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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 199 of 593)

Page 199 of 593, sorted by popularity.

Showing 7,129–7,164 of 21,333 (page 199 of 593)

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  • Touhou Monster TD ~ 幻想乡妖怪塔防

    SteamMyACG Studio

    Action・Casual・IndieジャンルのMyACG Studio が開発のSteamで配信中。$18.99、評価 4.46/5(919件)、推定所有者数 約14万人。

    $18.99★ 4.46 (919)

  • Toybox Turbos

    SteamCodemasters

    RacingジャンルのCodemasters が開発のSteamで配信中。無料、評価 4.16/5(1,838件)、推定所有者数 約14万人。

    無料★ 4.16 (1,838)

  • Zet Zillions

    SteamOTA IMON Studios

    StrategyジャンルのOTA IMON Studios が開発のSteamで配信中。$9.99、評価 4.31/5(614件)、推定所有者数 約7万人。

    $9.99★ 4.31 (614)

  • Degrees of Separation

    SteamMoondrop

    Adventure・Casual・IndieジャンルのMoondrop が開発のSteamで配信中。$19.99、評価 3.95/5(1,125件)、推定所有者数 約7万人。

    $19.99★ 3.95 (1,125)

  • Half-Life: A Place in the West

    SteamMichael Pelletier, Ross…

    IndieジャンルのMichael Pelletier, Ross Joseph Gardner が開発のSteamで配信中。無料、評価 4.25/5(730件)、推定所有者…

    無料★ 4.25 (730)

  • Heroes of Annihilated Empires

    SteamGSC Game World

    StrategyジャンルのGSC Game World が開発のSteamで配信中。$7.99、評価 4.14/5(730件)、推定所有者数 約14万人。

    $7.99★ 4.14 (730)

  • Silver Chains

    SteamCracked Heads Games

    Adventure・IndieジャンルのCracked Heads Games が開発のSteamで配信中。$1.74、評価 3.35/5(1,219件)、推定所有者数 約1…

    $1.74★ 3.35 (1,219)

  • The Anacrusis

    SteamStray Bombay

    Action・IndieジャンルのStray Bombay が開発のSteamで配信中。$9.99、評価 2.22/5(1,835件)、推定所有者数 約14万人。

    $9.99★ 2.22 (1,835)

  • Total Miner

    SteamBrandon Moore

    Action・Adventure・Early AccessジャンルのBrandon Moore が開発のSteamで配信中。$2.99、評価 3.72/5(731件)、推定所…

    $2.99★ 3.72 (731)

  • Touhou: Scarlet Curiosity

    SteamAnkake Spa

    Action・RPGジャンルのAnkake Spa が開発のSteamで配信中。$14.99、評価 4.56/5(1,220件)、推定所有者数 約14万人。

    $14.99★ 4.56 (1,220)

  • YEAH! YOU WANT "THOSE GAMES," RIGHT? SO HERE YOU GO! NOW, LET'S SEE YOU CLEAR THEM!

    SteamMONKEYCRAFT Co. Ltd.

    CasualジャンルのMONKEYCRAFT Co. Ltd. が開発のSteamで配信中。$9.99、評価 3.54/5(1,218件)、推定所有者数 約14万人。

    $9.99★ 3.54 (1,218)

  • Love wish

    SteamDouble W

    Action・Casual・IndieジャンルのDouble W が開発のSteamで配信中。$0.99、評価 3.93/5(1,816件)、推定所有者数 約14万人。

    $0.99★ 3.93 (1,816)

  • SCP: Nukalypse

    SteamNikk F.

    Action・Free to Play・IndieジャンルのNikk F. が開発のSteamで配信中。無料、評価 3.38/5(728件)、推定所有者数 約32万人。

    無料★ 3.38 (728)

  • Tiny Troopers

    SteamKukouri

    Action・Indie・StrategyジャンルのKukouri が開発のSteamで配信中。無料、評価 3.96/5(1,215件)、推定所有者数 約14万人。

    無料★ 3.96 (1,215)

  • Chantelise - A Tale of Two Sisters

    SteamEasyGameStation

    Action・Indie・RPGジャンルのEasyGameStation が開発のSteamで配信中。$9.99、評価 3.61/5(725件)、推定所有者数 約32万人。

    $9.99★ 3.61 (725)

  • Duelists of Eden

    SteamThomas Moon Kang

    Action・IndieジャンルのThomas Moon Kang が開発のSteamで配信中。$4.99、評価 4.74/5(905件)、推定所有者数 約14万人。

    $4.99★ 4.74 (905)

  • Space Channel 5: Part 2

    SteamSEGA

    ActionジャンルのSEGA が開発のSteamで配信中。無料、評価 4.35/5(1,809件)、推定所有者数 約14万人。

    無料★ 4.35 (1,809)

