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state=CHASE vy+=G*dt shake(0.3) perlin(u,v) fadeOut(1.0) RAYCAST LIGHTMAP MINIBOSS cross(a,b) sign(vx) FRAME if(combo>best) WEBGL moveTo(next) ease=t*t SKELETON vy=min(vy,MAX) ox=cx+cos(a)*d if(see(player)) perlin(u,v) orbit(t) shuffle(deck) FADE oy=cy+sin(a)*d present() dot(n,l) HITBOX MESH vx*=0.9 UPGRADE hitstop(0.05) play(hit) spin(0.05) shuffle(deck) spin(0.05) y+=vy*dt perlin(u,v) SPAWN scale=1+p*0.2 MINIBOSS WALK x+=vx*dt seed^=seed<<13 placeChest() dt=1/60 GAMELOOP fadeOut(1.0) STAMINA CRAFTING GRAVITY draw(sprite) PARRY GARBAGE play(hit) PLAYTEST if(see(player)) wave=sin(time*2) update(dt) SPRITE normalize(v) state=CHASE vy+=G*dt shake(0.3) perlin(u,v) fadeOut(1.0) RAYCAST LIGHTMAP MINIBOSS cross(a,b) sign(vx) FRAME if(combo>best) WEBGL moveTo(next) ease=t*t SKELETON vy=min(vy,MAX) ox=cx+cos(a)*d if(see(player)) perlin(u,v) orbit(t) shuffle(deck) FADE oy=cy+sin(a)*d present() dot(n,l) HITBOX MESH vx*=0.9 UPGRADE hitstop(0.05) play(hit) spin(0.05) shuffle(deck) spin(0.05) y+=vy*dt perlin(u,v) SPAWN scale=1+p*0.2 MINIBOSS WALK x+=vx*dt seed^=seed<<13 placeChest() dt=1/60 GAMELOOP fadeOut(1.0) STAMINA CRAFTING GRAVITY draw(sprite) PARRY GARBAGE play(hit) PLAYTEST if(see(player)) wave=sin(time*2) update(dt) SPRITE normalize(v) poll(input) y+=vy*dt PROFILER lives-- HEALTH HITBOX TWEEN pos=pos+vel SPAWN render() EASING draw(sprite) DROP aabb(a,b) TWEEN speed=8.0 LEVELUP ATTACK crit=rng()<0.1 TUTORIAL RESPAWN TWEEN VERTEX roll=rng(1,20) shake(0.3) SHADER if(lives==0) CHEST NOISE TUTORIAL score+=100 MEMORY PATROL BUGFIX orbit(t) if(combo>best) BUFF MANA fadeOut(1.0) HUD flood(x,y) perlin(u,v) update(dt) HEALTH flash(0.1) perlin(u,v) SEED state=IDLE sleep(rest) JUMP DODGE flee() neighbors(x,y) tile=map[idx] grid[y][x]=1 speed=8.0 RUN emit(particles) aggro+=1 MEMORY if(tile==WALL) noise(x,y) MESH die() TICK lvl=floor(exp/100) update(dt) WEBGL pick(table) sign(vx) state=IDLE score+=100 speed=8.0 clamp(v,0,1) IFRAMES if(roll>=15) poll(input) y+=vy*dt PROFILER lives-- HEALTH HITBOX TWEEN pos=pos+vel SPAWN render() EASING draw(sprite) DROP aabb(a,b) TWEEN speed=8.0 LEVELUP ATTACK crit=rng()<0.1 TUTORIAL RESPAWN TWEEN VERTEX roll=rng(1,20) shake(0.3) SHADER if(lives==0) CHEST NOISE TUTORIAL score+=100 MEMORY PATROL BUGFIX orbit(t) if(combo>best) BUFF MANA fadeOut(1.0) HUD