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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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  • AI: The Somnium Files

    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 4.55/5(8,364件)、推定所有者数 約3…

    $19.99★ 4.55 (8,364)

  • Bridge Constructor Portal

    SteamClockStone

    Simulation・StrategyジャンルのClockStone が開発のSteamで配信中。$9.99、評価 4.55/5(6,678件)、推定所有者数 約32万人。

    $9.99★ 4.55 (6,678)

  • Pumpkin Jack

    SteamEvil Raptor

    Action・Adventure・IndieジャンルのEvil Raptor が開発のSteamで配信中。$3.59、評価 4.53/5(7,828件)、推定所有者数 約71…

    $3.59★ 4.53 (7,828)

  • Shieldwall

    SteamNezon Production

    Action・Casual・IndieジャンルのNezon Production が開発のSteamで配信中。$17.99、評価 4.31/5(6,498件)、推定所有者数 …

    $17.99★ 4.31 (6,498)

  • Siralim Ultimate

    SteamThylacine Studios

    Indie・RPG・StrategyジャンルのThylacine Studios が開発のSteamで配信中。$19.99、評価 4.67/5(2,021件)、推定所有者数 …

    $19.99★ 4.67 (2,021)

  • The Wind Road

    Steam甘肃嘉元数字科技有限公司

    Action・Adventure・Indieジャンルの甘肃嘉元数字科技有限公司 が開発のSteamで配信中。$29.99、評価 3.40/5(6,804件)、推定所有者数 約…

    $29.99★ 3.40 (6,804)

  • Alpha Protocol

    SteamObsidian Entertainment

    Action・RPGジャンルのObsidian Entertainment が開発のSteamで配信中。$19.99、評価 4.00/5(4,911件)、推定所有者数 約71…

    $19.99★ 4.00 (4,911)

  • Garten of Banban

    SteamEuphoric Brothers

    Action・Adventure・CasualジャンルのEuphoric Brothers が開発のSteamで配信中。無料、評価 2.57/5(11,697件)、推定所有者…

    無料★ 2.57 (11,697)

  • Nidhogg

    SteamMesshof

    Action・Indie・SportsジャンルのMesshof が開発のSteamで配信中。$9.99、評価 4.46/5(7,685件)、推定所有者数 約71万人。

    $9.99★ 4.46 (7,685)

  • Soccer Manager 2021

    SteamInvincibles Studio Ltd

    Free to Play・SportsジャンルのInvincibles Studio Ltd が開発のSteamで配信中。無料、評価 3.63/5(2,074件)、推定所有者…

    無料★ 3.63 (2,074)

  • TAIKU MANSION

    SteamKITATUS STUDIOS

    Action・AdventureジャンルのKITATUS STUDIOS が開発のSteamで配信中。$0.74、評価 1.54/5(410件)、推定所有者数 約14万人。

    $0.74★ 1.54 (410)

  • Tom Clancy's Splinter Cell

    SteamUbisoft

    ActionジャンルのUbisoft が開発のSteamで配信中。$9.99、評価 4.33/5(3,364件)、推定所有者数 約71万人。

    $9.99★ 4.33 (3,364)

  • A Short Hike

    Steamadamgryu

    Adventure・Indieジャンルのadamgryu が開発のSteamで配信中。$7.99、評価 4.95/5(19,064件)、推定所有者数 約32万人。

    $7.99★ 4.95 (19,064)

  • Everhood

    SteamChris Nordgren, Jordi R…

    Action・Adventure・IndieジャンルのChris Nordgren, Jordi Roca が開発のSteamで配信中。$9.99、評価 4.74/5(13,…

    $9.99★ 4.74 (13,397)

  • Minami Lane

    SteamBlibloop, Doot

    Casual・Indie・SimulationジャンルのBlibloop, Doot が開発のSteamで配信中。$4.99、評価 4.87/5(5,307件)、推定所有者数…

    $4.99★ 4.87 (5,307)

  • Chinese Paladin:Sword and Fairy

    SteamSOFTSTAR TECHNOLOGY(BEI…

    RPGジャンルのSOFTSTAR TECHNOLOGY(BEIJING) が開発のSteamで配信中。$4.99、評価 2.37/5(2,408件)、推定所有者数 約71万人。

    $4.99★ 2.37 (2,408)

  • Divide By Sheep

    SteamVictor Solodilov, Denis…

    Adventure・Casual・IndieジャンルのVictor Solodilov, Denis Novikov が開発のSteamで配信中。$4.99、評価 4.47/…

    $4.99★ 4.47 (2,622)

  • Medieval: Total War - Collection

    SteamCREATIVE ASSEMBLY

    Action・StrategyジャンルのCREATIVE ASSEMBLY が開発のSteamで配信中。$9.99、評価 3.45/5(2,222件)、推定所有者数 約32万…

    $9.99★ 3.45 (2,222)

