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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 127 of 593)

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Showing 4,537–4,572 of 21,333 (page 127 of 593)

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  • Warfork

    SteamTeam Forbidden

    Action・Early Access・Free to PlayジャンルのTeam Forbidden が開発のSteamで配信中。無料、評価 4.40/5(2,227件)、…

    無料★ 4.40 (2,227)

  • Bounty Train

    SteamCorbie Games

    Indie・Simulation・StrategyジャンルのCorbie Games が開発のSteamで配信中。$0.99、評価 3.40/5(1,653件)、推定所有者数…

    $0.99★ 3.40 (1,653)

  • Bridge Constructor

    SteamClockStone

    Casual・Indie・SimulationジャンルのClockStone が開発のSteamで配信中。$9.99、評価 3.71/5(1,659件)、推定所有者数 約32…

    $9.99★ 3.71 (1,659)

  • Capcom Beat 'Em Up Bundle

    SteamCAPCOM Co., Ltd.

    ActionジャンルのCAPCOM Co., Ltd. が開発のSteamで配信中。$9.99、評価 4.28/5(1,327件)、推定所有者数 約32万人。

    $9.99★ 4.28 (1,327)

  • Hacker Simulator

    SteamSave All Studio

    Indie・SimulationジャンルのSave All Studio が開発のSteamで配信中。$24.99、評価 3.66/5(1,107件)、推定所有者数 約32万…

    $24.99★ 3.66 (1,107)

  • Parkasaurus

    SteamWashbear Studio

    Simulation・StrategyジャンルのWashbear Studio が開発のSteamで配信中。$3.74、評価 4.62/5(3,020件)、推定所有者数 約1…

    $3.74★ 4.62 (3,020)

  • Touhou Hero of Ice Fairy: Prologue

    SteamGAMEPULSE 游戏脉冲

    Action・Adventure・Free to PlayジャンルのGAMEPULSE 游戏脉冲 が開発のSteamで配信中。無料、評価 4.84/5(3,307件)、推定所…

    無料★ 4.84 (3,307)

  • Digimon Survive

    SteamHYDE, Inc.

    RPGジャンルのHYDE, Inc. が開発のSteamで配信中。$9.59、評価 3.92/5(3,288件)、推定所有者数 約14万人。

    $9.59★ 3.92 (3,288)

  • Walkabout Mini Golf VR

    SteamMighty Coconut

    Casual・Indie・SportsジャンルのMighty Coconut が開発のSteamで配信中。$24.99、評価 4.86/5(3,133件)、推定所有者数 約1…

    $24.99★ 4.86 (3,133)

  • Seduce Me the Otome

    SteamMichaela Laws

    Casual・SimulationジャンルのMichaela Laws が開発のSteamで配信中。無料、評価 4.26/5(2,179件)、推定所有者数 約32万人。

    無料★ 4.26 (2,179)

  • Tales & Tactics

    SteamTable 9 Studio

    Adventure・RPG・StrategyジャンルのTable 9 Studio が開発のSteamで配信中。$17.99、評価 3.87/5(1,768件)、推定所有者数…

    $17.99★ 3.87 (1,768)

  • The Panic Room

    SteamGameXP.com

    Adventure・Casual・Free to PlayジャンルのGameXP.com が開発のSteamで配信中。無料、評価 2.67/5(545件)、推定所有者数 約3…

    無料★ 2.67 (545)

  • 12 Labours of Hercules II: The Cretan Bull

    SteamJetdogs Studios, Zoom O…

    Adventure・Casual・IndieジャンルのJetdogs Studios, Zoom Out Games が開発のSteamで配信中。$2.99、評価 4.45/…

    $2.99★ 4.45 (2,174)

  • Spacebase DF-9

    SteamDouble Fine Productions

    Indie・Simulation・StrategyジャンルのDouble Fine Productions が開発のSteamで配信中。$9.99、評価 0.85/5(4,3…

    $9.99★ 0.85 (4,309)

  • Zoo 2: Animal Park

    SteamKING Art

    Casual・Free to Play・SimulationジャンルのKING Art が開発のSteamで配信中。無料、評価 3.83/5(1,470件)、推定所有者数 約…

    無料★ 3.83 (1,470)

  • Elven Assassin

    SteamWenkly Studio Sp. z o.o.

