For these reasons, we do not support running a pre-purchase except in a few rare cases with partners with which we have a well-established relationship and that have a proven track record on Steam. [section]Coming Soon[/section] [i]What if we want to point customers to a Steam Store page prior to release?[/i] You can put up a Coming Soon page for your product well in advance of your release date. This way, you can let customers know the title is coming to Steam and point them to the store page where they can [doclink=marketing/wishlist]wishlist[/doclink] your game. This will also enable the [doclink=/features/community]Community Hub[/doclink] where you can begin discussing your upcoming title with Steam users, and a News Hub where you can publish [doclink=/marketing/event_tools]news and announcements[/doclink] for your game. …
[callout]For more details on managing localization of your game and store presence on Steam, please see [doclink=store/localization][/doclink][/callout] There are two primary levels of support for languages on Steam: [olist] [*][b]Full Platform Support[/b] - This set of languages is available for players to select within Steam to run the Steam client in and browse the store in. We also translate the Steam client UI, Store, and Community into these languages so players have a fully native language experience in Steam. This is the only set of languages supported by Steamworks APIs. [*][b]Game Support Only[/b] - This set of languages is available for developers to indicate the languages their game supports. …
For device makers, SteamVR Input enables you to support many SteamVR applications without needing developers to build support for your device. You can read more about SteamVR Input [url=https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680]here.[/url] SteamVR Input is provided as part of the OpenVR SDK. You can read more here: [url]https://github.com/ValveSoftware/openvr/wiki/SteamVR-Input[/url] If your application does not support SteamVR Input natively, you can still create bindings for it and share those with the community. …
Here you'll find other game developers that can answer your question or provide advice based on their own feedback. Plus, many members of the Steam Team are active, answering questions as needed as well. [section]Steamworks YouTube Channel[/section] Tutorial videos, recorded talks, Q&A sessions. Find all kinds of Steam-related videos on our Steamworks Development YouTube channel https://www.youtube.com/user/steamworksdev [section]Steamworks Socials[/section] For the latest on new features, tips, and updates. …
These describe the possible set of items in your game. You don't need to use these from your game itself but Steam needs them to display inventory correctly. To create ItemDefs, go to the Steam Inventory section of your Steamworks configuration area. …
[list] [*] [doclink=features/inventory/webfunctions#ItemCart]ItemCart[/doclink] - Can be used to send a cart full of items to be purchased through Steam. [*] [doclink=features/inventory/webfunctions#BuyItem]BuyItem[/doclink] - Can be used to purchase a single item through Steam. …
One alternative is to call SteamAPI_RunCallbacks from the main thread only, and call [api]steam_api::SteamAPI_ReleaseCurrentThreadMemory[/api] regularly on other threads. …
[/td][/tr] [tr=k_EDenySteamResponseTimedOut][td][b]k_EDenySteamResponseTimedOut[/b][/td][td]13[/td][td]The server timed out connecting to Steam.[/td][/tr] [tr=k_EDenySteamValidationStalled][td][b]k_EDenySteamValidationStalled[/b][/td][td]14[/td][td]The client has not authed with Steam yet.…
[b]Q: What happens if I end up releasing my game before or during a given edition of Steam Next Fest?[/b] A: Only unreleased games are eligible to participate in Steam Next Fest. If you release your game prior to or during Steam Next Fest, your game will become ineligible and will not be included in the event at that point. …
Prologues, Chapter Ones, and other short-form previews of another title are also not allowed in Steam Next Fest. Please sign up with your base game. [b]Q: Can I submit a re-release of an existing Steam game?[/b] A: Steam Next Fest is intended for new games that have never been released on Steam before. …
[list] [*]The menu button on Oculus Touch will map to the View button at the top of the Steam Frame Controller. [*]The top button of the Oculus Touch controllers (B / Y) will map to all three top buttons of the Steam Frame Controllers (Dpad Left, Dpad Up, Dpad Right / X, Y, B). …
They support finger tracking via the [url=https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input/4db5b685942e4b84f16bb3796143e292ad9226e6]Skeletal Input API[/url] and all of the controls listed above. You can create bindings for it in the SteamVR Binding UI. …
Unlike the Steam "home" button, they are not reserved by the system and can be freely used by games & applications. [docimg=steam_controller_back_start.png]steam_controller_back_start.png[/docimg] [subsection=SteamHome]Steam "home" button[/subsection] [b]Reserved[/b] The central Steam "home" button is reserved by the system and can't be used by games & applications. Pressing this button during a game will invoke the Steam overlay. [docimg=steam_controller_home.png]steam_controller_home.png[/docimg] [callout=red,fixed][b]NOTE[/b]: Invoking the Steam overlay will not pause your game! …
[section]Where Players See the Calendar[/section] The Personal Calendar appears in two places on the Steam Store: [list] [*][b]On the Steam Store front page[/b], where it shows the releases from [b]this week, two weeks ago, and two weeks in the future[/b]. [*][b]On its own dedicated calendar page[/b], where it shows [b]eight weeks[/b] of releases. …
