To learn more about visibility at launch, please see [doclink=marketing/visibility]Visibility on Steam[/doclink]. [section]Pre-Purchase[/section] Pre-Purchases are not a self-served feature and will need to be set up by Valve. We normally don't recommend pre-purchase launches since spreading out sales across a few weeks during a pre-purchase can make it difficult for your game to have a successful launch day on Steam. …
For details, please see [doclink=/store/prepurchase]Pre-Purchasing on Steam[/doclink].…
Some benefits of this approach are: [list] [*] Automatic notifications to everyone that has wishlisted your game on Steam. [*] Potential placement on various Specials and Top Sellers lists on Steam. [*] Preserving the long-term value of your game for future customers. …
You'll have to [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=901]reach out[/url] to the Steam Team for next steps. [subsection]Steam Team Setup:[/subsection] [list] [*] The Steam Team will create a special Free to Keep package that grants players a permanent license to your game. …
Android development is pretty straight forward with the exception of needing to launch Lepton Development and connect via adb before deploying to the headset. For Linux ARM64 development we recommend using the SteamOS Devkit Client. You can find more information about this in the on the [doclink=steamframe/loadgames][/doclink] page. [section]Steam Frame Controllers[/section] By default the controllers will show up to your games as emulating Oculus Touch, so you can bind to those controls and it will work. …
[section]Deploying binaries[/section] The [doclink=steamframe/loadgames]SteamOS Devkit Client[/doclink] provides an easy interface to repeatedly deploy APKs, Linux binaries, and Windows binaries. [section]Deploying APKs manually[/section] Building to Steam Frame is similar to building to other standalone headsets or mobile devices using adb. …
A build is the result of uploading your content to steam, it can contain 1 or more of your depots and is a representation of the content in those depots at that point in time. Builds are uploaded by developers using a command-line provided in the Steamworks SDK. …
For unreleased games, setting a build live should have no impact on customers, since the game is only owned by the Steam accounts in the Steamworks partner account (or by anyone who has redeemed a Steam key for your game). [docimg=setBuildPublic_2.png]setBuildPublic.png[/docimg] [section=Authorizing_Default_Build_Updates]Authorizing Default Build Updates[/section] If your game is released, then any builds set live on your default branch will require an additional authorization step. …
Used to access data about applications on Steam. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetAppBetas]GetAppBetas[/section] [code=http]GET https://partner.steam-api.com/ISteamApps/GetAppBetas/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 publisher authentication key.…
The steamID must have appropriate permissions to make a build change, specifically the Edit App and Publish permissions. This account will receive a Steam Mobile app confirmation. …
[section=Overview]Overview[/section] Steam Game Notifications is a system for delivering offline notifications to users for games that provide asynchronous multiplayer gaming, such as Chess. …
Upon launching and performing game actions, the game is expected to update the game session again with the up-to-date states for all users in the session. [subsection]What Steam will manage[/subsection] Steam will manage notifying users in a game session based on the states provided by the game and the specific settings that the user has selected for the game. …
[section]Overview[/section] If you are working to bring your title to Steam, or have already released on Steam, we've got a few suggestion and best practices to help you think and ask the right questions about marketing. Much of this information is taken from Steam Dev Days. All the Steam Dev Days talks can be found [url=https://steamcommunity.com/devdays]here[/url]. Also be sure to review the various [doclink=marketing/tools]Marketing Features and Tools[/doclink] available to you as a Steamworks partner. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [tr][td][b]listtype[/b][/td][td]uint32[/td][td][/td][td]EUCMListType[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]If specified, only returns details if the file is owned by the SteamID specified[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]✔[/td][td]ID of UGC file to get info for[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [/table] [section=SetUGCUsedByGC]SetUGCUsedByGC[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SetUGCUsedByGC/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 publisher authentication key.…
Functions that provide information about Steam Remote Play sessions, streaming your game content to another computer or to a Steam Link app or hardware. See [doclink=features/remoteplay][/doclink] for more information. …
[section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. [subsection=SteamRemotePlaySessionConnected_t]SteamRemotePlaySessionConnected_t[/subsection] Sent when a client connected to a session. …
When creating and publishing new events using the Steam Event tools, you will be required to supply a set of graphical assets for your event. These assets are used on the event page, as well as various places on Steam, including your store page, Community Hub, and in the Steam Library. …
[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …
Steam apps can now simply opt into common redistributables, which will be installed only if necessary. Valve creates and maintains install scripts for these redistributables, and updates them when patches become available. …
