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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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All games (page 114 of 593)

Page 114 of 593, sorted by popularity.

Showing 4,069–4,104 of 21,333 (page 114 of 593)

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  • SIMULACRA

    SteamKaigan Games OÜ

    Adventure・Indie・SimulationジャンルのKaigan Games OÜ が開発のSteamで配信中。$4.99、評価 4.48/5(4,390件)、推定…

    $4.99★ 4.48 (4,390)

  • Full Throttle Remastered

    SteamDouble Fine Productions…

    AdventureジャンルのDouble Fine Productions, Shiny Shoe が開発のSteamで配信中。$14.99、評価 4.55/5(2,910件…

    $14.99★ 4.55 (2,910)

  • Miss Neko

    SteamDouble W

    Action・CasualジャンルのDouble W が開発のSteamで配信中。$0.99、評価 4.40/5(4,356件)、推定所有者数 約32万人。

    $0.99★ 4.40 (4,356)

  • Necrosmith 2

    SteamAlawar

    Adventure・Indie・SimulationジャンルのAlawar が開発のSteamで配信中。$2.39、評価 3.79/5(1,191件)、推定所有者数 約32万…

    $2.39★ 3.79 (1,191)

  • Yarimono

    Steamにゅう工房

    Adventure・Indie・RPGジャンルのにゅう工房 が開発のSteamで配信中。$24.99、評価 4.36/5(3,045件)、推定所有者数 約14万人。

    $24.99★ 4.36 (3,045)

  • Fate/EXTELLA

    SteamMarvelous Inc.

    ActionジャンルのMarvelous Inc. が開発のSteamで配信中。$39.99、評価 4.51/5(4,334件)、推定所有者数 約32万人。

    $39.99★ 4.51 (4,334)

  • Frozen Synapse

    SteamMode 7

    Indie・StrategyジャンルのMode 7 が開発のSteamで配信中。$24.99、評価 4.07/5(2,599件)、推定所有者数 約71万人。

    $24.99★ 4.07 (2,599)

  • Lawn Mowing Simulator

    SteamSkyhook Games

    SimulationジャンルのSkyhook Games が開発のSteamで配信中。$19.99、評価 3.47/5(2,705件)、推定所有者数 約14万人。

    $19.99★ 3.47 (2,705)

  • ΔV: Rings of Saturn

    SteamKodera Software

    Action・Indie・SimulationジャンルのKodera Software が開発のSteamで配信中。$9.99、評価 4.62/5(2,954件)、推定所有者…

    $9.99★ 4.62 (2,954)

  • Blitzkrieg 2 Anthology

    SteamNival

    StrategyジャンルのNival が開発のSteamで配信中。$4.99、評価 4.13/5(1,233件)、推定所有者数 約32万人。

    $4.99★ 4.13 (1,233)

  • Dead Effect

    SteamBadFly Interactive, a.s.

    Action・IndieジャンルのBadFly Interactive, a.s. が開発のSteamで配信中。$4.99、評価 3.58/5(3,702件)、推定所有者数 …

    $4.99★ 3.58 (3,702)

  • Lorelei and the Laser Eyes

    SteamSimogo

    Adventure・IndieジャンルのSimogo が開発のSteamで配信中。$24.99、評価 4.69/5(2,271件)、推定所有者数 約14万人。

    $24.99★ 4.69 (2,271)

  • Pro Cycling Manager 2019

    SteamCyanide Studio

    Casual・Simulation・SportsジャンルのCyanide Studio が開発のSteamで配信中。$9.99、評価 3.90/5(719件)、推定所有者数 …

    $9.99★ 3.90 (719)

  • Stuck In Time

    SteamHousemade Inc.

    Adventure・Indie・RPGジャンルのHousemade Inc. が開発のSteamで配信中。$7.99、評価 4.12/5(921件)、推定所有者数 約32万人。

    $7.99★ 4.12 (921)

  • Anna's Quest

    SteamDaedalic Entertainment

    Adventure・IndieジャンルのDaedalic Entertainment が開発のSteamで配信中。$1.99、評価 4.34/5(2,331件)、推定所有者数…

    $1.99★ 4.34 (2,331)

  • Grey Goo

    SteamPetroglyph, Six Foot

    StrategyジャンルのPetroglyph, Six Foot が開発のSteamで配信中。$29.99、評価 3.32/5(4,274件)、推定所有者数 約32万人。

    $29.99★ 3.32 (4,274)

  • ONE PIECE World Seeker

    SteamGANBARION Co., Ltd.

