本文へスキップ
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
▲GAMEYARDつくったゲームを、届ける。
ゲームを探すブラウザで遊ぶ体験版ジャンル投稿作品ランキング検索ゲームを投稿ログイン
  1. ホーム
  2. ジャンル一覧
  3. Strategy
  4. 21ページ目

ジャンル

Strategyのゲーム(21 / 110 ページ)

Strategyジャンルの全 3,945 件のうち、 人気順で 21 ページ目を表示しています。

全 3,945 件中 721–756 件を表示(21 / 110 ページ)

  • 無料で遊べる
  • ブラウザで遊べる
  • 体験版
  • ジャンルから探す
  • 高評価ランキング
  • 投稿作品の新着
  • キーワード検索
  • Stronghold: Warlords

    SteamFirefly Studios

    Simulation・StrategyジャンルのFirefly Studios が開発のSteamで配信中。$39.99、評価 3.18/5(5,005件)、推定所有者数 約…

    $39.99★ 3.18 (5,005)

  • Warhammer 40,000: Dawn of War II: Retribution

    SteamRelic Entertainment, Fe…

    StrategyジャンルのRelic Entertainment, Feral Interactive (Mac/Linux) が開発のSteamで配信中。無料、評価 4.4…

    無料★ 4.49 (12,510)

  • Fallout Tactics: Brotherhood of Steel

    Steam14° East

    Strategyジャンルの14° East が開発のSteamで配信中。$9.99、評価 3.87/5(2,611件)、推定所有者数 約71万人。

    $9.99★ 3.87 (2,611)

  • GemCraft - Frostborn Wrath

    SteamGame in a Bottle

    Action・Indie・StrategyジャンルのGame in a Bottle が開発のSteamで配信中。$12.99、評価 4.36/5(2,699件)、推定所有者…

    $12.99★ 4.36 (2,699)

  • Age of Conquest IV

    SteamNoble Master LLC

    Free to Play・Indie・StrategyジャンルのNoble Master LLC が開発のSteamで配信中。無料、評価 4.00/5(2,748件)、推定所…

    無料★ 4.00 (2,748)

  • Railroader

    SteamGiraffe Lab LLC

    Early Access・Simulation・StrategyジャンルのGiraffe Lab LLC が開発のSteamで配信中。$29.99、評価 4.83/5(2,6…

    $29.99★ 4.83 (2,699)

  • Alina of the Arena

    SteamPINIX

    Indie・StrategyジャンルのPINIX が開発のSteamで配信中。$14.99、評価 4.53/5(3,722件)、推定所有者数 約32万人。

    $14.99★ 4.53 (3,722)

  • Stolen Realm

    SteamBurst2Flame Entertainme…

    Adventure・RPG・StrategyジャンルのBurst2Flame Entertainment が開発のSteamで配信中。$5.99、評価 4.20/5(3,23…

    $5.99★ 4.20 (3,232)

  • TheoTown

    SteamLobby Divinus

    Adventure・Casual・IndieジャンルのLobby Divinus が開発のSteamで配信中。$9.99、評価 4.66/5(3,309件)、推定所有者数 約…

    $9.99★ 4.66 (3,309)

  • Football, Tactics & Glory

    SteamCreoteam

    Simulation・Sports・StrategyジャンルのCreoteam が開発のSteamで配信中。$24.99、評価 4.35/5(4,024件)、推定所有者数 約…

    $24.99★ 4.35 (4,024)

  • Puzzle Pirates

    SteamGrey Havens

    Adventure・Casual・Free to PlayジャンルのGrey Havens が開発のSteamで配信中。無料、評価 3.92/5(2,107件)、推定所有者数…

    無料★ 3.92 (2,107)

  • Rail Route

    SteamBitrich.info

    Casual・Indie・SimulationジャンルのBitrich.info が開発のSteamで配信中。$9.99、評価 4.43/5(2,159件)、推定所有者数 約…

