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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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  • Passpartout: The Starving Artist

    SteamFlamebait Games

    Casual・Indie・SimulationジャンルのFlamebait Games が開発のSteamで配信中。$9.99、評価 4.37/5(6,779件)、推定所有者…

    $9.99★ 4.37 (6,779)

  • Swag and Sorcery

    SteamLazy Bear Games, Urobor…

    Adventure・Indie・RPGジャンルのLazy Bear Games, Uroboros Games が開発のSteamで配信中。$12.99、評価 2.62/5(…

    $12.99★ 2.62 (3,188)

  • Cataclismo

    SteamDigital Sun

    Simulation・StrategyジャンルのDigital Sun が開発のSteamで配信中。$14.99、評価 4.48/5(3,593件)、推定所有者数 約32万人。

    $14.99★ 4.48 (3,593)

  • Cricket 24

    SteamBig Ant Studios

    Simulation・SportsジャンルのBig Ant Studios が開発のSteamで配信中。$44.99、評価 3.84/5(1,931件)、推定所有者数 約14…

    $44.99★ 3.84 (1,931)

  • Amorous

    SteamTeam Amorous

    Free to Play・Indie・SimulationジャンルのTeam Amorous が開発のSteamで配信中。無料、評価 4.03/5(6,873件)、推定所有者…

    無料★ 4.03 (6,873)

  • Streamer Life Simulator

    SteamCheesecake Dev

    Action・Adventure・CasualジャンルのCheesecake Dev が開発のSteamで配信中。$1.99、評価 3.80/5(7,488件)、推定所有者数…

    $1.99★ 3.80 (7,488)

  • Orqa FPV.SkyDive

    SteamORQA

    Adventure・Casual・Free to PlayジャンルのORQA が開発のSteamで配信中。無料、評価 4.04/5(2,180件)、推定所有者数 約32万人。

    無料★ 4.04 (2,180)

  • This Land Is My Land

    SteamGame-Labs

    Action・Indie・RPGジャンルのGame-Labs が開発のSteamで配信中。$29.99、評価 3.37/5(4,470件)、推定所有者数 約32万人。

    $29.99★ 3.37 (4,470)

  • Tabletopia

    SteamTabletopia

    Casual・Free to Play・IndieジャンルのTabletopia が開発のSteamで配信中。無料、評価 3.02/5(1,590件)、推定所有者数 約71万…

    無料★ 3.02 (1,590)

  • Fishing: North Atlantic - Enhanced Edition

    SteamMisc Games

    SimulationジャンルのMisc Games が開発のSteamで配信中。$34.99、評価 3.76/5(2,558件)、推定所有者数 約32万人。

    $34.99★ 3.76 (2,558)

  • Prismata

    SteamLunarch Studios

    Early Access・Free to Play・IndieジャンルのLunarch Studios が開発のSteamで配信中。無料、評価 3.97/5(1,187件)、…

    無料★ 3.97 (1,187)

  • Ship Graveyard Simulator 2

    SteamGames Incubator, Hypnot…

    Action・Adventure・CasualジャンルのGames Incubator, Hypnotic Ants が開発のSteamで配信中。$24.99、評価 3.88…

    $24.99★ 3.88 (3,038)

  • Factory Town

    SteamErik Asmussen

    Indie・Simulation・StrategyジャンルのErik Asmussen が開発のSteamで配信中。$19.99、評価 4.49/5(4,321件)、推定所有…

    $19.99★ 4.49 (4,321)

  • One Hour One Life

    SteamJason Rohrer

    Indie・Massively Multiplayer・SimulationジャンルのJason Rohrer が開発のSteamで配信中。$14.99、評価 3.97/5(…

    $14.99★ 3.97 (4,410)

  • Stronghold 3 Gold

    SteamFirefly Studios

    Simulation・StrategyジャンルのFirefly Studios が開発のSteamで配信中。$29.99、評価 1.56/5(4,653件)、推定所有者数 約…

    $29.99★ 1.56 (4,653)

  • Animal Shelter

    SteamGames Incubator

    Adventure・Casual・IndieジャンルのGames Incubator が開発のSteamで配信中。$19.99、評価 4.32/5(3,495件)、推定所有者…

    $19.99★ 4.32 (3,495)

  • 112 Operator

    SteamJutsu Games

    Indie・Simulation・StrategyジャンルのJutsu Games が開発のSteamで配信中。$24.99、評価 4.44/5(6,608件)、推定所有者数…

    $24.99★ 4.44 (6,608)

  • GRID

    SteamCodemasters

    Action・Casual・RacingジャンルのCodemasters が開発のSteamで配信中。無料、評価 3.41/5(6,547件)、推定所有者数 約32万人。

    無料★ 3.41 (6,547)

