It's worth a watch if you are considering working with a publisher. https://www.youtube.com/watch?v=7qf0WCy0X-w [sup]Panelists are: Nigel Lowrie from Devolver, James Schall from Sega, Chris Kramer from Digitalmindsoft, and video game attorney Tom Buscaglia. …
[section]Controllers[/section] The Steam Frame Controllers have the same capabilities as your standard console gaming controllers plus touch states, grip buttons, capacitive finger tracking, and 6-DOF spatial tracking. This gives you many more options on how to let players interact with your titles. It also allows users to play non-VR content on the headset without a separate device. …
[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). [/list] [subsection]Non-VR Compatibility[/subsection] When playing Non-VR titles locally or via streaming the Frame Controllers take full advantage of [doclink=features/steam_controller][/doclink]. …
[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…
[/td][/tr] [tr][td][b]pchVersionString[/b][/td][td]const char *[/td][td]The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. (Only servers with the latest version will be listed.)…
[/td][/tr] [tr][td][b]x[/b][/td][td]float[/td][td]The current state of this action on the horizontal axis.[/td][/tr] [tr][td][b]y[/b][/td][td]float[/td][td]The current state of this action vertical axis.…
[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]rotQuatX[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), x axis[/td][/tr] [tr][td][b]rotQuatY[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), y axis[/td][/tr] [tr][td][b]rotQuatZ[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), z axis[/td][/tr] [tr][td][b]rotQuatW[/b][/td][td]float[/td][td]Sensor-fused absolute rotation (will drift in heading), w axis[/td][/tr] [tr][td][b]posAccelX[/b][/td][td]float[/td][td]Positional acceleration, x axis[/td][/tr] [tr][td][b]posAccelY[/b][/td][td]float[/td][td]Positional acceleration, y axis[/td][/tr] [tr][td][b]posAccelZ[/b][/td][td]float[/td][td]Positional acceleration, z axis[/td][/tr] [tr][td][b]rotVelX[/b][/td][td]float[/td][td]Angular velocity, x axis[/td][/tr] [tr][td][b]rotVelY[/b][/td][td]float[/td][td]Angular velocity, y axis[/td][/tr] [tr][td][b]rotVelZ[/b][/td][td]float[/td][td]Angular velocity, z axis[/td][/tr] [/table] [section=enums]Enums[/section] These are enums which are defined for use with ISteamController. …
It must be a frame from the video itself, and must be 1920x1080 .jpg or .png [b]Best practices:[/b] Try to get a frame that is representative of unique content in your trailer, and avoid text. …
The most common reason for a trailer to fail is the resolution of the video. Please ensure you use a common resolution such as 1920x1080 or 1280x720 to avoid any downstream processing issues. Another common issue is an unsupported audio sample rate (please use 44Khz or 48Khz). …
Upon receiving the invite, partners can then go to the Daily Deal calendar and choose a day (within the next 6 months) to schedule their Daily Deal. After the day is chosen, a discount event will automatically be created if a discount is not already scheduled for the selected day. …
[subsection]How Does This Work?[/subsection][list] [*]Select an available date within the next 6 months that works for you. [*]The visibility on the Steam homepage and applicable tag pages runs for 24 hours, while the discount will be active for between 7 and 14 days depending on the discount length you selected. …
[b]Full branches with additional changes (recommended):[/b] https://github.com/Valve-VR/UnrealEngine/tree/5.7 https://github.com/Valve-VR/UnrealEngine/tree/5.6 https://github.com/Valve-VR/UnrealEngine/tree/4.27-plus [section]Do I need these changes?[/section] As of Unreal 5.6, you can run on Android with Steam Frame using Unreal's built in OpenXR support, with no custom code changes. This does NOT work on earlier versions of the engine. …
