidearms, which add another layer to moment-to-moment decisions, while Trinkets provide equippable effects.

Builds and leveling

Mina includes level-ups and build decisions involving stats, weapons, Sidearms, and Trinkets. Schilling describes the choice between a balanced build and a high-risk, high-reward style. In practical terms, the system gives you several ways to express a play preference: you can spread investment across tools or accept a more specialized setup whose advantages come with greater exposure to mistakes. The supplied material does not establish exact stat values, respec rules, or a maximum level, so those details should not be inferred from the headline feature list.

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What Shovel Knight: Treasure Trove is

Shovel Knight: Treasure Trove is described by Yacht Club Games as the complete Shovel Knight edition. Its central premise is straightforward: run, jump, and battle as Shovel Knight, wielding the Shovel Blade while taking on the Order of No Quarter and the Enchantress.

The word “collection” is important. Treasure Trove should not be treated as one newly released campaign that happens to be longer than Mina. It packages the Shovel Knight series in a complete-edition format. That makes the buying decision partly about structure: you are getting the established Shovel Knight package, while Mina is one new action-adventure with its own world and progression systems.

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The Shovel Blade as the organizing idea

The official description puts running and jumping first, with the Shovel Blade as the defining tool. That creates a more legible action grammar than Mina’s multi-system loadout: movement is built around platforming fundamentals, and combat is organized around what the shovel lets Shovel Knight do in a stage. The supplied sources do not support assigning a comparative difficulty ranking or claiming that one game is universally easier.

Movement and world design: burrow or jump?

Mina’s connected exploration

Mina’s burrowing changes the shape of exploration. Yacht Club Games presents a world made of dozens of interconnected regions, and the burrow lets Mina pass under hazards and monsters as part of that navigation. The result is a world-oriented action-adventure: location, route choice, equipment, and enemy positioning are linked.

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Because the regions connect, returning to an earlier area is conceptually different from selecting another isolated stage. You are considering how spaces relate to one another and how your current tools affect a route. The six-generator main quest supplies the broad objective structure, while the regions, weapons, Sidearms, and Trinkets provide the local decisions.

Shovel Knight’s run-and-jump focus

Shovel Knight’s official framing emphasizes running and jumping. That points to a stage-driven experience in which timing, spacing, and the Shovel Blade’s use are the primary skills to read. Treasure Trove’s identity is therefore easier to summarize as classic action-platforming, whereas Mina’s identity depends on combining traversal with exploration and build management.

This is not a claim that Shovel Knight has no exploration or that Mina has no platforming. It is a distinction in what the official descriptions place at the center. If you want your next decision to be “Which jump or attack should I make in this sequence?”, Shovel Knight is the clearer fit. If you want “Which route, weapon, or underground approach should I use?”, Mina is aimed at that preference.

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Combat and equipment compared

Combat question Mina Treasure Trove
What is always present? Mina’s whip and the burrow movement Shovel Knight’s Shovel Blade and run-and-jump movement
How much loadout choice is documented? Multiple weapons with different movesets, Sidearms, and 60 Trinkets The supplied official description centers on the Shovel Blade; it does not document an equivalent Mina-style build list
How does a player specialize? Level-ups, stats, weapons, Sidearms, and Trinkets; balanced or high-risk/high-reward approaches are described by the developer Choose the collection for its series package and Shovel Blade-centered action rather than for a documented stat-build system
What does the comparison establish? A flexible toolset that can change approach from one encounter to another A focused action-platforming identity organized around the shovel

Mina’s 60 Trinkets are a publisher-reported count. The count tells you that customization is a substantial part of the design, but it does not tell you which Trinkets are strongest or whether every combination is equally effective. No independent build tier list or hands-on balance test is established here.

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Scale, bosses, and expected structure

Yacht Club Games reports that Mina contains more than 25 bosses and mini-bosses. It also describes dozens of distinct areas and says Mina has more total screens than all of Shovel Knight: Treasure Trove. Those are useful scope indicators, especially if you are choosing between a compact-feeling action-platformer and a larger connected adventure.

Read the screen comparison carefully. It is a statement from the publisher about the amount of screen-based space, not a numeric count, a completion-time guarantee, or a quality verdict. Screen density can reflect room size, transitions, optional routes, or other design choices; it cannot by itself predict how long either product will take you to finish.

The six-generator quest

The main quest is described as a six-generator objective. This gives Mina a clear macro-structure inside its connected world: the generators are the major progression targets, while exploration, equipment, and encounters fill in the path between them. The available material does not specify the order of those targets, the number of required objectives in each region, or whether the game permits sequence breaking, so those should not be assumed.

Is Mina a Shovel Knight sequel?

No. Yacht Club Games’ official Mina pages call it a new game and a new IP. Celia Schilling wrote, “We put our hearts and our future into this game and we believe it is a worthy follow up to our beloved blue burrower, Shovel Knight.” In context, “follow up” expresses the developer’s sense of creative continuity and ambition; it does not establish that Mina belongs to the Shovel Knight series or continues its story.

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The practical consequence is simple: do not buy Mina expecting Shovel Knight characters, a shared campaign, or a direct narrative continuation. Buy it because its burrowing, connected world, weapon choices, Sidearms, Trinkets, and leveling appeal to you.

