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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 257 of 593)

Page 257 of 593, sorted by popularity.

Showing 9,217–9,252 of 21,333 (page 257 of 593)

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  • Soccer Manager 2015

    SteamSoccer Manager Ltd

    Free to Play・SportsジャンルのSoccer Manager Ltd が開発のSteamで配信中。無料、評価 3.24/5(506件)、推定所有者数 約14万…

    無料★ 3.24 (506)

  • The Dwarves

    SteamKING Art

    RPGジャンルのKING Art が開発のSteamで配信中。$39.99、評価 3.60/5(2,023件)、推定所有者数 約7万人。

    $39.99★ 3.60 (2,023)

  • Wanderer

    SteamMighty Eyes

    Action・AdventureジャンルのMighty Eyes が開発のSteamで配信中。$39.99、評価 4.14/5(1,012件)、推定所有者数 約7万人。

    $39.99★ 4.14 (1,012)

  • HoloCure

    itch.ioKay Yu

    A 'survivors' like, free unofficial Hololive fan game!

    無料★ 4.92 (5,188)

  • Sentience: The Android's Tale

    SteamPilgrim Adventures

    Adventure・IndieジャンルのPilgrim Adventures が開発のSteamで配信中。$0.79、評価 4.11/5(167件)、推定所有者数 約14万人。

    $0.79★ 4.11 (167)

  • Shattered Horizon

    SteamFuturemark

    Action・IndieジャンルのFuturemark が開発のSteamで配信中。無料、評価 4.09/5(503件)、推定所有者数 約14万人。

    無料★ 4.09 (503)

  • The Guild II - Pirates of the European Seas

    Steam4HEAD Studios

    Simulation・Strategyジャンルの4HEAD Studios が開発のSteamで配信中。$9.99、評価 3.29/5(250件)、推定所有者数 約14万人。

    $9.99★ 3.29 (250)

  • Whiteboyz Wit Attitude: The Pursuit of Money

    SteamMichaelArts

    Free to PlayジャンルのMichaelArts が開発のSteamで配信中。無料、評価 4.59/5(502件)、推定所有者数 約14万人。

    無料★ 4.59 (502)

  • Apocalipsis

    SteamPunch Punk Games

    Adventure・Casual・IndieジャンルのPunch Punk Games が開発のSteamで配信中。$6.99、評価 3.38/5(499件)、推定所有者数 …

    $6.99★ 3.38 (499)

  • Arkham Horror: Mother's Embrace

    SteamTwin Sails Interactive

    Adventure・RPGジャンルのTwin Sails Interactive が開発のSteamで配信中。$19.99、評価 2.94/5(664件)、推定所有者数 約7…

    $19.99★ 2.94 (664)

  • Barn Finders: The Pilot

    SteamDuality Games

    Adventure・Casual・IndieジャンルのDuality Games が開発のSteamで配信中。無料、評価 4.44/5(499件)、推定所有者数 約14万人。

    無料★ 4.44 (499)

  • Diehard Dungeon

    SteamTricktale

    Action・Adventure・IndieジャンルのTricktale が開発のSteamで配信中。$1.99、評価 3.49/5(498件)、推定所有者数 約14万人。

    $1.99★ 3.49 (498)

  • Godsworn

    SteamThunderoak Interactive

    Early Access・RPG・StrategyジャンルのThunderoak Interactive が開発のSteamで配信中。$29.99、評価 4.55/5(666…

    $29.99★ 4.55 (666)

  • Iron Conflict

    SteamAngela Game

    Action・Early Access・IndieジャンルのAngela Game が開発のSteamで配信中。無料、評価 3.35/5(1,995件)、推定所有者数 約7万…

    無料★ 3.35 (1,995)

  • Killing Time (Classic)

    SteamThe 3DO Company

    ActionジャンルのThe 3DO Company が開発のSteamで配信中。$9.99、評価 3.16/5(99件)、推定所有者数 約32万人。

    $9.99★ 3.16 (99)

  • Overstep

    SteamGamecan

    Action・Early Access・Free to PlayジャンルのGamecan が開発のSteamで配信中。無料、評価 3.32/5(498件)、推定所有者数 約1…

    無料★ 3.32 (498)

  • Puddle

    SteamNeko Entertainment

    Action・Indie・SimulationジャンルのNeko Entertainment が開発のSteamで配信中。$7.99、評価 3.45/5(499件)、推定所有…

    $7.99★ 3.45 (499)

  • Race for Tuning

    SteamA. Strazhev

    Indie・Massively Multiplayer・RacingジャンルのA. Strazhev が開発のSteamで配信中。$1.24、評価 3.30/5(498件)、…