This is consistent with how algorithmic featuring works elsewhere on the Steam Store. For more on how the store surfaces products, see [url=https://partner.steamgames.com/doc/marketing/visibility]Visibility on Steam[/url]. …
[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …
You must hook up the Win32 [url=https://msdn.microsoft.com/en-us/library/5z4bw5h5.aspx]_set_se_translator[/url] function which calls a function you create to handle the minidump. In that function you can use [api]steam_api::SteamAPI_SetMiniDumpComment[/api] and [api]steam_api::SteamAPI_WriteMiniDump[/api] to notify Steam about the impending crash. …
[/td][/tr] [tr][td]marketable[/td][td]false / true . Whether this item can be sold to other users in the Steam Community Market.[/td][/tr] [tr][td]tradable[/td][td]false / true . Whether this item can be traded to other users using Steam Trading.…
[/td][/tr] [tr][td]store_tags[/td][td]String with "tags" delimited by ";" character. These tags will be used to categorize/filter items in the Steam item store for your app.[/td][/tr] [tr][td]store_images[/td][td]Image URLs delimited by ";" character. These images will be proxied and used on the detail page of the Steam item store for your app.…
[section]Overview[/section] [docimg=overview.png]overview.png[/docimg] Steam Community Items are collectible items that users can use to decorate their profile or express themselves in Steam Chat. There are multiple ways users can acquire these items: crafting Trading Cards into badges, trading directly with other users, purchasing the items directly off the Steam Community Market, or by redeeming points in the Steam Points Shop. [subsection]Steam Trading Cards[/subsection] Steam Trading Cards are collectible cards users get by playing games on Steam. By collecting the entire set of cards, users earn items that help them customize their profile and show off gameplay. …
[/td][/tr] [/table] [section]Next Fest[/section] Running three times a year, Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch livestreams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from players and build an audience for a future launch on Steam. Upcoming (unreleased) games with a playable demo are eligible to participate. …
[section]Overview[/section] Steam Deck and Steam Machine are both essentially PCs running SteamOS, and the content and tools referenced on this page apply equally to both devices. …
[callout][b]Important: [/b] Before uploading and testing your own title using the instructions below, we recommend installing and running another title from Steam that uses Steam Play(Proton) on Steam Deck or Steam Machine. This will ensure Proton and its dependencies are installed.[/callout] [section]Install Tools[/section] [subsection]Client Setup (Dev PC side)[/subsection] [list] [*]The [b]SteamOS Devkit Client[/b] runs on your development PC and allows developers to connect to a Steam Deck or Steam Machine, deploy and debug software. [*]Install SteamOS Devkit Client from Steam - here is a [url=steam://install/943760]direct install link[/url]. [*]The tool can be started from the Steam Library, in the Software category. …
While at their core Steam Deck and Steam Machines are PCs, their form factors lend themselves to an additional set of customer expectations. In addition to the criteria used for [url=https://partner.steamgames.com/doc/steamhardware/compat]Steam Deck and Steam Machine compatibility[/url], we have some additional recommendations, presented here. All recommendations here are targeted at meeting customer expectations around input and display, improving performance, and taking full advantage of the new opportunities provided by the Steam Deck and Steam Machine. While the recommendations here are disproportionately valuable to Deck/Machine customers, they are also all[b] valuable for PC gamers in general,[/b] many of whom only play with controllers, only play in their living room, etc. …
SteamEncryptedAppTicket_BIsTicketForApp( rgubDecrypted, cubDecrypted, SteamUtils()->GetAppID() ) ) printf( "Ticket for wrong app id\n" ); CSteamID steamIDFromTicket; SteamEncryptedAppTicket_GetTicketSteamID( rgubDecrypted, cubDecrypted, &steamIDFromTicket ); if ( steamIDFromTicket !…
[/td][/tr] [tr][td][b]psteamID[/b][/td][td]CSteamID *[/td][td]Returns the Steam ID associated with the ticket. Returns [apitype]steam_api::k_steamIDNil[/apitype] if the ticket is invalid.[/td][/tr] [/table] Gets the Steam ID associated with a ticket. …
[section=Overview]Overview[/section] The Steam Item Store is a customizable Steam-hosted web store for selling items defined in the [doclink=features/inventory]Steam Inventory Service[/doclink]. …
See [doclink=features/inventory/schema#ItemDefProperties]Steam Inventory Service schema[/doclink]. …
Attached accessories will be visible in the Inventory view on the community, and will create "Unique" (non-commodity) item listings when they are offered on the Steam Community Market. It's up to you to decide what accessory types to support, and what cosmetic or gameplay effects different accessory types might have. …
As usual, item names are localized by providing values in the [doclink=features/inventory/schema]ItemDef Schema[/doclink]. See the "Item Tags" section on the Steam Inventory Service page to provide localized text for the internal name. In our example, the internal name "sticker" is simply mapped to "Sticker" in all supported languages. …