    $9.99★ 4.43 (2,159)

  • Underworld Idle

    SteamAleksandr Golovkin

    Free to Play・Indie・StrategyジャンルのAleksandr Golovkin が開発のSteamで配信中。無料、評価 3.43/5(1,158件)、推…

    無料★ 3.43 (1,158)

  • Life is Feudal: Forest Village

    SteamMindillusion

    Indie・Simulation・StrategyジャンルのMindillusion が開発のSteamで配信中。$24.99、評価 3.25/5(5,890件)、推定所有者…

    $24.99★ 3.25 (5,890)

  • Niche - a genetics survival game

    SteamStray Fawn Studio

    Indie・Simulation・StrategyジャンルのStray Fawn Studio が開発のSteamで配信中。$3.59、評価 4.27/5(5,014件)、推…

    $3.59★ 4.27 (5,014)

  • Three Kingdoms The Last Warlord

    SteamLongYou Game Studio

    Indie・Simulation・StrategyジャンルのLongYou Game Studio が開発のSteamで配信中。$0.99、評価 3.44/5(3,798件)…

    $0.99★ 3.44 (3,798)

  • Pharaoh + Cleopatra

    SteamImpressions Games

    Simulation・StrategyジャンルのImpressions Games が開発のSteamで配信中。$9.99、評価 4.51/5(2,435件)、推定所有者数 …

    $9.99★ 4.51 (2,435)

  • The World of Kungfu: Dragon and Eagle

    SteamChillyRoom

    Indie・RPG・StrategyジャンルのChillyRoom が開発のSteamで配信中。$11.69、評価 3.29/5(4,612件)、推定所有者数 約32万人。

    $11.69★ 3.29 (4,612)

  • Cook, Serve, Delicious!

    SteamVertigo Gaming Inc.

    Action・Indie・SimulationジャンルのVertigo Gaming Inc. が開発のSteamで配信中。$12.99、評価 4.69/5(5,620件)、…

    $12.99★ 4.69 (5,620)

  • Murderous Pursuits

    SteamBlazing Griffin

    Action・Indie・SimulationジャンルのBlazing Griffin が開発のSteamで配信中。$9.99、評価 3.10/5(2,816件)、推定所有者…

    $9.99★ 3.10 (2,816)

  • Tropico 3

    SteamHaemimont Games

    Simulation・StrategyジャンルのHaemimont Games が開発のSteamで配信中。$2.99、評価 4.38/5(1,855件)、推定所有者数 約1…

    $2.99★ 4.38 (1,855)

  • Worlds of Magic

    SteamWastelands Interactive

    RPG・StrategyジャンルのWastelands Interactive が開発のSteamで配信中。$1.07、評価 2.22/5(552件)、推定所有者数 約32万…

    $1.07★ 2.22 (552)

  • Battlestar Galactica Deadlock

    SteamBlack Lab Games

    StrategyジャンルのBlack Lab Games が開発のSteamで配信中。$39.99、評価 4.14/5(3,460件)、推定所有者数 約32万人。

    $39.99★ 4.14 (3,460)

  • Knights of Honor II: Sovereign

    SteamBlack Sea Games

    Simulation・StrategyジャンルのBlack Sea Games が開発のSteamで配信中。$44.99、評価 3.79/5(5,792件)、推定所有者数 約…

    $44.99★ 3.79 (5,792)

  • Railroad Corporation

    SteamCorbie Games

    Simulation・StrategyジャンルのCorbie Games が開発のSteamで配信中。$6.47、評価 3.59/5(1,387件)、推定所有者数 約32万人。

    $6.47★ 3.59 (1,387)

  • Steel Division: Normandy 44

    SteamEugen Systems

    Action・Simulation・StrategyジャンルのEugen Systems が開発のSteamで配信中。$19.99、評価 3.67/5(6,231件)、推定所…

    $19.99★ 3.67 (6,231)

  • Software Inc.

