Using a LCS improves depot iteration time since they are not uploaded and distributed through the public Steam network. Instead, all the depot content is stored on your LCS in chunk files and served to Steam clients that have access to your LCS. …
[docimg=setLCSLive.png]setLCSLive.png[/docimg] [section]Configuring Steam Client To Use Your Local Content Server[/section] For the Steam client to know where to look for your game, you'll need to create a file, [code-inline]steam_dev.cfg[/code-inline] in the same directory that contains steam.exe. …
Current permissions include: [table] [tr] [td][b][docimg=icon_star.png]icon_star.png[/docimg] Administrator[/b][/td] [td]Allows the user to manage users and permissions on the partner account. Only users with admin rights can pay the Steam Application Fee and activate the application credit. See [doclink=gettingstarted/appfee]Steam Application Fee[/doclink] to learn more.…
issueid=918] contact Steam Publishing[/url] and let us know.[/td] [/tr] [tr] [td] [b]Manage Users[/b] [/td] [td] User can add and manage permissions for other users. …
In the Steamworks C++ APIs, a user's SteamID is contained within a [api]steam_api::CSteamID[/api] object. 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. …
[callout]NOTE: These keys must be stored securely, and must not be distributed within your application in any way![/callout] [h4]Steamworks Web API[/h4] Steam exposes an HTTP based Web API which can be used to access many Steamworks features. …
[section]Overview[/section] The Steam Game Servers API provides everything you need to create dedicated servers for your game. You can host these game servers yourself, or allow your community to host them for you. This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. Players can open the server browser from the steam client or in the [doclink=features/overlay][/doclink] [docimg=steam_server_browser.png]steam_server_browser.png[/docimg] You can get the same data as the server browser with the API functions available in [api]ISteamMatchmakingServers[/api]. …
As this entitlement is required for distribution on the Mac App Store, please be sure it is not set in the build uploaded to Steam if building for both stores.[/callout] You can find additional information about these entitlements and other app security details [url=https://developer.apple.com/documentation/security/hardened_runtime?language=objc]HERE[/url]. [subsection]Linux & SteamOS[/subsection] Steam only officially supports [url=ubuntu.com]Ubuntu[/url] running Ubuntu 12.04 LTS or newer and SteamOS, but the [url=http://steamcommunity.com/app/221410]Steam for Linux[/url] community is extremely resourceful and has managed to run Steam on a large variety of distros. …
[section] Steam PC Café Features[/section] [h4]Licensed Use of Commercial Content[/h4] [list] [*]A [b]free license to offer Steam and SteamVR[/b] access to the public in your registered locations. [*][b]Access to purchase commercial game licenses for content offered on Steam[/b] from participating developers/publishers. …
Just add games to your license pool and they will be available to anyone running Steam on your network. [h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. …
While Steam Frame is primarily designed for high quality game streaming from a PC, it's also a full PC running SteamOS, with standalone capabilities: games can be run entirely on the headset, not connected to anything. Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. …
The Steamworks website can be used to create and distribute a new depot version to users that overrides one or a handful of files that exist in the current depot. This is done using the [b]Merge with Default Branch[/b] feature within SteamPipe. …
For example, if you are updating a file that is installed to "bin\engine\thirdparty.dll", place the file under "bin\engine" in your newly created zip file. Steam will only update files that are placed within the zip file. These new files will be merged into the previous depot from the "Default" branch. …
Steamworks is a set of tools that enable you to distribute your product to Steam customers and a set of features you can use in your product, such as matchmaking, leaderboards, Steam Workshop, etc. …
Once you have set up your account and your bank, tax and company information has been verified, you can add more users and start to set up your first product, or "[doclink=store/application]Application[/doclink]". [*] [h4]Download the Steamworks SDK[/h4] Once you have completed the onboarding process, you'll need to download the Steamworks SDK, which contains all the scripts and templates for building and uploading your product to Steam. You can download the latest version of the Steamworks SDK [url=https://partner.steamgames.com/downloads/steamworks_sdk.zip]here[/url] and can learn more about the SDK in the [doclink=sdk][/doclink] documentation. [*] [h4]Create your Steam build & depots[/h4] To get your application up and running on Steam, you'll need to upload a build and configure a few settings. …
This is sometimes called Special Editions or Soundtrack Editions. Deluxe Editions can be very successful on Steam if you have quality content (In-game items, DLC, Soundtracks, Artwork, etc...) to add to the base game. We recommend that you offer the Deluxe Edition at a price slightly above, but still relatively close to the base game price. …
This is the easiest to configure, and is great for cases where you want to distribute an art book or soundtrack, or any content that consists mainly of content delivered to the customer's hard drive. [/olist] …
. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …
[/list] [/olist] If there are two or more broadcasts in any of the prioritization buckets, then Steam randomly picks one from within the prioritization bucket. This at least provides a fair distribution of viewers. The capsules are presented in descending order by priority bucket and by viewer count within each priority bucket. …
Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…
Also, if there was a manual review by IGRS but the reviewed version was not the exact one you distribute on Steam, do not enter a IGRS rating. In particular, you must not submit a IGRS rating on Steam if it has been generated through the IARC process on a third-party store. …
[docimg=Steam_Theme_Doc_Banner.jpg]Steam_Theme_Doc_Banner.jpg[/docimg] Steam regularly hosts themed sale events (typically designated as Fests) to showcase various genres and categories of games. …
[section=permissions]Marketing Materials Permissions[/section] For the promotion of a Steam themed sale event, we typically select a handful of games to feature in the official trailer we edit for the event. The trailer will be posted to some combination of the official Steam YouTube channel, the event page (when the event is live), and Steam social media channels, and will also be distributed to press. …
German regulators have specified that all games must have an age rating in order to be offered to German customers on Steam. [callout]Starting on [b]November 15, 2024, [/b]Steam will no longer display games to customers in Germany if the game is missing a valid age rating.…
Also, if there was a manual review by USK but the reviewed version was not the exact one you distribute on Steam, do not enter a USK rating. In particular, you must not submit a USK rating on Steam if it has been generated through the IARC process on a third-party store. …
The Steam Frame runs on SteamOS, which is a gaming focused Linux distribution based on Arch. This means you have a full computer available to clearly debug what's going on with your application. …
[docimg=steamframe-perfrecording.png]steamframe-perfrecording.png[/docimg] The recording is only active when a VR application is running locally. Files are stored in the SteamVR Logs folder ([b]/home/steamos/.local/share/Steam/logs[/b], or accessible through the alias [b]cdl[/b] from a shell) with a prefix [b]perfrecording-[/b] followed by the Steam application ID and the date/time the recording was initiated (for example: [b]perfrecording-steam.app.445960-2026-09-04_15-16-43.csv[/b]). …
[section]Overview[/section] Steam supports both free and paid downloadable content (DLC) that can be registered via CD key or purchased from the Steam store. In the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the game's properties dialog. …
Creating a new DLC app ID is done by viewing the base game's "All Associated Packages, DLC, Demos And Tools" and clicking on the "Add New DLC" button. When downloaded, the Steam client will store all downloadable content under your game's Steam directory. Your game can choose to distribute each piece of content in one of two ways: [list] [*]The content can be included with your game files that are distributed to all game owners. …
[section=user-keys]User Keys[/section] The standard user keys are available to everyone, all that is required is a Steam account and the domain name that will be associated with this key. You will also need to agree to the [url=http://steamcommunity.com/dev/apiterms]Steam Web API Terms of Use[/url]. You can create a user Web API key from the [url=https://steamcommunity.com/dev/apikey]registration page on the Steam Community[/url]. [section=publisher-keys]Publisher Keys[/section] Game developers can create Web API keys that are associated with their Steamworks publisher account. …
Transfers may be useful in cases such as when a game changes ownership, or if an individual forms a corporation and needs to move the game to be distributed under the new corporation. [section]Necessary permissions and configuration[/section] To complete a transfer of a game with Steamworks, there are some requirements: [b]The Steam User that initiates the transfer:[/b] [list] [*]must have Actual Authority permission within Steamworks for the Steamworks partner account that has current distribution rights for the game. [*]needs to know the e-mail address of the recipient of the transfer. [/list] [b]The Steam User that receives the transfer :[/b] [list] [*]must be attached to a complete, verified, and fully onboard Steamworks partner account and have Actual Authority permission within that Steamworks account. …
Steam, both as a platform and a store - has a lot of built-in features and services that surface your game to players. For example, on the Steam store your game can be recommended to players on various pages or appear in special sections when on discount or running major updates. …
It can be challenging to know where and how often your game is appearing to players and to understand the value you get out of distributing your game on Steam. The traffic breakdown reports are designed to show you where your game is being surfaced to customers and which channels are directing players to your store page. …
[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …
" Steam looks for the presence of a VR launch option to add some of the VR information to your store page. [docimg=thelablaunchoptions.PNG]thelablaunchoptions.PNG[/docimg] [i]Launch Options for "The Lab"[/i] [section]Store Page Settings[/section] You can also manage what Virtual Reality settings are visible on your Steam store page. …