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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 69 of 593)

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Showing 2,449–2,484 of 21,333 (page 69 of 593)

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  • Kebab Chefs! - Restaurant Simulator

    SteamBiotech Gameworks

    SimulationジャンルのBiotech Gameworks が開発のSteamで配信中。$10.79、評価 4.25/5(6,576件)、推定所有者数 約32万人。

    $10.79★ 4.25 (6,576)

  • Company of Heroes: Tales of Valor

    SteamRelic Entertainment

    StrategyジャンルのRelic Entertainment が開発のSteamで配信中。$3.99、評価 4.57/5(2,311件)、推定所有者数 約71万人。

    $3.99★ 4.57 (2,311)

  • Crusaders of the Lost Idols

    SteamCodename Entertainment …

    Casual・Free to Play・IndieジャンルのCodename Entertainment Inc. が開発のSteamで配信中。無料、評価 4.07/5(2,…

    無料★ 4.07 (2,924)

  • Fallen Aces

    SteamTrey Powell, Jason Bond

    Action・Early Access・IndieジャンルのTrey Powell, Jason Bond が開発のSteamで配信中。$14.99、評価 4.88/5(5,…

    $14.99★ 4.88 (5,721)

  • Puyo Puyo Tetris 2

    SteamSEGA

    Action・CasualジャンルのSEGA が開発のSteamで配信中。$19.99、評価 4.01/5(2,534件)、推定所有者数 約32万人。

    $19.99★ 4.01 (2,534)

  • Cluckmech Oasis

    SteamBlackLight

    Action・Casual・IndieジャンルのBlackLight が開発のSteamで配信中。$9.99、評価 4.37/5(3,200件)、推定所有者数 約32万人。

    $9.99★ 4.37 (3,200)

  • Fate Seeker II

    SteamJSL Entertainment

    RPGジャンルのJSL Entertainment が開発のSteamで配信中。$22.60、評価 4.45/5(13,570件)、推定所有者数 約32万人。

    $22.60★ 4.45 (13,570)

  • Serial Cleaner

    SteamDraw Distance

    Action・IndieジャンルのDraw Distance が開発のSteamで配信中。$14.99、評価 4.25/5(3,770件)、推定所有者数 約141万人。

    $14.99★ 4.25 (3,770)

  • Castlevania: Lords of Shadow 2

    SteamMercurySteam

    Action・AdventureジャンルのMercurySteam が開発のSteamで配信中。$39.99、評価 4.18/5(5,830件)、推定所有者数 約71万人。

    $39.99★ 4.18 (5,830)

  • Dark Sector

    SteamDigital Extremes

    ActionジャンルのDigital Extremes が開発のSteamで配信中。$9.99、評価 3.73/5(2,829件)、推定所有者数 約71万人。

    $9.99★ 3.73 (2,829)

  • Dungeon Clawler

    SteamStray Fawn Studio

    Action・Casual・RPGジャンルのStray Fawn Studio が開発のSteamで配信中。$9.74、評価 4.43/5(2,581件)、推定所有者数 約3…

    $9.74★ 4.43 (2,581)

  • Kindergarten 2

    SteamCon Man Games, Sean You…

    Adventure・IndieジャンルのCon Man Games, Sean Young が開発のSteamで配信中。$14.99、評価 4.88/5(4,892件)、推定…

    $14.99★ 4.88 (4,892)

  • Saints Row: Gat out of Hell

    SteamDeep Silver Volition, H…

    ActionジャンルのDeep Silver Volition, High Voltage Software が開発のSteamで配信中。$14.99、評価 3.72/5(9…

    $14.99★ 3.72 (9,552)

  • We Who Are About To Die

    SteamJordy Lakiere

    Action・Early Access・IndieジャンルのJordy Lakiere が開発のSteamで配信中。$21.99、評価 4.37/5(7,374件)、推定所有…

    $21.99★ 4.37 (7,374)

  • Bad Rats: the Rats' Revenge

    SteamInvent4 Entertainment

    IndieジャンルのInvent4 Entertainment が開発のSteamで配信中。$1.99、評価 3.92/5(14,871件)、推定所有者数 約71万人。

    $1.99★ 3.92 (14,871)

  • NARUTO SHIPPUDEN: Ultimate Ninja STORM Revolution

    SteamCyberConnect2 Co., Ltd.

    Action・AdventureジャンルのCyberConnect2 Co., Ltd. が開発のSteamで配信中。$29.99、評価 4.18/5(8,701件)、推定所…

    $29.99★ 4.18 (8,701)

  • 魔女的夜宴

    SteamYUZUSOFT

    Adventure・CasualジャンルのYUZUSOFT が開発のSteamで配信中。$34.99、評価 4.92/5(8,775件)、推定所有者数 約14万人。

    $34.99★ 4.92 (8,775)

  • Dead Estate

    SteamMilkbar Lads

    Action・IndieジャンルのMilkbar Lads が開発のSteamで配信中。$14.99、評価 4.71/5(5,803件)、推定所有者数 約32万人。

    $14.99★ 4.71 (5,803)

  • Zero Escape: The Nonary Games

    SteamSpike Chunsoft Co., Ltd.