  • Mighty Party

    SteamBy Aliens L.L.C-FZ

    Action・Adventure・Free to PlayジャンルのBy Aliens L.L.C-FZ が開発のSteamで配信中。無料、評価 2.82/5(2,481件)…

    無料★ 2.82 (2,481)

  • SD GUNDAM BATTLE ALLIANCE

    SteamARTDINK

    Action・RPGジャンルのARTDINK が開発のSteamで配信中。$59.99、評価 3.09/5(5,843件)、推定所有者数 約71万人。

    $59.99★ 3.09 (5,843)

  • Cartel Tycoon

    SteamMoon Moose

    Action・Indie・SimulationジャンルのMoon Moose が開発のSteamで配信中。$29.99、評価 3.75/5(3,536件)、推定所有者数 約3…

    $29.99★ 3.75 (3,536)

  • NARUTO: Ultimate Ninja STORM

    SteamCyberConnect2 Co. Ltd.

    Action・AdventureジャンルのCyberConnect2 Co. Ltd. が開発のSteamで配信中。$9.99、評価 3.76/5(6,545件)、推定所有者…

    $9.99★ 3.76 (6,545)

  • LEGO Pirates of the Caribbean: The Video Game

    SteamTraveller's Tales

    Action・AdventureジャンルのTraveller's Tales が開発のSteamで配信中。$19.99、評価 4.52/5(5,003件)、推定所有者数 約3…

    $19.99★ 4.52 (5,003)

  • Sword Art Online: Integral Factor

    SteamAsobimo, Inc.

    Action・Adventure・Massively MultiplayerジャンルのAsobimo, Inc. が開発のSteamで配信中。無料、評価 3.07/5(1,9…

    無料★ 3.07 (1,913)

  • GUNDAM BREAKER 4

    SteamCRAFTS & MEISTER Co., L…

    Action・RPGジャンルのCRAFTS & MEISTER Co., Ltd. が開発のSteamで配信中。$35.99、評価 3.67/5(3,735件)、推定所有者数…

    $35.99★ 3.67 (3,735)

  • Jalopy

    SteamMinskworks

    Adventure・Indie・SimulationジャンルのMinskworks が開発のSteamで配信中。$14.99、評価 3.79/5(10,331件)、推定所有者…

    $14.99★ 3.79 (10,331)

  • The Swapper

    SteamOlli Harjola, Otto Hant…

    Action・Adventure・IndieジャンルのOlli Harjola, Otto Hantula, Tom Jubert, Carlo Castellano が開発…

    $14.99★ 4.67 (7,369)

  • Oddsparks: An Automation Adventure

    SteamMassive Miniteam

    Adventure・Indie・SimulationジャンルのMassive Miniteam が開発のSteamで配信中。$29.99、評価 4.28/5(1,591件)、…

    $29.99★ 4.28 (1,591)

  • Out of Ore

    SteamNorth Modding Company AB

    Adventure・Casual・SimulationジャンルのNorth Modding Company AB が開発のSteamで配信中。$24.99、評価 4.30/5…

    $24.99★ 4.30 (2,607)

  • 雀姬/姫麻雀

    SteamJack Tech

    Casual・Early Access・Free to PlayジャンルのJack Tech が開発のSteamで配信中。無料、評価 2.65/5(2,817件)、推定所有者…

    無料★ 2.65 (2,817)

  • MULLET MADJACK

    SteamHAMMER95

    Action・IndieジャンルのHAMMER95 が開発のSteamで配信中。$19.99、評価 4.87/5(7,532件)、推定所有者数 約32万人。

    $19.99★ 4.87 (7,532)

  • The Mean Greens - Plastic Warfare

    SteamVirtual Basement LLC, C…

    Action・IndieジャンルのVirtual Basement LLC, Code Headquarters LLC が開発のSteamで配信中。$9.99、評価 4.0…

    $9.99★ 4.04 (10,211)

  • Blair Witch

    SteamBloober Team SA

    Adventure・IndieジャンルのBloober Team SA が開発のSteamで配信中。$29.99、評価 3.90/5(7,247件)、推定所有者数 約71万人。

    $29.99★ 3.90 (7,247)

  • Dominion

    SteamTemple Gates Games

    StrategyジャンルのTemple Gates Games が開発のSteamで配信中。無料、評価 4.23/5(1,928件)、推定所有者数 約32万人。

    無料★ 4.23 (1,928)

  • Necrosmith

    SteamAlawar

    Adventure・Indie・SimulationジャンルのAlawar が開発のSteamで配信中。$1.19、評価 4.25/5(5,094件)、推定所有者数 約71万…

    $1.19★ 4.25 (5,094)

  • Teenage Mutant Ninja Turtles: Splintered Fate

    SteamSuper Evil Megacorp

    Action・Adventure・IndieジャンルのSuper Evil Megacorp が開発のSteamで配信中。$29.99、評価 3.96/5(1,816件)、推…

    $29.99★ 3.96 (1,816)

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