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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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Showing 2,485–2,520 of 21,333 (page 70 of 593)

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  • Saints Row

    SteamVolition

    Action・AdventureジャンルのVolition が開発のSteamで配信中。$29.99、評価 2.81/5(6,769件)、推定所有者数 約32万人。

    $29.99★ 2.81 (6,769)

  • Tank Force

    SteamXDEVS LTD

    Action・Casual・Free to PlayジャンルのXDEVS LTD が開発のSteamで配信中。無料、評価 3.22/5(2,794件)、推定所有者数 約32万…

    無料★ 3.22 (2,794)

  • Rise of the Ronin

    SteamKOEI TECMO GAMES CO., L…

    Action・Adventure・RPGジャンルのKOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。$49.99、評価 2.89/5(6,25…

    $49.99★ 2.89 (6,253)

  • Terminus: Zombie Survivors

    SteamLongplay Studios

    Adventure・Indie・RPGジャンルのLongplay Studios が開発のSteamで配信中。$19.99、評価 4.69/5(3,997件)、推定所有者数 …

    $19.99★ 4.69 (3,997)

  • League of Maidens

    SteamMaiden Gaming Inc.

    Action・Adventure・CasualジャンルのMaiden Gaming Inc. が開発のSteamで配信中。無料、評価 2.66/5(6,017件)、推定所有者…

    無料★ 2.66 (6,017)

  • Granny

    SteamDVloper

    Adventure・IndieジャンルのDVloper が開発のSteamで配信中。$7.99、評価 4.62/5(5,481件)、推定所有者数 約32万人。

    $7.99★ 4.62 (5,481)

  • The Ship: Murder Party

    SteamOuterlight Ltd.

    Action・Indie・RPGジャンルのOuterlight Ltd. が開発のSteamで配信中。$9.99、評価 4.25/5(5,950件)、推定所有者数 約141万…

    $9.99★ 4.25 (5,950)

  • Recettear: An Item Shop's Tale

    SteamEasyGameStation

    Indie・RPGジャンルのEasyGameStation が開発のSteamで配信中。$19.99、評価 4.78/5(7,238件)、推定所有者数 約71万人。

    $19.99★ 4.78 (7,238)

  • THE KING OF FIGHTERS 2002 UNLIMITED MATCH

    SteamSNK CORPORATION, Code M…

    ActionジャンルのSNK CORPORATION, Code Mystics が開発のSteamで配信中。$14.99、評価 4.70/5(4,710件)、推定所有者数 …

    $14.99★ 4.70 (4,710)

  • Railroads Online

    SteamStefan Kelnberger

    Indie・SimulationジャンルのStefan Kelnberger が開発のSteamで配信中。$14.99、評価 3.80/5(5,565件)、推定所有者数 約3…

    $14.99★ 3.80 (5,565)

  • To Be or Not to Be

    SteamTeam K

    Adventure・RPGジャンルのTeam K が開発のSteamで配信中。$12.99、評価 4.44/5(7,532件)、推定所有者数 約32万人。

    $12.99★ 4.44 (7,532)

  • Vanquish

    SteamPlatinumGames, Little S…

    ActionジャンルのPlatinumGames, Little Stone Software が開発のSteamで配信中。$19.99、評価 4.43/5(7,191件)、…

    $19.99★ 4.43 (7,191)

  • 再刷一把2:金色传说

    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。$9.99、評価 2.10/5(2,704件)、推定所有者数 約32万人。

    $9.99★ 2.10 (2,704)

  • In Sound Mind

    SteamWe Create Stuff

    Action・IndieジャンルのWe Create Stuff が開発のSteamで配信中。$6.99、評価 4.73/5(5,812件)、推定所有者数 約71万人。

    $6.99★ 4.73 (5,812)

  • The Pirate: Caribbean Hunt

    SteamHome Net Games

    Action・Adventure・Free to PlayジャンルのHome Net Games が開発のSteamで配信中。無料、評価 4.06/5(4,440件)、推定所…

    無料★ 4.06 (4,440)

  • The Thaumaturge

    SteamFool's Theory

    Adventure・RPGジャンルのFool's Theory が開発のSteamで配信中。$34.99、評価 4.11/5(4,067件)、推定所有者数 約32万人。

    $34.99★ 4.11 (4,067)

  • Drawful 2

    SteamJackbox Games, Inc.