    Action・AdventureジャンルのGANBARION Co., Ltd. が開発のSteamで配信中。$5.99、評価 3.82/5(5,826件)、推定所有者数 約…

    $5.99★ 3.82 (5,826)

  • Touhou Danmaku Kagura Phantasia Lost

    SteamAlliance Arts, UnknownX

    Action・Adventure・CasualジャンルのAlliance Arts, UnknownX が開発のSteamで配信中。$19.99、評価 3.92/5(1,97…

    $19.99★ 3.92 (1,975)

  • Nomad Idle

    SteamThe Fox Knocks

    IndieジャンルのThe Fox Knocks が開発のSteamで配信中。$9.99、評価 2.99/5(697件)、推定所有者数 約14万人。

    $9.99★ 2.99 (697)

  • Dwarfs - F2P

    SteamPower of 2

    Casual・Free to Play・IndieジャンルのPower of 2 が開発のSteamで配信中。無料、評価 4.18/5(1,694件)、推定所有者数 約71万…

    無料★ 4.18 (1,694)

  • GameMaker Studio 2 Desktop

    SteamYoYo Games Ltd.

    YoYo Games Ltd. が開発のSteamで配信中。無料、評価 3.96/5(2,254件)、推定所有者数 約14万人。

    無料★ 3.96 (2,254)

  • Make it indie!

    SteamSometimes You

    Adventure・Indie・SimulationジャンルのSometimes You が開発のSteamで配信中。$0.99、評価 2.17/5(1,259件)、推定所有…

    $0.99★ 2.17 (1,259)

  • No Umbrellas Allowed

    SteamHoochoo Game Studios

    Indie・Simulation・StrategyジャンルのHoochoo Game Studios が開発のSteamで配信中。$19.99、評価 3.92/5(1,331…

    $19.99★ 3.92 (1,331)

  • Shelter 2

    SteamMight and Delight

    Adventure・Casual・IndieジャンルのMight and Delight が開発のSteamで配信中。$24.99、評価 4.20/5(4,211件)、推定所…

    $24.99★ 4.20 (4,211)

  • Wild Terra Online

    SteamJuvty Worlds

    Action・Adventure・Free to PlayジャンルのJuvty Worlds が開発のSteamで配信中。無料、評価 2.91/5(1,804件)、推定所有者…

    無料★ 2.91 (1,804)

  • Batman: Arkham Origins Blackgate - Deluxe Edition

    SteamArmature Studio, LLC

    Action・AdventureジャンルのArmature Studio, LLC が開発のSteamで配信中。$19.99、評価 2.02/5(2,784件)、推定所有者数…

    $19.99★ 2.02 (2,784)

  • MX vs ATV Legends

    SteamRainbow Studios

    Racing・SportsジャンルのRainbow Studios が開発のSteamで配信中。$39.99、評価 3.75/5(2,931件)、推定所有者数 約7万人。

    $39.99★ 3.75 (2,931)

  • When the Darkness comes

    SteamSirhaian

    Adventure・Free to Play・IndieジャンルのSirhaian が開発のSteamで配信中。無料、評価 4.58/5(8,314件)、推定所有者数 約32…

    無料★ 4.58 (8,314)

  • Boris and the Dark Survival

    SteamJoey Drew Studios

    Action・Adventure・CasualジャンルのJoey Drew Studios が開発のSteamで配信中。$2.99、評価 4.42/5(3,547件)、推定所…

    $2.99★ 4.42 (3,547)

  • Hellblade II: Senua’s Saga

    SteamNinja Theory

    Action・AdventureジャンルのNinja Theory が開発のSteamで配信中。$49.99、評価 4.33/5(6,909件)、推定所有者数 約14万人。

    $49.99★ 4.33 (6,909)

  • No More Heroes

    SteamGRASSHOPPER MANUFACTURE…

    ActionジャンルのGRASSHOPPER MANUFACTURE INC. が開発のSteamで配信中。$19.99、評価 3.91/5(1,913件)、推定所有者数 約…

    $19.99★ 3.91 (1,913)

  • The Casting of Frank Stone

    SteamSupermassive Games

    AdventureジャンルのSupermassive Games が開発のSteamで配信中。$9.89、評価 3.08/5(4,603件)、推定所有者数 約14万人。

    $9.89★ 3.08 (4,603)

  • What Never Was

    SteamAcke Hallgren

    Adventure・Casual・Free to PlayジャンルのAcke Hallgren が開発のSteamで配信中。無料、評価 4.70/5(4,975件)、推定所有…

    無料★ 4.70 (4,975)

  • CaseCracker

    SteamBlackRobe

    Adventure・Casual・IndieジャンルのBlackRobe が開発のSteamで配信中。$9.99、評価 4.50/5(2,871件)、推定所有者数 約14万人。

    $9.99★ 4.50 (2,871)

  • IL-2 Sturmovik: Cliffs of Dover Blitz Edition

    SteamTeam Fusion Simulations…

    SimulationジャンルのTeam Fusion Simulations, 1C: Maddox Games が開発のSteamで配信中。$9.99、評価 3.44/5(…

    $9.99★ 3.44 (1,642)

  • Red Orchestra: Ostfront 41-45

    SteamTripwire Interactive

    ActionジャンルのTripwire Interactive が開発のSteamで配信中。$4.99、評価 4.29/5(2,473件)、推定所有者数 約71万人。

    $4.99★ 4.29 (2,473)

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