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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 117 of 593)

Page 117 of 593, sorted by popularity.

Showing 4,177–4,212 of 21,333 (page 117 of 593)

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  • Oceanhorn: Monster of Uncharted Seas

    SteamCornfox & Brothers Ltd.

    Action・Adventure・IndieジャンルのCornfox & Brothers Ltd. が開発のSteamで配信中。$14.99、評価 3.89/5(2,070…

    $14.99★ 3.89 (2,070)

  • Poly Bridge 3

    SteamDry Cactus

    SimulationジャンルのDry Cactus が開発のSteamで配信中。$19.99、評価 4.76/5(1,628件)、推定所有者数 約14万人。

    $19.99★ 4.76 (1,628)

  • PRO EVOLUTION SOCCER 2018 LITE

    SteamKonami Digital Entertai…

    SportsジャンルのKonami Digital Entertainment Co., Ltd が開発のSteamで配信中。無料、評価 2.40/5(1,517件)、推定所…

    無料★ 2.40 (1,517)

  • Renowned Explorers: International Society

    SteamAbbey Games

    Adventure・Indie・RPGジャンルのAbbey Games が開発のSteamで配信中。$19.99、評価 4.53/5(2,847件)、推定所有者数 約32万人。

    $19.99★ 4.53 (2,847)

  • School Days

    Steam白雨工作室

    Casual・Indie・RPGジャンルの白雨工作室 が開発のSteamで配信中。$11.24、評価 3.88/5(2,853件)、推定所有者数 約14万人。

    $11.24★ 3.88 (2,853)

  • Space Hulk: Deathwing

    SteamStreum On Studio

    Action・AdventureジャンルのStreum On Studio が開発のSteamで配信中。$29.99、評価 2.65/5(5,702件)、推定所有者数 約32…

    $29.99★ 2.65 (5,702)

  • The Cat Lady

    SteamHarvester Games

    Adventure・IndieジャンルのHarvester Games が開発のSteamで配信中。$8.99、評価 4.65/5(5,703件)、推定所有者数 約32万人。

    $8.99★ 4.65 (5,703)

  • Paper Bride

    SteamHeartBeat Plus

    Adventure・Casual・IndieジャンルのHeartBeat Plus が開発のSteamで配信中。$7.99、評価 4.52/5(2,054件)、推定所有者数 …

    $7.99★ 4.52 (2,054)

  • Penumbra Overture

    SteamFrictional Games

    Action・Adventure・IndieジャンルのFrictional Games が開発のSteamで配信中。$9.99、評価 4.47/5(3,783件)、推定所有者…

    $9.99★ 4.47 (3,783)

  • PICO PARK

    SteamTECOPARK

    Action・Casual・IndieジャンルのTECOPARK が開発のSteamで配信中。無料、評価 3.50/5(1,513件)、推定所有者数 約32万人。

    無料★ 3.50 (1,513)

  • Chasm

    SteamBit Kid, Inc.

    Action・Adventure・IndieジャンルのBit Kid, Inc. が開発のSteamで配信中。$19.99、評価 3.55/5(2,495件)、推定所有者数 …

    $19.99★ 3.55 (2,495)

  • East Trade Tycoon: Inheritance

    SteamPandaUpStudio

    Casual・SimulationジャンルのPandaUpStudio が開発のSteamで配信中。$2.39、評価 4.62/5(1,878件)、推定所有者数 約14万人。

    $2.39★ 4.62 (1,878)

  • Tactical Monsters Rumble Arena

    SteamCamex Games

    Adventure・Free to Play・IndieジャンルのCamex Games が開発のSteamで配信中。無料、評価 4.40/5(4,493件)、推定所有者数 …

    無料★ 4.40 (4,493)

  • DEEP SPACE WAIFU

    SteamNeko Climax Studios

    Action・Casual・IndieジャンルのNeko Climax Studios が開発のSteamで配信中。$4.99、評価 4.81/5(7,474件)、推定所有者…

    $4.99★ 4.81 (7,474)

  • MMORPG Tycoon 2

    SteamVectorStorm Pty Ltd

    Early Access・Indie・SimulationジャンルのVectorStorm Pty Ltd が開発のSteamで配信中。$24.99、評価 4.24/5(2,…

    $24.99★ 4.24 (2,861)

  • Monkey Island 2 Special Edition: LeChuck’s Revenge

    SteamLucasArts

    AdventureジャンルのLucasArts が開発のSteamで配信中。$9.99、評価 4.72/5(2,790件)、推定所有者数 約32万人。

    $9.99★ 4.72 (2,790)

  • Steel Ocean

    SteamChangyou.com Limited

    Free to Play・Massively Multiplayer・SimulationジャンルのChangyou.com Limited が開発のSteamで配信中。無料…

    無料★ 3.39 (4,467)

  • Star Valor

    SteamRafael Burgos

    Action・Indie・RPGジャンルのRafael Burgos が開発のSteamで配信中。$24.99、評価 4.42/5(2,784件)、推定所有者数 約14万人。