    Casual・Indie・StrategyジャンルのJackbox Games, Inc. が開発のSteamで配信中。$9.99、評価 3.64/5(4,019件)、推定所…

    $9.99★ 3.64 (4,019)

  • Grim Clicker

    SteamEvilCharm Games

    Free to Play・Indie・RPGジャンルのEvilCharm Games が開発のSteamで配信中。無料、評価 3.87/5(2,772件)、推定所有者数 約3…

    無料★ 3.87 (2,772)

  • Mini World: Block Art

    SteamMINOVATE HONG KONG LIMI…

    Adventure・Casual・Free to PlayジャンルのMINOVATE HONG KONG LIMITED が開発のSteamで配信中。無料、評価 2.82/5…

    無料★ 2.82 (4,354)

  • Shotgun King: The Final Checkmate

    SteamPUNKCAKE Delicieux

    Action・Indie・StrategyジャンルのPUNKCAKE Delicieux が開発のSteamで配信中。$9.99、評価 4.55/5(6,420件)、推定所有…

    $9.99★ 4.55 (6,420)

  • Wurm Unlimited

    SteamCode Club AB

    Adventure・Indie・RPGジャンルのCode Club AB が開発のSteamで配信中。$22.49、評価 3.48/5(3,098件)、推定所有者数 約32万…

    $22.49★ 3.48 (3,098)

  • Crysis Warhead

    SteamCrytek

    ActionジャンルのCrytek が開発のSteamで配信中。$19.99、評価 4.23/5(3,824件)、推定所有者数 約141万人。

    $19.99★ 4.23 (3,824)

  • DOOM 64

    Steamid Software, Nightdive …

    Actionジャンルのid Software, Nightdive Studios が開発のSteamで配信中。$4.99、評価 4.65/5(7,777件)、推定所有者数 …

    $4.99★ 4.65 (7,777)

  • SteamVR Performance Test

    SteamValve

    Valve が開発のSteamで配信中。無料、評価 3.77/5(5,394件)、推定所有者数 約71万人。

    無料★ 3.77 (5,394)

  • X3: Terran Conflict

    SteamEgosoft

    Action・Simulation・StrategyジャンルのEgosoft が開発のSteamで配信中。$1.59、評価 4.20/5(2,791件)、推定所有者数 約71…

    $1.59★ 4.20 (2,791)

  • while True: learn()

    SteamLuden.io

    Indie・SimulationジャンルのLuden.io が開発のSteamで配信中。$12.99、評価 4.54/5(7,618件)、推定所有者数 約71万人。

    $12.99★ 4.54 (7,618)

  • Company of Heroes: Opposing Fronts

    SteamRelic Entertainment

    Action・StrategyジャンルのRelic Entertainment が開発のSteamで配信中。$3.99、評価 4.50/5(1,138件)、推定所有者数 約1…

    $3.99★ 4.50 (1,138)

  • Journey To The Savage Planet

    SteamTyphoon

    Action・AdventureジャンルのTyphoon が開発のSteamで配信中。$29.99、評価 4.32/5(6,217件)、推定所有者数 約32万人。

    $29.99★ 4.32 (6,217)

  • NOBUNAGA'S AMBITION: Awakening

    SteamKOEI TECMO GAMES CO., L…

    SimulationジャンルのKOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。$59.99、評価 3.61/5(2,321件)、推定所有者数…

    $59.99★ 3.61 (2,321)

  • Skyforge

    SteamInnova Co SARL

    Massively Multiplayer・RPGジャンルのInnova Co SARL が開発のSteamで配信中。無料、評価 2.91/5(4,335件)、推定所有者数 …

    無料★ 2.91 (4,335)

  • The Walking Dead: Michonne - A Telltale Miniseries

    SteamTelltale Games

    AdventureジャンルのTelltale Games が開発のSteamで配信中。$14.99、評価 3.95/5(7,561件)、推定所有者数 約71万人。

    $14.99★ 3.95 (7,561)

  • Timberman

    SteamDigital Melody

    Action・Casual・IndieジャンルのDigital Melody が開発のSteamで配信中。$0.99、評価 4.64/5(11,336件)、推定所有者数 約7…

    $0.99★ 4.64 (11,336)

  • Warhammer: Chaosbane

    SteamEko Software

    Action・Adventure・RPGジャンルのEko Software が開発のSteamで配信中。$1.49、評価 2.82/5(6,072件)、推定所有者数 約71万…

    $1.49★ 2.82 (6,072)

  • The Survivalists

    SteamTeam17

    Action・Adventure・CasualジャンルのTeam17 が開発のSteamで配信中。$24.99、評価 3.79/5(9,217件)、推定所有者数 約32万人。

    $24.99★ 3.79 (9,217)

  • Legacy of Kain Soul Reaver 1&2 Remastered

    SteamAspyr, Crystal Dynamics

    Action・AdventureジャンルのAspyr, Crystal Dynamics が開発のSteamで配信中。$29.99、評価 4.49/5(2,660件)、推定所…

    $29.99★ 4.49 (2,660)

  • Longvinter

    SteamUuvana Studios

    Action・Adventure・Massively MultiplayerジャンルのUuvana Studios が開発のSteamで配信中。$19.99、評価 3.37/…

    $19.99★ 3.37 (6,991)

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