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. 31ページ目

プラットフォーム

Windows対応のゲーム(31 / 513 ページ)

Windows 対応の全 18,453 件のうち、人気順で31 ページ目を表示しています。

全 18,453 件中 1,081–1,116 件を表示(31 / 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
  • Unheard - Voices of Crime

    SteamNEXT Studios

    Indie・RPG・SimulationジャンルのNEXT Studios が開発のSteamで配信中。$6.99、評価 4.80/5(31,309件)、推定所有者数 約14…

    $6.99★ 4.80 (31,309)

  • Shadowrun Returns

    SteamHarebrained Schemes

    Adventure・Indie・RPGジャンルのHarebrained Schemes が開発のSteamで配信中。$14.99、評価 4.39/5(13,382件)、推定所…

    $14.99★ 4.39 (13,382)

  • Warhammer 40,000: Dawn of War - Dark Crusade

    SteamRelic Entertainment

    StrategyジャンルのRelic Entertainment が開発のSteamで配信中。無料、評価 4.80/5(8,976件)、推定所有者数 約141万人。

    無料★ 4.80 (8,976)

  • Avorion

    SteamBoxelware

    Action・Indie・SimulationジャンルのBoxelware が開発のSteamで配信中。$24.99、評価 4.49/5(13,614件)、推定所有者数 約7…

    $24.99★ 4.49 (13,614)

  • IXION

    SteamBulwark Studios

    Indie・Simulation・StrategyジャンルのBulwark Studios が開発のSteamで配信中。$34.99、評価 3.88/5(15,689件)、推…

    $34.99★ 3.88 (15,689)

  • Elin

    SteamLafrontier

    Early Access・Indie・RPGジャンルのLafrontier が開発のSteamで配信中。$19.99、評価 4.66/5(6,575件)、推定所有者数 約71…

    $19.99★ 4.66 (6,575)

  • Sid Meier's Civilization IV

    SteamFiraxis Games

    StrategyジャンルのFiraxis Games が開発のSteamで配信中。$5.99、評価 4.60/5(3,375件)、推定所有者数 約141万人。

    $5.99★ 4.60 (3,375)

  • The Coffin of Andy and Leyley

    SteamKit9 Studio

    Adventure・Early Access・RPGジャンルのKit9 Studio が開発のSteamで配信中。$11.99、評価 4.81/5(30,157件)、推定所有…

    $11.99★ 4.81 (30,157)

  • Wolcen: Lords of Mayhem

    SteamWOLCEN Studio

    Action・Adventure・IndieジャンルのWOLCEN Studio が開発のSteamで配信中。$29.99、評価 2.78/5(67,677件)、推定所有者数…

    $29.99★ 2.78 (67,677)

  • Pacific Drive

    SteamIronwood Studios

    Action・Adventure・IndieジャンルのIronwood Studios が開発のSteamで配信中。$14.99、評価 4.15/5(20,496件)、推定所…

    $14.99★ 4.15 (20,496)

  • Ravenswatch

    SteamPasstech Games

    Action・AdventureジャンルのPasstech Games が開発のSteamで配信中。$19.99、評価 3.97/5(16,153件)、推定所有者数 約32万…

    $19.99★ 3.97 (16,153)

  • Sifu

    SteamSloclap

    Action・IndieジャンルのSloclap が開発のSteamで配信中。$9.99、評価 4.60/5(21,129件)、推定所有者数 約71万人。

    $9.99★ 4.60 (21,129)

  • Age of Wonders III

    SteamTriumph Studios

    RPG・StrategyジャンルのTriumph Studios が開発のSteamで配信中。$29.99、評価 3.98/5(12,578件)、推定所有者数 約141万人。

    $29.99★ 3.98 (12,578)

  • Sands of Salzaar

    Steam汉家松鼠Han-Squirrel Studio

    Adventure・Indie・RPGジャンルの汉家松鼠Han-Squirrel Studio が開発のSteamで配信中。$14.99、評価 4.07/5(22,641件)…

    $14.99★ 4.07 (22,641)

  • Sonic Mania

    SteamChristian Whitehead, He…

    Action・Adventure・CasualジャンルのChristian Whitehead, Headcannon, PagodaWest Games が開発のSteam…

    $19.99★ 4.67 (26,131)

  • Trine 2: Complete Story

    SteamFrozenbyte

    Action・Adventure・IndieジャンルのFrozenbyte が開発のSteamで配信中。$3.99、評価 4.76/5(21,679件)、推定所有者数 約31…

    $3.99★ 4.76 (21,679)

  • Soulmask

    SteamCampFire Studio

    Adventure・Indie・RPGジャンルのCampFire Studio が開発のSteamで配信中。$23.99、評価 4.00/5(14,866件)、推定所有者数 …

    $23.99★ 4.00 (14,866)

  • Magicraft

    SteamWave Games

    Action・Adventure・IndieジャンルのWave Games が開発のSteamで配信中。$15.99、評価 4.59/5(13,533件)、推定所有者数 約7…

    $15.99★ 4.59 (13,533)

  • MechWarrior 5: Mercenaries

    SteamPiranha Games Inc.