Release dates and platforms

Mina’s platform information is date-sensitive because Yacht Club’s pages and announcements list different sets of systems. Use the following distinctions instead of treating every platform as having identical launch timing.

Game or source context Platforms or date stated How to interpret it
Mina current Yacht Club Games page Steam, Humble, GOG, Nintendo Switch, PlayStation 4, and Xbox One; release date shown as May 29, 2026 The current product-page listing, with the date attached to that page’s presentation
Mina February 2026 launch announcement Switch 2, Switch, PlayStation 5, Xbox Series X, and Steam for launch An announcement-specific launch-platform list; it is not identical to the later/current page list
Nintendo US listing for Mina Digital editions for Nintendo Switch and Switch 2; May 29, 2026 A US storefront statement for those Nintendo editions
Shovel Knight: Treasure Trove official page Steam, Humble, Nintendo Switch, PlayStation 4, and Xbox One The platforms listed on the official game page for the collection

If you are buying on a newer console, check the relevant storefront rather than assuming that a platform named in one announcement has the same edition, date, or upgrade path as a platform named on another page.

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Physical editions and digital buying details

Treasure Trove physical release

Yacht Club Games announced a physical Treasure Trove edition in 2018 for Nintendo Switch, PlayStation 4, and Xbox One, naming Amazon among preorder retailers. The planned PlayStation 4 physical release was later canceled in 2021. Current stock, seller legitimacy, and regional availability are not established by those announcements, so an old retailer listing should not be treated as proof that a copy is currently available.

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The safe conclusion is that a Nintendo Switch physical edition was part of the announced product plan, while the PS4 physical release was canceled. Verify the edition, region, and seller before paying a premium for an older cartridge.

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Mina’s edition status

The official Nintendo source reviewed lists Mina’s Switch and Switch 2 editions as digital. No confirmed Mina cartridge or disc edition is established in the official sources covered here. Do not assume that a physical version exists simply because the game uses a retro visual style or because Treasure Trove had a physical-release announcement.

Which game should you choose?

If you value… Better fit Why
Immediate run-and-jump action with a single defining weapon Shovel Knight: Treasure Trove Yacht Club’s description centers on running, jumping, battling, and the Shovel Blade.
Burrowing under hazards and enemies Mina the Hollower Burrowing is a core traversal and combat verb, not a decorative ability.
A connected world with multiple regions Mina the Hollower The developer describes dozens of interconnected regions.
A complete edition of an established series Shovel Knight: Treasure Trove Treasure Trove is explicitly the complete Shovel Knight edition.
Weapon experimentation and character builds Mina the Hollower Weapons have different movesets, and progression includes stats, Sidearms, Trinkets, and level-ups.
A product whose scope is described with dozens of areas and more than 25 bosses and mini-bosses Mina the Hollower Those are Yacht Club’s published Mina figures.
A direct Shovel Knight story continuation Neither, for that expectation Mina is identified as a new IP, not a Shovel Knight sequel.

This recommendation is a mechanics-based inference, not a report from comparative hands-on testing. The supplied official material does not establish which game is harder, has better controls, or offers more hours for a particular player.

Common points of confusion

“They look similar, so they must play the same.”

The shared studio and retro presentation explain the visual family resemblance, but the central verbs differ. Mina asks you to burrow, explore connected regions, manage equipment, and level up. Shovel Knight’s official pitch asks you to run, jump, and fight with the Shovel Blade.

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“Treasure Trove is one very long Mina-style world.”

Treasure Trove is a complete-edition collection of the Shovel Knight series. Its collection identity is a product distinction, not evidence that it uses Mina’s connected-world structure.

“Mina’s larger screen count proves it is the longer or better game.”

Yacht Club’s comparison is a scope statement: Mina has more total screens than all of Treasure Trove. It is not a playtime benchmark, a difficulty ranking, or an objective quality score.

“A publisher quote proves the games share a universe.”

Schilling’s “worthy follow up” wording communicates creative intent. The official Mina pages still present Mina as a new game and new IP, so the quote should not be converted into a sequel claim.

A practical buying checklist

  1. Pick your primary movement style. If burrowing under hazards sounds like the feature you want to practice, start with Mina. If running and jumping around Shovel Blade attacks is the appeal, start with Treasure Trove.
  2. Decide whether you want builds. Mina documents level-ups, stats, weapon choices, Sidearms, and Trinkets. Choose Treasure Trove for its collection format rather than expecting that same documented build structure.
  3. Check the exact storefront and date. Mina’s platform lists differ between the current Yacht Club page, the February 2026 announcement, and Nintendo’s US listing. Confirm the edition for your system.
  4. Check physical status before ordering. A Switch physical Treasure Trove edition was announced, but current stock was not verified and the PS4 physical release was canceled. Mina’s reviewed Nintendo listing is digital.
  5. Set expectations about the relationship. Mina is a new IP with a spiritual connection acknowledged by its developer, not a direct Shovel Knight sequel.

Bottom line

Mina the Hollower and Shovel Knight: Treasure Trove occupy the same retro-action neighborhood without offering the same route through it. Treasure Trove is the safer choice for a focused run-and-jump format and a complete Shovel Knight collection. Mina is the better match for players who want burrowing to shape movement and combat, a connected island to explore, multiple weapon movesets, Sidearms, Trinkets, and level-based build decisions. The right choice follows the mechanics you want to repeat for hours, not the fact that both games came from Yacht Club Games.

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