Steam Cloud
In Brief
Steam Cloud automatically stores files from your game on Steam's servers so your players can log into Steam and access their saved games from any computer.
Level of integration
Configuration of file paths required on Steamworks website. Optionally, some API calls required from within game code to Steamworks for upload, download, enumerate, and delete.

Yleiskatsaus Steam Cloud -pilvipalveluun

The Steam Cloud provides an easy and transparent remote file storage system for your game. Files specified in the Auto-Cloud configuration or written to disk (created, modified, deleted, etc.) using the Cloud API will automatically be replicated to the Steam servers after the game exits.

If the user changes computers, the files are automatically downloaded to the new computer prior to the game launching. The game can then access the files by reading them through the Cloud API or reading them directly from disk as usual. Avoid machine specific configurations such as video settings.

The Steam Client does the work of ensuring that the files are kept synchronized across all computers the user may be accessing.

Users can globally disable Cloud synchronization in the Steam Settings under Cloud by unchecking "Enable Steam Cloud synchronization for applications which support it."

Users can also disable the Cloud synchronization on a per game basis in each games properties.


Notes and Best Practices

It is important to remember that Steam will synchronize the user's Steam Cloud files for your game before and after every session. Any matching files which change during the session will be uploaded to Cloud storage immediately afterward. If your game writes very large files, or many small files, to Steam Cloud, then this may cause a noticeable impact on the user's internet bandwidth and also delay their ability to shut down Steam or re-launch the game.

As a general rule, smaller files will work better. If the saved state for a given user can be split up into different categories - things which may change frequently, and things which may not change often - then we recommend using separate files for those categories. That way, the un-changed state will not be re-uploaded after every session.

File Size Limits

The absolute limits on file sizes for Steam Cloud may change over time. Here are some current limits and thresholds:

100MBMaximum size for a call to ISteamRemoteStorage::FileWrite or ISteamRemoteStorage::FileWriteStreamWriteChunk
256MBMay result in a non-optimal storage endpoint choice for the user's location, negatively impacting upload/download performance

Initial Setup

To set up Steam Cloud you must set the Byte quota per user and Number of files allowed per user options on the Steam Cloud Settings page in the Steamworks App Admin panel.

This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis. It's recommended to set the values to reasonable amounts for your game title.

Huomaa! Don't forget to click Save at the bottom of the page, and Publish your updated settings. Once published the cloud icon will be visible in the Steam client for anyone that owns your game.

If your game has already been released to the public then you can check the box labeled Enable cloud support for developers only. If developers-only mode is enabled then only the steam accounts which own a "Developer Comp" license for your title will see the cloud icon and will be able to use the Steam Cloud. This is useful to safely test Steam Cloud integration without breaking the public user experience. This has no effect on unreleased games since no one owns the game yet, they won't be able to see or access any cloud storage for the specific app ID.

You are able to share Cloud storage space between two app IDs by filling out the Shared cloud APP ID field. This is most commonly used to share saved games between a demo and a full game. A value of 0 disables this feature.

Steam Cloud API and Steam Auto-Cloud

Steam provides two different methods of utilizing the Steam Cloud, read up on how the two methods differ, and determine which would be the best for your application.

First up is the Steam Cloud API.
The Cloud API provides a series of functions which allows you to directly integrate the Steam Cloud into your game. The Cloud API isolates individual Steam users files from each other and provides a greater level of control over the Steam Cloud.

The Steam Cloud API is exposed via the ISteamRemoteStorage API interface, and you can find example usage in the Steamworks API Example Application (SpaceWar) project.

The second is Steam Auto-Cloud.
Steam Auto-Cloud was designed for games where you choose to not integrate the Steam Cloud API. It provides a quick and easy way to get started but lacks the flexibility that is available with the Steam Cloud API.

If you prefer a deeper integration with Steam Cloud (for example, allowing to choose which save files are stored in the cloud), then you should use the Cloud API. Otherwise you can use Steam Auto-Cloud.

