Steamworks Documentation
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Free Weekends

[h4]How often can I run a Free Weekend?[/h4] [b]A:[/b] Eligible games can run a Free Weekend once per calendar year. [h4]Do Free Weekend players get trading card drops?[/h4] [b]A: [/b]No. Trading cards will not drop for a player unless they have purchased the game on Steam or activated a key for the game. …

Participating in Third-Party Sales Events

. [*]A game can only be included in at most one featured Publisher/Developer Sale and one featured Franchise sales per calendar year. [/list] [*][h4]Q: How can I know more about upcoming third-party events? / Does Steam keep a list of upcoming third-party events? …

Developing for SteamOS and Linux

[/list] [section]Linux Runtime[/section] Titles with native Linux support may select a specific version of the Steam for Linux runtime to execute under. This can be set per branch. Note that the runtime you select needs to match the Steam for Linux SDK used to compile your executables. For more details see [url=https://gitlab.steamos.cloud/steamrt/steam-runtime-tools/-/blob/main/docs/slr-for-game-developers.md]steam-runtime-guide[/url] To use this feature, your app must first setup a Launch Option that support Linux. …

Unreal Engine

[/list] [i]Important Note: The density value is read from the density map once per bin. This means that the foveation values may appear to affect much larger regions of the screen than would be expected and may appear blocky. …

[subsection]Unreal Insights[/subsection] Unreal Insights is Unreal Engine’s own profiling tool, which can do both CPU and GPU captures.For more documentation on the use of the tool, see [url=https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/UnrealInsights/][/url] To use Unreal Insights within Lepton, you must manually set up a commandline to point at the tracehost on your PC, as well as set up port forwarding.On the host PC, after connecting adb to Lepton, do the following: [code] adb shell setprop debug.ue.commandline -tracehost=127.0.0.1 exit adb reverse tcp:1981 tcp:1981 [/code] Finally, launch Unreal Insights located under your depot at Engine/Binaries/Win64/UnrealInsights.exe (you may have to build it first).You should see the device appear under Session.Attach, and profile as per the documentation above. [section]Native LinuxArm64 Support[/section] In addition to running through Lepton with Unreal Engine's Android support, your project can also directly run on SteamOS using Unreal Engine's LinuxArm64 platform support. …

Developer, Publisher, and Franchise Sale Pages

[/olist] [section=rules]Rules & Guidelines[/section] [subsection]Eligibility[/subsection] Games are eligible to appear in one sale event per type every calendar year. For example, Portal would be eligible for both a Portal Franchise Sale as well as a Valve Publisher Sale. …

Steam Matchmaking & Lobbies

Data is communicated between the lobby members about which character they want to play, or other per-user settings. If there are some rules that need to be enforced in the lobby (for example, only one user can play as a certain character), there is one and only one lobby owner who you can use to arbitrate that. [*] There may or may not be a user interface associated with the lobby; if there is, the lobby data communications functions can be used to send chat messages between lobby members. …

Steam Tags

For a list of titles most in need of tagging, visit your [url=https://partner.steamgames.com/recommended_actions/tag_wizard_links]Steamworks Recommended Actions[/url] page, where you’ll find links to the Tag Wizard per title you manage. This wizard steps through a series of screens to help you build a well-rounded tag profile for your title. The wizard also provides an opportunity to order your title's tags for weighting purposes. …

Free To Play Games

Every transaction is completely distinct so you can set the pricing per transaction. Discounting is also handled on your backend. With in-game transactions, there’s no concept of running a discount. Instead, you’ll simply adjust the pricing as needed. …

Reporting and Payments FAQ

Why doesn’t the revenue share payment match to the amount I see in my bank account?[/b] A. We pay the Total Revenue Share amount as indicated per the monthly Steam Sales Report. We don’t pass any wire fees to you but we cannot control bank fees that may be imposed on you by intermediary banks or your receiving bank. [*] [b]Q. …

Steam Themed Sale Events

. [*]Ensure you have at least one account with "Receive Steamworks communications" enabled. You can edit per user here: https://partner.steamgames.com/pub/users/ Note that accounts with this permission setting must also have completed or must newly complete the additional confirmation request sent via email authentication in order to fully enable permission. …

ISteamTimeline

These are presented to the user in a UI that shows the date the game was played, with one row per game slice. Game phases should be used to mark sections of gameplay that the user might be interested in watching. Examples could include: [list] [*] A single match in a multiplayer PvP game [*] A chapter of a story-based singleplayer game [*] A single run in a roguelike [/list] Game phases are started with StartGamePhase, and while a phase is still happening, they can have tags and attributes added to them with [api]ISteamTimeline::AddGamePhaseTag[/api] or [api]ISteamTimeline::SetGamePhaseAttribute[/api]. …

