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. ゲーム一覧
  3. Windows対応
  4. 194ページ目

プラットフォーム

Windows対応のゲーム(194 / 513 ページ)

Windows 対応の全 18,453 件のうち、人気順で194 ページ目を表示しています。

全 18,453 件中 6,949–6,984 件を表示(194 / 513 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
  • TDP4:Team Battle

    SteamJAVELIN OÜ

    Action・Adventure・Free to PlayジャンルのJAVELIN OÜ が開発のSteamで配信中。無料、評価 2.54/5(868件)、推定所有者数 約3…

    無料★ 2.54 (868)

  • The Chrono Jotter

    SteamOrca Layout

    Adventure・IndieジャンルのOrca Layout が開発のSteamで配信中。$11.99、評価 4.68/5(1,939件)、推定所有者数 約7万人。

    $11.99★ 4.68 (1,939)

  • Among Trees

    SteamFJRD Interactive

    Adventure・Indie・SimulationジャンルのFJRD Interactive が開発のSteamで配信中。$14.99、評価 3.33/5(2,160件)、…

    $14.99★ 3.33 (2,160)

  • BIT.TRIP BEAT

    SteamGaijin Games

    Action・Casual・IndieジャンルのGaijin Games が開発のSteamで配信中。$9.99、評価 3.89/5(864件)、推定所有者数 約32万人。

    $9.99★ 3.89 (864)

  • Disgaea 4 Complete+

    SteamNippon Ichi Software, I…

    RPG・StrategyジャンルのNippon Ichi Software, Inc. が開発のSteamで配信中。$39.99、評価 4.28/5(822件)、推定所有者数…

    $39.99★ 4.28 (822)

  • InMind VR

    SteamLuden.io

    Action・Casual・Free to PlayジャンルのLuden.io が開発のSteamで配信中。無料、評価 3.72/5(432件)、推定所有者数 約32万人。

    無料★ 3.72 (432)

  • Insanely Twisted Shadow Planet

    SteamShadow Planet Productio…

    Action・Adventure・IndieジャンルのShadow Planet Productions が開発のSteamで配信中。$14.99、評価 4.23/5(867…

    $14.99★ 4.23 (867)

  • Iron Meat

    SteamIvan Valeryevich Suvoro…

    ActionジャンルのIvan Valeryevich Suvorov, Retroware が開発のSteamで配信中。$19.99、評価 4.78/5(864件)、推定所…

    $19.99★ 4.78 (864)

  • Mage and Monsters

    SteamLasse Zacho Malver

    StrategyジャンルのLasse Zacho Malver が開発のSteamで配信中。$2.49、評価 4.41/5(867件)、推定所有者数 約14万人。

    $2.49★ 4.41 (867)

  • Millennium - A New Hope

    SteamAldorlea Games

    Adventure・Casual・IndieジャンルのAldorlea Games が開発のSteamで配信中。$9.99、評価 3.47/5(433件)、推定所有者数 約3…

    $9.99★ 3.47 (433)

  • OlliOlli

    SteamRoll7, General Arcade

    Indie・SportsジャンルのRoll7, General Arcade が開発のSteamで配信中。$12.99、評価 3.79/5(864件)、推定所有者数 約14万…

    $12.99★ 3.79 (864)

  • So Many Cubes

    Steamexagongames

    Action・Casual・Early Accessジャンルのexagongames が開発のSteamで配信中。$1.99、評価 1.22/5(172件)、推定所有者数 約…

    $1.99★ 1.22 (172)

  • Soccer Manager 2018

    SteamSoccer Manager Ltd

    SportsジャンルのSoccer Manager Ltd が開発のSteamで配信中。無料、評価 3.22/5(433件)、推定所有者数 約32万人。

    無料★ 3.22 (433)

  • Beneath Oresa

    SteamBroken Spear Inc.

    Indie・RPG・StrategyジャンルのBroken Spear Inc. が開発のSteamで配信中。$7.49、評価 3.77/5(1,437件)、推定所有者数 約…

    $7.49★ 3.77 (1,437)

  • Bulwark: Falconeer Chronicles

    SteamTomas Sala

    Casual・Indie・SimulationジャンルのTomas Sala が開発のSteamで配信中。$19.99、評価 4.12/5(1,149件)、推定所有者数 約7…

    $19.99★ 4.12 (1,149)

  • Dungeon Village

    SteamKairosoft Co.,Ltd

    Casual・Indie・RPGジャンルのKairosoft Co.,Ltd が開発のSteamで配信中。$8.99、評価 4.31/5(716件)、推定所有者数 約14万人。

    $8.99★ 4.31 (716)

  • Hello Love: 18 Again

    Steam念念而忘(Echofall Studio)

    Casual・Simulationジャンルの念念而忘(Echofall Studio) が開発のSteamで配信中。$13.99、評価 4.58/5(1,717件)、推定所有…

    $13.99★ 4.58 (1,717)

  • Pesterquest

    SteamWhat Pumpkin Games, Inc.

