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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 150 of 593)

Page 150 of 593, sorted by popularity.

Showing 5,365–5,400 of 21,333 (page 150 of 593)

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  • Gato Roboto

    Steamdoinksoft

    Action・Adventure・Indieジャンルのdoinksoft が開発のSteamで配信中。$7.99、評価 4.69/5(4,622件)、推定所有者数 約14万人。

    $7.99★ 4.69 (4,622)

  • Hextech Mayhem: A League of Legends Story

    SteamChoice Provisions

    Action・IndieジャンルのChoice Provisions が開発のSteamで配信中。$9.99、評価 3.94/5(2,308件)、推定所有者数 約32万人。

    $9.99★ 3.94 (2,308)

  • 140

    SteamCarlsen Games

    Action・IndieジャンルのCarlsen Games が開発のSteamで配信中。$4.99、評価 4.58/5(4,604件)、推定所有者数 約32万人。

    $4.99★ 4.58 (4,604)

  • Pro Cycling Manager 2018

    SteamCyanide Studio

    Simulation・SportsジャンルのCyanide Studio が開発のSteamで配信中。$14.99、評価 3.58/5(417件)、推定所有者数 約32万人。

    $14.99★ 3.58 (417)

  • Ultimate Tic-Tac-Toe

    SteamTigerish Games

    Casual・Free to PlayジャンルのTigerish Games が開発のSteamで配信中。無料、評価 4.07/5(1,535件)、推定所有者数 約32万人。

    無料★ 4.07 (1,535)

  • Vampire: The Masquerade - Coteries of New York

    SteamDraw Distance

    IndieジャンルのDraw Distance が開発のSteamで配信中。$2.99、評価 3.61/5(2,879件)、推定所有者数 約14万人。

    $2.99★ 3.61 (2,879)

  • Dead Realm

    SteamSection Studios

    Action・Adventure・IndieジャンルのSection Studios が開発のSteamで配信中。無料、評価 3.06/5(4,575件)、推定所有者数 約3…

    無料★ 3.06 (4,575)

  • Gensokyo Night Festival

    SteamWSS playground, tea_bas…

    Action・Casual・Early AccessジャンルのWSS playground, tea_basira が開発のSteamで配信中。$12.99、評価 3.74/…

    $12.99★ 3.74 (4,566)

  • Hunger Dungeon

    SteamNo Stuck Game Studio

    Action・Adventure・Free to PlayジャンルのNo Stuck Game Studio が開発のSteamで配信中。無料、評価 3.52/5(2,279…

    無料★ 3.52 (2,279)

  • If My Heart Had Wings

    SteamMoeNovel

    Adventure・Casual・SimulationジャンルのMoeNovel が開発のSteamで配信中。$14.99、評価 4.57/5(4,559件)、推定所有者数 …

    $14.99★ 4.57 (4,559)

  • Octogeddon

    SteamAll Yes Good

    Action・Casual・IndieジャンルのAll Yes Good が開発のSteamで配信中。$8.88、評価 4.51/5(1,141件)、推定所有者数 約14万人。

    $8.88★ 4.51 (1,141)

  • Rogue Lords

    SteamLeikir Studio, Cyanide …

    RPG・StrategyジャンルのLeikir Studio, Cyanide Studio が開発のSteamで配信中。$2.49、評価 3.40/5(1,759件)、推定…

    $2.49★ 3.40 (1,759)

  • Romance of the Three Kingdoms Maker

    SteamKOEI TECMO GAMES CO., L…

    SimulationジャンルのKOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。$9.99、評価 3.06/5(326件)、推定所有者数 約3…

    $9.99★ 3.06 (326)

  • Sword of the Stars: The Pit

    SteamKerberos Productions

    Casual・Indie・RPGジャンルのKerberos Productions が開発のSteamで配信中。$9.99、評価 4.09/5(1,527件)、推定所有者数 …

    $9.99★ 4.09 (1,527)

  • Word Game: Episode 0

    SteamTeam9

    Adventure・Indie・RPGジャンルのTeam9 が開発のSteamで配信中。無料、評価 4.92/5(4,538件)、推定所有者数 約14万人。

    無料★ 4.92 (4,538)

  • DON'T SCREAM

    SteamDigital Cybercherries

    Casual・SimulationジャンルのDigital Cybercherries が開発のSteamで配信中。$7.99、評価 3.16/5(4,510件)、推定所有者…

    $7.99★ 3.16 (4,510)

  • Dude, Stop

    SteamTeam HalfBeard

    Adventure・Casual・IndieジャンルのTeam HalfBeard が開発のSteamで配信中。$14.99、評価 4.26/5(2,506件)、推定所有者数…

    $14.99★ 4.26 (2,506)

  • Rushdown Revolt - Alpha Testing

    SteamVortex Games

    Action・Adventure・IndieジャンルのVortex Games が開発のSteamで配信中。無料、評価 3.86/5(1,502件)、推定所有者数 約32万人。

    無料★ 3.86 (1,502)