If the Quantity value for this item is greater than one, this value is the total that will get charged (Amount = Quantity x item_cost). [*] Item Description - A text description for the item. This will be displayed to the user when they are prompted to authorize the transaction. …
Even if the user approved the transaction and somehow did not get redirected back, abandon it and start again. [*] [b]Step 6[/b] Your purchasing server will need to regularly call the [webapi]ISteamMicroTxn/GetReport[/webapi] API to receive notifaction about changes in the settlement status of transactions. …
At the bottom, you can upload an image to help customers compare editions. Simply drag an image (748px x 896px) that compares the various editions of your game. These images help customers understand what content is included in each edition and which purchase option is right for them. …
[docimg=manageeditions_display.jpg]manageeditions_display.jpg[/docimg] [docimg=manageeditions6resize.png]manageeditions6resize.png[/docimg] Once you have checked this box and published, the capsule art will appear under your purchase option on your store page. …
[/callout] The file must contain a dictionary named [b]steam_frame[/b] and one or more of the following entries: [table] [tr] [th]Name[/th] [th]Value / Type[/th] [th]Corresponding Video -> Per-Application Video Settings menu entry[/th] [th]Behavior when not specified[/th] [/tr] [tr] [td]preferResolution[/td] [td]<integer>, width component[/td] [td]Resolution Per Eye[/td] [td]Use 1728x1728[/td] [/tr] [tr] [td]preferMinRefreshRate[/td] [td]<integer>[/td] [td]Frame Limit / Refresh Rate Override[/td] [td]Use 72 Hz[/td] [/tr] [tr] [td]preferHalfFramerate[/td] [td]true, false[/td] [td]Frame Limit / Throttling Behavior[/td] [td]No throttling[/td] [/tr] [tr] [td]preferMotionSmoothingMode[/td] [td]"off", "on", "alwaysOn"[/td] [td]Motion Smoothing[/td] [td]Use global setting under Video -> Motion Smoothing[/td] [/tr] [/table] [callout=red]JSON syntax can be prone to errors. …
/vrpreferences.json" failed: * Line 5, Column 3 4: "preferMinRefreshRate": 120, 5: } 6: } Missing '}' or object member name Tue Jul 28 2026 11:05:56.126069 [Info] - [Settings] No or invalid application preferences settings at '/home/steamos/.local/share/Steam/steamapps/common/[...]…
(NOTE: this feature requires that the test system be running a Steam client dated May 23, 2020 or newer) [section]Remote Play on Phone[/section] If you have checked this feature, it means you have [doclink=features/remoteplay#7]created a recommended Steam Input touch controller config[/doclink] for your game, and have verified that the UI elements and font sizes work well for small handheld devices. [section]Remote Play on Tablet[/section] If you have checked this feature, it means you have [doclink=features/remoteplay#7]created a recommended Steam Input touch controller config[/doclink] for your game, and you adapt to the various 4x3 and 16x9 aspect ratios used by tablet devices. …
Refer to the template (downloadable above) for the area in the middle occluded by the profile.[/h4] [list] [*]300 x 168px .webm <1MB (for preview purposes) [*]300 x 168px .mp4 <1MB (for preview purposes) [*]1920 x 1080px .jpg (still) < 350KB [*]1920 x 1080px .mp4 <4MB [*]1920 x 1080px .webm <4MB [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/anim_BG_GIF.gif[/img] [url=https://store.steampowered.com/points/shop/c/backgrounds](Click here to see examples live in the Points Shop.)…
Stickers should be a looping APNG (plus one still frame PNG), clearly expressing some emotion or idea (without words) at 150x150px (under 300KB), with alpha transparency in each frame. Create 2-6 of these, ideally. [url=https://store.steampowered.com/points/shop/c/stickers](Click here to see examples live in the Points Shop.)…
The value field is a comma-delimited list of strings to check. [*] "and" (x1 && x2 && ... && xn) "or" (x1 || x2 || ... || xn) "nand" !(x1 && x2 && ... && xn) "nor" !(x1 || x2 || ... || xn) Performs Boolean operation on the following filters. The operand to this filter specifies the "size" of the Boolean inputs to the operation, in Key/value pairs. …
