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. 61ページ目

プラットフォーム

Windows対応のゲーム(61 / 513 ページ)

Windows 対応の全 18,453 件のうち、人気順で61 ページ目を表示しています。

全 18,453 件中 2,161–2,196 件を表示(61 / 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
  • Yu-Gi-Oh! Legacy of the Duelist : Link Evolution

    SteamOther Ocean Emeryville

    SimulationジャンルのOther Ocean Emeryville が開発のSteamで配信中。$9.99、評価 4.05/5(4,361件)、推定所有者数 約32万…

    $9.99★ 4.05 (4,361)

  • Freeman: Guerrilla Warfare

    SteamKK Game Studio

    Action・Indie・RPGジャンルのKK Game Studio が開発のSteamで配信中。$24.99、評価 3.30/5(12,216件)、推定所有者数 約71万…

    $24.99★ 3.30 (12,216)

  • Ultimate Epic Battle Simulator

    SteamBrilliant Game Studios

    Action・Adventure・IndieジャンルのBrilliant Game Studios が開発のSteamで配信中。$14.99、評価 3.79/5(12,155…

    $14.99★ 3.79 (12,155)

  • Witchfire

    SteamThe Astronauts

    Action・Early AccessジャンルのThe Astronauts が開発のSteamで配信中。$39.99、評価 4.62/5(8,575件)、推定所有者数 約3…

    $39.99★ 4.62 (8,575)

  • Death and Taxes

    SteamPlaceholder Gameworks

    Adventure・Casual・IndieジャンルのPlaceholder Gameworks が開発のSteamで配信中。$12.99、評価 4.30/5(7,028件)…

    $12.99★ 4.30 (7,028)

  • My Lands: Black Gem Hunting

    SteamGravvit Ltd, Forbes Con…

    Casual・Free to Play・IndieジャンルのGravvit Ltd, Forbes Consult Ltd が開発のSteamで配信中。無料、評価 4.12/…

    無料★ 4.12 (3,306)

  • Rusted Warfare - RTS

    SteamCorroding Games

    Indie・StrategyジャンルのCorroding Games が開発のSteamで配信中。$4.99、評価 4.81/5(6,241件)、推定所有者数 約32万人。

    $4.99★ 4.81 (6,241)

  • Ion Fury

    SteamVoidpoint, LLC

    Action・IndieジャンルのVoidpoint, LLC が開発のSteamで配信中。$24.99、評価 4.52/5(7,724件)、推定所有者数 約71万人。

    $24.99★ 4.52 (7,724)

  • Shotgun Farmers

    SteamMegastorm Games

    Action・IndieジャンルのMegastorm Games が開発のSteamで配信中。$9.99、評価 4.61/5(9,847件)、推定所有者数 約71万人。

    $9.99★ 4.61 (9,847)

  • Kindergarten

    SteamCon Man Games, Sean You…

    Adventure・IndieジャンルのCon Man Games, Sean Young が開発のSteamで配信中。$4.99、評価 4.81/5(8,817件)、推定所…

    $4.99★ 4.81 (8,817)

  • Pool Nation FX Lite

    SteamCherry Pop Games

    Casual・Free to Play・IndieジャンルのCherry Pop Games が開発のSteamで配信中。無料、評価 3.54/5(2,426件)、推定所有者…

    無料★ 3.54 (2,426)

  • Sonic Origins

    SteamSonic Team

    Action・Adventure・CasualジャンルのSonic Team が開発のSteamで配信中。$29.99、評価 3.58/5(4,886件)、推定所有者数 約7…

    $29.99★ 3.58 (4,886)

  • The Bus

    SteamTML-Studios

    SimulationジャンルのTML-Studios が開発のSteamで配信中。$35.99、評価 3.66/5(6,521件)、推定所有者数 約32万人。

    $35.99★ 3.66 (6,521)

  • Tony Hawk's Pro Skater 1 + 2

    SteamVicarious Visions, Iron…

    SportsジャンルのVicarious Visions, Iron Galaxy Studios が開発のSteamで配信中。$39.99、評価 4.49/5(4,014件…

    $39.99★ 4.49 (4,014)

  • Crucible Beta

    SteamRelentless Studios

    Action・Free to PlayジャンルのRelentless Studios が開発のSteamで配信中。無料、評価 2.11/5(10,744件)、推定所有者数 約…

    無料★ 2.11 (10,744)

  • Nobody Wants to Die

    SteamCritical Hit Games

    AdventureジャンルのCritical Hit Games が開発のSteamで配信中。$24.99、評価 4.26/5(3,752件)、推定所有者数 約71万人。

    $24.99★ 4.26 (3,752)

  • Riders of Icarus

    SteamWeMade, VALOFE

    Adventure・Free to Play・Massively MultiplayerジャンルのWeMade, VALOFE が開発のSteamで配信中。無料、評価 3.2…

    無料★ 3.26 (10,726)

