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. 41ページ目

プラットフォーム

Windows対応のゲーム(41 / 513 ページ)

Windows 対応の全 18,453 件のうち、人気順で41 ページ目を表示しています。

全 18,453 件中 1,441–1,476 件を表示(41 / 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
  • Mini Metro

    SteamDinosaur Polo Club

    Indie・Simulation・StrategyジャンルのDinosaur Polo Club が開発のSteamで配信中。$6.99、評価 4.79/5(15,672件)…

    $6.99★ 4.79 (15,672)

  • Thronebreaker: The Witcher Tales

    SteamCD PROJEKT RED

    Adventure・RPGジャンルのCD PROJEKT RED が開発のSteamで配信中。$19.99、評価 4.42/5(16,638件)、推定所有者数 約71万人。

    $19.99★ 4.42 (16,638)

  • Nuclear Throne

    SteamVlambeer

    Action・Indie・RPGジャンルのVlambeer が開発のSteamで配信中。$11.99、評価 4.79/5(17,979件)、推定所有者数 約71万人。

    $11.99★ 4.79 (17,979)

  • Project Wingman

    SteamSector D2

    Action・Indie・SimulationジャンルのSector D2 が開発のSteamで配信中。$24.99、評価 4.67/5(19,217件)、推定所有者数 約7…

    $24.99★ 4.67 (19,217)

  • Sniper: Ghost Warrior 2

    SteamCity Interactive

    ActionジャンルのCity Interactive が開発のSteamで配信中。$9.99、評価 3.75/5(17,916件)、推定所有者数 約141万人。

    $9.99★ 3.75 (17,916)

  • Kerbal Space Program 2

    SteamIntercept Games

    Early Access・Indie・SimulationジャンルのIntercept Games が開発のSteamで配信中。$49.99、評価 1.45/5(29,384…

    $49.99★ 1.45 (29,384)

  • Lost Castle 2

    SteamHunter Studio

    Action・Adventure・IndieジャンルのHunter Studio が開発のSteamで配信中。$17.99、評価 3.83/5(8,290件)、推定所有者数 …

    $17.99★ 3.83 (8,290)

  • Notes of Soul

    Steam(Hong Kong)GKD Game Stu…

    Action・Adventure・Casualジャンルの(Hong Kong)GKD Game Studio が開発のSteamで配信中。$29.99、評価 3.84/5(2…

    $29.99★ 3.84 (20,780)

  • STAR WARS Jedi Knight - Jedi Academy

    SteamRaven Software

    ActionジャンルのRaven Software が開発のSteamで配信中。$9.99、評価 4.79/5(13,270件)、推定所有者数 約71万人。

    $9.99★ 4.79 (13,270)

  • Depth

    SteamAmmobox Studios

    Action・IndieジャンルのAmmobox Studios が開発のSteamで配信中。$19.99、評価 4.38/5(32,665件)、推定所有者数 約141万人。

    $19.99★ 4.38 (32,665)

  • RollerCoaster Tycoon: Deluxe

    SteamChris Sawyer Productions

    Simulation・StrategyジャンルのChris Sawyer Productions が開発のSteamで配信中。$5.99、評価 4.70/5(7,709件)、…

    $5.99★ 4.70 (7,709)

  • VRoid Studio v0.13.1

    Steampixiv Inc.

    Free to Playジャンルのpixiv Inc. が開発のSteamで配信中。無料、評価 4.70/5(4,232件)、推定所有者数 約71万人。

    無料★ 4.70 (4,232)

  • Line of Sight

    SteamBlackSpot Entertainment

    Action・Free to Play・IndieジャンルのBlackSpot Entertainment が開発のSteamで配信中。無料、評価 2.93/5(9,055件…

    無料★ 2.93 (9,055)

  • SpaceEngine

    SteamCosmographic Software

    Casual・Early Access・IndieジャンルのCosmographic Software が開発のSteamで配信中。$29.99、評価 4.78/5(12,6…

    $29.99★ 4.78 (12,617)

  • The Walking Dead: The Final Season

    SteamTelltale Games

    AdventureジャンルのTelltale Games が開発のSteamで配信中。$19.99、評価 4.73/5(19,284件)、推定所有者数 約71万人。

    $19.99★ 4.73 (19,284)

  • Conqueror's Blade

    SteamBooming Tech

    Action・Free to Play・Massively MultiplayerジャンルのBooming Tech が開発のSteamで配信中。無料、評価 3.72/5(3…

    無料★ 3.72 (30,134)

  • Lost Judgment

    SteamRGG Studio

    Action・Adventure・RPGジャンルのRGG Studio が開発のSteamで配信中。$39.99、評価 4.69/5(7,666件)、推定所有者数 約71万人。

    $39.99★ 4.69 (7,666)

  • SD GUNDAM G GENERATION CROSS RAYS

    SteamTOM CREATE, 株式会社トムクリエイト

    RPG・StrategyジャンルのTOM CREATE, 株式会社トムクリエイト が開発のSteamで配信中。$39.99、評価 4.14/5(7,866件)、推定所有者数 …