flood(x,y) perlin(u,v) update(dt) HEALTH flash(0.1) perlin(u,v) SEED state=IDLE sleep(rest) JUMP DODGE flee() neighbors(x,y) tile=map[idx] grid[y][x]=1 speed=8.0 RUN emit(particles) aggro+=1 MEMORY if(tile==WALL) noise(x,y) MESH die() TICK lvl=floor(exp/100) update(dt) WEBGL pick(table) sign(vx) state=IDLE score+=100 speed=8.0 clamp(v,0,1) IFRAMES if(roll>=15) TICK play(hit) if(see(player)) TEXTURE sin(t)*r INVENTORY cooldown-=dt if(combo>best) WAVE VSYNC PROCGEN spawnRoom() FADE tween(x,to,0.4) DEADZONE FRAME PATROL SWARM lives-- combo*=2 lerp(a,b,t) fadeOut(1.0) if(lives==0) RAYCAST AGGRO vy=-JUMP orbit(t) BUFF LOOP MANA cos(t)*r play(hit) hp-=dmg WAVE dt=1/60 MINIBOSS draw(sprite) KNOCKBACK VIEWPORT scale=1+p*0.2 INVENTORY if(roll>=15) if(see(player)) fixedUpdate() VIEWPORT SPRITE cooldown-=dt FIXEDSTEP while(running) GRAVITY length(v) RESPAWN emit(particles) CAMERA speed=8.0 vy=min(vy,MAX) y+=vy*dt STAMINA crit=rng()<0.1 WEBGL HUD score+=100 connect(a,b) RIG ENEMY vy=-JUMP hitstop(0.05) MESH UPGRADE STAMINA lerp(a,b,t) SPRITE MESH PLAYTEST FPS ox=cx+cos(a)*d x+=vx*dt SEED alpha-=dt CRIT DEBUFF aggro+=1 exp+=50 tween(x,to,0.4) TICK play(hit) if(see(player)) TEXTURE sin(t)*r INVENTORY cooldown-=dt if(combo>best) WAVE VSYNC PROCGEN spawnRoom() FADE tween(x,to,0.4) DEADZONE FRAME PATROL SWARM lives-- combo*=2 lerp(a,b,t) fadeOut(1.0) if(lives==0) RAYCAST AGGRO vy=-JUMP orbit(t) BUFF LOOP MANA cos(t)*r play(hit) hp-=dmg WAVE dt=1/60 MINIBOSS draw(sprite) KNOCKBACK VIEWPORT scale=1+p*0.2 INVENTORY if(roll>=15) if(see(player)) fixedUpdate() VIEWPORT SPRITE cooldown-=dt FIXEDSTEP while(running) GRAVITY length(v) RESPAWN emit(particles) CAMERA speed=8.0 vy=min(vy,MAX) y+=vy*dt STAMINA crit=rng()<0.1 WEBGL HUD score+=100 connect(a,b) RIG ENEMY vy=-JUMP hitstop(0.05) MESH UPGRADE STAMINA lerp(a,b,t) SPRITE MESH PLAYTEST FPS ox=cx+cos(a)*d x+=vx*dt SEED alpha-=dt CRIT DEBUFF aggro+=1 exp+=50 tween(x,to,0.4) placeChest() if(lives==0) PROFILER placeChest() ENEMY BUGFIX SEED emit(particles) while(running) HURTBOX RESPEC seed^=seed>>17 rand()%6 spin(0.05) swapBuffers() FRICTION KEYFRAME LEVELUP MESH EASING GRAVITY if(near)attack() VSYNC coins++ RAYCAST atan2(dy,dx) noise(x,y) TILESET TILEMAP ATTACK HURTBOX PARALLAX SCREENSHAKE shuffle(deck) scale=1+p*0.2 VERTEX VSYNC abs(dx) PROCGEN tile=map[idx] if(see(player)) clamp(v,0,1) MINIMAP SHADER