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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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  • Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars

    SteamKONAMI

    RPGジャンルのKONAMI が開発のSteamで配信中。$24.99、評価 4.72/5(1,785件)、推定所有者数 約7万人。

    $24.99★ 4.72 (1,785)

  • FINAL FANTASY VI

    SteamSquare Enix

    RPGジャンルのSquare Enix が開発のSteamで配信中。無料、評価 4.06/5(2,565件)、推定所有者数 約32万人。

    無料★ 4.06 (2,565)

  • HELLGATE: London

    SteamT3Entertainment

    Action・RPGジャンルのT3Entertainment が開発のSteamで配信中。$12.99、評価 2.75/5(2,206件)、推定所有者数 約14万人。

    $12.99★ 2.75 (2,206)

  • Requiem: Rise of the Reaver

    SteamGravity Interactive, In…

    Action・Adventure・CasualジャンルのGravity Interactive, Inc. が開発のSteamで配信中。無料、評価 3.22/5(903件)、…

    無料★ 3.22 (903)

  • Beast Saga

    Steam嘉兴黑曜石(Jiaxing Obsidian)

    Adventure・Indie・RPGジャンルの嘉兴黑曜石(Jiaxing Obsidian) が開発のSteamで配信中。$15.29、評価 3.97/5(1,122件)、…

    $15.29★ 3.97 (1,122)

  • Mega Man Zero/ZX Legacy Collection

    SteamCAPCOM CO., LTD.

    Action・RPGジャンルのCAPCOM CO., LTD. が開発のSteamで配信中。$29.99、評価 3.69/5(2,402件)、推定所有者数 約14万人。

    $29.99★ 3.69 (2,402)

  • The friends of Ringo Ishikawa

    Steamyeo

    Action・Adventure・Indieジャンルのyeo が開発のSteamで配信中。$14.99、評価 4.39/5(2,841件)、推定所有者数 約14万人。

    $14.99★ 4.39 (2,841)

  • Backbone: Prologue

    SteamEggNut

    Adventure・Free to Play・IndieジャンルのEggNut が開発のSteamで配信中。無料、評価 4.81/5(4,122件)、推定所有者数 約32万人。

    無料★ 4.81 (4,122)

  • Asterigos: Curse of the Stars

    SteamAcme Gamestudio

    Action・Adventure・RPGジャンルのAcme Gamestudio が開発のSteamで配信中。$34.99、評価 3.91/5(3,072件)、推定所有者数 …

    $34.99★ 3.91 (3,072)

  • Atelier Ryza 2: Lost Legends & the Secret Fairy

    SteamKOEI TECMO GAMES CO., L…

    RPGジャンルのKOEI TECMO GAMES CO., LTD. が開発のSteamで配信中。$59.99、評価 4.50/5(3,570件)、推定所有者数 約7万人。

    $59.99★ 4.50 (3,570)

  • Neon Echo

    SteamXinyuan Studio

    Action・Adventure・Early AccessジャンルのXinyuan Studio が開発のSteamで配信中。$14.99、評価 2.72/5(4,099件)…

    $14.99★ 2.72 (4,099)

  • Overdungeon

    SteamPocketpair

    Action・Adventure・CasualジャンルのPocketpair が開発のSteamで配信中。$7.49、評価 3.90/5(3,076件)、推定所有者数 約32…

    $7.49★ 3.90 (3,076)

  • The Legend of Heroes: Trails in the Sky SC

    SteamNihon Falcom

    RPGジャンルのNihon Falcom が開発のSteamで配信中。$29.99、評価 4.86/5(3,719件)、推定所有者数 約7万人。

    $29.99★ 4.86 (3,719)

  • EmergeNYC

    SteamFlipSwitch Games

    Action・Adventure・CasualジャンルのFlipSwitch Games が開発のSteamで配信中。$24.99、評価 3.13/5(4,078件)、推定所…

    $24.99★ 3.13 (4,078)

  • Path of Achra

    SteamUlfsire

    RPGジャンルのUlfsire が開発のSteamで配信中。$9.99、評価 4.89/5(2,578件)、推定所有者数 約7万人。

    $9.99★ 4.89 (2,578)

  • CHRONO CROSS: THE RADICAL DREAMERS EDITION

    SteamSquare Enix, D4Enterpri…

    Adventure・RPGジャンルのSquare Enix, D4Enterprise Co.,Ltd. が開発のSteamで配信中。$19.99、評価 2.97/5(2,1…

    $19.99★ 2.97 (2,175)

  • Mercenary Kings: Reloaded Edition

    SteamTribute Games Inc.

