[section]Steam Deck™ Brand Guidelines and Logos[/section] Last Updated: May 2,2022 To ensure that Steam Deck™ branding and trademarks are used consistently across all marketing and communication materials, we have some guidelines that should be followed by all partners when using Steam Deck branding. [docimg=300.jpg]300.jpg[/docimg] [docfile=steamDeck_guidelines_042922.pdf]Click here[/docfile] to view the Steam Deck Brand Guidelines [docfile=Steam_Deck_Logo_TM.eps]Click here[/docfile] to download Steam Deck logo files …
[/list] The Steam Broadcast servers will prevent streaming of content which the Steam user account is not permitted to play. This is a general safeguard to prevent unintentionally leaking game content via Steam broadcast. [callout]You cannot use the Steam Client built-in broadcasting feature to Stream demo gameplay to the Steam Store, because the client will use the Demo appID. Since the Demo appID does not match the base game appID, it will not appear on the base game Steam store page. …
Here are front, top, and back views of Steam Deck in SVG format. These are provided in case you'd like to add Steam Deck specific input callouts in your game. [b][docfile=steamdeckSVG.zip]Download here[/docfile][/b] [docimg=DeckWireframes.png]DeckWireframes.png[/docimg]…
Steam automatically creates a special landing page for any game that is marked as Steam Deck Verified. This page displays the first trailer available on the game's store page, based on any language or country restrictions set for the trailers. [docimg=Example_1.png]Example_1.png[/docimg] [subsection]See your game's page[/subsection] By adding the appID to the end of a URL, you can easily view and share this page for any of your games that are Steam Deck Verified. The URL format for this page is as follows: https://store.steampowered.com/verified/<appid> More pretty examples: [docimg=Example_2.png]Example_2.png[/docimg] [subsection]Requirements[/subsection] To enable this page, the game must have received Verified status and must have [b]at least one[/b] trailer published to the store page that is marked as safe for all ages.…
[b]Steam Next Fest: June 2027 Edition[/b] is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. …
Choose the Steam Next Fest that works best for your release timeline, as once your demo participates in the event, it may not appear in any future Steam Next Fests. …
[subsection]Reporting Proton issues with your game[/subsection] You can report Proton issues directly to Valve in the proton issue tracker on Github. The Proton issue tracker has one issue thread per steam appid, so once the thread exists you can continue reporting new bugs under the same thread. [olist] [*]Visit https://github.com/ValveSoftware/Proton/issues/ and search by your game's appID to see if there is already a thread of issues. [*]If not, click "New Issue" and fill in the form. …
[docimg=NF_Feb_27_Doc.jpg]NF_Feb_27_Doc.jpg[/docimg] [b]Steam Next Fest: February 2027 Edition[/b] is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. …
Choose the Steam Next Fest that works best for your release timeline, as once your demo participates in the event, it may not appear in any future Steam Next Fests. …
[/td][/tr] [tr][td][b]itempropsjson[/b][/td][td]string[/td][td]✔[/td][td][/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of the player to receive the items.[/td][/tr] [tr][td][b]notify[/b][/td][td]bool[/td][td]✔[/td][td]Optional, default 0. Set to 1 to indicate the user is not in-game and should see a Steam notification.…
Calls to AddItem that occur when the player is not in-game may optionally set [code-inline]notify=1[/code-inline] to notify the player via Steam. This may engage any of the player-notification mechanisms in Steam, including an overlay popup. The optional [code-inline]requestid[/code-inline] parameter allows a client to make an idempotent call. …
[/td][/tr] [/table] Creates a new file and asynchronously writes the raw byte data to the Steam Cloud, and then closes the file. If the target file already exists, it is overwritten. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamRemoteStorage::RemoteStorageFileWriteAsyncComplete_t[/apitype] call result. …
[/td][/tr] [tr=k_EWorkshopFileTypeSteamVideo][td][b]k_EWorkshopFileTypeSteamVideo[/b][/td][td]14[/td][td]Steam video.[/td][/tr] [tr=k_EWorkshopFileTypeGameManagedItem][td][b]k_EWorkshopFileTypeGameManagedItem[/b][/td][td]15[/td][td]Managed completely by the game, not the user, and not shown on the web.…
as it provides access to large amount of information on the performance of your partner account on Steam. [b][u]GetDetailedSales Best Practices[/u][/b] [u][b]Step 1:[/b][/u] Call GetChangedDatesForPartner to find the set of dates that have new data. Your first call will use a highwatermark value of 0 and will return every date you have ever had sales or activations on Steam. Subsequent calls should use the result_highwatermark from the prior call, and will only show the dates with new data since the prior call. …
The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. …
[section]Deploying with the SteamOS DevKit Client[/section] Launch the SteamOS DevKit Client from Steam. Under Devkits you'll find [b]Connect to devkit by IP[/b] where you can put in [b]frame[/b] or your custom hostname if you've changed it. …
Steam Input is a service allowing Steam users to play any controller-supported game with the device of their choice. Steam Input will translate the user's input into something the game understands through either Gamepad Emulation, Mouse and Keyboard Emulation, or Steam Input API. …
If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …
[docimg=steamframe-setpassword.png]steamframe-setpassword.png[/docimg] [section=beta]Beta[/section] For the latest updates, it is recommended to opt into the beta branch on Steam Frame as well as both the Steam client and SteamVR on PC. For Steam Frame, navigate to [b]Steam Settings > System > System Update Channel[/b], click the drop-down and select [b]Beta[/b]. …
Steam will restart. [docimg=steamframe-steambeta.png]steamframe-steambeta.png[/docimg] For SteamVR, go to its app page in your [b]Steam Library[/b] (still on your Desktop PC), click the gear icon, select [b]Properties > Betas > Beta Participation[/b] and select [b]SteamVR Beta Update[/b]. …
We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. Steam Frame natively runs a Snapdragon 8 Gen 3 (Arm64) chip on [url=https://store.steampowered.com/steamos]SteamOS[/url] (Linux Arch-based) and includes a range of compatibility layers for other Operating Systems and architectures. …