clamp(v,0,1) TWEEN combo*=2 shake(0.3) vy+=G*dt DEADZONE COOLDOWN PROFILER IFRAMES speed=8.0 vx*=0.9 CHECKPOINT DUNGEON BUFF PROCGEN DASH OVERLAY COLLIDER gameOver() orbit(t) MINIMAP orbit(t) ENEMY score+=100 DASH swapBuffers() hitstop(0.05) seed^=seed>>17 roll=rng(1,20) placeChest() if(lives==0) PROFILER placeChest() ENEMY BUGFIX SEED emit(particles) while(running) HURTBOX RESPEC seed^=seed>>17 rand()%6 spin(0.05) swapBuffers() FRICTION KEYFRAME LEVELUP MESH EASING GRAVITY if(near)attack() VSYNC coins++ RAYCAST atan2(dy,dx) noise(x,y) TILESET TILEMAP ATTACK HURTBOX PARALLAX SCREENSHAKE shuffle(deck) scale=1+p*0.2 VERTEX VSYNC abs(dx) PROCGEN tile=map[idx] if(see(player)) clamp(v,0,1) MINIMAP SHADER clamp(v,0,1) TWEEN combo*=2 shake(0.3) vy+=G*dt DEADZONE COOLDOWN PROFILER IFRAMES speed=8.0 vx*=0.9 CHECKPOINT DUNGEON BUFF PROCGEN DASH OVERLAY COLLIDER gameOver() orbit(t) MINIMAP orbit(t) ENEMY score+=100 DASH swapBuffers() hitstop(0.05) seed^=seed>>17 roll=rng(1,20) BUFF CRAFTING present() RESPAWN KEYFRAME TUTORIAL MINIMAP poll(input) ENEMY DELTATIME if(dist<r1+r2) tile=map[idx] PATROL NOISE PATROL present() PIXELART seed^=seed<<13 PLAYTEST scale=1+p*0.2 best=combo SHIELD RESPEC connect(a,b) CHECKPOINT RAYCAST oy=cy+sin(a)*d TRANSITION NOISE round(score) play(hit) if(roll>=15) y+=vy*dt JUMP PROFILER TILEMAP swapBuffers() hp-=dmg clamp(v,0,1) TUTORIAL PROFILER SPAWNER TRANSITION fixedUpdate() BUFF CRAFTING present() RESPAWN KEYFRAME TUTORIAL MINIMAP poll(input) ENEMY DELTATIME if(dist<r1+r2) tile=map[idx] PATROL NOISE PATROL present() PIXELART seed^=seed<<13 PLAYTEST scale=1+p*0.2 best=combo SHIELD RESPEC connect(a,b) CHECKPOINT RAYCAST oy=cy+sin(a)*d TRANSITION NOISE round(score) play(hit) if(roll>=15) y+=vy*dt JUMP PROFILER TILEMAP swapBuffers() hp-=dmg clamp(v,0,1) TUTORIAL PROFILER SPAWNER TRANSITION fixedUpdate() length(v) flee() TEXTURE JUMP PLAYTEST tween(x,to,0.4) LIGHTMAP SEED DEADZONE MESH aggro+=1 draw(sprite) aggro+=1 CHEST if(near)attack() ease=t*t overlap(r1,r2) for(i=0;i<n;i++) GRAVITY ox=cx+cos(a)*d alpha-=dt fadeOut(1.0) SPRITE PARRY ATTACK score+=100 flood(x,y) atan2(dy,dx) die() if(combo>best) next=path.shift() if(near)attack() COLLIDER TICK DELTATIME lives-- SEED SWARM PLAYTEST if(roll>=15) present() emit(particles) BUGFIX MINIMAP dt=1/60 SHIELD idx=y*W+x BUFF PARALLAX ATTACK FRICTION path=astar(a,b) FRICTION