  • Shadowrun: Dragonfall - Director's Cut

    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 4.44/5(6,313件)、推定所有…

    $14.99★ 4.44 (6,313)

  • Ancestors: The Humankind Odyssey

    SteamPanache Digital Games

    Action・Adventure・IndieジャンルのPanache Digital Games が開発のSteamで配信中。$39.99、評価 3.89/5(10,186件…

    $39.99★ 3.89 (10,186)

  • Stronghold HD (2012)

    SteamFirefly Studios

    Simulation・StrategyジャンルのFirefly Studios が開発のSteamで配信中。$5.99、評価 4.76/5(9,897件)、推定所有者数 約3…

    $5.99★ 4.76 (9,897)

  • Osiris: New Dawn

    SteamFenix Fire Entertainment

    Action・Adventure・IndieジャンルのFenix Fire Entertainment が開発のSteamで配信中。無料、評価 2.64/5(15,025件)…

    無料★ 2.64 (15,025)

  • Sniper Fury

    SteamGameloft

    Action・Free to PlayジャンルのGameloft が開発のSteamで配信中。無料、評価 2.34/5(2,729件)、推定所有者数 約71万人。

    無料★ 2.34 (2,729)

  • Teeworlds

    SteamTeeworlds Team

    Action・Free to Play・IndieジャンルのTeeworlds Team が開発のSteamで配信中。無料、評価 4.37/5(4,376件)、推定所有者数 …

    無料★ 4.37 (4,376)

  • Depersonalization

    SteamMeowNature

    Adventure・Casual・IndieジャンルのMeowNature が開発のSteamで配信中。$19.99、評価 4.64/5(5,955件)、推定所有者数 約32…

    $19.99★ 4.64 (5,955)

  • Risen 2: Dark Waters

    SteamPiranha Bytes

    RPGジャンルのPiranha Bytes が開発のSteamで配信中。$9.99、評価 3.95/5(6,357件)、推定所有者数 約71万人。

    $9.99★ 3.95 (6,357)

  • RESIDENT EVIL RESISTANCE

    SteamCAPCOM Co., Ltd., NeoBa…

    ActionジャンルのCAPCOM Co., Ltd., NeoBards Entertainment Ltd. が開発のSteamで配信中。$11.99、評価 1.85/5…

    $11.99★ 1.85 (8,320)

  • Styx: Shards of Darkness

    SteamCyanide Studio

    Action・AdventureジャンルのCyanide Studio が開発のSteamで配信中。$1.99、評価 4.11/5(5,956件)、推定所有者数 約71万人。

    $1.99★ 4.11 (5,956)

  • The Front

    SteamSamar Studio

    Action・Indie・Massively MultiplayerジャンルのSamar Studio が開発のSteamで配信中。$19.99、評価 3.34/5(9,79…

    $19.99★ 3.34 (9,798)

  • Back to the Dawn

    SteamMetal Head Games

    Adventure・Indie・RPGジャンルのMetal Head Games が開発のSteamで配信中。$19.19、評価 4.60/5(4,935件)、推定所有者数 …

    $19.19★ 4.60 (4,935)

  • Commandos: Behind Enemy Lines

    SteamPyro Studios

    ActionジャンルのPyro Studios が開発のSteamで配信中。$2.49、評価 4.45/5(3,755件)、推定所有者数 約71万人。

    $2.49★ 4.45 (3,755)

  • Drug Dealer Simulator 2

    SteamByterunners

    Action・Adventure・IndieジャンルのByterunners が開発のSteamで配信中。$24.99、評価 2.72/5(7,073件)、推定所有者数 約3…

    $24.99★ 2.72 (7,073)

  • Grocery Store Simulator

    SteamEXPERIMENT ONE

    Action・Casual・IndieジャンルのEXPERIMENT ONE が開発のSteamで配信中。$14.99、評価 4.60/5(5,397件)、推定所有者数 約3…

    $14.99★ 4.60 (5,397)

  • Little Misfortune

    SteamKillmonday Games AB

    Adventure・Casual・IndieジャンルのKillmonday Games AB が開発のSteamで配信中。$19.99、評価 4.58/5(12,087件)、…

    $19.99★ 4.58 (12,087)

  • Moonbase Alpha

    SteamVirtual Heroes, Army Ga…

    Adventure・Simulation・StrategyジャンルのVirtual Heroes, Army Game Studio が開発のSteamで配信中。無料、評価 …

    無料★ 4.50 (12,838)

  • The Headliners

    SteamKAFI

    Action・IndieジャンルのKAFI が開発のSteamで配信中。$7.99、評価 4.22/5(6,062件)、推定所有者数 約32万人。

    $7.99★ 4.22 (6,062)

  • Cube World

    SteamPicroma

    Adventure・Indie・RPGジャンルのPicroma が開発のSteamで配信中。$19.99、評価 1.82/5(18,573件)、推定所有者数 約71万人。

    $19.99★ 1.82 (18,573)

← 前1…5960616263…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。