    AdventureジャンルのSpike Chunsoft Co., Ltd. が開発のSteamで配信中。$29.99、評価 4.64/5(6,206件)、推定所有者数 約3…

    $29.99★ 4.64 (6,206)

  • POSTAL Redux

    SteamRunning With Scissors

    Action・IndieジャンルのRunning With Scissors が開発のSteamで配信中。$8.99、評価 4.56/5(6,765件)、推定所有者数 約71…

    $8.99★ 4.56 (6,765)

  • Prehistoric Kingdom

    SteamBlue Meridian

    Early Access・Indie・SimulationジャンルのBlue Meridian が開発のSteamで配信中。$29.99、評価 4.29/5(3,997件)、…

    $29.99★ 4.29 (3,997)

  • Definitely Not Fried Chicken

    SteamDope Games

    Simulation・StrategyジャンルのDope Games が開発のSteamで配信中。$24.99、評価 3.62/5(2,083件)、推定所有者数 約32万人。

    $24.99★ 3.62 (2,083)

  • Order of Battle: World War II

    SteamThe Artistocrats

    Free to Play・Simulation・StrategyジャンルのThe Artistocrats が開発のSteamで配信中。無料、評価 3.84/5(3,002件…

    無料★ 3.84 (3,002)

  • The Room 4: Old Sins

    SteamFireproof Games

    AdventureジャンルのFireproof Games が開発のSteamで配信中。$2.24、評価 4.92/5(16,277件)、推定所有者数 約32万人。

    $2.24★ 4.92 (16,277)

  • Warhammer 40,000: Dawn of War – Winter Assault

    SteamRelic Entertainment

    StrategyジャンルのRelic Entertainment が開発のSteamで配信中。無料、評価 4.34/5(2,350件)、推定所有者数 約71万人。

    無料★ 4.34 (2,350)

  • Karos

    SteamGalaxy Gate

    Free to Play・Massively Multiplayer・RPGジャンルのGalaxy Gate が開発のSteamで配信中。無料、評価 3.18/5(1,136…

    無料★ 3.18 (1,136)

  • FlyKnight

    SteamWabbaboy

    Action・Adventure・RPGジャンルのWabbaboy が開発のSteamで配信中。$5.99、評価 4.81/5(8,297件)、推定所有者数 約32万人。

    $5.99★ 4.81 (8,297)

  • Pyre

    SteamSupergiant Games

    Action・Indie・RPGジャンルのSupergiant Games が開発のSteamで配信中。$19.99、評価 4.49/5(9,038件)、推定所有者数 約71…

    $19.99★ 4.49 (9,038)

  • Sker Ritual

    SteamWales Interactive

    Action・Adventure・IndieジャンルのWales Interactive が開発のSteamで配信中。$24.99、評価 4.16/5(5,232件)、推定所…

    $24.99★ 4.16 (5,232)

  • The Way of Life Free Edition

    SteamCyberCoconut, Fabio Fer…

    Free to Play・IndieジャンルのCyberCoconut, Fabio Ferrara が開発のSteamで配信中。無料、評価 3.65/5(6,226件)、推…

    無料★ 3.65 (6,226)

  • 再刷一把 PlayAgain

    Steam滑稽工作室

    Adventure・Indie・RPGジャンルの滑稽工作室 が開発のSteamで配信中。$8.99、評価 3.25/5(4,519件)、推定所有者数 約71万人。

    $8.99★ 3.25 (4,519)

  • SpellForce 3 Reforced

    SteamGrimlore Games

    RPG・StrategyジャンルのGrimlore Games が開発のSteamで配信中。$39.99、評価 3.79/5(7,603件)、推定所有者数 約71万人。

    $39.99★ 3.79 (7,603)

  • Tails of Iron

    SteamOdd Bug Studio

    Action・Adventure・IndieジャンルのOdd Bug Studio が開発のSteamで配信中。$24.99、評価 4.39/5(12,372件)、推定所有者…

    $24.99★ 4.39 (12,372)

  • Cubic Castles

    SteamCosmic Cow LLC

    Action・Adventure・CasualジャンルのCosmic Cow LLC が開発のSteamで配信中。無料、評価 3.64/5(4,280件)、推定所有者数 約7…

    無料★ 3.64 (4,280)

  • Magicite

    SteamSean Young

    Action・Adventure・IndieジャンルのSean Young が開発のSteamで配信中。$9.99、評価 4.22/5(7,579件)、推定所有者数 約71万…

    $9.99★ 4.22 (7,579)

  • The Secret of Monkey Island: Special Edition

    SteamLucasArts

    AdventureジャンルのLucasArts が開発のSteamで配信中。$9.99、評価 4.74/5(5,799件)、推定所有者数 約71万人。

    $9.99★ 4.74 (5,799)

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