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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 55 of 593)

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Showing 1,945–1,980 of 21,333 (page 55 of 593)

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  • The Banner Saga

    SteamStoic

    Indie・RPG・StrategyジャンルのStoic が開発のSteamで配信中。$24.99、評価 4.42/5(15,523件)、推定所有者数 約71万人。

    $24.99★ 4.42 (15,523)

  • Zero Escape: Zero Time Dilemma

    SteamSpike Chunsoft Co., Ltd.

    AdventureジャンルのSpike Chunsoft Co., Ltd. が開発のSteamで配信中。$19.99、評価 4.08/5(4,347件)、推定所有者数 約1…

    $19.99★ 4.08 (4,347)

  • Action! - Gameplay Recording and Streaming

    SteamMirillis

    Mirillis が開発のSteamで配信中。$29.99、評価 4.25/5(7,251件)、推定所有者数 約32万人。

    $29.99★ 4.25 (7,251)

  • Game of Thrones: Kingsroad

    SteamNetmarble Neo

    Action・Adventure・Free to PlayジャンルのNetmarble Neo が開発のSteamで配信中。無料、評価 3.01/5(3,607件)、推定所有…

    無料★ 3.01 (3,607)

  • Zero-K

    SteamZero-K Team

    Free to Play・Indie・SimulationジャンルのZero-K Team が開発のSteamで配信中。無料、評価 4.65/5(3,922件)、推定所有者数…

    無料★ 4.65 (3,922)

  • Car Mechanic Simulator 2015

    SteamRed Dot Games

    Racing・SimulationジャンルのRed Dot Games が開発のSteamで配信中。$19.99、評価 4.60/5(14,572件)、推定所有者数 約71万…

    $19.99★ 4.60 (14,572)

  • Lords Of The Fallen 2014

    SteamCI Games, Deck 13

    Action・RPGジャンルのCI Games, Deck 13 が開発のSteamで配信中。$29.99、評価 2.92/5(19,895件)、推定所有者数 約71万人。

    $29.99★ 2.92 (19,895)

  • Bomb Rush Cyberfunk

    SteamTeam Reptile

    Action・Adventure・IndieジャンルのTeam Reptile が開発のSteamで配信中。$39.99、評価 4.89/5(13,387件)、推定所有者数 …

    $39.99★ 4.89 (13,387)

  • HunieCam Studio

    SteamHuniePot

    Indie・SimulationジャンルのHuniePot が開発のSteamで配信中。$6.99、評価 4.33/5(6,260件)、推定所有者数 約71万人。

    $6.99★ 4.33 (6,260)

  • FIVE NIGHTS AT FREDDY'S: HELP WANTED

    SteamSteel Wool Studios

    Action・CasualジャンルのSteel Wool Studios が開発のSteamで配信中。$29.99、評価 4.78/5(12,463件)、推定所有者数 約71…

    $29.99★ 4.78 (12,463)

  • Potionomics

    SteamVoracious Games

    Indie・RPG・SimulationジャンルのVoracious Games が開発のSteamで配信中。$24.99、評価 4.49/5(6,703件)、推定所有者数 …

    $24.99★ 4.49 (6,703)

  • SpiderHeck

    SteamNeverjam

    Action・Casual・IndieジャンルのNeverjam が開発のSteamで配信中。$14.99、評価 4.59/5(5,587件)、推定所有者数 約71万人。

    $14.99★ 4.59 (5,587)

  • Overlord II

    SteamTriumph Studios

    RPGジャンルのTriumph Studios が開発のSteamで配信中。$9.99、評価 4.41/5(4,644件)、推定所有者数 約141万人。

    $9.99★ 4.41 (4,644)

  • Creative Destruction

    SteamNetEase Games

    Action・Adventure・CasualジャンルのNetEase Games が開発のSteamで配信中。無料、評価 3.91/5(18,511件)、推定所有者数 約3…

    無料★ 3.91 (18,511)

  • DEAD OR ALIVE 5 Last Round: Core Fighters

    SteamTeam NINJA, KOEI TECMO …

    ActionジャンルのTeam NINJA, KOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。無料、評価 3.39/5(10,012件)、推…

    無料★ 3.39 (10,012)

  • NEKOPARA Vol. 0

    SteamNEKO WORKs

    Casual・IndieジャンルのNEKO WORKs が開発のSteamで配信中。$2.99、評価 4.67/5(17,525件)、推定所有者数 約71万人。

    $2.99★ 4.67 (17,525)

  • Into the Radius VR

    SteamCM IMMERSIVE

    Action・IndieジャンルのCM IMMERSIVE が開発のSteamで配信中。$29.99、評価 4.65/5(10,783件)、推定所有者数 約71万人。

    $29.99★ 4.65 (10,783)

  • Lightyear Frontier

    SteamFRAME BREAK

    Early AccessジャンルのFRAME BREAK が開発のSteamで配信中。$14.99、評価 4.36/5(2,490件)、推定所有者数 約32万人。

    $14.99★ 4.36 (2,490)