hp-=dmg lvl=floor(exp/100) roll=rng(1,20) dt=1/60 vy+=G*dt length(v) flee() TEXTURE JUMP PLAYTEST tween(x,to,0.4) LIGHTMAP SEED DEADZONE MESH aggro+=1 draw(sprite) aggro+=1 CHEST if(near)attack() ease=t*t overlap(r1,r2) for(i=0;i<n;i++) GRAVITY ox=cx+cos(a)*d alpha-=dt fadeOut(1.0) SPRITE PARRY ATTACK score+=100 flood(x,y) atan2(dy,dx) die() if(combo>best) next=path.shift() if(near)attack() COLLIDER TICK DELTATIME lives-- SEED SWARM PLAYTEST if(roll>=15) present() emit(particles) BUGFIX MINIMAP dt=1/60 SHIELD idx=y*W+x BUFF PARALLAX ATTACK FRICTION path=astar(a,b) FRICTION hp-=dmg lvl=floor(exp/100) roll=rng(1,20) dt=1/60 vy+=G*dt IFRAMES connect(a,b) COOLDOWN combo*=2 atan2(dy,dx) LOOP CHEST rand()%6 RESPAWN ATTACK NPC dot(n,l) UPGRADE FIXEDSTEP y+=vy*dt x+=vx*dt sign(vx) DELTATIME CRIT poll(input) round(score) sleep(rest) hp-=dmg clamp(v,0,1) fixedUpdate() SKELETON IFRAMES vx*=0.9 SAVEPOINT RESPAWN dist=hypot(dx,dy) sin(t)*r pos=pos+vel play(hit) rand()%6 DUNGEON overlap(r1,r2) wave=sin(time*2) LIGHTMAP poll(input) floor(x/TILE) play(hit) lerp(a,b,t) HURTBOX play(hit) shake(0.3) atan2(dy,dx) LIGHTMAP SPAWNER WAVE dot(n,l) while(running) vy=min(vy,MAX) placeChest() IFRAMES PATCH MESH pick(table) IFRAMES connect(a,b) COOLDOWN combo*=2 atan2(dy,dx) LOOP CHEST rand()%6 RESPAWN ATTACK NPC dot(n,l) UPGRADE FIXEDSTEP y+=vy*dt x+=vx*dt sign(vx) DELTATIME CRIT poll(input) round(score) sleep(rest) hp-=dmg clamp(v,0,1) fixedUpdate() SKELETON IFRAMES vx*=0.9 SAVEPOINT RESPAWN dist=hypot(dx,dy) sin(t)*r pos=pos+vel play(hit) rand()%6 DUNGEON overlap(r1,r2) wave=sin(time*2) LIGHTMAP poll(input) floor(x/TILE) play(hit) lerp(a,b,t) HURTBOX play(hit) shake(0.3) atan2(dy,dx) LIGHTMAP SPAWNER WAVE dot(n,l) while(running) vy=min(vy,MAX) placeChest() IFRAMES PATCH MESH pick(table) rand()%6 fadeOut(1.0) GAMELOOP sleep(rest) SKELETON GAMELOOP VELOCITY AGGRO if(near)attack() abs(dx) TILESET moveTo(next) SKILLTREE y+=vy*dt lives-- spin(0.05) DEBUFF CRIT SKELETON flash(0.1) ANIMATION pick(table) aabb(a,b) KEYFRAME neighbors(x,y) vx*=0.9 OVERLAY moveTo(next) TRANSITION KEYFRAME HITSTUN vy=-JUMP moveTo(next) while(running) perlin(u,v) if(see(player)) if(near)attack() if(near)attack() hp-=dmg moveTo(next) length(v) ENEMY sin(t)*r AGGRO crit=rng()<0.1 ox=cx+cos(a)*d KEYFRAME VIEWPORT lives-- sign(vx) HEALTH aabb(a,b) MINIBOSS GRAVITY ENEMY dt=1/60 