Tags can have an icon in addition to a text name. Multiple tags within the same group may be added per phase and all will be remembered. For example, [code-inline]AddGamePhaseTag[/code-inline] may be called multiple times for a "Bosses Defeated" group, with different names and icons for each boss defeated during the phase, all of which will be shown to the user. …

Steam Workshop Implementation Guide

The Steam Cloud Quota can be configured with the following steps: [olist] [*] Navigate to the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the App Admin panel. [*] Set the [b]Byte quota per user[/b] and [b]Number of files allowed per user[/b] to appropriate values for preview image storage [*] Click Save [*] From the [b]Publish[/b] tab, click [b]Prepare for Publishing[/b] [*] Click [b]Publish to Steam[/b] and complete the process to publish the change. …

Demos

You can only take this action once and you must do it within those first two weeks. Remember: Wishlist notifications have a two week cooldown per App ID. To maximize visibility, you'll optionally want to space out your demo release notification by at least two weeks from other events that may trigger a wishlist notification, such as releasing the app ID or putting a package that contains the app ID on discount. …

ISteamMatchmakingServers Interface

[b]Member functions:[/b] [table] [tr][th]Return type[/th][th]Function name[/th][th]Parameters[/th][th]Description[/th][/tr] [tr][td]void[/td][td]AddPlayerToList[/td][td][code-inline]const char *pchName, int nScore, float flTimePlayed[/code-inline][/td][td]Called when we retrieved data on a new player on the server -- you'll get this callback once per player on the server which you have requested player data on.[/td][/tr] [tr][td]void[/td][td]PlayersFailedToRespond[/td][td][/td][td]Called when the server failed to respond to the request for player details.…

[b]Member functions:[/b] [table] [tr][th]Return type[/th][th]Function name[/th][th]Parameters[/th][th]Description[/th][/tr] [tr][td]void[/td][td]AddPlayerToList[/td][td][code-inline]const char *pchName, int nScore, float flTimePlayed[/code-inline][/td][td]Called when we retrieved data on a rule on the server -- you'll get one of these per rule defined on the server you are querying.[/td][/tr] [tr][td]void[/td][td]PlayersFailedToRespond[/td][td][/td][td]Called when the server failed to respond to the request for rule details.…

Steam Keys

If you have a lot of keys to ban, you may want to break them up into groups of 10K per text file. The Ban Steam Keys page will process larger batches, however, it may time-out giving an error when the keys were indeed banned. …

Pricing

For details, you can see a [url=https://partner.steamgames.com/pricing/minimums]breakdown of minimums per-currency[/url]. [*][b]The lowest possible transaction price[/b] which is 50% off that minimum base price, which allows for some discounting off the minimum base price. …

IGameNotificationsService Interface

This will register your game to use offline notifications with the user by asking the user to opt into game notifications for your specific game. Make this call, at most, once per game launch. Subsequent calls will not ask the user to opt in if the user has decided to opt out. [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Uploading to Steam

It will work OK with SteamPipe so long as the criteria listed above are met. Specifically, you should ensure that compression is per-asset as much as possible. Any compression that crosses asset boundaries will spread out changes and require clients to download more data than necessary. …

[list] [*] [code-inline] DepotID [/code-inline] - The DepotID for this section [*] [code-inline] ContentRoot [/code-inline] - Lets you optionally override the ContentRoot folder from the app build script on a per depot basis [*] [code-inline] FileMapping [/code-inline] - This maps a single file or a set of files from the local content root into your depot. …

Steam Input Gamepad Emulation - Best Practices

\n" ); break; } } [/code] [subsection]Showing Your Own Art - Per Button Art[/subsection] If you're using a single look up table indexed by action origins you can use these functions to implement device specific glyphs and translate any unrecognized controllers to their closest equivalents. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]pchKey[/b][/td][td]const char *[/td][td]The key to get the value of.[/td][/tr] [/table] Gets per-user metadata from another player in the specified lobby. This can only be queried from members in lobbies that you are currently in. …

If [code-inline]m_ulSteamIDMember[/code-inline] is a user in the lobby, then use [api]ISteamMatchmaking::GetLobbyMemberData[/api] to access per-user details; otherwise, if [code-inline]m_ulSteamIDMember[/code-inline] == [code-inline]m_ulSteamIDLobby[/code-inline], use [api]ISteamMatchmaking::GetLobbyData[/api] to access the lobby metadata. …

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