  • The Song of Saya

    SteamNitroplus

    Adventure・SimulationジャンルのNitroplus が開発のSteamで配信中。$14.99、評価 4.51/5(7,136件)、推定所有者数 約32万人。

    $14.99★ 4.51 (7,136)

  • Juno: New Origins

    SteamJundroo, LLC

    Indie・SimulationジャンルのJundroo, LLC が開発のSteamで配信中。$19.99、評価 4.45/5(3,118件)、推定所有者数 約32万人。

    $19.99★ 4.45 (3,118)

  • F1 2017

    SteamCodemasters, Feral Inte…

    Racing・Simulation・SportsジャンルのCodemasters, Feral Interactive (Mac), Feral Interactive (L…

    無料★ 4.32 (5,948)

  • EMERGENCY 4 Deluxe

    SteamSixteen Tons Entertainm…

    Simulation・StrategyジャンルのSixteen Tons Entertainment が開発のSteamで配信中。$17.99、評価 4.59/5(1,855…

    $17.99★ 4.59 (1,855)

  • Notruf 112 | Emergency Call 112

    SteamCrenetic GmbH Studios

    Action・Casual・SimulationジャンルのCrenetic GmbH Studios が開発のSteamで配信中。$14.99、評価 3.76/5(4,334…

    $14.99★ 3.76 (4,334)

  • Growing Up

    SteamVile Monarch

    Adventure・Casual・IndieジャンルのVile Monarch が開発のSteamで配信中。$14.99、評価 4.33/5(3,279件)、推定所有者数 約…

    $14.99★ 4.33 (3,279)

  • Spellcaster University

    SteamSneaky Yak Studio

    Simulation・StrategyジャンルのSneaky Yak Studio が開発のSteamで配信中。$24.99、評価 4.09/5(4,048件)、推定所有者数…

    $24.99★ 4.09 (4,048)

  • Wargame: European Escalation

    SteamEugen Systems

    Indie・Simulation・StrategyジャンルのEugen Systems が開発のSteamで配信中。$9.99、評価 3.83/5(3,321件)、推定所有者…

    $9.99★ 3.83 (3,321)

  • Bus Simulator 16

    Steamstillalive studios

    Simulationジャンルのstillalive studios が開発のSteamで配信中。$9.99、評価 3.46/5(3,708件)、推定所有者数 約71万人。

    $9.99★ 3.46 (3,708)

  • Cities in Motion 2

    SteamColossal Order

    Simulation・StrategyジャンルのColossal Order が開発のSteamで配信中。$19.99、評価 2.79/5(2,483件)、推定所有者数 約7…

    $19.99★ 2.79 (2,483)

  • WWE 2K20

    SteamVisual Concepts

    Simulation・SportsジャンルのVisual Concepts が開発のSteamで配信中。無料、評価 2.07/5(5,901件)、推定所有者数 約71万人。

    無料★ 2.07 (5,901)

  • Reus

    SteamAbbey Games

    Indie・Simulation・StrategyジャンルのAbbey Games が開発のSteamで配信中。$9.99、評価 3.86/5(5,839件)、推定所有者数 …

    $9.99★ 3.86 (5,839)

  • Eastside Hockey Manager

    SteamSports Interactive

    Simulation・SportsジャンルのSports Interactive が開発のSteamで配信中。$19.99、評価 4.18/5(1,333件)、推定所有者数 …

    $19.99★ 4.18 (1,333)

  • Snake Pass

    SteamSumo Digital

    Adventure・Casual・IndieジャンルのSumo Digital が開発のSteamで配信中。$19.99、評価 3.93/5(3,201件)、推定所有者数 約…

    $19.99★ 3.93 (3,201)

  • Stronghold Legends: Steam Edition

    SteamFirefly Studios

    Simulation・StrategyジャンルのFirefly Studios が開発のSteamで配信中。$14.99、評価 4.29/5(2,432件)、推定所有者数 約…

    $14.99★ 4.29 (2,432)

  • Warhammer: Chaos And Conquest

    SteamHunted Cow Games

    Free to Play・Massively Multiplayer・SimulationジャンルのHunted Cow Games が開発のSteamで配信中。無料、評価 …

    無料★ 2.57 (1,138)

  • Twilight Struggle

    SteamPlaydek, Inc.

    Simulation・StrategyジャンルのPlaydek, Inc. が開発のSteamで配信中。$9.99、評価 4.29/5(2,807件)、推定所有者数 約32万…

    $9.99★ 4.29 (2,807)

  • Idle Research

    SteamConsidera Games LLC

    Adventure・Casual・Early AccessジャンルのConsidera Games LLC が開発のSteamで配信中。無料、評価 4.15/5(1,702件…

    無料★ 4.15 (1,702)

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