Steamworks Documentation
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Steam Inventory Schema

Alternatively it can be used to prevent any future drops of a deprecated item if the value is set to zero. We will only acknowledge this setting if the [code-inline]use_drop_limit[/code-inline] is assigned to "true". …

This price will not be used in the store, but it is necessary to signal to the Item Store that this is a sellable item. [*] Optionally set the [code-inline]purchase_bundle_discount[/code-inline] to a percentage discount for the bundle. …

ISteamInventory Interface

[b]Example:[/b] [code=cpp]void SpaceWarItem::LoadInventory( IGameEngine *pGameEngine ) { SteamInventory()->GetAllItems( &s_RequestResult ); }[/code] [subsection=GetEligiblePromoItemDefinitionIDs]GetEligiblePromoItemDefinitionIDs[/subsection] [code=cpp]bool GetEligiblePromoItemDefinitionIDs( CSteamID steamID, SteamItemDef_t *pItemDefIDs, uint32 *punItemDefIDsArraySize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user who these items are for. …

After calling this function you need to call [api]ISteamInventory::GetEligiblePromoItemDefinitionIDs[/api] to get the actual item definition ids. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamInventory::SteamInventoryEligiblePromoItemDefIDs_t[/apitype] call result. …

Getting Started for Developers

Useful for first or third person camera, or an actual mouse cursor. [*] [code-inline]"joystick_move"[/code-inline] - for when you're using the action to move a character around. …

[api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] will return the count of origins for the specified action, and fill out the passed in [code-inline]originsOut[/code-inline] array. …

Creating and using InstallScripts

[b]Note:[/b] All keynames and values can use escape sequences, so if you use a [code-inline]\[/code-inline], make it a [code-inline]\\[/code-inline]. [section=build]Integrating Install Scripts into Your Build[/section] First, the install script file must be part of a depot that is installed with the build. …

[section=uninstallation]Uninstallation of an app[/section] When a user deletes or verifies your app from Steam, install scripts will be called to remove any registry values it created. The install script will also remove the value used to determine if a program should execute from [code-inline]Run Process[/code-inline], so that it can execute the next time your app runs (unless the [code-inline]NoCleanUp[/code-inline] flag is set). …

Embeddable Widgets

When a user interacts with the player, it will expand and provide them the native YouTube controls. [code] https://www.youtube.com/watch?v=<video id> youtu.be/<video id> [/code] For example, using the Video ID of 'UUn-ET4vv1s' we would see the following widget in your event. …

Here is an example of what this [url=https://medal.tv/clips/4725198]clip[/url] embedded on an events page looks like Medal offers customization options to add things such as a "Get this on Steam" button to your clips. You can view the clip documentation [url=https://docs.medal.tv/player#enable-get-this-on-steam]here[/url]. …

IInventoryService Interface

key=xxxxxxxxxx' [/code] [section=GetInventory]GetInventory[/section] [code=http]GET https://partner.steam-api.com/IInventoryService/GetInventory/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Economy[/b] permissions.…

The Consolidate action ignores any item with an active market or trade restriction, unless 'force' is set to true. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! [section=GetQuantity]GetQuantity[/section] [code=http]GET https://partner.steam-api.com/IInventoryService/GetQuantity/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Economy[/b] permissions.…

User Reviews - Get List

If you wish to get a dump of reviews on an application in Steam, you can use the following method with the parameters below. [section]Parameters:[/section] [code]GET store.steampowered.com/appreviews/<appid>?…

If paging through the reviews with [code-inline]cursor[/code-inline] then choose either the recent option or the updated option to eventually receive an empty response list.…

IPartnerFinancialsService Interface

- The next day (May 5th, 2025), Partner X starts their workday by calling GetChangedDatesForPartner again (using a highwatermark value of 120, the stored value from the previous day's call). [code] "response": { "dates": [ "2025/05/03", "2025/05/04", "2025/05/05" ], "result_highwatermark": "163" } [/code] - Two of these dates already exist from Partner X's call the previous day! …

[section=GetChangedDatesForPartner]GetChangedDatesForPartner[/section] [code=http]GET https://partner.steam-api.com/IPartnerFinancialsService/GetChangedDatesForPartner/v001/[/code] [b]Request values[/b][table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Financial[/b] permissions.…

User Authentication and Ownership

You can retrieve the current user's SteamID by calling [api]ISteamUser::GetSteamID[/api] and then retrieve the 64-bit ID by calling [code-inline]CSteamID.ConvertToUint64()[/code-inline] on the returned value. …