die() DEBUFF dt=1/60 SEED cos(t)*r gameOver() SPAWN RUN MANA LIGHTMAP if(see(player)) STAMINA rand()%6 fadeOut(1.0) GAMELOOP sleep(rest) SKELETON GAMELOOP VELOCITY AGGRO if(near)attack() abs(dx) TILESET moveTo(next) SKILLTREE y+=vy*dt lives-- spin(0.05) DEBUFF CRIT SKELETON flash(0.1) ANIMATION pick(table) aabb(a,b) KEYFRAME neighbors(x,y) vx*=0.9 OVERLAY moveTo(next) TRANSITION KEYFRAME HITSTUN vy=-JUMP moveTo(next) while(running) perlin(u,v) if(see(player)) if(near)attack() if(near)attack() hp-=dmg moveTo(next) length(v) ENEMY sin(t)*r AGGRO crit=rng()<0.1 ox=cx+cos(a)*d KEYFRAME VIEWPORT lives-- sign(vx) HEALTH aabb(a,b) MINIBOSS GRAVITY ENEMY dt=1/60 die() DEBUFF dt=1/60 SEED cos(t)*r gameOver() SPAWN RUN MANA LIGHTMAP if(see(player)) STAMINA UPGRADE VIEWPORT MINIMAP VELOCITY die() sleep(rest) lvl=floor(exp/100) grid[y][x]=1 VERTEX JUMP wave=sin(time*2) WALK TILEMAP RAYCAST cross(a,b) tween(x,to,0.4) tween(x,to,0.4) aabb(a,b) ease=t*t SPAWNER dt=1/60 SPAWN SHADER CRAFTING sign(vx) vx*=0.9 clamp(v,0,1) orbit(t) neighbors(x,y) LOOT EASING LEVELUP abs(dx) dot(n,l) PROFILER next=path.shift() SKELETON vy=-JUMP TILEMAP if(near)attack() atan2(dy,dx) PARTICLE if(roll>=15) carve(room) speed=8.0 LIGHTMAP state=CHASE FADE present() FRAME TILEMAP vy=min(vy,MAX) orbit(t) UPGRADE VIEWPORT MINIMAP VELOCITY die() sleep(rest) lvl=floor(exp/100) grid[y][x]=1 VERTEX JUMP wave=sin(time*2) WALK TILEMAP RAYCAST cross(a,b) tween(x,to,0.4) tween(x,to,0.4) aabb(a,b) ease=t*t SPAWNER dt=1/60 SPAWN SHADER CRAFTING sign(vx) vx*=0.9 clamp(v,0,1) orbit(t) neighbors(x,y) LOOT EASING LEVELUP abs(dx) dot(n,l) PROFILER next=path.shift() SKELETON vy=-JUMP TILEMAP if(near)attack() atan2(dy,dx) PARTICLE if(roll>=15) carve(room) speed=8.0 LIGHTMAP state=CHASE FADE present() FRAME TILEMAP vy=min(vy,MAX) orbit(t) lerp(a,b,t) CULLING KNOCKBACK y+=vy*dt FRAME CHECKPOINT wave=sin(time*2) WEBGL next=path.shift() HITSTUN PROFILER RESPAWN flee() WALK TRANSITION grid[y][x]=1 SPAWN rand()%6 if(dist<r1+r2) noise(x,y) vx*=0.9 FIXEDSTEP RESPAWN draw(sprite) MANA abs(dx) VELOCITY JUMP seed^=seed<<13 PATROL shake(0.3) PROFILER alpha-=dt speed=8.0 LEVELUP angle+=PI/60 state=IDLE spawnRoom() lvl=floor(exp/100) dt=1/60 vy=-JUMP PATROL MEMORY BIOME CHEST state=CHASE if(tile==WALL) DEADZONE hp-=dmg placeChest() MESH WAVE round(score) shake(0.3) FRAME for(i=0;i<n;i++) IDLE BOSS