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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 47 of 593)

Page 47 of 593, sorted by popularity.

Showing 1,657–1,692 of 21,333 (page 47 of 593)

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  • UnderMine

    SteamThorium

    Action・Adventure・IndieジャンルのThorium が開発のSteamで配信中。$19.99、評価 4.54/5(9,058件)、推定所有者数 約71万人。

    $19.99★ 4.54 (9,058)

  • Knights and Merchants

    SteamTopware Interactive

    Simulation・StrategyジャンルのTopware Interactive が開発のSteamで配信中。$4.99、評価 4.18/5(4,663件)、推定所有者…

    $4.99★ 4.18 (4,663)

  • Caves of Qud

    SteamFreehold Games

    Adventure・Indie・RPGジャンルのFreehold Games が開発のSteamで配信中。$29.99、評価 4.74/5(10,410件)、推定所有者数 約…

    $29.99★ 4.74 (10,410)

  • FaceRig

    SteamHolotech Studios

    Holotech Studios が開発のSteamで配信中。無料、評価 3.99/5(8,389件)、推定所有者数 約71万人。

    無料★ 3.99 (8,389)

  • Iratus: Lord of the Dead

    SteamUnfrozen

    Indie・RPG・StrategyジャンルのUnfrozen が開発のSteamで配信中。$2.99、評価 4.25/5(7,810件)、推定所有者数 約71万人。

    $2.99★ 4.25 (7,810)

  • Microsoft Flight Simulator 2024

    SteamAsobo Studio

    SimulationジャンルのAsobo Studio が開発のSteamで配信中。$69.99、評価 2.29/5(13,595件)、推定所有者数 約14万人。

    $69.99★ 2.29 (13,595)

  • STAR WARS Battlefront (Classic, 2004)

    SteamPandemic Studios

    ActionジャンルのPandemic Studios が開発のSteamで配信中。$9.99、評価 4.79/5(4,339件)、推定所有者数 約141万人。

    $9.99★ 4.79 (4,339)

  • Mad Games Tycoon 2

    SteamEggcode

    Casual・Indie・SimulationジャンルのEggcode が開発のSteamで配信中。$24.99、評価 4.66/5(7,041件)、推定所有者数 約71万人。

    $24.99★ 4.66 (7,041)

  • Stonehearth

    SteamRadiant Entertainment

    Indie・Simulation・StrategyジャンルのRadiant Entertainment が開発のSteamで配信中。$19.99、評価 3.74/5(12,7…

    $19.99★ 3.74 (12,729)

  • Rivals of Aether II

    SteamAether Studios

    Action・IndieジャンルのAether Studios が開発のSteamで配信中。$29.99、評価 4.04/5(7,294件)、推定所有者数 約32万人。

    $29.99★ 4.04 (7,294)

  • JoJo's Bizarre Adventure: All-Star Battle R

    SteamCyberConnect2 Co. Ltd.

    ActionジャンルのCyberConnect2 Co. Ltd. が開発のSteamで配信中。$19.59、評価 4.42/5(11,951件)、推定所有者数 約32万人。

    $19.59★ 4.42 (11,951)

  • SimplePlanes

    SteamJundroo, LLC

    Indie・SimulationジャンルのJundroo, LLC が開発のSteamで配信中。$12.99、評価 4.64/5(10,470件)、推定所有者数 約71万人。

    $12.99★ 4.64 (10,470)

  • GunZ 2: The Second Duel

    SteamMasangsoft

    Action・Free to Play・IndieジャンルのMasangsoft が開発のSteamで配信中。無料、評価 3.26/5(10,677件)、推定所有者数 約31…

    無料★ 3.26 (10,677)

  • Pathologic 2

    SteamIce-Pick Lodge

    Adventure・Indie・RPGジャンルのIce-Pick Lodge が開発のSteamで配信中。$34.99、評価 4.57/5(10,915件)、推定所有者数 約…

    $34.99★ 4.57 (10,915)

  • SYNTHETIK: Legion Rising

    SteamFlow Fire Games

    Action・IndieジャンルのFlow Fire Games が開発のSteamで配信中。$19.99、評価 4.69/5(12,717件)、推定所有者数 約71万人。

    $19.99★ 4.69 (12,717)

  • Warhammer 40,000: Boltgun

    SteamAuroch Digital

    Action・IndieジャンルのAuroch Digital が開発のSteamで配信中。$7.25、評価 4.53/5(15,030件)、推定所有者数 約32万人。

    $7.25★ 4.53 (15,030)

  • Assassin’s Creed III

    SteamUbisoft Montreal

    AdventureジャンルのUbisoft Montreal が開発のSteamで配信中。無料、評価 3.66/5(14,156件)、推定所有者数 約141万人。

    無料★ 3.66 (14,156)

  • HumanitZ

    SteamYodubzz Studios

    Action・Adventure・RPGジャンルのYodubzz Studios が開発のSteamで配信中。$19.99、評価 3.72/5(5,693件)、推定所有者数 …