    Action・Adventure・IndieジャンルのWenkly Studio Sp. z o.o. が開発のSteamで配信中。$19.99、評価 4.06/5(643件…

    $19.99★ 4.06 (643)

  • Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars

    SteamKONAMI

    RPGジャンルのKONAMI が開発のSteamで配信中。$24.99、評価 4.72/5(1,785件)、推定所有者数 約7万人。

    $24.99★ 4.72 (1,785)

  • Tracks - The Train Set Game

    SteamWhoop Group

    Indie・Racing・SimulationジャンルのWhoop Group が開発のSteamで配信中。$4.59、評価 4.63/5(1,432件)、推定所有者数 約3…

    $4.59★ 4.63 (1,432)

  • Until You Fall

    SteamSchell Games

    Action・Adventure・IndieジャンルのSchell Games が開発のSteamで配信中。$24.99、評価 4.67/5(3,224件)、推定所有者数 約…

    $24.99★ 4.67 (3,224)

  • Adorables

    SteamWhite Rabbit

    Casual・Indie・SportsジャンルのWhite Rabbit が開発のSteamで配信中。$2.39、評価 3.79/5(1,166件)、推定所有者数 約32万人。

    $2.39★ 3.79 (1,166)

  • FINAL FANTASY VI

    SteamSquare Enix

    RPGジャンルのSquare Enix が開発のSteamで配信中。無料、評価 4.06/5(2,565件)、推定所有者数 約32万人。

    無料★ 4.06 (2,565)

  • HELLGATE: London

    SteamT3Entertainment

    Action・RPGジャンルのT3Entertainment が開発のSteamで配信中。$12.99、評価 2.75/5(2,206件)、推定所有者数 約14万人。

    $12.99★ 2.75 (2,206)

  • Kidnapped Girl

    SteamTroyHolman

    Adventure・Casual・Free to PlayジャンルのTroyHolman が開発のSteamで配信中。無料、評価 4.26/5(6,372件)、推定所有者数 …

    無料★ 4.26 (6,372)

  • PRO EVOLUTION SOCCER 2019 LITE

    SteamKonami Digital Entertai…

    SportsジャンルのKonami Digital Entertainment が開発のSteamで配信中。無料、評価 2.97/5(2,551件)、推定所有者数 約71万人。

    無料★ 2.97 (2,551)

  • Barro 2020

    SteamSC Jogos

    Casual・Indie・RacingジャンルのSC Jogos が開発のSteamで配信中。$0.49、評価 4.20/5(1,812件)、推定所有者数 約32万人。

    $0.49★ 4.20 (1,812)

  • Requiem: Rise of the Reaver

    SteamGravity Interactive, In…

    Action・Adventure・CasualジャンルのGravity Interactive, Inc. が開発のSteamで配信中。無料、評価 3.22/5(903件)、…

    無料★ 3.22 (903)

  • The Golf Club 2019 featuring PGA TOUR

    SteamHB Studios Multimedia L…

    Indie・Simulation・SportsジャンルのHB Studios Multimedia Ltd. が開発のSteamで配信中。無料、評価 3.69/5(2,439…

    無料★ 3.69 (2,439)

  • Valfaris

    SteamSteel Mantis

    Action・IndieジャンルのSteel Mantis が開発のSteamで配信中。$2.49、評価 4.05/5(2,534件)、推定所有者数 約32万人。

    $2.49★ 4.05 (2,534)

  • 35MM

    SteamНосков Сергей

    IndieジャンルのНосков Сергей が開発のSteamで配信中。$8.99、評価 3.50/5(4,193件)、推定所有者数 約32万人。

    $8.99★ 3.50 (4,193)

  • Beast Saga

    Steam嘉兴黑曜石(Jiaxing Obsidian)

    Adventure・Indie・RPGジャンルの嘉兴黑曜石(Jiaxing Obsidian) が開発のSteamで配信中。$15.29、評価 3.97/5(1,122件)、…

    $15.29★ 3.97 (1,122)

  • Birth

    SteamMadison Karrh

    Adventure・IndieジャンルのMadison Karrh が開発のSteamで配信中。$10.99、評価 4.78/5(3,152件)、推定所有者数 約32万人。

    $10.99★ 4.78 (3,152)

  • Glyphica: Typing Survival

    SteamaliasBLACK

    Action・Early Access・IndieジャンルのaliasBLACK が開発のSteamで配信中。$9.99、評価 4.40/5(1,146件)、推定所有者数 約…

    $9.99★ 4.40 (1,146)

  • Redfall

    SteamArkane Austin

    Action・AdventureジャンルのArkane Austin が開発のSteamで配信中。$39.99、評価 1.79/5(4,497件)、推定所有者数 約14万人。

    $39.99★ 1.79 (4,497)

  • The Crown of Leaves

    SteamLingrimm

    Adventure・Casual・IndieジャンルのLingrimm が開発のSteamで配信中。$3.89、評価 4.74/5(2,092件)、推定所有者数 約32万人。

    $3.89★ 4.74 (2,092)

  • #monstercakes

    SteamPaleno Games

    Casual・IndieジャンルのPaleno Games が開発のSteamで配信中。$0.99、評価 4.28/5(855件)、推定所有者数 約14万人。

    $0.99★ 4.28 (855)

  • DLC Quest

    SteamGoing Loud Studios

    IndieジャンルのGoing Loud Studios が開発のSteamで配信中。$2.99、評価 4.38/5(6,244件)、推定所有者数 約32万人。

    $2.99★ 4.38 (6,244)

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