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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 152 of 593)

Page 152 of 593, sorted by popularity.

Showing 5,437–5,472 of 21,333 (page 152 of 593)

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  • Dark Devotion

    SteamHibernian Workshop

    Action・Adventure・CasualジャンルのHibernian Workshop が開発のSteamで配信中。$19.99、評価 3.67/5(2,344件)、推…

    $19.99★ 3.67 (2,344)

  • Lurk in the Dark : Prologue

    SteamIDEA FRUITION

    Action・Free to Play・IndieジャンルのIDEA FRUITION が開発のSteamで配信中。無料、評価 4.36/5(2,112件)、推定所有者数 約…

    無料★ 4.36 (2,112)

  • 10 Minutes Till Dawn

    Steamflanne

    Action・Free to Play・Indieジャンルのflanne が開発のSteamで配信中。無料、評価 4.75/5(4,195件)、推定所有者数 約32万人。

    無料★ 4.75 (4,195)

  • Dude Simulator 3

    SteamKiddy

    Action・Adventure・IndieジャンルのKiddy が開発のSteamで配信中。$4.99、評価 3.31/5(2,099件)、推定所有者数 約32万人。

    $4.99★ 3.31 (2,099)

  • Sparkle 2 Evo

    Steam

    Action・Adventure・CasualジャンルのSteamで配信中。$4.99、評価 3.58/5(2,094件)、推定所有者数 約32万人。

    $4.99★ 3.58 (2,094)

  • 黄毛漂流记

    SteamBalloonsGame

    Casual・Indie・RPGジャンルのBalloonsGame が開発のSteamで配信中。$1.63、評価 4.37/5(1,549件)、推定所有者数 約7万人。

    $1.63★ 4.37 (1,549)

  • Crisis in the Kremlin

    SteamNostalgames

    Indie・Simulation・StrategyジャンルのNostalgames が開発のSteamで配信中。$4.99、評価 4.12/5(1,387件)、推定所有者数 …

    $4.99★ 4.12 (1,387)

  • Interstellar Space: Genesis

    SteamPraxis Games

    Indie・StrategyジャンルのPraxis Games が開発のSteamで配信中。$9.89、評価 4.06/5(772件)、推定所有者数 約14万人。

    $9.89★ 4.06 (772)

  • Midnight Fight Express

    SteamJacob Dzwinel

    Action・IndieジャンルのJacob Dzwinel が開発のSteamで配信中。$19.99、評価 4.39/5(2,312件)、推定所有者数 約14万人。

    $19.99★ 4.39 (2,312)

  • Stay Out of the House

    SteamPuppet Combo

    Action・Adventure・IndieジャンルのPuppet Combo が開発のSteamで配信中。$14.99、評価 4.67/5(1,488件)、推定所有者数 約…

    $14.99★ 4.67 (1,488)

  • HOARD

    SteamBig Sandwich Games, Str…

    Action・Casual・IndieジャンルのBig Sandwich Games, Stratecade LLC が開発のSteamで配信中。$3.99、評価 3.92/…

    $3.99★ 3.92 (1,038)

  • Intrusion 2

    SteamAleksei Abramenko

    Action・IndieジャンルのAleksei Abramenko が開発のSteamで配信中。$9.99、評価 4.40/5(2,071件)、推定所有者数 約32万人。

    $9.99★ 4.40 (2,071)

  • Reus 2

    SteamAbbey Games

    Indie・Simulation・StrategyジャンルのAbbey Games が開発のSteamで配信中。$24.99、評価 4.71/5(1,928件)、推定所有者数…

    $24.99★ 4.71 (1,928)

  • Trials on Tatooine

    SteamILMxLAB

    ActionジャンルのILMxLAB が開発のSteamで配信中。無料、評価 3.85/5(1,380件)、推定所有者数 約32万人。

    無料★ 3.85 (1,380)

  • UFO: Afterlight

    SteamAltar Games

    Indie・StrategyジャンルのAltar Games が開発のSteamで配信中。$6.99、評価 3.05/5(517件)、推定所有者数 約32万人。

    $6.99★ 3.05 (517)

  • Eastshade

    SteamEastshade Studios

    Adventure・IndieジャンルのEastshade Studios が開発のSteamで配信中。$24.99、評価 4.42/5(5,157件)、推定所有者数 約14…

    $24.99★ 4.42 (5,157)

  • STANDBOX

    SteamRealityBeholder

    Action・Casual・IndieジャンルのRealityBeholder が開発のSteamで配信中。$7.99、評価 4.59/5(2,167件)、推定所有者数 約7…

    $7.99★ 4.59 (2,167)

  • BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT

    SteamJoeveno

    Action・Adventure・IndieジャンルのJoeveno が開発のSteamで配信中。$4.99、評価 4.89/5(2,053件)、推定所有者数 約14万人。

    $4.99★ 4.89 (2,053)