[subsection]Linking From In-game[/subsection] Session Tickets can be used to verify a user's identity between a game client and a secure, backend server using the Steamworks Web API: [list] [*] The client must retrieve a session ticket by calling [api]ISteamUser::GetAuthTicketForWebApi[/api]. [*] To guarantee a valid ticket, the client must wait for the [api]ISteamUser::GetTicketForWebApiResponse_t[/api] callback. [*] The client must send its session ticket to the secure server. [*] The secure server must make an HTTPS request to [code-inline]api.steampowered.com[/code-inline] and call the [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] web method, passing the user's session ticket as a hex encoded UTF-8 string. …

Error Codes &amp;amp; Responses

[section=response_formats]Response Formats[/section] Every method in the Steamworks Web API is able to return responses in multiple formats. By default, all responses are returned [code-inline]JSON[/code-inline] encoded. However, each request can optionally contain a [code-inline]format[/code-inline] parameter to specify one of the following response formats. …

Please verify your [code-inline]key=[/code-inline] parameter.[/td][/tr] [tr][td]404[/td][td]Not Found[/td][td]The API requested does not exists.[/td][/tr] [tr][td]405[/td][td]Method Not Allowed[/td][td]This API has been called with a the wrong HTTP method like GET or PUSH.…

Creating a retail and "Gold Master" disk

[code-inline]setup.ini[/code-inline] is the first configuration file loaded by the setup application. This file is used to configure all language independent settings. …

If Steam is not installed, this value will be used by the Steam's installer to warn the user if they choose to install Steam to a drive which does not have enough free disk space to install your game. [*] [code-inline]FontName[/code-inline] - Font used for menu text [*] [code-inline]FontHeight[/code-inline] - Height of menu text [*] [code-inline]MenuPos[/code-inline] - X and Y coordinates (in pixels) for the top left corner of the menu (ex: "200 324") [*] [code-inline]MenuStyle[/code-inline] - Alignment of menu text (0 = left, 1 = center, 2 = right) [*] [code-inline]ColorDefault[/code-inline] - RGB color for menu text (ex: "255 255 255") [*] [code-inline]ColorHover[/code-inline] - RGB color for menu text when the mouse is hovering over the text (ex: "250 180 60") [*] [code-inline]ColorDown[/code-inline] - RGB color for menu text when a mouse button is depressed over the text (ex: "0 0 0") [/olist] Setup can also display a EULA before installing your game. …

Testing On Steam

If you are having trouble getting your files to download in Steam, launch "Steam.exe -dev", go to the Console Tab, and enter the command [code-inline]licenses_for_app <appID>[/code-inline] where <appID> is your appID you are trying to test. …

The DLC has an AppID, and that AppID needs to be in a Dev Comp package that you own (or acquired with a Key) in order to test. Some DLCs contain content and others are just used as a license check by the game to determine features to unlock. You can toggle the ownership (license) on and off using the Steam Console (launch Steam.exe -console), and then using the command [code-inline]enable_license[/code-inline] [section]Adding Friends to Test[/section] If you need to add brand-new Steam accounts to your friends list in order to test multiplayer functionality in your game, you will need to take an extra step. …

Steam Matchmaking & Lobbies

When a user joins or leaves a lobby, a [apitype]ISteamMatchmaking::LobbyChatUpdate_t[/apitype] callback is posted to all members of that lobby, including the owner. To iterate which users are currently in a lobby, use: [list] [*] [api]ISteamMatchmaking::GetNumLobbyMembers[/api] [*] [api]ISteamMatchmaking::GetLobbyMemberByIndex[/api] [/list] To get more information about another user in the lobby, you'll need to use the friends API, see [doclink=#friends][/doclink] for more information. …

Lobby members need to listen for the callback [api]ISteamMatchmaking::LobbyChatMsg_t[/api]. After receiving the callback you then can use [api]ISteamMatchmaking::GetLobbyChatEntry[/api] to retrieve the contents of the message. [section=friends]Friends, invites, and lobbies[/section] You can find out all the lobbies a user's friends are in with the friends API: [code] int cFriends = SteamFriends()->GetFriendCount( k_EFriendFlagImmediate ); for ( int i = 0; i < cFriends; i++ ) { FriendGameInfo_t friendGameInfo; CSteamID steamIDFriend = SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate ); if ( SteamFriends()->GetFriendGamePlayed( steamIDFriend, &friendGameInfo ) && friendGameInfo.m_steamIDLobby.IsValid() ) { // friendGameInfo.m_steamIDLobby is a valid lobby, you can join it or use RequestLobbyData() get its metadata } } [/code] You can invite a friend to a lobby with [api]ISteamMatchmaking::InviteUserToLobby[/api] That user will receive a chat dialog with a link to join the game. …