[subsection]Microsoft Windows[/subsection] Steam officially supports Windows 7 and above. As of January 2019, [url=https://support.steampowered.com/kb_article.php?ref=1558-AFCM-4577]Steam no longer supports Windows XP and Windows Vista[/url]. …
Valve approves of these efforts but does not officially endorse or provide support for them. Steam on Linux supports both x86 and x64, it's highly recommended that you ship 64 bit binaries as the vast majority of users will be running that. The [url=https://github.com/ValveSoftware/steam-for-linux]Steam for Linux Client[/url] Github page is very active and contains the bug tracker for the Linux Steam Client. …
https://partner.steamgames.com/healthcheck/missingrequiredratings [section]The Indonesian Age-Rating System[/section] Age ratings in Indonesia are made up of 6 tiers of rating [list] [*]3+ [*]7+ [*]13+ [*]15+ [*]18+ [*]Refused Classification [/list] You can learn more by visiting the official IGRS website: https://igrs.id/rating-info [section]Frequently Asked Questions[/section] [b]Q. …
[docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” [docimg=stream6.png]stream6.png[/docimg] [*]In the “Server” field, use the RTMP URL generated under the “Upload Server” field at http://steamcommunity.com/broadcast/upload/ [*]In the “Stream Key” field, enter the token provided at http://steamcommunity.com/broadcast/upload/ [*]In OBS, navigate to File-->Settings-->Output [docimg=stream7.png]stream7.png[/docimg] [*]Under Output Mode, select “Advanced” in the drop-down menu. [*]On the Streaming tab, enter Keyframe Interval to 2. …
[callout]If you’d like to use the [b]Steam Frame Controller Interaction Profile[/b] you’ll need to be on at least [b]Godot 4.6 beta 1.[/b][/callout] [section]Project Setup[/section] [list] [*][b]Enable OpenXR[/b] - (Project / Project settings / XR / OpenXR) and enable stereo shaders (Project / Project settings / XR / Shaders) [*][b]OpenXR Vendors Plugin[/b] - Optionally install the [url=https://godotengine.org/asset-library/asset/3768]Godot OpenXR vendors plugin[/url] from the AssetLib tab. …
[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.…
[/td][/tr] [tr][td][b]srcIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address that this packet was sent to in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]srcPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port that this packet was sent through, in host order.…
[/td][/tr] [tr][td][b]pchVersionString[/b][/td][td]const char *[/td][td]The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. (Only servers with the latest version will be listed.)…
Find the "Cloud Play" section and select two boxes “Enable your game to run streamed from the Cloud, hosted by Valve, and the following service providers:” and “NVIDIA GeForce NOW.” [*]6. Navigate to the "Publish" tab and publish your store page changes. [*]7. Repeat this store page edit for all other applications you wish to approve to be available on GeForce NOW. …
ncid=pa-srch-goog-17521&gclid=Cj0KCQjwlN32BRCCARIsADZ-J4t5Mghorda2SVQEvLcf646QsSvUmynfi6yP8qJ_UGCnB2-KexbOhpcaAiMIEALw_wcB#product-matrix]HERE[/url] for NVIDIA GeForce NOW. [b]Will there be other cloud gaming services added to Steam Cloud Play?…
For developers, Steam Next Fest is an opportunity to get early feedback from players and build an audience for a future launch on Steam. The June 2027 edition runs June 14 at 10:00 AM PDT (UTC-7) to June 21 at 10:00 AM PDT (UTC-7). [introblock=Announcements.gif] For general information about Steam Next Fest, including details on registration, preparing your demo, running a livestream, trailer and demo gameplay usage, the Press Preview event, game visibility, and frequently asked questions, please visit the [url=https://partner.steamgames.com/doc/marketing/upcoming_events/nextfest]Steam Next Fest[/url] parent documentation page. …
You can check out our past live Q&A sessions on YouTube [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]here[/url]. These sessions cover a wide variety of topics to help you prepare for getting the most out of Steam Next Fest. …