    $39.99★ 4.14 (7,866)

  • Cube Escape: Paradox

    SteamRusty Lake

    Adventure・Free to Play・IndieジャンルのRusty Lake が開発のSteamで配信中。無料、評価 4.85/5(10,554件)、推定所有者数 …

    無料★ 4.85 (10,554)

  • iRacing

    SteamiRacing.com Motorsport …

    Massively Multiplayer・Racing・SimulationジャンルのiRacing.com Motorsport Simulations, iRacing…

    $9.99★ 4.25 (5,023)

  • WolfQuest: Anniversary Edition

    Steameduweb

    Action・RPG・Simulationジャンルのeduweb が開発のSteamで配信中。$19.79、評価 4.88/5(10,248件)、推定所有者数 約32万人。

    $19.79★ 4.88 (10,248)

  • Strange Horticulture

    SteamBad Viking

    Adventure・Indie・SimulationジャンルのBad Viking が開発のSteamで配信中。$15.99、評価 4.72/5(13,152件)、推定所有者…

    $15.99★ 4.72 (13,152)

  • Kingdom Rush Frontiers - Tower Defense

    SteamIronhide Game Studio

    StrategyジャンルのIronhide Game Studio が開発のSteamで配信中。$9.99、評価 4.82/5(9,408件)、推定所有者数 約71万人。

    $9.99★ 4.82 (9,408)

  • Kingdoms Reborn

    SteamEarthshine

    Early Access・Indie・SimulationジャンルのEarthshine が開発のSteamで配信中。$19.99、評価 4.51/5(9,113件)、推定所…

    $19.99★ 4.51 (9,113)

  • Minimalism

    SteamPixelMouse

    Action・Adventure・CasualジャンルのPixelMouse が開発のSteamで配信中。$0.99、評価 3.56/5(1,741件)、推定所有者数 約31…

    $0.99★ 3.56 (1,741)

  • Contagion

    SteamMonochrome, Inc

    Action・Adventure・IndieジャンルのMonochrome, Inc が開発のSteamで配信中。$9.99、評価 3.60/5(15,428件)、推定所有者…

    $9.99★ 3.60 (15,428)

  • Super Robot Wars 30

    SteamBandai Namco Forge Digi…

    RPG・Simulation・StrategyジャンルのBandai Namco Forge Digitals Inc. が開発のSteamで配信中。$14.99、評価 4.…

    $14.99★ 4.29 (6,102)

  • SUNLESS SEA

    SteamFailbetter Games

    Adventure・Indie・RPGジャンルのFailbetter Games が開発のSteamで配信中。$18.99、評価 4.11/5(9,288件)、推定所有者数 …

    $18.99★ 4.11 (9,288)

  • Desperados III

    SteamMimimi Games

    StrategyジャンルのMimimi Games が開発のSteamで配信中。$39.99、評価 4.82/5(14,540件)、推定所有者数 約71万人。

    $39.99★ 4.82 (14,540)

  • Dragon Cliff

    SteamMeta Interaction

    Adventure・Casual・IndieジャンルのMeta Interaction が開発のSteamで配信中。$9.99、評価 4.44/5(7,824件)、推定所有者…

    $9.99★ 4.44 (7,824)

  • Firework

    SteamShiying Studio

    IndieジャンルのShiying Studio が開発のSteamで配信中。$9.99、評価 4.89/5(41,558件)、推定所有者数 約71万人。

    $9.99★ 4.89 (41,558)

  • Hired Ops

    SteamAbsolut Soft LLC

    Action・Free to Play・Massively MultiplayerジャンルのAbsolut Soft LLC が開発のSteamで配信中。無料、評価 3.33…

    無料★ 3.33 (15,641)

  • Scribblenauts Unlimited

    Steam5th Cell Media

    Adventure・Casual・Strategyジャンルの5th Cell Media が開発のSteamで配信中。$19.99、評価 4.67/5(11,755件)、推定…

    $19.99★ 4.67 (11,755)

  • Trepang2

    SteamTrepang Studios

    Action・IndieジャンルのTrepang Studios が開発のSteamで配信中。$29.99、評価 4.65/5(13,976件)、推定所有者数 約71万人。

    $29.99★ 4.65 (13,976)

  • Terraformers

    SteamAsteroid Lab

    StrategyジャンルのAsteroid Lab が開発のSteamで配信中。$7.99、評価 4.36/5(3,293件)、推定所有者数 約141万人。

    $7.99★ 4.36 (3,293)

  • Cat Goes Fishing

    SteamCat5Games

    Casual・Indie・SimulationジャンルのCat5Games が開発のSteamで配信中。$6.99、評価 4.68/5(14,156件)、推定所有者数 約71…

    $6.99★ 4.68 (14,156)

← 前1…3940414243…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。