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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 162 of 593)

Page 162 of 593, sorted by popularity.

Showing 5,797–5,832 of 21,333 (page 162 of 593)

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  • Arcadegeddon

    SteamIllFonic

    Action・Adventure・Free to PlayジャンルのIllFonic が開発のSteamで配信中。無料、評価 3.55/5(730件)、推定所有者数 約7万人。

    無料★ 3.55 (730)

  • Endgame of Devil

    SteamMiniWhale

    Casual・Indie・RPGジャンルのMiniWhale が開発のSteamで配信中。$6.99、評価 4.33/5(990件)、推定所有者数 約14万人。

    $6.99★ 4.33 (990)

  • Fobia - St. Dinfna Hotel

    SteamPulsatrix Studios

    IndieジャンルのPulsatrix Studios が開発のSteamで配信中。$29.99、評価 4.17/5(1,982件)、推定所有者数 約14万人。

    $29.99★ 4.17 (1,982)

  • Golf Club Nostalgia

    SteamDemagog Studio

    Casual・Indie・SportsジャンルのDemagog Studio が開発のSteamで配信中。$9.99、評価 3.95/5(1,387件)、推定所有者数 約32…

    $9.99★ 3.95 (1,387)

  • Hoa

    SteamSkrollcat Studio

    Action・Adventure・CasualジャンルのSkrollcat Studio が開発のSteamで配信中。$14.99、評価 4.41/5(2,763件)、推定所…

    $14.99★ 4.41 (2,763)

  • Path of the Abyss

    SteamSuzuki Suzuzou

    RPGジャンルのSuzuki Suzuzou が開発のSteamで配信中。$6.99、評価 4.61/5(460件)、推定所有者数 約32万人。

    $6.99★ 4.61 (460)

  • Platform 8

    SteamKOTAKE CREATE

    Adventure・Indie・SimulationジャンルのKOTAKE CREATE が開発のSteamで配信中。$2.79、評価 4.29/5(1,974件)、推定所有…

    $2.79★ 4.29 (1,974)

  • 沉默的蟋蟀

    Steam蓬莱飞鱼工作室

    Adventure・Casual・Indieジャンルの蓬莱飞鱼工作室 が開発のSteamで配信中。$14.99、評価 4.42/5(1,202件)、推定所有者数 約7万人。

    $14.99★ 4.42 (1,202)

  • Batman: Arkham VR

    SteamRocksteady Studios

    AdventureジャンルのRocksteady Studios が開発のSteamで配信中。$19.99、評価 3.19/5(2,300件)、推定所有者数 約14万人。

    $19.99★ 3.19 (2,300)

  • Children of the Sun

    SteamRené Rother

    Action・Indie・StrategyジャンルのRené Rother が開発のSteamで配信中。$14.99、評価 4.62/5(1,723件)、推定所有者数 約14…

    $14.99★ 4.62 (1,723)

  • I Am Alive

    SteamUbisoft Shanghaï

    Action・AdventureジャンルのUbisoft Shanghaï が開発のSteamで配信中。$14.99、評価 3.32/5(2,753件)、推定所有者数 約32…

    $14.99★ 3.32 (2,753)

  • Power Rangers: Battle for the Grid

    SteamnWay, INC

    ActionジャンルのnWay, INC が開発のSteamで配信中。$19.99、評価 4.03/5(1,528件)、推定所有者数 約14万人。

    $19.99★ 4.03 (1,528)

  • SAELIG

    SteamAtorcoppe Games

    Early Access・Indie・RPGジャンルのAtorcoppe Games が開発のSteamで配信中。$14.99、評価 4.12/5(915件)、推定所有者数 …

    $14.99★ 4.12 (915)

  • STASIS: BONE TOTEM

    SteamTHE BROTHERHOOD

    Adventure・IndieジャンルのTHE BROTHERHOOD が開発のSteamで配信中。$19.99、評価 4.64/5(2,289件)、推定所有者数 約14万人。

    $19.99★ 4.64 (2,289)

  • 100 Doors Game - Escape from School

    SteamPeaksel

    Adventure・Casual・Free to PlayジャンルのPeaksel が開発のSteamで配信中。無料、評価 3.55/5(1,050件)、推定所有者数 約14…

    無料★ 3.55 (1,050)

  • Beyond Blue

    SteamE-Line Media

    Adventure・Casual・IndieジャンルのE-Line Media が開発のSteamで配信中。$19.99、評価 4.33/5(1,371件)、推定所有者数 約…

    $19.99★ 4.33 (1,371)

  • Black Skylands: Origins

    SteamHungry Couch Games

    Action・Adventure・IndieジャンルのHungry Couch Games が開発のSteamで配信中。無料、評価 4.14/5(548件)、推定所有者数 約…

    無料★ 4.14 (548)

  • EMPTY SHELL: PROLOGUE

    SteamCC ARTS

    Action・Adventure・Free to PlayジャンルのCC ARTS が開発のSteamで配信中。無料、評価 4.65/5(1,367件)、推定所有者数 約32…

