Documentação do Steamworks
Distribuição de jogos e modificações que usam a engine Source
Uma modificação, termo que costuma ser abreviado como mod, é uma alteração ou criação de arquivos para uma engine de jogos, permitindo a modificação do estilo de jogabilidade, gráficos, ambientes, modelos etc.
Muitos dos jogos desenvolvidos pela Valve acompanham um kit de desenvolvimento de software, ou SDK, para facilitar o desenvolvimento de mods.
Apesar de os termos legais gerais sob os quais os nossos jogos podem ser usados para a criação de modificações estarem definidos no Acordo de Assinatura do Steam e, às vezes, incluídos nas ferramentas de modificação que fornecemos, há algumas dúvidas recorrentes que recebemos da comunidade acerca de mods, especialmente quando há o desejo de lançá-las no Steam.

A nossa expectativa em relação a mods é que, por padrão, elas não tenham fins comerciais e sejam baseadas no SDK oficial de um dos nossos jogos.

Sem fins comerciais

Por "sem fins comerciais", queremos dizer que qualquer pessoa que possua o jogo base desenvolvido pela Valve poderá baixar e jogar a mod sem precisar pagar por ela.
Não há problema para uma mod aceitar doações dos seus usuários, contanto que o acesso à mod ou aos seus recursos não exija uma doação.
A inclusão de publicidade na sua mod significa que ela tem fins comerciais.

Baseadas no SDK oficial

Oferecemos SDKs com muitos dos nossos jogos. Eles são as bases aprovadas para a modificação dos nossos jogos. Não é permitido o lançamento de uma mod baseada em código-fonte vazado ou roubado.
Contanto que estas diretrizes sejam seguidas, você poderá distribuir a sua mod pelo Steam, pelo seu próprio site ou por qualquer serviço de terceiros sem precisar adquirir uma licença separada da Valve.

Perguntas frequentes

  • Desejo distribuir uma modificação da engine Source pelo Steam. Tenho que preencher a papelada?

    Yes, please complete the regular digital paperwork to get signed up as a Steamworks developer. Todos os dados são obrigatórios, incluindo dados bancários e tributários, assim como o pagamento da tarifa de aplicativo, mesmo se desejar distribuir a modificação gratuitamente.
  • Preciso pagar por uma licença de uso da engine Source?

    Não há tarifa para usar a engine Source para uma modificação gratuita, mas pode haver a cobrança de tarifas se cobrar pelo jogo.
  • What options does Steam provide for my mod to accept donations?

    Steam has no official functionality to accept donations. However, there are two ways to receive support from your users on Steam that we generally permit:
    (1) If your mod has a purely original soundtrack that includes no Valve music or sounds, you can sell this soundtrack on Steam separately from your mod.
    (2) You can offer your users a DLC that unlocks a supporter skin for an in-game item, provided that it does not introduce a new item or change the in-game characteristics of the existing item other than its cosmetic appearance (example here).
  • Do I have to buy a Havok license?

    In the past it was necessary for commercial mods based on the Source Engine to purchase a separate license to the Havok physics engine, but that is no longer the case as Microsoft has generously waived their licensing fee. For non-commercial mods this was never necessary.

    However, if you are using the RAD tools included with the Source SDK, you will need to contact RAD for information and cost associated with licensing Miles and/or Bink.
  • I’ve got a Source mod that I want to distribute via Steam. How do I prepare my mod under my app ID?

    You'll need to copy the exe and content from the Valve Source Engine game you have built your mod off and wrap that up as your application.

    While you should include all the necessary Source Engine dlls and content from the base Source game that you need for your mod to run, Source Engine mods must be configured to require ownership of the base game in order to play. This needs to be configured by Valve.
  • I wish to use Steam achievements in my mod. How do I do that?

    Use the CAchievementMgr class included in the Source Engine after configuring achievements in your App Admin page on the partner site. For more details, please see the Estatísticas e conquistas documentation.
  • How does the dedicated server work for my game?

    You will need a new dedicated server app ID so that you can create depots that are for a dedicated server. Once you've got an app ID for your base game, you can create your own dedicated server app ID. From your app landing page in Steamworks, click "All Associated Packages, DLC, Demos, And Tools" and then click the "Create New Tool" button in the Tools section.
  • Can I use Valve IP in my Source Mod?

    Yes. However, please make it clear on your store pages that your mod is a mod and not created by Valve. Commercial games and mods that include Valve IP such as characters and story-lines need prior approval from Valve.
  • Can I use multiple Valve IPs in one Source Mod?

    Yes.
  • Q: How can I get source code access from Valve?

    We have in the past granted access to the source code of some of our games to a small number of modding teams who could demonstrate a need that could not be met by the SDK. We may do this again in the future under exceptional circumstances but because of the associated support burden and risk of leaks our default answer is to develop based on the SDK.
  • Q: Can I sell my mod on Steam / outside of Steam?

    We receive this question quite regularly but very rarely permit mods to be sold, the reason being that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide.
  • Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam?

    This depends. If your mod is essentially an improvement or extension of the underlying game then we will require the ownership of this base game. However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game then we may let it ship on Steam without additional formal dependencies.
  • Q: Why are there mods on Steam that do not follow these rules?

    Our approach has evolved over time and the projects you are thinking about have been grandfathered in.
  • Q: What about mods for games on Steam that were not developed by Valve?

    Please contact the publisher of the game in question directly.
  • Where can I learn more about Source Engine development?

      The best place to start is on the Valve Developer Wiki. Please be aware, though, that some information there may be outdated.
  • Q: How can I ask you questions not answered here?

    The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com.