    SteamCoredumping

    Early Access・Indie・SimulationジャンルのCoredumping が開発のSteamで配信中。$22.99、評価 4.69/5(7,244件)、推定…

    $22.99★ 4.69 (7,244)

  • THE 4 SINS

    Steam奇门互娱

    Adventure・Indie・RPGジャンルの奇门互娱 が開発のSteamで配信中。$9.99、評価 1.15/5(3,942件)、推定所有者数 約71万人。

    $9.99★ 1.15 (3,942)

  • Reverse Collapse: Code Name Bakery

    SteamShanghai Sunborn Networ…

    Adventure・RPG・StrategyジャンルのShanghai Sunborn Network Technology Co., Ltd. が開発のSteamで配信中。…

    $24.99★ 3.85 (4,683)

  • Idol Manager

    SteamGlitch Pitch

    Indie・Simulation・StrategyジャンルのGlitch Pitch が開発のSteamで配信中。$19.99、評価 4.33/5(3,881件)、推定所有者…

    $19.99★ 4.33 (3,881)

  • SpaceBourne 2

    SteamBurak Dabak

    Action・Adventure・IndieジャンルのBurak Dabak が開発のSteamで配信中。$19.99、評価 3.88/5(4,117件)、推定所有者数 約3…

    $19.99★ 3.88 (4,117)

  • Arma 2

    SteamBohemia Interactive

    Action・Simulation・StrategyジャンルのBohemia Interactive が開発のSteamで配信中。$12.99、評価 4.10/5(2,117…

    $12.99★ 4.10 (2,117)

  • Idle Big Devil

    SteamHONG KONG SPARK SOFTWAR…

    Adventure・Casual・Free to PlayジャンルのHONG KONG SPARK SOFTWARE TECHNOLOGY CO., LIMITED が開発の…

    無料★ 4.03 (3,831)

  • Friday the 13th: Killer Puzzle

    SteamBlue Wizard Digital

    Casual・Free to Play・IndieジャンルのBlue Wizard Digital が開発のSteamで配信中。無料、評価 4.66/5(6,018件)、推定…

    無料★ 4.66 (6,018)

  • Worms Revolution

    SteamTeam17 Digital Ltd

    StrategyジャンルのTeam17 Digital Ltd が開発のSteamで配信中。$4.99、評価 4.32/5(8,772件)、推定所有者数 約32万人。

    $4.99★ 4.32 (8,772)

  • Carcassonne - Tiles & Tactics

    SteamArtefacts Studio

    Casual・StrategyジャンルのArtefacts Studio が開発のSteamで配信中。$9.99、評価 4.20/5(2,418件)、推定所有者数 約32万人。

    $9.99★ 4.20 (2,418)

← 前1…1920212223…110次 →

さがす

  • すべてのゲーム
  • ブラウザで遊べるゲーム
  • 無料ゲーム
  • ジャンル一覧
  • 開発者一覧

ランキング

  • 総合ランキング
  • 高評価ランキング
  • 無料ゲームランキング
  • データ統計

投稿する

  • ゲームを投稿する
  • 投稿作品の新着
  • ゲームジャム
  • 制作ツールから探す
  • 素材ライブラリ
  • 投稿の管理
  • お気に入り
  • フォロー
  • はじめての公開
  • 素材を使うときは
  • 投稿ガイドライン
  • よくある質問
  • 安全性への取り組み

サイト情報

  • GAMEYARD について
  • 創業パートナー
  • 創業クリエイター募集
  • お問い合わせ
  • データの出典と方針
  • 広告掲載方針
  • 記事
  • 通報・削除依頼
  • llms.txt
  • サイトマップ

© 2026 GAMEYARD(ゲームヤード)

ゲーム情報の出典: Steam (SteamSpy) / itch.io。各作品の権利は権利者に帰属します。