  • The Basement Collection

    SteamEdmund McMillen, Tyler …

    Adventure・Indie・StrategyジャンルのEdmund McMillen, Tyler Glaiel が開発のSteamで配信中。$3.99、評価 4.22/…

    $3.99★ 4.22 (1,501)

  • Amanda the Adventurer 2

    SteamMANGLEDmaw Games

    Adventure・IndieジャンルのMANGLEDmaw Games が開発のSteamで配信中。$9.99、評価 3.99/5(1,121件)、推定所有者数 約14万人。

    $9.99★ 3.99 (1,121)

  • Pandemic Express - Zombie Escape

    SteamTALLBOYS, tinyBuild

    Action・Indie・Massively MultiplayerジャンルのTALLBOYS, tinyBuild が開発のSteamで配信中。無料、評価 2.89/5(4…

    無料★ 2.89 (4,497)

  • Project CARS - Pagani Edition

    SteamSlightly Mad Studios

    Racing・Simulation・SportsジャンルのSlightly Mad Studios が開発のSteamで配信中。無料、評価 3.14/5(1,498件)、推定…

    無料★ 3.14 (1,498)

  • Quest Hunter

    Steam2 Zombie Games

    Action・Adventure・Indieジャンルの2 Zombie Games が開発のSteamで配信中。$19.99、評価 3.96/5(2,249件)、推定所有者数…

    $19.99★ 3.96 (2,249)

  • Swarm Grinder

    SteamLast Bite Games

    Action・Adventure・IndieジャンルのLast Bite Games が開発のSteamで配信中。$3.19、評価 3.84/5(1,119件)、推定所有者数…

    $3.19★ 3.84 (1,119)

  • Swords 'n Magic and Stuff

    SteamKindred Games

    Adventure・Casual・Early AccessジャンルのKindred Games が開発のSteamで配信中。$24.99、評価 4.59/5(1,120件)、…

    $24.99★ 4.59 (1,120)

  • WasteLand Express 废土快递

    Steam中子星游戏研究所

    Indie・RPG・Strategyジャンルの中子星游戏研究所 が開発のSteamで配信中。$3.99、評価 4.58/5(1,245件)、推定所有者数 約14万人。

    $3.99★ 4.58 (1,245)

  • Crypto Mining Simulator

    SteamSatosha Nakamoti

    Casual・Indie・SimulationジャンルのSatosha Nakamoti が開発のSteamで配信中。$4.99、評価 3.17/5(1,488件)、推定所有…

    $4.99★ 3.17 (1,488)

  • Metal Unit

    SteamJellySnow Studio

    Action・Adventure・IndieジャンルのJellySnow Studio が開発のSteamで配信中。$14.99、評価 4.06/5(2,796件)、推定所有…

    $14.99★ 4.06 (2,796)

  • Solium Infernum

    SteamLeague of Geeks

    Indie・StrategyジャンルのLeague of Geeks が開発のSteamで配信中。$39.99、評価 4.30/5(1,486件)、推定所有者数 約14万人。

    $39.99★ 4.30 (1,486)

  • The Golf Club

    SteamHB Studios

    Simulation・SportsジャンルのHB Studios が開発のSteamで配信中。無料、評価 3.06/5(1,117件)、推定所有者数 約32万人。

    無料★ 3.06 (1,117)

  • The Sandbox Evolution - Craft a 2D Pixel Universe!

    SteamPIXOWL INC.

    Action・Free to Play・IndieジャンルのPIXOWL INC. が開発のSteamで配信中。無料、評価 1.99/5(1,490件)、推定所有者数 約32…

    無料★ 1.99 (1,490)

  • Aperture Hand Lab

    SteamCloudhead Games Ltd.

    AdventureジャンルのCloudhead Games Ltd. が開発のSteamで配信中。無料、評価 4.25/5(1,481件)、推定所有者数 約32万人。

    無料★ 4.25 (1,481)

  • Dead Synchronicity: Tomorrow Comes Today

    SteamFictiorama Studios

    Adventure・IndieジャンルのFictiorama Studios が開発のSteamで配信中。$0.99、評価 4.08/5(1,478件)、推定所有者数 約32…

    $0.99★ 4.08 (1,478)

  • The Oregon Trail

    SteamGameloft

    Adventure・Casual・SimulationジャンルのGameloft が開発のSteamで配信中。$29.99、評価 3.92/5(965件)、推定所有者数 約7…

    $29.99★ 3.92 (965)

  • Tiny Civilization

    Steam喜人一个

    Strategyジャンルの喜人一个 が開発のSteamで配信中。$1.99、評価 4.66/5(2,017件)、推定所有者数 約14万人。

    $1.99★ 4.66 (2,017)

  • A Detective's Novel

    SteamAmaterasu Software

    Adventure・IndieジャンルのAmaterasu Software が開発のSteamで配信中。$1.99、評価 3.24/5(882件)、推定所有者数 約71万人。

    $1.99★ 3.24 (882)

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