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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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  • Megadimension Neptunia VII

    SteamIdea Factory, Compile H…

    RPG・StrategyジャンルのIdea Factory, Compile Heart が開発のSteamで配信中。$19.99、評価 4.67/5(3,204件)、推定所…

    $19.99★ 4.67 (3,204)

  • House of Detention

    SteamAniki, Male Union ♂

    Action・Adventure・IndieジャンルのAniki, Male Union ♂ が開発のSteamで配信中。$0.99、評価 4.57/5(8,627件)、推定…

    $0.99★ 4.57 (8,627)

  • RAID: World War II

    SteamLion game Lion

    Action・Adventure・RPGジャンルのLion game Lion が開発のSteamで配信中。$4.99、評価 3.05/5(2,657件)、推定所有者数 約3…

    $4.99★ 3.05 (2,657)

  • Bound By Flame

    SteamSpiders

    Action・RPGジャンルのSpiders が開発のSteamで配信中。$6.99、評価 3.33/5(3,809件)、推定所有者数 約32万人。

    $6.99★ 3.33 (3,809)

  • Chicory: A Colorful Tale

    SteamWishes Ultd., Greg Loba…

    Adventure・Indie・RPGジャンルのWishes Ultd., Greg Lobanov, Alexis Dean-Jones, Lena Raine, Made…

    $19.99★ 4.86 (3,420)

  • Eldest Souls

    SteamFallen Flag Studio

    Action・Adventure・IndieジャンルのFallen Flag Studio が開発のSteamで配信中。$19.99、評価 3.60/5(3,807件)、推定…

    $19.99★ 3.60 (3,807)

  • Ghost of a Tale

    SteamSeithCG

    Action・Adventure・IndieジャンルのSeithCG が開発のSteamで配信中。$19.99、評価 4.55/5(4,903件)、推定所有者数 約32万人。

    $19.99★ 4.55 (4,903)

  • Metal Slug Tactics

    SteamLeikir Studio

    Action・Indie・RPGジャンルのLeikir Studio が開発のSteamで配信中。$14.99、評価 3.82/5(1,105件)、推定所有者数 約32万人。

    $14.99★ 3.82 (1,105)

  • Starcom: Unknown Space

    SteamWx3 Labs, LLC

    Action・Adventure・IndieジャンルのWx3 Labs, LLC が開発のSteamで配信中。$24.99、評価 4.57/5(3,168件)、推定所有者数 …

    $24.99★ 4.57 (3,168)

  • King Exit

    Steam深爪貴族

    Adventure・Indie・RPGジャンルの深爪貴族 が開発のSteamで配信中。無料、評価 4.75/5(6,818件)、推定所有者数 約32万人。

    無料★ 4.75 (6,818)

  • Legends of Kingdom Rush

    SteamIronhide Game Studio

    Indie・RPG・StrategyジャンルのIronhide Game Studio が開発のSteamで配信中。$14.99、評価 3.14/5(1,546件)、推定所有…

    $14.99★ 3.14 (1,546)

  • 古剑奇谭二(GuJian2)

    Steam上海烛龙信息科技有限公司, Aurogon S…

    RPGジャンルの上海烛龙信息科技有限公司, Aurogon Shanghai が開発のSteamで配信中。$6.39、評価 3.79/5(2,836件)、推定所有者数 約32…

    $6.39★ 3.79 (2,836)

  • Roguelands

    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 3.96/5(3,703件)、推定所有者数 約32万…

    $9.99★ 3.96 (3,703)

  • Have a Nice Dream

    Steam榭季生

    Free to Play・Indie・RPGジャンルの榭季生 が開発のSteamで配信中。無料、評価 4.61/5(4,641件)、推定所有者数 約32万人。

    無料★ 4.61 (4,641)

  • Time Wasters

    SteamProton Studio

    Action・Casual・IndieジャンルのProton Studio が開発のSteamで配信中。$2.49、評価 4.38/5(2,503件)、推定所有者数 約32万…

    $2.49★ 4.38 (2,503)

  • Secret of Mana

    SteamSquare Enix

    Action・RPGジャンルのSquare Enix が開発のSteamで配信中。$39.99、評価 3.38/5(2,696件)、推定所有者数 約32万人。

    $39.99★ 3.38 (2,696)

  • Warhammer 40,000: Inquisitor - Prophecy

    SteamNeocoreGames

    Action・Adventure・IndieジャンルのNeocoreGames が開発のSteamで配信中。$24.99、評価 3.91/5(2,889件)、推定所有者数 約…

    $24.99★ 3.91 (2,889)

  • Len's Island

    SteamFlow Studio

    Action・Adventure・IndieジャンルのFlow Studio が開発のSteamで配信中。$24.99、評価 4.23/5(3,924件)、推定所有者数 約1…

    $24.99★ 4.23 (3,924)