Steam Auto-Cloud

Steam Auto-Cloud is an alternative to the Steam Cloud API that allows apps to use Steam Cloud without writing code or modifying the game in any way. It only requires that you specify the file groups which you want persisted to the Cloud. Steam will automatically sync the groups of files when the application launches and exits. Avoid machine specific configurations such as video quality.
Note: The file steam_autocloud.vdf will be created in each location specified by your Steamworks cloud paths. This file is used by Steam, and can be ignored by your game.


After completing the Initial Setup the Steam Auto-Cloud configuration section will unlock on the Steam Cloud Settings page.

Root Paths describe groups of files which will be persisted to the Steam Cloud. Each Root Path can be as specific as a single file or as wide as all files under a given subfolder. Use a new path for each group of files to sync.

A Root Path is composed of 5 parts:
  1. Juuri

    Tämä on ennalta määritetty luettelo poluista, joissa pelitallenteet yleensä sijaitsevat.
    JuuriTuetut käyttöjärjestelmätVastaava polku
    Sovelluksen asennushakemistoKaikki[Steam Install]\SteamApps\common\[Game Folder]\
    SteamCloudDocumentsKaikkiAlustakohtainen polku, esim. Linuxissa: ~/.SteamCloud/[käyttäjänimi]/[pelikansio]/
    WinMyDocumentsWindows%USERPROFILE%\My Documents\
    WinSavedGamesWindows%USERPROFILE%\Saved Games\
    MacAppSupportmacOS~/Library/Application Support/
  2. Alihakemisto

    Pilvipalvelun tiedostojen alihakemistopolku suhteessa juurihakemistoon, mutta jos alihakemistoa ei ole, käytä `.`

    Auto-Cloudin erityiset polun arvot
    Auto-Cloud mahdollistaa ainutlaatuisten Steam-käyttäjätunnusten hyödyntämisen alihakemistopolussa. Tämän ansiosta voit tallentaa kunkin Steam-käyttäjän tallennustiedostoja erikseen tietokoneelle. Voit suorittaa kutsun ISteamUser::GetSteamID pelissäsi, jotta saat nykyisten käyttäjien SteamID- tai AccountID-tunnuksen, joihin voi tallentaa ja joista lukea tietoja.
    • {64BitSteamID} – Voit lisätä käyttäjien 64-bittisen Steam ID -tunnuksen käyttämällä tätä muuttujaa Steam-polussa. 64-bittinen Steam ID -tunnus näyttää tältä: 76561198027391269
    • {Steam3AccountID} – Voit lisätä käyttäjien Steam 3 -tilitunnuksen käyttämällä tätä muuttujaa Steam-polussa. Tilitunnus näyttää tältä: 67125541
    Esimerkki: SavesDir/{64BitSteamID}
  3. Malli

    Synkronoitavien tiedostojen malli. Voit käyttää *-merkkiä yleismerkkinä. Jos haluat kaikki hakemiston tiedostot, käytä *-merkkiä.

    Esimerkki: *.sav
  4. Käyttöjärjestelmä

    Määrittää käyttöjärjestelmät, joihin/joista nämä tiedostot synkronoidaan. Tätä edellytetään vain, jos tiedostot ovat käyttöjärjestelmäkohtaisia, mikä ei ole toivottavaa.
  5. Toistuva

    Sisällytä alikansiot, kun etsit vastaavia tiedostoja. Tästä on hyötyä, jos alihakemistoissa on muita kuin siihen kuuluvia nimiä, kuten Steam-käyttäjänimiä tai -tunnuksia. Jos se käyttää Steam ID -tunnusta, erityisten polkujen arvojen käyttäminen Alihakemisto-kentässä on suositeltavaa.

Root Overrides

If your application is cross-platform and requires different directories for each OS. You can use the Root Overrides functionality to specify an override the Root Paths that you set above.

The root paths specified above can be overridden to correspond to a different path on another OS. If you use Root Overrides, you must specify [All OSes] in the Root OS drop down above.

A Root Override consists of 5 parts.
  1. Ensimmäinen, alkuperäinen juuri

    Tämä vastaa yhtä edellä mainituista juurista.
  2. Käyttöjärjestelmä

    Käyttöjärjestelmä, johon ohitusta sovelletaan.
  3. Uusi juuri

    Määritettyjen käyttöjärjestelmien uusi sijainti, jonne alkuperäinen juuri johtaa.
  4. Lisää tai korvaa polku

    Tämän avulla voit halutessasi lisätä alihakemistopolun, joka lisätään uuden juuren ja alkuperäisen alihakemiston väliin.
  5. Korvaa polku

    Jos tämä on käytössä, "Lisää/korvaa polku" -kentässä määritelty polku korvaa alkuperäisen alihakemiston kokonaan.