    $24.99★ 4.42 (2,784)

  • AER Memories of Old

    SteamForgotten Key

    Adventure・IndieジャンルのForgotten Key が開発のSteamで配信中。$1.49、評価 4.24/5(7,377件)、推定所有者数 約32万人。

    $1.49★ 4.24 (7,377)

  • One Finger Death Punch 2

    SteamSilver Dollar Games

    Action・Casual・IndieジャンルのSilver Dollar Games が開発のSteamで配信中。$7.99、評価 4.79/5(4,421件)、推定所有者…

    $7.99★ 4.79 (4,421)

  • Tattletail

    SteamWaygetter Electronics

    Action・IndieジャンルのWaygetter Electronics が開発のSteamで配信中。$7.99、評価 4.69/5(4,413件)、推定所有者数 約32…

    $7.99★ 4.69 (4,413)

  • Tom Clancy's Splinter Cell Conviction

    SteamUbisoft Montreal

    ActionジャンルのUbisoft Montreal が開発のSteamで配信中。$9.99、評価 3.53/5(4,436件)、推定所有者数 約71万人。

    $9.99★ 3.53 (4,436)

  • ELYON

    SteamBluehole Studio, Inc.

    Action・Adventure・Free to PlayジャンルのBluehole Studio, Inc. が開発のSteamで配信中。無料、評価 2.63/5(4,38…

    無料★ 2.63 (4,389)

  • LIV

    SteamLIV Inc

    LIV Inc が開発のSteamで配信中。無料、評価 4.20/5(918件)、推定所有者数 約32万人。

    無料★ 4.20 (918)

  • Vertigo 2

    SteamZach Tsiakalis-Brown

    Action・Adventure・IndieジャンルのZach Tsiakalis-Brown が開発のSteamで配信中。$29.99、評価 4.73/5(2,440件)、…

    $29.99★ 4.73 (2,440)

  • Hyper Light Breaker

    SteamHeart Machine

    Action・Adventure・Early AccessジャンルのHeart Machine が開発のSteamで配信中。$29.99、評価 3.17/5(3,415件)、…

    $29.99★ 3.17 (3,415)

  • The Legend of Heroes: Trails of Cold Steel IV

    SteamNihon Falcom, Engine So…

    RPGジャンルのNihon Falcom, Engine Software BV, PH3 GmbH が開発のSteamで配信中。$59.99、評価 4.54/5(2,231…

    $59.99★ 4.54 (2,231)

  • Wet Girl

    SteamWet Girl

    Adventure・Casual・IndieジャンルのWet Girl が開発のSteamで配信中。$0.99、評価 4.27/5(5,461件)、推定所有者数 約32万人。

    $0.99★ 4.27 (5,461)

  • Who's Lila?

    SteamGarage Heathen

    Adventure・Casual・IndieジャンルのGarage Heathen が開発のSteamで配信中。$11.99、評価 4.71/5(2,731件)、推定所有者数…

    $11.99★ 4.71 (2,731)

  • Life is Strange: Before the Storm Remastered

    SteamDeck Nine

    Action・AdventureジャンルのDeck Nine が開発のSteamで配信中。$39.99、評価 4.00/5(2,722件)、推定所有者数 約14万人。

    $39.99★ 4.00 (2,722)

  • The Jackbox Megapicker

    SteamJackbox Games, Inc.

    Free to PlayジャンルのJackbox Games, Inc. が開発のSteamで配信中。無料、評価 3.65/5(706件)、推定所有者数 約14万人。

    無料★ 3.65 (706)

  • Airborne Kingdom

    SteamThe Wandering Band LLC

    Adventure・Indie・SimulationジャンルのThe Wandering Band LLC が開発のSteamで配信中。$24.99、評価 4.27/5(2,…

    $24.99★ 4.27 (2,161)

  • Patron

    SteamOverseer Games

    Simulation・StrategyジャンルのOverseer Games が開発のSteamで配信中。$3.99、評価 3.58/5(2,995件)、推定所有者数 約14…

    $3.99★ 3.58 (2,995)

  • BADLAND: Game of the Year Edition

    SteamFrogmind

    Action・Adventure・IndieジャンルのFrogmind が開発のSteamで配信中。$9.99、評価 4.22/5(3,077件)、推定所有者数 約32万人。

    $9.99★ 4.22 (3,077)

  • Organ Trail: Director's Cut

    SteamThe Men Who Wear Many H…

    Indie・StrategyジャンルのThe Men Who Wear Many Hats が開発のSteamで配信中。$4.99、評価 4.35/5(3,068件)、推定所…

    $4.99★ 4.35 (3,068)

  • Some Some Convenience Store

    SteamTALESSHOP Co., Ltd.

    Adventure・Casual・IndieジャンルのTALESSHOP Co., Ltd. が開発のSteamで配信中。$7.49、評価 4.77/5(3,078件)、推定…

    $7.49★ 4.77 (3,078)

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