abs(dx) lvl=floor(exp/100) SPRITE present() flood(x,y) RESPAWN present() sleep(rest) vy=min(vy,MAX) lerp(a,b,t) CULLING KNOCKBACK y+=vy*dt FRAME CHECKPOINT wave=sin(time*2) WEBGL next=path.shift() HITSTUN PROFILER RESPAWN flee() WALK TRANSITION grid[y][x]=1 SPAWN rand()%6 if(dist<r1+r2) noise(x,y) vx*=0.9 FIXEDSTEP RESPAWN draw(sprite) MANA abs(dx) VELOCITY JUMP seed^=seed<<13 PATROL shake(0.3) PROFILER alpha-=dt speed=8.0 LEVELUP angle+=PI/60 state=IDLE spawnRoom() lvl=floor(exp/100) dt=1/60 vy=-JUMP PATROL MEMORY BIOME CHEST state=CHASE if(tile==WALL) DEADZONE hp-=dmg placeChest() MESH WAVE round(score) shake(0.3) FRAME for(i=0;i<n;i++) IDLE BOSS abs(dx) lvl=floor(exp/100) SPRITE present() flood(x,y) RESPAWN present() sleep(rest) vy=min(vy,MAX) roll=rng(1,20) if(hp<=0) PATCH SKELETON shake(0.3) VERTEX seed^=seed>>17 grid[y][x]=1 MINIMAP vy=-JUMP fadeOut(1.0) lvl=floor(exp/100) FADE WEBGL MINIMAP carve(room) PARALLAX ENEMY HURTBOX cross(a,b) BUILD JUMP exp+=50 KNOCKBACK if(roll>=15) HUD clamp(v,0,1) RAYCAST TILESET dist=hypot(dx,dy) sleep(rest) aggro+=1 floor(x/TILE) SWARM while(running) if(lives==0) PROFILER if(near)attack() DROP clamp(v,0,1) gameOver() connect(a,b) if(roll>=15) PARRY HURTBOX update(dt) WALK state=IDLE overlap(r1,r2) BIOME LOOP VIEWPORT shuffle(deck) exp+=50 seed^=seed<<13 DEADZONE GRAVITY PATROL idx=y*W+x cooldown-=dt lives-- atan2(dy,dx) state=IDLE if(dist<r1+r2) onHit(dmg) spin(0.05) moveTo(next) flood(x,y) TWEEN SHIELD VSYNC render() BUGFIX gameOver() SCREENSHAKE roll=rng(1,20) if(hp<=0) PATCH SKELETON shake(0.3) VERTEX seed^=seed>>17 grid[y][x]=1 MINIMAP vy=-JUMP fadeOut(1.0) lvl=floor(exp/100) FADE WEBGL MINIMAP carve(room) PARALLAX ENEMY HURTBOX cross(a,b) BUILD JUMP exp+=50 KNOCKBACK if(roll>=15) HUD clamp(v,0,1) RAYCAST TILESET dist=hypot(dx,dy) sleep(rest) aggro+=1 floor(x/TILE) SWARM while(running) if(lives==0) PROFILER if(near)attack() DROP clamp(v,0,1) gameOver() connect(a,b) if(roll>=15) PARRY HURTBOX update(dt) WALK state=IDLE overlap(r1,r2) BIOME LOOP VIEWPORT shuffle(deck) exp+=50 seed^=seed<<13 DEADZONE GRAVITY PATROL idx=y*W+x cooldown-=dt lives-- atan2(dy,dx) state=IDLE if(dist<r1+r2) onHit(dmg) spin(0.05) moveTo(next) flood(x,y) TWEEN SHIELD VSYNC render() BUGFIX gameOver() SCREENSHAKE
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Showing 2,377–2,412 of 8,931 (page 67 of 249)