Example: Configuring Auto-Cloud for Unity Applications

The following is an example of setting up Auto-Cloud for use with Unity and the Application.persistentDataPath property where the value is different per OS. The Windows version is configured as the Root Path with the company in Unity set to DefaultCompany and the Project called AutocloudSample. On macOS and Linux/SteamOS, the alternate paths from Application.persistentDataPath are set in the Add/Replace Path field and Replace Path is enabled.

With these settings, Auto-Cloud files will be synchronized between the three folders as shown in the Preview samples.


Pre-release Testing

If you are adding Steam Auto-Cloud to a game which is already released and you have enabled developer-only mode during the Initial Setup then you must complete some additional steps to test the functionality.
  1. Sign in to Steam with an account that owns the app that you are testing.
  2. Avaa Steam-konsoli siirtymällä selaimella osoitteeseen: steam://open/console.
  3. Syötä testappcloudpaths -komentoriville annetulla sovellustunnuksella, jota olet testaamassa. Esim. testappcloudpaths 480
  4. Anna komentoriville: set_spew_level 4 4.
  5. Käynnistä sovellus Steamin kautta.
  6. Tarkista aktiivisuus komentoriviltä. Jos tiedostot näkyvät jo Auto-Cloud-poluissa, niiden latauksen pitäisi olla käynnissä. Jos näin ei ole, käynnistä synkronointi tallentamalla joitakin tiedostoja sovelluksestasi ja sulkemalla se sitten.
  7. Testaa tiedostojen latauksen onnistuminen Steamin Auto-Cloudista siirtymällä toiselle PC:lle ja toistamalla edellä olevat vaiheet.
  8. Suorita testaus kaikilla tuetuilla käyttöjärjestelmillä.
  9. Lopeta testaus määrittämällä arvot testcloudapppaths 0 ja set_spew_level 0 0. Jos haluat konsoli-ikkunavälilehden pois näkyvistä, käynnistä Steam-sovellus uudelleen.

Don't forget to disable developers-only mode and publish the changes when you're done testing.

Dynamic Cloud Sync

Steam Cloud now supports dynamic sync - where changes appearing in the Cloud can be downloaded to the local machine during an application session. The current example is a suspended game session on the Steam Deck. For apps marked as supporting dynamic Cloud sync, Steam will synchronize files up to the Steam Cloud at the suspend time. Then, the user may run the game on another device, which will receive the updates from the Steam Deck session at launch. At exit, those changes will be uploaded to the Steam Cloud. Finally, when the Steam Deck device is awakened, Steam will synchronize the changes down to that device, and post a notification to the application that local files have changed. The application can then iterate those changes and take appropriate action. For instance, the game may be able to simply load the updated progress from disk and allow the user to pick up right where they left off on the other device.

Currently, the ability to flag an application as supporting dynamic Cloud sync is only available to Valve admins. Get in touch with your Valve contacts for more detail.

Note that this feature supports applications whether they use the ISteamRemoteStorage API to manage files, or AutoCloud.

For more details, see the ISteamRemoteStorage documentation, specifically ISteamRemoteStorage::RemoteStorageLocalFileChange_t, ISteamRemoteStorage::GetLocalFileChangeCount, and ISteamRemoteStorage::GetLocalFileChange.

See also ISteamRemoteStorage::BeginFileWriteBatch and ISteamRemoteStorage::EndFileWriteBatch - these wrappers should be used to provide hints to Steam which will help it safely sync up to the Steam Cloud at the time when the user initiates a system suspend.


First, always ensure that you have published your changes on the Steam partner website and have waited up to 10 minutes or restarted your Steam client to receive the published changes.

If you run into issues with Steam Cloud you should check the log file located at %Steam Install%\logs\cloud_log.txt.

See Debugging the Steamworks API for additional information.