    無料★ 4.65 (1,367)

  • Rocksmith

    SteamUbisoft - San Francisco

    Casual・SimulationジャンルのUbisoft - San Francisco が開発のSteamで配信中。無料、評価 4.49/5(1,365件)、推定所有者数…

    無料★ 4.49 (1,365)

  • WW2 Rebuilder

    SteamMadnetic Games

    Action・Adventure・CasualジャンルのMadnetic Games が開発のSteamで配信中。$19.99、評価 4.25/5(1,302件)、推定所有者…

    $19.99★ 4.25 (1,302)

  • Creepy Tale 2

    SteamCreepy Brothers

    Adventure・IndieジャンルのCreepy Brothers が開発のSteamで配信中。$4.99、評価 4.21/5(1,357件)、推定所有者数 約14万人。

    $4.99★ 4.21 (1,357)

  • Drug Dealer Simulator: Free Sample

    SteamByterunners Game Studio

    Action・Casual・Free to PlayジャンルのByterunners Game Studio が開発のSteamで配信中。無料、評価 4.30/5(2,721…

    無料★ 4.30 (2,721)

  • Lust for Darkness

    SteamMovie Games Lunarium

    Adventure・IndieジャンルのMovie Games Lunarium が開発のSteamで配信中。$14.99、評価 3.38/5(3,404件)、推定所有者数 …

    $14.99★ 3.38 (3,404)

  • Mysteria ~Occult Shadows~

    SteamU-Secret Studio

    Action・Adventure・IndieジャンルのU-Secret Studio が開発のSteamで配信中。$12.99、評価 3.16/5(3,399件)、推定所有者…

    $12.99★ 3.16 (3,399)

  • Narcosis

    SteamHonor Code, Inc.

    Adventure・IndieジャンルのHonor Code, Inc. が開発のSteamで配信中。$14.99、評価 3.71/5(1,358件)、推定所有者数 約32万…

    $14.99★ 3.71 (1,358)

  • Throne of Lies: Medieval Politics

    SteamPT.farm Inc., Imperium4…

    RPGジャンルのPT.farm Inc., Imperium42®, LLC が開発のSteamで配信中。無料、評価 3.73/5(2,718件)、推定所有者数 約32万人。

    無料★ 3.73 (2,718)

  • Ys: The Oath in Felghana

    SteamNihon Falcom

    Action・Adventure・RPGジャンルのNihon Falcom が開発のSteamで配信中。$14.99、評価 4.65/5(1,945件)、推定所有者数 約14…

    $14.99★ 4.65 (1,945)

  • FATAL FRAME / PROJECT ZERO: Mask of the Lunar Eclipse

    SteamKOEI TECMO GAMES CO., L…

    AdventureジャンルのKOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。$49.99、評価 4.44/5(1,503件)、推定所有者数 …

    $49.99★ 4.44 (1,503)

  • Little Noah: Scion of Paradise

    SteamCygames, Inc., Groundin…

    Action・Casual・RPGジャンルのCygames, Inc., Grounding Inc. が開発のSteamで配信中。$14.99、評価 4.57/5(1,93…

    $14.99★ 4.57 (1,935)

  • Looking Up I See Only A Ceiling

    Steamsilver978

    Adventure・Indieジャンルのsilver978 が開発のSteamで配信中。$1.99、評価 4.35/5(2,259件)、推定所有者数 約14万人。

    $1.99★ 4.35 (2,259)

  • Lumino City

    SteamState of Play

    Adventure・Casual・IndieジャンルのState of Play が開発のSteamで配信中。$11.99、評価 4.25/5(1,352件)、推定所有者数 …

    $11.99★ 4.25 (1,352)

  • Super Blue Boy Planet

    SteamNanningsGames

    Free to Play・IndieジャンルのNanningsGames が開発のSteamで配信中。無料、評価 4.50/5(2,706件)、推定所有者数 約32万人。

    無料★ 4.50 (2,706)

  • Tower Tactics: Liberation

    Steamasraworks

    Indie・Strategyジャンルのasraworks が開発のSteamで配信中。$12.99、評価 4.37/5(1,126件)、推定所有者数 約14万人。

    $12.99★ 4.37 (1,126)

  • Uriel's Chasm

    SteamRail Slave Games

    Adventure・Casual・IndieジャンルのRail Slave Games が開発のSteamで配信中。$4.99、評価 0.84/5(2,710件)、推定所有者…

    $4.99★ 0.84 (2,710)

  • Disillusions Manga Horror

    SteamStephenAllen

    Adventure・IndieジャンルのStephenAllen が開発のSteamで配信中。$1.99、評価 2.76/5(537件)、推定所有者数 約71万人。

    $1.99★ 2.76 (537)

  • Steel Rats

    SteamTate Multimedia

    Action・RacingジャンルのTate Multimedia が開発のSteamで配信中。$9.99、評価 2.74/5(1,347件)、推定所有者数 約32万人。

    $9.99★ 2.74 (1,347)

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