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  • Front Lines

    SteamMarco S Hampel

    Action・Adventure・CasualジャンルのMarco S Hampel が開発のSteamで配信中。無料、評価 3.22/5(216件)、推定所有者数 約7万人。

    無料★ 3.22 (216)

  • Giants

    SteamSingta inc.

    Free to Play・RPG・StrategyジャンルのSingta inc. が開発のSteamで配信中。無料、評価 1.89/5(53件)、推定所有者数 約14万人。

    無料★ 1.89 (53)

  • Mirlo Above the Sun

    SteamDigiPen Europe-Bilbao

    Action・Adventure・Free to PlayジャンルのDigiPen Europe-Bilbao が開発のSteamで配信中。無料、評価 3.98/5(214件…

    無料★ 3.98 (214)

  • NEAR DEADline

    SteamDumb ****ing Horse

    Action・Casual・Free to PlayジャンルのDumb ****ing Horse が開発のSteamで配信中。無料、評価 3.97/5(71件)、推定所有者…

    無料★ 3.97 (71)

  • Still Light

    SteamRenovate Software LTD

    Action・Adventure・Free to PlayジャンルのRenovate Software LTD が開発のSteamで配信中。無料、評価 1.13/5(53件)…

    無料★ 1.13 (53)

  • The Lancaster Leak - O'Brien State Park

    SteamJeremy Fischer

    Action・Free to Play・IndieジャンルのJeremy Fischer が開発のSteamで配信中。無料、評価 3.86/5(215件)、推定所有者数 約7…

    無料★ 3.86 (215)

  • Ukraine Defense Force Tactics

    SteamSpacewalkers

    Indie・StrategyジャンルのSpacewalkers が開発のSteamで配信中。無料、評価 4.83/5(215件)、推定所有者数 約7万人。

    無料★ 4.83 (215)

  • AFTERLIFE DEFINITIVE EDITION

    SteamTuning Mania

    Action・Free to PlayジャンルのTuning Mania が開発のSteamで配信中。無料、評価 2.30/5(52件)、推定所有者数 約14万人。

    無料★ 2.30 (52)

  • Breach of Contract Reloaded

    SteamToy Soldier Studios

    Action・Free to Play・IndieジャンルのToy Soldier Studios が開発のSteamで配信中。無料、評価 1.95/5(211件)、推定所有…

    無料★ 1.95 (211)

  • HEBEREKE!: March! Red Army Girls' Brigade

    SteamFlying Panjandrum

    Free to Play・Indie・RPGジャンルのFlying Panjandrum が開発のSteamで配信中。無料、評価 4.07/5(211件)、推定所有者数 約7…

    無料★ 4.07 (211)

  • Battlegrounds of Eldhelm

    SteamEssence Ltd.

    Free to Play・Indie・RPGジャンルのEssence Ltd. が開発のSteamで配信中。無料、評価 3.15/5(210件)、推定所有者数 約7万人。

    無料★ 3.15 (210)

  • The Cooking Game

    SteamPlay Spirit Limited

    Casual・Indie・SimulationジャンルのPlay Spirit Limited が開発のSteamで配信中。無料、評価 2.70/5(209件)、推定所有者数…

    無料★ 2.70 (209)

  • The Infinite Black

    SteamSpellbook

    Free to Play・Indie・Massively MultiplayerジャンルのSpellbook が開発のSteamで配信中。無料、評価 2.98/5(208件)…

    無料★ 2.98 (208)

  • Das Balkonzimmer

    SteamFLO-server

    Free to Play・SimulationジャンルのFLO-server が開発のSteamで配信中。無料、評価 2.55/5(51件)、推定所有者数 約14万人。

    無料★ 2.55 (51)

  • FUNGI

    SteamNonline Studios

    Massively Multiplayer・StrategyジャンルのNonline Studios が開発のSteamで配信中。無料、評価 2.55/5(51件)、推定所有…

    無料★ 2.55 (51)

  • Naev

    SteamNaev Team

    Action・Adventure・Free to PlayジャンルのNaev Team が開発のSteamで配信中。無料、評価 3.66/5(207件)、推定所有者数 約7万…

    無料★ 3.66 (207)

  • Heroes of Dire

    SteamSpellbook

    Adventure・Free to Play・IndieジャンルのSpellbook が開発のSteamで配信中。無料、評価 3.06/5(205件)、推定所有者数 約7万人。

    無料★ 3.06 (205)

  • Die in the Dungeon CLASSIC

    itch.ioAlartsブラウザ可

    A turn-based, deck-building roguelite focused on dice combinations!