    Action・SimulationジャンルのPiranha Games Inc. が開発のSteamで配信中。$29.99、評価 4.20/5(12,756件)、推定所有者数…

    $29.99★ 4.20 (12,756)

  • Automation - The Car Company Tycoon Game

    SteamCamshaft Software Ltd

    Early Access・Indie・RacingジャンルのCamshaft Software Ltd が開発のSteamで配信中。$29.99、評価 4.65/5(14,4…

    $29.99★ 4.65 (14,457)

  • Fallout 2: A Post Nuclear Role Playing Game

    SteamBlack Isle Studios

    RPGジャンルのBlack Isle Studios が開発のSteamで配信中。$9.99、評価 4.69/5(15,434件)、推定所有者数 約141万人。

    $9.99★ 4.69 (15,434)

  • Need For Speed: Hot Pursuit

    SteamCriterion Games

    RacingジャンルのCriterion Games が開発のSteamで配信中。無料、評価 4.10/5(19,977件)、推定所有者数 約316万人。

    無料★ 4.10 (19,977)

  • Warhammer 40,000: Dawn of War III

    SteamRelic Entertainment, Fe…

    Action・Simulation・StrategyジャンルのRelic Entertainment, Feral Interactive (Mac), Feral Inte…

    $7.99★ 2.38 (22,517)

  • Superliminal

    SteamPillow Castle

    Action・AdventureジャンルのPillow Castle が開発のSteamで配信中。$7.99、評価 4.72/5(30,151件)、推定所有者数 約141万人。

    $7.99★ 4.72 (30,151)

  • Gothic 3

    SteamPiranha Bytes

    Action・RPGジャンルのPiranha Bytes が開発のSteamで配信中。$19.99、評価 4.03/5(11,364件)、推定所有者数 約141万人。

    $19.99★ 4.03 (11,364)

  • Judgment

    SteamRGG Studio

    Action・AdventureジャンルのRGG Studio が開発のSteamで配信中。$39.99、評価 4.69/5(9,743件)、推定所有者数 約141万人。

    $39.99★ 4.69 (9,743)

  • The Darkness II

    SteamDigital Extremes

    ActionジャンルのDigital Extremes が開発のSteamで配信中。$2.99、評価 4.56/5(19,772件)、推定所有者数 約316万人。

    $2.99★ 4.56 (19,772)

  • Loadout

    SteamEdge of Reality

    Action・Free to Play・IndieジャンルのEdge of Reality が開発のSteamで配信中。無料、評価 4.34/5(39,312件)、推定所有者…

    無料★ 4.34 (39,312)

  • The Witness

    SteamThekla, Inc.

    Adventure・IndieジャンルのThekla, Inc. が開発のSteamで配信中。$39.99、評価 4.22/5(18,937件)、推定所有者数 約141万人。

    $39.99★ 4.22 (18,937)

  • Age of Empires: Definitive Edition

    SteamWorld's Edge, Forgotten…

    StrategyジャンルのWorld's Edge, Forgotten Empires, Tantalus が開発のSteamで配信中。$19.99、評価 4.17/5(1…

    $19.99★ 4.17 (13,940)

  • Temtem

    SteamCrema

    Adventure・Indie・Massively MultiplayerジャンルのCrema が開発のSteamで配信中。$44.99、評価 4.07/5(38,941件)…

    $44.99★ 4.07 (38,941)

  • Digimon Masters Online

    SteamMove Games Co., Ltd.

    Action・Adventure・CasualジャンルのMove Games Co., Ltd. が開発のSteamで配信中。無料、評価 3.31/5(8,125件)、推定所…

    無料★ 3.31 (8,125)

  • Thronefall

    SteamGrizzlyGames, Mythwright

    Action・Indie・StrategyジャンルのGrizzlyGames, Mythwright が開発のSteamで配信中。$12.99、評価 4.82/5(20,54…

    $12.99★ 4.82 (20,544)

  • Planetbase

    SteamMadruga Works

    Indie・Simulation・StrategyジャンルのMadruga Works が開発のSteamで配信中。$14.99、評価 3.95/5(9,852件)、推定所有…

    $14.99★ 3.95 (9,852)

  • The Expendabros

    SteamFree Lives

    Action・Adventure・Free to PlayジャンルのFree Lives が開発のSteamで配信中。無料、評価 4.85/5(18,174件)、推定所有者数…

    無料★ 4.85 (18,174)

  • Assassin's Creed Revelations

    SteamUbisoft Montreal

    Action・AdventureジャンルのUbisoft Montreal が開発のSteamで配信中。$5.99、評価 4.21/5(18,047件)、推定所有者数 約14…

    $5.99★ 4.21 (18,047)

← 前1…2930313233…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。