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Survival
Popular
First Person Shooter
Sandbox
Simulator
from $0,00
Most Popular
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
Survival
SandBox
Popular
Minecraft Java
from $0,00
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Xbox
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PlayStation
SandBox
Survival
Minecraft Bedrock
from $1,00
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Palworld
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
FPS
SCUM
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Vein
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Enshrouded
from Free
Official Partner
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Vrising
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Xbox
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PlayStation
Survival
SandBox
Ark: Survival Evolved
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
FPS
Counter Strike 2
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
FPS
Counter Strike 1.6
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Xbox
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PlayStation
Survival
SandBox
Astroneer
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
FPS
SandBox
Mordhau
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Xbox
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PlayStation
SandBox
Survival
Terraria
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Valheim
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
Rust
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
FPS
Counter Strike Source
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Abiotic Factor
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
SandBox
FiveM
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
SandBox
Survival
RedM 2
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Simulator
Aloft
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
FPS
Simulator
Arma 3
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
FPS
Simulator
Arma Reforger
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Xbox
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PlayStation
Survival
SandBox
Conan Exiles
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
FPS
DayZ
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
FPS
DUCKSIDE
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
FPS
Survival
Left 4 Dead 2
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
Survival
SandBox
Soulmask
from Free
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
PC
{ if ($refs.tooltip && $refs.trigger) { const rect = $refs.trigger.getBoundingClientRect(); const tooltip = $refs.tooltip; // Calculate position based on position prop let top = 0; let left = 0; switch('top') { case 'top': top = rect.top - 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, -100%)'; break; case 'bottom': top = rect.bottom + 8; left = rect.left + (rect.width / 2); tooltip.style.transform = 'translate(-50%, 0)'; break; case 'left': top = rect.top + (rect.height / 2); left = rect.left - 8; tooltip.style.transform = 'translate(-100%, -50%)'; break; case 'right': top = rect.top + (rect.height / 2); left = rect.right + 8; tooltip.style.transform = 'translate(0, -50%)'; break; } tooltip.style.top = top + 'px'; tooltip.style.left = left + 'px'; } }); " @mouseleave="tooltipVisible = false" >
Steam
SandBox
Simulator
Satisfactory