  • Builders of Egypt: Prologue

    SteamStrategy Labs

    Indie・Simulation・StrategyジャンルのStrategy Labs が開発のSteamで配信中。無料、評価 3.56/5(4,103件)、推定所有者数 約…

    無料★ 3.56 (4,103)

  • KILL KNIGHT

    SteamPlaySide

    ActionジャンルのPlaySide が開発のSteamで配信中。$14.99、評価 4.65/5(1,576件)、推定所有者数 約14万人。

    $14.99★ 4.65 (1,576)

  • Police Simulator: Patrol Duty

    SteamBigmoon Entertainment

    SimulationジャンルのBigmoon Entertainment が開発のSteamで配信中。$17.99、評価 2.54/5(4,093件)、推定所有者数 約32万…

    $17.99★ 2.54 (4,093)

  • Praey for the Gods

    SteamNo Matter Studios

    Action・Adventure・IndieジャンルのNo Matter Studios が開発のSteamで配信中。$29.99、評価 3.98/5(2,934件)、推定所…

    $29.99★ 3.98 (2,934)

  • Agarest: Generations of War

    SteamIdea Factory

    Adventure・RPG・StrategyジャンルのIdea Factory が開発のSteamで配信中。$14.99、評価 3.46/5(1,847件)、推定所有者数 約…

    $14.99★ 3.46 (1,847)

  • Atom Zombie Smasher

    SteamBlendo Games

    Indie・StrategyジャンルのBlendo Games が開発のSteamで配信中。$9.99、評価 4.41/5(2,032件)、推定所有者数 約32万人。

    $9.99★ 4.41 (2,032)

  • DeadCore

    Steam5 Bits Games

    Action・Indieジャンルの5 Bits Games が開発のSteamで配信中。$9.99、評価 4.17/5(2,031件)、推定所有者数 約32万人。

    $9.99★ 4.17 (2,031)

  • Minimalist Tower Defense

    SteamHappy213

    Casual・Indie・StrategyジャンルのHappy213 が開発のSteamで配信中。$4.99、評価 4.72/5(1,311件)、推定所有者数 約7万人。

    $4.99★ 4.72 (1,311)

  • Project Lazarus

    SteamTerapoly

    Action・CasualジャンルのTerapoly が開発のSteamで配信中。$5.99、評価 3.92/5(1,357件)、推定所有者数 約32万人。

    $5.99★ 3.92 (1,357)

  • Space Hulk (Classic)

    SteamFull Control Studios

    Indie・StrategyジャンルのFull Control Studios が開発のSteamで配信中。$13.39、評価 3.44/5(2,035件)、推定所有者数 約…

    $13.39★ 3.44 (2,035)

  • Touhou Blooming Chaos 2

    Steam二色幽紫蝶, re零同人社

    Action・Adventure・Indieジャンルの二色幽紫蝶, re零同人社 が開発のSteamで配信中。$5.99、評価 4.60/5(2,542件)、推定所有者数 約…

    $5.99★ 4.60 (2,542)

  • Gridiron

    Steam1336 Studios

    Action・Early Access・Free to Playジャンルの1336 Studios が開発のSteamで配信中。無料、評価 3.86/5(2,019件)、推定…

    無料★ 3.86 (2,019)

  • Mineirinho Director's Cut

    SteamSinned Games

    Action・IndieジャンルのSinned Games が開発のSteamで配信中。$0.99、評価 3.17/5(2,030件)、推定所有者数 約32万人。

    $0.99★ 3.17 (2,030)

  • Space industrial empire

    Steam游戏养家工作室

    Casual・Indie・Strategyジャンルの游戏养家工作室 が開発のSteamで配信中。$5.39、評価 4.23/5(999件)、推定所有者数 約7万人。

    $5.39★ 4.23 (999)

  • Star Trek: Resurgence

    SteamDramatic Labs

    AdventureジャンルのDramatic Labs が開発のSteamで配信中。$24.99、評価 4.44/5(2,026件)、推定所有者数 約14万人。

    $24.99★ 4.44 (2,026)

  • Super Star

    SteamDream Works

    Adventure・Indie・SimulationジャンルのDream Works が開発のSteamで配信中。無料、評価 3.83/5(4,049件)、推定所有者数 約3…

    無料★ 3.83 (4,049)

  • Doodle God Blitz

    SteamJoyBits Ltd.

    Casual・Free to Play・IndieジャンルのJoyBits Ltd. が開発のSteamで配信中。無料、評価 3.24/5(804件)、推定所有者数 約32万…

    無料★ 3.24 (804)

  • Dude Simulator 2

    SteamKiddy

    Action・Adventure・IndieジャンルのKiddy が開発のSteamで配信中。$0.79、評価 2.73/5(2,018件)、推定所有者数 約32万人。

    $0.79★ 2.73 (2,018)

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