    $19.99★ 3.72 (5,693)

  • Night of the Dead

    SteamJackto Studios

    Action・Adventure・IndieジャンルのJackto Studios が開発のSteamで配信中。$11.99、評価 3.86/5(11,395件)、推定所有者…

    $11.99★ 3.86 (11,395)

  • Deponia: The Complete Journey

    SteamDaedalic Entertainment

    AdventureジャンルのDaedalic Entertainment が開発のSteamで配信中。$29.99、評価 4.25/5(6,544件)、推定所有者数 約141…

    $29.99★ 4.25 (6,544)

  • Wall World

    SteamAlawar

    Action・Adventure・IndieジャンルのAlawar が開発のSteamで配信中。$1.04、評価 4.53/5(10,001件)、推定所有者数 約71万人。

    $1.04★ 4.53 (10,001)

  • CS2D

    SteamUnreal Software

    Action・Casual・Free to PlayジャンルのUnreal Software が開発のSteamで配信中。無料、評価 4.47/5(9,937件)、推定所有者…

    無料★ 4.47 (9,937)

  • Rogue Tower

    SteamDie of Death Games

    Casual・StrategyジャンルのDie of Death Games が開発のSteamで配信中。$14.99、評価 4.07/5(5,633件)、推定所有者数 約7…

    $14.99★ 4.07 (5,633)

  • The LEGO NINJAGO Movie Video Game

    SteamTraveller's Tales, TT G…

    ActionジャンルのTraveller's Tales, TT Games が開発のSteamで配信中。$19.99、評価 4.24/5(7,179件)、推定所有者数 約1…

    $19.99★ 4.24 (7,179)

  • The Quinfall

    SteamVawraek Technology Inc.

    Massively MultiplayerジャンルのVawraek Technology Inc. が開発のSteamで配信中。$0.99、評価 2.33/5(6,190件)…

    $0.99★ 2.33 (6,190)

  • Antichamber

    SteamAlexander Bruce

    Adventure・IndieジャンルのAlexander Bruce が開発のSteamで配信中。$19.99、評価 4.74/5(17,115件)、推定所有者数 約141…

    $19.99★ 4.74 (17,115)

  • ATOM RPG: Post-apocalyptic indie game

    SteamAtomTeam

    RPGジャンルのAtomTeam が開発のSteamで配信中。$14.99、評価 4.09/5(10,775件)、推定所有者数 約71万人。

    $14.99★ 4.09 (10,775)

  • Bendy and the Dark Revival

    SteamJoey Drew Studios

    Action・AdventureジャンルのJoey Drew Studios が開発のSteamで配信中。$19.99、評価 4.63/5(12,975件)、推定所有者数 約…

    $19.99★ 4.63 (12,975)

  • There Is No Game: Wrong Dimension

    SteamDraw Me A Pixel

    Adventure・Casual・IndieジャンルのDraw Me A Pixel が開発のSteamで配信中。$12.99、評価 4.88/5(23,430件)、推定所有…

    $12.99★ 4.88 (23,430)

  • Alien Swarm: Reactive Drop

    SteamReactive Drop Team

    Action・Free to PlayジャンルのReactive Drop Team が開発のSteamで配信中。無料、評価 4.73/5(22,649件)、推定所有者数 約…

    無料★ 4.73 (22,649)

  • Car For Sale Simulator 2023

    SteamRed Axe Games

    Indie・SimulationジャンルのRed Axe Games が開発のSteamで配信中。$16.99、評価 3.98/5(18,452件)、推定所有者数 約32万人。

    $16.99★ 3.98 (18,452)

  • Life is Strange: True Colors

    SteamDeck Nine

    Action・AdventureジャンルのDeck Nine が開発のSteamで配信中。$59.99、評価 4.42/5(15,552件)、推定所有者数 約71万人。

    $59.99★ 4.42 (15,552)

  • Ember Knights

    SteamDoom Turtle

    Action・Adventure・RPGジャンルのDoom Turtle が開発のSteamで配信中。$7.99、評価 4.67/5(6,189件)、推定所有者数 約71万人。

    $7.99★ 4.67 (6,189)

  • Murdered: Soul Suspect

    SteamAirtight Games

    Action・Adventure・RPGジャンルのAirtight Games が開発のSteamで配信中。$19.99、評価 4.26/5(16,651件)、推定所有者数 …

    $19.99★ 4.26 (16,651)

  • Anno 1404 - History Edition

    SteamUbisoft Mainz

    Simulation・StrategyジャンルのUbisoft Mainz が開発のSteamで配信中。$14.99、評価 4.00/5(3,048件)、推定所有者数 約71…

    $14.99★ 4.00 (3,048)

  • Fernbus Simulator

    SteamTML-Studios

    Casual・SimulationジャンルのTML-Studios が開発のSteamで配信中。$29.99、評価 3.68/5(11,185件)、推定所有者数 約71万人。

    $29.99★ 3.68 (11,185)

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