    無料★ 4.68 (2,701)

  • Totally Unbalanced

    SteamIsojumper

    Action・Adventure・CasualジャンルのIsojumper が開発のSteamで配信中。無料、評価 3.93/5(204件)、推定所有者数 約7万人。

    無料★ 3.93 (204)

  • Cowpocalypse - Episode 0

    SteamBalazs Hrabacsik

    Adventure・Casual・Free to PlayジャンルのBalazs Hrabacsik が開発のSteamで配信中。無料、評価 4.04/5(203件)、推定所…

    無料★ 4.04 (203)

  • Knights of Pen and Paper 3

    SteamKyy Games

    Adventure・RPG・StrategyジャンルのKyy Games が開発のSteamで配信中。無料、評価 0.78/5(198件)、推定所有者数 約7万人。

    無料★ 0.78 (198)

  • Dissolution

    SteamGarage Studios

    Action・Adventure・Early AccessジャンルのGarage Studios が開発のSteamで配信中。無料、評価 2.34/5(197件)、推定所有者…

    無料★ 2.34 (197)

  • Switchblade

    SteamLucid Games Ltd

    Action・Early Access・Free to PlayジャンルのLucid Games Ltd が開発のSteamで配信中。無料、評価 2.90/5(197件)、推…

    無料★ 2.90 (197)

  • Achievement Machine

    SteamGamenesis

    Casual・IndieジャンルのGamenesis が開発のSteamで配信中。無料、評価 3.62/5(196件)、推定所有者数 約7万人。

    無料★ 3.62 (196)

  • Familia

    SteamMaui Game Studio, Code …

    Adventure・Casual・IndieジャンルのMaui Game Studio, Code Mora が開発のSteamで配信中。無料、評価 4.46/5(48件)、…

    無料★ 4.46 (48)

  • Treasure Adventure Game

    SteamRobit Games

    Action・Adventure・Free to PlayジャンルのRobit Games が開発のSteamで配信中。無料、評価 4.02/5(48件)、推定所有者数 約1…

    無料★ 4.02 (48)

  • Vacuum Pilot

    SteamVacuumDev, Jackerino

    Free to Play・RacingジャンルのVacuumDev, Jackerino が開発のSteamで配信中。無料、評価 4.38/5(194件)、推定所有者数 約7…

    無料★ 4.38 (194)

  • RWBY Deckbuilding Game

    Steam80Arcade

    Strategyジャンルの80Arcade が開発のSteamで配信中。無料、評価 3.08/5(193件)、推定所有者数 約7万人。

    無料★ 3.08 (193)

  • Path of War

    SteamEnvision Entertainment

    Free to Play・Indie・Massively MultiplayerジャンルのEnvision Entertainment が開発のSteamで配信中。無料、評価…

    無料★ 2.39 (191)

  • Battle Star

    SteamAlioth

    Free to Play・Indie・RPGジャンルのAlioth が開発のSteamで配信中。無料、評価 3.48/5(189件)、推定所有者数 約7万人。

    無料★ 3.48 (189)

  • Estigma [Steam Edition]

    SteamVikintor

    Action・Casual・Free to PlayジャンルのVikintor が開発のSteamで配信中。無料、評価 4.27/5(188件)、推定所有者数 約7万人。

    無料★ 4.27 (188)

  • MagiCats Builder (Crazy Dreamz)

    SteamDreamz Studio

    Adventure・Free to Play・IndieジャンルのDreamz Studio が開発のSteamで配信中。無料、評価 2.72/5(187件)、推定所有者数 …

    無料★ 2.72 (187)

  • Z3TA+ 2

    SteamCakewalk

    Cakewalk が開発のSteamで配信中。無料、評価 3.59/5(46件)、推定所有者数 約14万人。

    無料★ 3.59 (46)

  • Curvatron

    SteamBrave Bunny

    Casual・IndieジャンルのBrave Bunny が開発のSteamで配信中。無料、評価 3.75/5(186件)、推定所有者数 約7万人。

    無料★ 3.75 (186)

  • Gunman And The Witch

    SteamPhun Peeticharoenthum, …

    Action・Early Access・Free to PlayジャンルのPhun Peeticharoenthum, Wichayuth Luaengtawekul, No…

    無料★ 3.32 (186)

  • Whateverland: Prologue

    SteamCaligari Games

    Adventure・IndieジャンルのCaligari Games が開発のSteamで配信中。無料、評価 4.02/5(186件)、推定所有者数 約7万人。

    無料★ 4.02 (186)

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