  • Mandragora: Whispers of the Witch Tree

    SteamPrimal Game Studio

    Action・Indie・RPGジャンルのPrimal Game Studio が開発のSteamで配信中。$39.99、評価 3.28/5(2,223件)、推定所有者数 約…

    $39.99★ 3.28 (2,223)

  • Trials of Fire

    SteamWhatboy Games

    Indie・RPG・StrategyジャンルのWhatboy Games が開発のSteamで配信中。$19.99、評価 4.26/5(3,166件)、推定所有者数 約32万…

    $19.99★ 4.26 (3,166)

  • Chroma Squad

    SteamBehold Studios

    Indie・RPG・StrategyジャンルのBehold Studios が開発のSteamで配信中。$14.99、評価 4.62/5(4,429件)、推定所有者数 約32…

    $14.99★ 4.62 (4,429)

  • Dwarves: Glory, Death and Loot

    SteamHamma Studios

    Adventure・Casual・IndieジャンルのHamma Studios が開発のSteamで配信中。$14.99、評価 3.98/5(1,654件)、推定所有者数 …

    $14.99★ 3.98 (1,654)

  • Lost

    SteamDSGame

    Action・Adventure・CasualジャンルのDSGame が開発のSteamで配信中。$2.50、評価 4.00/5(7,695件)、推定所有者数 約32万人。

    $2.50★ 4.00 (7,695)

  • SWORD ART ONLINE Fractured Daydream

    SteamDimps Corporation

    Action・Casual・RPGジャンルのDimps Corporation が開発のSteamで配信中。$59.99、評価 3.22/5(2,565件)、推定所有者数 約…

    $59.99★ 3.22 (2,565)

  • Banners of Ruin

    SteamMonteBearo

    RPG・StrategyジャンルのMonteBearo が開発のSteamで配信中。$3.99、評価 3.89/5(3,053件)、推定所有者数 約32万人。

    $3.99★ 3.89 (3,053)

  • Colt Canyon

    SteamRetrific

    Action・Casual・IndieジャンルのRetrific が開発のSteamで配信中。$2.99、評価 4.34/5(1,692件)、推定所有者数 約32万人。

    $2.99★ 4.34 (1,692)

  • Ys Origin

    SteamNihon Falcom

    Action・Adventure・RPGジャンルのNihon Falcom が開発のSteamで配信中。$19.99、評価 4.61/5(3,385件)、推定所有者数 約32…

    $19.99★ 4.61 (3,385)

  • Dungeons of Hinterberg

    SteamMicrobird Games

    Action・Adventure・IndieジャンルのMicrobird Games が開発のSteamで配信中。$22.99、評価 4.68/5(1,997件)、推定所有者…

    $22.99★ 4.68 (1,997)

  • The Deed

    SteamPilgrim Adventures, Gra…

    Adventure・RPGジャンルのPilgrim Adventures, GrabTheGames Studios が開発のSteamで配信中。$0.49、評価 4.45/…

    $0.49★ 4.45 (3,043)

  • Vigil: The Longest Night

    SteamGlass Heart Games

    Action・Indie・RPGジャンルのGlass Heart Games が開発のSteamで配信中。$21.99、評価 4.28/5(3,355件)、推定所有者数 約3…

    $21.99★ 4.28 (3,355)

  • Desktop Dungeons

    SteamQCF Design

    Adventure・Casual・IndieジャンルのQCF Design が開発のSteamで配信中。$14.99、評価 4.12/5(2,276件)、推定所有者数 約32…

    $14.99★ 4.12 (2,276)

  • Five Hearts Under One Roof

    SteamStorytaco

    Adventure・RPG・SimulationジャンルのStorytaco が開発のSteamで配信中。$8.99、評価 4.51/5(4,190件)、推定所有者数 約14…

    $8.99★ 4.51 (4,190)

  • Legendary Tales

    SteamUrban Wolf Games Inc.

    Action・Adventure・IndieジャンルのUrban Wolf Games Inc. が開発のSteamで配信中。$39.99、評価 3.71/5(2,876件)…

    $39.99★ 3.71 (2,876)

  • The Legend of Heroes: Trails of Cold Steel II

    SteamNihon Falcom

    RPGジャンルのNihon Falcom が開発のSteamで配信中。$39.99、評価 4.64/5(2,833件)、推定所有者数 約14万人。

    $39.99★ 4.64 (2,833)

  • Dungeon Siege III

    SteamObsidian Entertainment

    Action・RPGジャンルのObsidian Entertainment が開発のSteamで配信中。$14.99、評価 2.77/5(2,867件)、推定所有者数 約32…

    $14.99★ 2.77 (2,867)

  • Epic Battle Fantasy 3

    SteamMatt Roszak

    Adventure・Free to Play・IndieジャンルのMatt Roszak が開発のSteamで配信中。無料、評価 4.81/5(2,188件)、推定所有者数 …

    無料★ 4.81 (2,188)

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