ISteamGameServer Interface

[b]Returns:[/b] int The length of the packet that needs to be to sent, or 0 if there are no more packets to send this frame. [subsection=GetPublicIP]GetPublicIP[/subsection] [code=cpp]uint32 GetPublicIP();[/code] Gets the public IP of the server according to Steam. This is useful when the server is behind NAT and you want to advertise its IP in a lobby for other clients to directly connect to. …

[b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamGameServer::GSReputation_t[/apitype] call result. [subsection=GetSteamID]GetSteamID[/subsection] [code=cpp]CSteamID GetSteamID();[/code] Gets the Steam ID of the game server. …

ISteamMatchmaking Interface

This is used for iteration, after calling this then [api]ISteamMatchmaking::GetLobbyMemberByIndex[/api] can be used to get the Steam ID of each person in the lobby. …

[/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamMatchmaking::CreateLobby[/api] [subsection=LobbyDataUpdate_t]LobbyDataUpdate_t[/subsection] The lobby metadata has changed. If [code-inline]m_ulSteamIDMember[/code-inline] is a user in the lobby, then use [api]ISteamMatchmaking::GetLobbyMemberData[/api] to access per-user details; otherwise, if [code-inline]m_ulSteamIDMember[/code-inline] == [code-inline]m_ulSteamIDLobby[/code-inline], use [api]ISteamMatchmaking::GetLobbyData[/api] to access the lobby metadata. …

ISteamMicroTxn Interface

[/td][/tr] [/table] Cancels a recurring billing agreement (subscription). The agreementid can be retrieved using [webapi]ISteamMicroTxn/GetUserAgreementInfo[/webapi]. [b]Response:[/b] [list] [*] [code-inline]response[/code-inline] [list] [*] [code-inline]result[/code-inline] - Result of the operation. …

This URL can be used to redirect the user's web session to Steam so that the user can approve the transaction. [*] [code-inline]agreements[/code-inline] - Optional list of agreements when the billing type is recurring. …

ISteamNetworkingSockets Interface

See [apitype]steamnetworkingtypes::SteamNetworkingConfigValue_t[/apitype] for more about why this is preferable to setting the options "immediately" after creation. [subsection=GetHostedDedicatedServerPort]GetHostedDedicatedServerPort[/subsection] [code=cpp]uint16 GetHostedDedicatedServerPort();[/code] Returns the value of the SDR_LISTEN_PORT environment variable. …

[subsection=GetGameCoordinatorServerLogin]GetGameCoordinatorServerLogin[/subsection] [code=cpp]EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob );[/code] Generate an authentication blob that can be used to securely login with your backend, using SteamDatagram_ParseHostedServerLogin. …

Hosting Third-Party Sales Events

Use Steam’s “Smart Section” sorting whenever possible to help with this.[/list] [subsection]Get Permission & Set Expectations[/subsection] [list] [*][b]7) Steam Approval is Required[/b] - Use of sale page tools and any on-Steam promotion are subject to approval by the Steam Events Team. [*][b]8) Secure Third-Party Approval & Manage Expectations [/b] - As always, Steam requires you respect the intellection property (IP) rights of others and secure appropriate permissions to include any games, assets, or IP in your event. …

Use Steam’s pre-localized text strings when possible. If using custom text, plan to localize into all of [doclink=store/localization/languages]Steam's supported languages[/doclink]—unless your event is region-specific (e.g. a "Games from Japan" event only featured in Japan would only need Japanese and English as a backup). …

Microtransactions Implementation Guide

You can choose to localize this description based upon the Steam client's indicated language code. [*] Item Category - An optional text description of a category that this item should be grouped with. This value is used for grouping sales data in backend Steam reporting and is never displayed to the user. …

This data can be used to display your store with appropriate pricing and currency values for the user. [b]Note:[/b] [code-inline]GetUserInfo[/code-inline] has an optional IP address parameter that you can use to hint to Steam where the user is originating from. …

Participating in Third-Party Sales Events

[/b] - The documentation on this page is tailored mainly for event participants, but, if you're interested in bringing your own third-party sales event to Steam, we'd love to hear from you. Please read [doclink=store/promo/organizers]Hosting Third-Party Sales Events[/doclink] to get started.[/callout] [section]Event Visibility for Participants[/section] [subsection]Off-Steam Visibility[/subsection] Your event organizer should have more details about how they plan to feature or market their event off of Steam. They may ask for your help getting the word out, for example by sharing news of your participation at the start of the event via a social media post. Be sure to reach out to the event organizer for additional details. …

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