  • 河洛群俠傳 (Ho Tu Lo Shu : The Books of Dragon)

    Steam香港商河洛互動娛樂股份有限公司

    Adventure・RPG・Strategyジャンルの香港商河洛互動娛樂股份有限公司 が開発のSteamで配信中。$8.99、評価 4.06/5(10,632件)、推定所有者…

    $8.99★ 4.06 (10,632)

  • Castlevania: Lords of Shadow – Ultimate Edition

    SteamMercurySteam, Climax St…

    Action・AdventureジャンルのMercurySteam, Climax Studios が開発のSteamで配信中。$5.99、評価 4.00/5(9,319件)…

    $5.99★ 4.00 (9,319)

  • Friends vs Friends

    SteamBrainwash Gang

    Action・IndieジャンルのBrainwash Gang が開発のSteamで配信中。$9.99、評価 4.12/5(13,313件)、推定所有者数 約32万人。

    $9.99★ 4.12 (13,313)

  • Perfect Heist 2

    Steamyeswecamp

    Action・Casual・Indieジャンルのyeswecamp が開発のSteamで配信中。$9.99、評価 4.60/5(3,995件)、推定所有者数 約71万人。

    $9.99★ 4.60 (3,995)

  • Five Nights at Freddy's: Sister Location

    SteamScott Cawthon

    Action・Indie・SimulationジャンルのScott Cawthon が開発のSteamで配信中。$7.99、評価 4.50/5(11,665件)、推定所有者数…

    $7.99★ 4.50 (11,665)

  • Gothic Playable Teaser

    SteamTHQ Nordic Barcelona

    RPGジャンルのTHQ Nordic Barcelona が開発のSteamで配信中。無料、評価 3.48/5(15,064件)、推定所有者数 約141万人。

    無料★ 3.48 (15,064)

  • Insaniquarium Deluxe

    SteamPopCap Games, Inc.

    CasualジャンルのPopCap Games, Inc. が開発のSteamで配信中。$4.99、評価 4.81/5(5,923件)、推定所有者数 約71万人。

    $4.99★ 4.81 (5,923)

  • Ship of Fools

    SteamFika Productions

    Action・IndieジャンルのFika Productions が開発のSteamで配信中。$21.99、評価 4.02/5(5,307件)、推定所有者数 約71万人。

    $21.99★ 4.02 (5,307)

  • F.E.A.R. 2: Project Origin

    SteamMonolith

    ActionジャンルのMonolith が開発のSteamで配信中。$14.99、評価 4.22/5(8,549件)、推定所有者数 約71万人。

    $14.99★ 4.22 (8,549)

  • The Crew Motorfest

    SteamUbisoft Ivory Tower

    RacingジャンルのUbisoft Ivory Tower が開発のSteamで配信中。$69.99、評価 3.88/5(8,027件)、推定所有者数 約32万人。

    $69.99★ 3.88 (8,027)

  • The Perfect Tower II

    SteamFire Sword Studios

    Action・Early Access・Free to PlayジャンルのFire Sword Studios が開発のSteamで配信中。無料、評価 4.34/5(3,63…

    無料★ 4.34 (3,639)

  • The Talos Principle 2

    SteamCroteam

    Action・AdventureジャンルのCroteam が開発のSteamで配信中。$8.99、評価 4.75/5(11,897件)、推定所有者数 約32万人。

    $8.99★ 4.75 (11,897)

  • Bloons TD 5

    SteamNinja Kiwi

    Action・StrategyジャンルのNinja Kiwi が開発のSteamで配信中。$9.99、評価 4.71/5(11,545件)、推定所有者数 約32万人。

    $9.99★ 4.71 (11,545)

  • Murders on the Yangtze River

    SteamOMEGAMES STUDIO

    Adventure・Indie・RPGジャンルのOMEGAMES STUDIO が開発のSteamで配信中。$8.99、評価 4.85/5(18,192件)、推定所有者数 約…

    $8.99★ 4.85 (18,192)

  • Unravel Two

    SteamColdwood Interactive

    Action・AdventureジャンルのColdwood Interactive が開発のSteamで配信中。$19.99、評価 3.92/5(7,560件)、推定所有者数…

    $19.99★ 3.92 (7,560)

  • Rubber Bandits

    SteamFlashbulb

    Action・Casual・IndieジャンルのFlashbulb が開発のSteamで配信中。$1.99、評価 4.20/5(6,427件)、推定所有者数 約71万人。

    $1.99★ 4.20 (6,427)

  • Wurm Online

    SteamCode Club AB

    Adventure・Free to Play・IndieジャンルのCode Club AB が開発のSteamで配信中。無料、評価 3.00/5(2,328件)、推定所有者数…

    無料★ 3.00 (2,328)

  • Command & Conquer 3: Kane’s Wrath

    SteamEA Los Angeles

    Action・StrategyジャンルのEA Los Angeles が開発のSteamで配信中。$19.88、評価 4.68/5(5,072件)、推定所有者数 約32万人。

    $19.88★ 4.68 (5,072)

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