    Action・Adventure・IndieジャンルのTribute Games Inc. が開発のSteamで配信中。$19.99、評価 3.43/5(2,426件)、推定…

    $19.99★ 3.43 (2,426)

  • Tap Heroes

    SteamVaragtP

    Action・Adventure・CasualジャンルのVaragtP が開発のSteamで配信中。$0.74、評価 3.56/5(1,353件)、推定所有者数 約32万人。

    $0.74★ 3.56 (1,353)

  • Tap Tap Infinity

    SteamScary Bee LLC

    Action・Casual・Free to PlayジャンルのScary Bee LLC が開発のSteamで配信中。無料、評価 3.56/5(935件)、推定所有者数 約3…

    無料★ 3.56 (935)

  • 9 Days

    SteamMVR

    Action・Adventure・RPGジャンルのMVR が開発のSteamで配信中。$14.99、評価 3.24/5(1,433件)、推定所有者数 約14万人。

    $14.99★ 3.24 (1,433)

  • Depression Quest

    SteamThe Quinnspiracy, Patri…

    Free to Play・Indie・RPGジャンルのThe Quinnspiracy, Patrick Lindsey, Isaac Schankler が開発のSteam…

    無料★ 2.93 (3,974)

  • Legendary Creatures 2

    SteamHideChara

    Adventure・Indie・RPGジャンルのHideChara が開発のSteamで配信中。$1.79、評価 3.51/5(917件)、推定所有者数 約32万人。

    $1.79★ 3.51 (917)

  • Of Orcs And Men

    SteamCyanide Studio, Spiders

    Action・RPGジャンルのCyanide Studio, Spiders が開発のSteamで配信中。$1.49、評価 3.60/5(1,992件)、推定所有者数 約32…

    $1.49★ 3.60 (1,992)

  • Songs of Silence

    SteamChimera Entertainment

    Adventure・Indie・RPGジャンルのChimera Entertainment が開発のSteamで配信中。$29.99、評価 3.94/5(1,846件)、推定…

    $29.99★ 3.94 (1,846)

  • Mainframe Defenders

    SteamSynthetic Domain

    Indie・RPG・StrategyジャンルのSynthetic Domain が開発のSteamで配信中。$5.99、評価 4.28/5(691件)、推定所有者数 約32万…

    $5.99★ 4.28 (691)

  • Atelier Yumia: The Alchemist of Memories & the Envisioned Land

    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。$69.99、評価 3.15/5(2,54…

    $69.99★ 3.15 (2,541)

  • The Swords of Ditto: Mormo's Curse

    Steamonebitbeyond

    Action・Adventure・Indieジャンルのonebitbeyond が開発のSteamで配信中。$14.99、評価 3.06/5(2,317件)、推定所有者数 約…

    $14.99★ 3.06 (2,317)

  • Dragonia

    SteamBlue Studio

    Action・RPGジャンルのBlue Studio が開発のSteamで配信中。$1.99、評価 4.17/5(5,770件)、推定所有者数 約32万人。

    $1.99★ 4.17 (5,770)

  • Shiren the Wanderer: The Tower of Fortune and the Dice of Fate

    SteamSpike Chunsoft Co., Ltd.

    RPGジャンルのSpike Chunsoft Co., Ltd. が開発のSteamで配信中。$19.99、評価 3.69/5(832件)、推定所有者数 約14万人。

    $19.99★ 3.69 (832)

  • Detective Girl of the Steam City

    SteamClymenia

    Indie・RPGジャンルのClymenia が開発のSteamで配信中。$14.99、評価 4.53/5(1,902件)、推定所有者数 約32万人。

    $14.99★ 4.53 (1,902)

  • Blackthorn Arena

    SteamPersonaeGame Studio

    Indie・RPG・SimulationジャンルのPersonaeGame Studio が開発のSteamで配信中。$24.99、評価 3.37/5(3,777件)、推定所…

    $24.99★ 3.37 (3,777)

  • Sakura Dungeon

    SteamWinged Cloud

    Adventure・Indie・RPGジャンルのWinged Cloud が開発のSteamで配信中。$19.99、評価 4.49/5(1,889件)、推定所有者数 約32万…

    $19.99★ 4.49 (1,889)

  • The Adventure Pals

    SteamMassive Monster

    Action・Adventure・IndieジャンルのMassive Monster が開発のSteamで配信中。$14.99、評価 4.55/5(1,869件)、推定所有者…

    $14.99★ 4.55 (1,869)

  • Disgaea 2 PC

    SteamNippon Ichi Software, I…

    RPGジャンルのNippon Ichi Software, Inc. が開発のSteamで配信中。$19.99、評価 4.49/5(1,581件)、推定所有者数 約14万人。

    $19.99★ 4.49 (1,581)

  • HellSign

    SteamBallistic Interactive

    Action・Adventure・IndieジャンルのBallistic Interactive が開発のSteamで配信中。$19.99、評価 3.32/5(2,201件)…

    $19.99★ 3.32 (2,201)

  • Mini Healer

    SteamSad Doge

    Action・Casual・Early AccessジャンルのSad Doge が開発のSteamで配信中。$7.99、評価 4.40/5(2,191件)、推定所有者数 約3…

    $7.99★ 4.40 (2,191)

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