The configuration you choose may differ based on your relationship of individual users and teams involved. For example, if your game is being distributed on Steam by a publisher, then it's useful for both the publisher and the development studio to be set up with access to the game, even if payments for sales of the game will only go to one of the entities. …
You may also want to read more about how [doclink=store/application][/doclink] work on Steam, or learn more about [doclink=gettingstarted/managing_users][/doclink]. [subsection]Method 1: Individual Steam Accounts/Groups [/subsection] Using this method, an administrator would create a group in your partner account that only includes access to specific Applications, and then directly adds any individual Steam accounts to that group. …
As on other platforms, customers can filter and sort their library by name, installed state, etc. In addition to these common options, on Steam Deck users can sort and filter by Deck compatibility, and Machine users by Machine compatibility. [subsection]Steam Store On Deck and Machine[/subsection] The Steam Store is easily accessible on Steam Deck and Steam Machine and includes all Steam store functionality and products available in the customer's region. …
[/h6] [section=AddingSteamEvent]Adding a Steam Event Post[/section] You may want to provide customers with extra details about your game's Steam Hardware compatibility, or share your plans. …
Sometimes games made by different developers have common themes and can benefit from co-marketing. Including those games in the bundle make it easier for Steam customers to acquire those related titles. This document outlines the steps required to create a collaborative bundle on Steam that contains games from multiple developers/publishers. …
Be thoughtful about which bundles you include your games in; as those invited do not have input via Steam to the description or artwork. [*][b]Q. Does Steam Email me when approval is required?[/b] A. No. Steam does not send any emails related to bundle state or bundle publishing. …
[/b] While you can use any CPU, if possible it's better to use an AMD CPU to get the closest environment for Steam Deck testing. [b]If my game is Steam Deck Verified, will it have more visibility on Steam?[/b] Yes, it will be more visible on Steam Deck. …
Most likely not until after Steam Deck ships to customers though. [b]When testing for OS compatibility with Steam Deck, should we use SteamOS or will there be a version of Steam Deck's OS available for download?…
[section]Overview[/section] 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 a SKU or a license. After a user purchases or activates a package, the contents of that package dictate which applications or depot contents the user has permission to download and launch. …
This lets you sell your app in the Steam store as well as generate CD Keys that unlock the exact same content if you wish. [*] [b]Store Package[/b]: This is a package that can only be sold on the Steam store [*] [b]CD Key Package[/b]: This is a package that can only have CD Keys generated against it [*] [b]Release Override "Beta Testing" Package[/b]: This package is automatically created along with your Application. …
[/callout] [section]Steamworks[/section] [url=https://codeberg.org/godotsteam/godotsteam/releases]GodotSteam 4.17[/url] and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame. [section]Building to Steam Frame[/section] For both Android and Linux builds you can use the [b]Export Project...[/b] button from the export preset window to create a distributable version of your game and use the [doclink=steamframe/loadgames]Steam DevKit Tool[/doclink] to upload these to your Steam Frame. …
This section provides an in depth look into what goes into managing your Steam store presence. Some of the topics included include: [table] [tr][td][doclink=store/application][/doclink][/td][td]An Application (or App) is the main representation of a product on Steam. …
[/td][/tr] [tr][td][doclink=store/assets][/doclink][/td][td]As part of the release process on Steam, you will be required to deliver various graphical assets for your product. These are displayed in different places on the Steam store and in customer's libraries. …
[/td][/tr] [tr][td][doclink=features/steam_controller][/doclink][/td][td]Steam Input is a flexible input library that supports over three hundred devices including all common variants of Xbox, Playstation, Nintendo Switch, and Steam Controllers.…
[/td][/tr] [tr][td][doclink=features/steamvr][/doclink][/td][td]Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam.…
[subsection=SteamAPI_Shutdown]SteamAPI_Shutdown[/subsection] When you are done using the Steamworks API you should call [api]steam_api::SteamAPI_Shutdown[/api] to release the resources used by your application internally within Steam. …
[b]NOTE:[/b] If some of the software you are shipping on steam is available under a restrictive open source license then please see [doclink=sdk/uploading/distributing_opensource][/doclink]. …
Below is a guide to using SteamPipe, Valve's tool for delivering content to Steam. For more information on best practices for updating your game, see [doclink=store/updates][/doclink]. …
In this situation, SteamPipe will make new chunks for the modified asset data and the modified portions of the TOC. However, what we have seen in some game engines is that the TOC information is distributed throughout the file. …