    $1.24★ 3.30 (498)

  • Re:Legend

    SteamMagnus Games Studio

    Action・Adventure・IndieジャンルのMagnus Games Studio が開発のSteamで配信中。$24.99、評価 2.69/5(2,002件)、推…

    $24.99★ 2.69 (2,002)

  • Sabre Team

    SteamKrisalis Software

    RPG・StrategyジャンルのKrisalis Software が開発のSteamで配信中。$2.44、推定所有者数 約141万人。

    $2.44評価なし

  • Ark Mobius: Censored Edition

    SteamYellowDuckWorks

    Action・Adventure・CasualジャンルのYellowDuckWorks が開発のSteamで配信中。$4.99、評価 4.63/5(995件)、推定所有者数 …

    $4.99★ 4.63 (995)

  • Eville

    SteamVestGames

    Action・Adventure・CasualジャンルのVestGames が開発のSteamで配信中。$14.99、評価 3.42/5(496件)、推定所有者数 約7万人。

    $14.99★ 3.42 (496)

  • goodbye, doggy

    itch.ioPicogramブラウザ可

    Help your family cope with your death as a ghostly dog!

    無料★ 4.81 (5,174)

  • Grass Simulator

    SteamDaniel Davies

    Adventure・Casual・IndieジャンルのDaniel Davies が開発のSteamで配信中。$4.99、評価 2.77/5(994件)、推定所有者数 約7万…

    $4.99★ 2.77 (994)

  • Iron Fisticle

    SteamConfused Pelican

    Action・IndieジャンルのConfused Pelican が開発のSteamで配信中。$8.99、評価 4.02/5(495件)、推定所有者数 約14万人。

    $8.99★ 4.02 (495)

  • Myst V: End of Ages

    SteamCyan Worlds, Inc.

    Adventure・CasualジャンルのCyan Worlds, Inc. が開発のSteamで配信中。$9.99、評価 2.87/5(247件)、推定所有者数 約14万人。

    $9.99★ 2.87 (247)

  • Smart Factory Tycoon: Beginnings

    SteamTurquoise Revival Games

    Casual・Free to Play・IndieジャンルのTurquoise Revival Games が開発のSteamで配信中。無料、評価 3.69/5(496件)、…

    無料★ 3.69 (496)

  • The Last Federation

    SteamArcen Games

    Indie・Simulation・StrategyジャンルのArcen Games が開発のSteamで配信中。$19.99、評価 3.53/5(497件)、推定所有者数 約…

    $19.99★ 3.53 (497)

  • 18 Wheels of Steel: American Long Haul

    SteamSCS Software

    RacingジャンルのSCS Software が開発のSteamで配信中。$9.99、評価 3.44/5(494件)、推定所有者数 約7万人。

    $9.99★ 3.44 (494)

  • ACTION SANDBOX

    SteamVona Soft

    SimulationジャンルのVona Soft が開発のSteamで配信中。$9.99、評価 3.56/5(987件)、推定所有者数 約7万人。

    $9.99★ 3.56 (987)

  • Egg Returns Home

    SteamEgor Olegovich Yakovlev

    IndieジャンルのEgor Olegovich Yakovlev が開発のSteamで配信中。無料、評価 3.69/5(494件)、推定所有者数 約14万人。

    無料★ 3.69 (494)

  • Grapple Dog

    SteamMedallion Games

    Action・Adventure・IndieジャンルのMedallion Games が開発のSteamで配信中。$1.94、評価 4.35/5(657件)、推定所有者数 約…

    $1.94★ 4.35 (657)

  • Noob Squad

    SteamDIG Games

    Action・Casual・IndieジャンルのDIG Games が開発のSteamで配信中。$0.87、評価 1.96/5(493件)、推定所有者数 約14万人。

    $0.87★ 1.96 (493)

  • The Polynomial - Space of the music

    SteamDmytry Lavrov

    Action・Casual・IndieジャンルのDmytry Lavrov が開発のSteamで配信中。$6.99、評価 3.42/5(494件)、推定所有者数 約14万人。

    $6.99★ 3.42 (494)

  • Deity Empires

    SteamBaileyHausdorff Systems

    RPG・StrategyジャンルのBaileyHausdorff Systems が開発のSteamで配信中。$24.99、評価 4.19/5(326件)、推定所有者数 約7…

    $24.99★ 4.19 (326)

  • Soul Axiom

    SteamWales Interactive

    Adventure・IndieジャンルのWales Interactive が開発のSteamで配信中。$19.99、評価 3.30/5(245件)、推定所有者数 約14万人。

    $19.99★ 3.30 (245)

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