    Adventure・Indie・RPGジャンルのWhat Pumpkin Games, Inc. が開発のSteamで配信中。$11.99、評価 4.42/5(1,438件)…

    $11.99★ 4.42 (1,438)

  • Train Station Renovation - First Job

    SteamLive Motion Games

    Casual・Indie・SimulationジャンルのLive Motion Games が開発のSteamで配信中。無料、評価 4.19/5(858件)、推定所有者数 約…

    無料★ 4.19 (858)

  • Anvil Saga

    SteamPirozhok Studio

    Indie・RPG・SimulationジャンルのPirozhok Studio が開発のSteamで配信中。$19.99、評価 3.52/5(1,708件)、推定所有者数 …

    $19.99★ 3.52 (1,708)

  • Conan the mighty pig

    SteamMihai Morosanu

    Action・Adventure・IndieジャンルのMihai Morosanu が開発のSteamで配信中。$0.99、評価 4.48/5(1,429件)、推定所有者数 …

    $0.99★ 4.48 (1,429)

  • KILL IT WITH FIRE! 2

    SteamCasey Donnellan Games L…

    Action・Adventure・CasualジャンルのCasey Donnellan Games LLC が開発のSteamで配信中。$14.99、評価 4.69/5(1,…

    $14.99★ 4.69 (1,070)

  • Shantae and the Pirate's Curse

    SteamWayForward

    Action・Adventure・IndieジャンルのWayForward が開発のSteamで配信中。$19.99、評価 4.60/5(2,853件)、推定所有者数 約7万…

    $19.99★ 4.60 (2,853)

  • CODE2040

    SteamWANIN Games, Team Weaver

    Free to PlayジャンルのWANIN Games, Team Weaver が開発のSteamで配信中。無料、評価 1.93/5(852件)、推定所有者数 約32万人。

    無料★ 1.93 (852)

  • Disneyland Adventures

    SteamFrontier Developments, …

    AdventureジャンルのFrontier Developments, Asobo Studio が開発のSteamで配信中。$19.99、評価 4.39/5(707件)、…

    $19.99★ 4.39 (707)

  • Dragon's Prophet

    SteamRunewaker

    Action・Free to Play・Massively MultiplayerジャンルのRunewaker が開発のSteamで配信中。無料、評価 3.26/5(849件…

    無料★ 3.26 (849)

  • Museum of Other Realities

    SteamMOR Museum Inc.

    Casual・SimulationジャンルのMOR Museum Inc. が開発のSteamで配信中。無料、評価 4.34/5(424件)、推定所有者数 約32万人。

    無料★ 4.34 (424)

  • Twilight Survivors

    SteamDORIDORI STUDIO

    Action・Adventure・CasualジャンルのDORIDORI STUDIO が開発のSteamで配信中。$2.99、評価 4.39/5(896件)、推定所有者数 …

    $2.99★ 4.39 (896)

  • Venetica - Gold Edition

    SteamDeck13

    Action・Adventure・IndieジャンルのDeck13 が開発のSteamで配信中。$9.99、評価 3.81/5(708件)、推定所有者数 約14万人。

    $9.99★ 3.81 (708)

  • Gomoku Let's Go

    SteamStudio Amateur

    Casual・Indie・StrategyジャンルのStudio Amateur が開発のSteamで配信中。$2.99、評価 4.29/5(847件)、推定所有者数 約14…

    $2.99★ 4.29 (847)

  • Master Of Pottery

    SteamAZGames

    Casual・Early Access・IndieジャンルのAZGames が開発のSteamで配信中。$5.99、評価 4.84/5(2,826件)、推定所有者数 約7万人。

    $5.99★ 4.84 (2,826)

  • Serious Sam Double D XXL

    SteamMommy's Best Games, Cro…

    Action・IndieジャンルのMommy's Best Games, Croteam が開発のSteamで配信中。$9.99、評価 4.01/5(846件)、推定所有者数…

    $9.99★ 4.01 (846)

  • Chushpan Simulator

    SteamSebasa Games

    Action・Adventure・RPGジャンルのSebasa Games が開発のSteamで配信中。$0.74、評価 4.21/5(2,407件)、推定所有者数 約7万人。

    $0.74★ 4.21 (2,407)

  • Delver

    SteamChad Cuddigan, Joshua S…

    Action・Adventure・IndieジャンルのChad Cuddigan, Joshua Skelton が開発のSteamで配信中。$14.99、評価 4.32/5…

    $14.99★ 4.32 (2,798)

  • Ikki Unite

    SteamSUNSOFT

    Action・Casual・IndieジャンルのSUNSOFT が開発のSteamで配信中。$11.99、評価 3.69/5(700件)、推定所有者数 約14万人。

    $11.99★ 3.69 (700)

  • The Banner Saga: Factions

    SteamStoic

    Free to Play・Indie・RPGジャンルのStoic が開発のSteamで配信中。無料、評価 3.55/5(841件)、推定所有者数 約32万人。

    無料★ 3.55 (841)

← 前1…192193194195196…513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。