v=JRDwA3cQmlc [/list] [section]Rules[/section] 1. [b][i]You must include Steam Early Access branding and information about the current state of your game on any third-party sites where you are distributing Steam keys for your Early Access game.[/i][/b] We work very hard to make sure that customers understand what they are buying when they get an Early Access title on Steam, and this expectation continues wherever Steam keys are distributed. You must include the Steam Early Access branding as well as current information on the state of your game, and a link to the [url=http://store.steampowered.com/earlyaccessfaq/]Steam Early Access FAQ[/url] on any site where you are selling Steam keys for your Early Access title. …
Both offer ways for customers to easily purchase content, and both purchase paths must use Steam Wallet. [subsection]Selling DLC For Your Game[/subsection] Selling your content via DLC in the Steam store means you will create distinct Steam store pages for each piece of content, allowing you to have a landing page on Steam to direct customers who may be interested in your DLC and it also gives you an opportunity to describe the content in-depth. …
Free to Play games are eligible for all other forms of curated marketing depending on the scale and success of the game, including IMs, featuring on the Free to Play hub, and even a full Steam takeover (for the biggest, most popular Free to Play releases). The Free to Play hub is among the most popular pages on all of Steam, and is by far the most popular content hub on Steam. …
[introblock=GameNotifications_1_static.png] [h5]In Brief[/h5]Steam can host and distribute a demo version of your game that you can use to demonstrate part of your gaming experience. [h5]Level of integration[/h5]Demos can range in size and scope, but generally are a small playable portion of your game that show some of the core mechanics and leave the player excited for more. …
Package the demo exe into a depot specific to the demo app. Alternatively, you can skip Steam DRM and just call [api]steam_api::SteamAPI_RestartAppIfNecessary[/api]. [*] If there is behavior that is restricted to owners of the full app, gate it behind the [api]ISteamApps::BIsSubscribedApp[/api] Steamworks API call with the App ID of the full app. …
[section]Adding Moderators[/section] To enable members of your internal dev team or players in the community to help moderate content in your Steam Community, please see this guide on [doclink=marketing/community_moderation/adding_moderators][/doclink]. [section]Moderating Steam Discussions[/section] Your Steam Discussions are one of the many places your customers and fans are interacting and sharing their experiences with your product. …
[h4]Banning Items[/h4] Banning content should be reserved for items that violate the Steam Subscriber Agreement, such as: offensive content (e.g. racism), pornography (e.g. pornographic sprays/decals in Counter-Strike), stolen Workshop items, etc. …
[section]Overview[/section] Are you interested in hosting a Sales Event on Steam, or expanding your off-Steam gaming event with an on-Steam presence? If so, Steam can equip you with tools to create your own [doclink=store/promo/thirdpartyevents]Third-Party Sales Event[/doclink]. …
issueid=938]Submission Form[/url]. This will automatically open a ticket with the Steam Events Team, who will review your proposal and confirm your agreement to the [doclink=/store/promo/organizers#10]Event Hosting Rules[/doclink] outlined below. …
Valve has partnered with Perfect World to bring an onshore version of Steam to China, called Steam China (蒸汽平台). At this time, we are working with a select group of partners for releasing games on Steam China. A prerequisite to publishing games on Steam China is receiving Chinese government approval for your game. Upon receiving approval, the Chinese publisher of your title will be issued an ISBN number, which will be displayed on your Steam China product page. …
[section]Overview[/section] The Steam Families feature allows Steam users to play games from up to five close family members libraries. For more information about the feature, please see our [url=https://store.steampowered.com/news/app/593110/view/4149575031735702628]announcement blog post[/url]. …
If you are having problems solving any Steam Family sharing related issues using these APIs, please contact Steam Support. …
[section]Overview[/section] Steam supports persistent leaderboards with automatically ordered entries. These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. …
[/list] [subsection]Creating via the API[/subsection] Leaderboards for your game can be created through the [url=https://partner.steamgames.com/apps]Steamworks App Admin[/url] or programmatically by calling [api]ISteamUserStats::FindOrCreateLeaderboard[/api]. In Steam, all leaderboards for a Steamworks title are identified by a unique name. The leaderboard name is only used for identification in the Steamworks API, and is not presented to users through the Steam Community. …
[section=overview]Overview[/section] The Steam overlay is a piece of the Steam user interface that can be activated over the top of almost any game launched through Steam. It lets the user access the friends list, web browser, chat, and in-game DLC purchasing. …
While in development and running your game in a debugger, the overlay is loaded when you call [api]steam_api::SteamAPI_Init[/api]. As such you'll need to make sure to call [api]steam_api::SteamAPI_Init[/api] prior to initializing the OpenGL/D3D device, otherwise it won't be able to hook the device creation. …
[callout][b]NOTE[/b]: The [doclink=features/overlay]Steam Overlay[/doclink] must be active in your game for the Screenshots system to be available.[/callout] Users can press a hotkey controlled by Steam (F12 by default), to trigger a screenshot. …
[section]Steam Screenshots API[/section] The Steamworks SDK provides access to [api]ISteamScreenshots[/api], and enables you to use advanced features and integrate the Steam Screenshots system right into your game for the best experience for your customers. …