[section=Testing]Testing Common Redists[/section] If you want to test your installation with your selected common redistributables, the ideal method is by using a clean OS image on a machine or VM. You can also force Steam to reinstall common redistributables by deleting the following registry key: [list] [*] [b]32-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\Apps\CommonRedist [*] [b]64-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam\Apps\CommonRedist [/list] A subkey is created in this key for each common redistributable which has been installed, so you can delete individual subkeys to test various partially-installed states as well. …
Provides restricted access to the Steam Market for partners. [b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The SteamID of the user to check[/td][/tr] [/table] Checks whether or not an account is allowed to use the market [b]NOTE:[/b] This call requires a publisher API key to use this method. …
Used to access Steam leaderboards. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=DeleteLeaderboard]DeleteLeaderboard[/section] [code=http]POST https://partner.steam-api.com/ISteamLeaderboards/DeleteLeaderboard/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 publisher authentication key.…
[section=ResetLeaderboard]ResetLeaderboard[/section] [code=http]POST https://partner.steam-api.com/ISteamLeaderboards/ResetLeaderboard/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 publisher authentication key.…
Allows partners to globally search the content of their [doclink=features/workshop]Steam Workshop[/doclink]. See the primary Steam Workshop interface [webapi]ISteamRemoteStorage[/webapi] for more. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. …
[section=RankedByTrend]RankedByTrend[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/RankedByTrend/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 publisher authentication key.…
[section=types_of_applications]Types of Applications[/section] The following are the different types of applications that you can create on Steam. You can set the type of your app on the [url=https://partner.steamgames.com/apps/view]General Application Settings[/url] section of the App Admin panel. …
[/td] [/tr] [tr] [td][doclink=store/application/packages][/doclink][/td] [td]A package is a collection of one or more applications and depots that can be sold via Steam or can be granted to users based on the activation of a Steam key. This can be thought of as an SKU or a license.[/td] [/tr] [tr] [td][doclink=store/application/depots][/doclink][/td] [td]A depot is a logical grouping of files which are all delivered to a customer as a single group.…
[section]Request Format[/section] The public Steamworks Web API is accessed by making HTTP (port 80) or HTTPS (port 443) requests to [code-inline]api.steampowered.com[/code-inline]. If you're a publisher, then Steam also provides a partner-only Web API server hosted at [code-inline]https://partner.steam-api.com[/code-inline]. The intent of this service is to have higher availability than the public host; you should use this service for all requests made from your secure servers. …
appid=440&count=3[/url] You can read more about this specific call here: [webapi]ISteamNews/GetNewsForApp[/webapi] [section]Obtaining the User's SteamID[/section] The Steamworks Web API identifies individual users by using the their unique 64-bit Steam ID. To learn how to securely obtain the user's Steam ID, see [doclink=features/auth][/doclink]. …
You can check out the [doclink=store/earlyaccess][/doclink] documentation for more specific information about Early Access on Steam. [subsection]Store Page Video Tutorial[/subsection] This Steamworks Tutorial details the process of creating and viewing your store page in Steam. …
There are specific link fields provided within your store page editor for linking to common social media platforms or your own website. [*]No embedded imagery that mimics Steam store UI or buttons - You should not have images or animations that are meant to look like Steam UI such as images that look like wishlist buttons or game capsules or prices. [*]No images, links, or widgets pointing to other games on Steam - This means that you cannot use your store page description to advertise other products on Steam. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]Steam ID of the user who is reported as cheating.[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]The appid of the game.…
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The Steam ID of the user to remove the game ban on.[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]The App ID of the game.…
Within the Steam Events & Announcements tools, there are three levels of category for game updates, which each work a little differently: Patch Notes, Regular Updates, and Major Updates. …
[section]Major Update Visibility[/section] Major update type events can appear in all the regular places, including store page, community hub and Steam Library. These posts will show up to players that follow your game and will qualify to show up in the "What's New" section for your fans at the top of the Steam Library homepage. …
As part of the release process on Steam, you will be required to deliver various graphical assets for your product. These assets are displayed in customer's libraries and in the community. …
[/td][/tr] [tr][td][b]Contents[/b][/td] [td][list] [*]Library Capsule [*]Library Header [*]Hero Graphic [*]Logo [/list][/td][/tr] [/table] [section]Visibility[/section] Note that once uploaded, Library Assets are only visible for applications that have a published store page on Steam. If your store page is not published, Library Assets will not be visible in the Steam client. [section=capsule]Library Capsule [color=#ca5029]Required[/color][/section] The library capsule is the primary way of presenting your game within the Steam Library, including on the library overview and within collections. …