  • Cubicle Quest

    SteamIan Isaro

    Indie・RPG・SimulationジャンルのIan Isaro が開発のSteamで配信中。$4.99、評価 3.52/5(721件)、推定所有者数 約32万人。

    $4.99★ 3.52 (721)

  • Doll Impostor

    SteamDavid Gallardo

    Action・Adventure・CasualジャンルのDavid Gallardo が開発のSteamで配信中。$7.79、評価 4.66/5(900件)、推定所有者数 約…

    $7.79★ 4.66 (900)

  • Lone Leader

    SteamSirGoose

    Action・Adventure・IndieジャンルのSirGoose が開発のSteamで配信中。$0.99、評価 1.53/5(360件)、推定所有者数 約32万人。

    $0.99★ 1.53 (360)

  • Quest of Dungeons

    SteamDavid Amador

    Adventure・Indie・RPGジャンルのDavid Amador が開発のSteamで配信中。$4.99、評価 3.60/5(720件)、推定所有者数 約32万人。

    $4.99★ 3.60 (720)

  • Tesla vs Lovecraft

    Steam10tons Ltd

    Action・Indie・RPGジャンルの10tons Ltd が開発のSteamで配信中。$14.99、評価 4.40/5(1,198件)、推定所有者数 約14万人。

    $14.99★ 4.40 (1,198)

  • Wayward

    SteamUnlok

    Adventure・Early Access・IndieジャンルのUnlok が開発のSteamで配信中。$7.99、評価 4.21/5(1,305件)、推定所有者数 約7万…

    $7.99★ 4.21 (1,305)

  • YUR

    SteamYUR Inc

    YUR Inc が開発のSteamで配信中。無料、評価 3.89/5(513件)、推定所有者数 約14万人。

    無料★ 3.89 (513)

  • 全球戒备

    SteamBu Yi Ltd.

    Free to Play・Massively Multiplayer・StrategyジャンルのBu Yi Ltd. が開発のSteamで配信中。無料、評価 3.17/5(1…

    無料★ 3.17 (143)

  • Bad Dream: Fever

    SteamDesert Fox

    Adventure・Free to Play・IndieジャンルのDesert Fox が開発のSteamで配信中。無料、評価 4.00/5(1,193件)、推定所有者数 約…

    無料★ 4.00 (1,193)

  • DETOUR

    SteamGeoff 'Zag' Keene, Rich…

    Indie・StrategyジャンルのGeoff 'Zag' Keene, Richard Keene が開発のSteamで配信中。$1.99、評価 2.95/5(1,786…

    $1.99★ 2.95 (1,786)

  • Star Ruler 2

    SteamBlind Mind Studios, Gla…

    Indie・StrategyジャンルのBlind Mind Studios, Glacicle が開発のSteamで配信中。$19.99、評価 3.93/5(715件)、推定…

    $19.99★ 3.93 (715)

  • Zoochosis

    SteamClapperheads

    SimulationジャンルのClapperheads が開発のSteamで配信中。$24.99、評価 2.85/5(2,044件)、推定所有者数 約7万人。

    $24.99★ 2.85 (2,044)

  • .Forty-Five

    SteamMicrowave Studios

    Action・Adventure・IndieジャンルのMicrowave Studios が開発のSteamで配信中。無料、評価 4.72/5(887件)、推定所有者数 約1…

    無料★ 4.72 (887)

  • A Legionary's Life

    SteamAlessandro Roberti

    Indie・RPGジャンルのAlessandro Roberti が開発のSteamで配信中。$7.99、評価 4.28/5(2,371件)、推定所有者数 約7万人。

    $7.99★ 4.28 (2,371)

  • Haunted Gas Station

    SteamJubleLemonSeed

    Casual・Free to Play・IndieジャンルのJubleLemonSeed が開発のSteamで配信中。無料、評価 3.71/5(1,184件)、推定所有者数 …

    無料★ 3.71 (1,184)

  • Pretty Angel

    SteamGirlGames

    Casual・Indie・RPGジャンルのGirlGames が開発のSteamで配信中。$0.99、評価 4.54/5(3,552件)、推定所有者数 約14万人。

    $0.99★ 4.54 (3,552)

  • Puzzle Cube

    SteamThinkOfGames

    Casual・IndieジャンルのThinkOfGames が開発のSteamで配信中。$1.99、評価 3.58/5(218件)、推定所有者数 約7万人。

    $1.99★ 3.58 (218)

  • Sword of the Stars: Complete Collection

    SteamKerberos Productions In…

    StrategyジャンルのKerberos Productions Inc. が開発のSteamで配信中。$9.99、評価 4.25/5(677件)、推定所有者数 約7万人。

    $9.99★ 4.25 (677)

  • Cover Fire: Offline Shooting Game

    Steam1MB

    Action・Free to Play・Indieジャンルの1MB が開発のSteamで配信中。無料、評価 3.37/5(353件)、推定所有者数 約32万人。

    無料★ 3.37 (353)

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