Steamworks Documentation
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ISteamHTMLSurface Interface

[/td][/tr] [tr][td][b]x[/b][/td][td]int[/td][td]The X (width) position in pixels within the surface. (0, 0) is the top left corner.[/td][/tr] [tr][td][b]y[/b][/td][td]int[/td][td]The Y (height) position in pixels within the surface. (0, 0) is the top left corner.…

[/td][/tr] [tr][td][b]flZoom[/b][/td][td]float[/td][td]The amount to zoom, this can range from [b]1[/b] (100% and the default) to [b]2[/b] (200%).[/td][/tr] [tr][td][b]nPointX[/b][/td][td]int[/td][td]The X point in pixels to zoom around. Use 0 if you don't care.[/td][/tr] [tr][td][b]nPointY[/b][/td][td]int[/td][td]The Y point in pixels to zoom around. …

ISteamGameServer Interface

[/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version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date.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.)…

Library Assets

The logo should be easily legible against the background. [b]Size:[/b] 600px x 900px (an additional half-size 300px x 450px PNG will be auto-generated from larger file) [section=header]Library Header [color=#ca5029]Required[/color][/section] The library header is used in different places within the Steam Client Library. [docimg=cs2libheader.jpg]cs2libheader.jpg[/docimg] [b]Usage:[/b] Appears in various places in the Steam Client Library, including Recent Games. …

Trailers

Trailers are displayed at the top of your product's store page and are often one of the first things your potential customers will be seeing. [docimg=Portal2TrailerExample2_1.jpg]Portal2TrailerExample2_1.jpg[/docimg] [section]Best Practices[/section] Trailers are important in marketing your product on Steam. …

If you have PEGI and ESRB rated videos that should only appear in certain countries, you can restrict the visibility of your trailer to certain countries by using the [url=https://en.wikipedia.org/wiki/ISO_3166-1_alpha-2]ISO 3166-1 alpha-2[/url] language codes. (Example: DE,FR,US,CA,MX) [section]Trailer Thumbnail / Poster Images[/section] As Steam processes the trailer you upload, it will automatically generate two images needed by the store: [list] [*]A poster image of 600px x 380px that displays in the video player until the video has loaded enough to start playing [*]A thumbnail image of 232px x 130px that is used to represent the trailer on your store page [/list] [subsection]Custom thumbnail/poster image[/subsection] If you are unhappy with the image automatically generated by Steam, you may upload your own image to represent your trailer. …

Steam Community Items

Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. [b]Description:[/b] These act as "zoomed in" versions of the smaller card image. They must be thematically similar to the small image. [*][b]Type:[/b] Small Card Images [b]Format:[/b] 206px x 184px PNG [b]Description:[/b] These act as a view into the large image and will have the card title and frame overlaid onto it automatically. [*][b]Type:[/b] Game Logo [b]Format:[/b] 206px x 44px transparent PNG, must be legible on both dark and light backgrounds. …

A user will randomly receive one of these emoticons when crafting a badge. Images required: [list][*]5 Emoticons at both 18x18 and 54x54, both transparent PNG[/list] [callout=blue]NOTE: The 18x18 version is the most commonly viewed so ensure that the emoticon is legible at this size. …

Steam Next Fest

list of [doclink=marketing/upcoming_events/nextfest/tips]Steam Next Fest Tips[/doclink], join a live Q&A session with members of the Steam Business Team (schedule provided in the timeline for each edition), and/or reference [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]past Q&A session recordings[/url] to learn how to make the most of your participation in Steam Next Fest. …

Please access all previous session recordings [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]via this YouTube playlist[/url]. [/introblock] [subsection=faq_demo][b]Registration & Eligibility Questions[/b][/subsection] [b]Q: I've changed my plans. …

Community and Client Icons

The Shortcut Icon can also be used to generate the App Icon on upload, however any alpha will be replaced with solid black. [b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. …

[docimg=mac_icon.jpeg]mac_icon.jpeg[/docimg] [/callout] [section=community_icon]App Icon [color=#ca5029]Required[/color][/section] [docimg=cs2.jpg]cs2.jpg[/docimg] [b]Usage:[/b] This image is used to represent your application in compact layouts where there isn't enough room for a larger capsule. …

Graphical Assets - Overview

[table] [tr] [td][b]Header Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]920px x 430px Just your game logo and artwork [doclink=store/assets/standard#header_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Small Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]462px x 174px Just your game logo and artwork [doclink=store/assets/standard#small_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Main Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]1232px x 706px Just your game logo and artwork [doclink=store/assets/standard#main_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Vertical Capsule[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]748px x 896px Just your game logo and artwork [doclink=store/assets/standard#hero_capsule]See details[/doclink][/td] [/tr] [tr] [td][b]Screenshots[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]minimum of 1920px x 1080px or larger, 16:9 ratio. …

[table] [tr] [td][b]Event Cover[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]800px x 450px Artwork and marketing copy for your event or announcement [doclink=store/assets/eventassets#cover]See details[/doclink][/td] [/tr] [tr] [td][b]Event Header[/b][/td] [td]Optional[/td] [td]1920px wide x 622px Event artwork and logo. …

Steam Frame Input

. [*]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]. …

[code] Left Controller "/user/hand/left/input/dpad_up": click, touch "/user/hand/left/input/dpad_down": click, touch "/user/hand/left/input/dpad_left": click, touch "/user/hand/left/input/dpad_right": click, touch "/user/hand/left/input/view": click, touch "/user/hand/left/input/bumper": click, touch "/user/hand/left/input/trigger": click, touch, value 1d "/user/hand/left/input/grip": click, touch, value 1d "/user/hand/left/input/thumbstick": click, touch, value 2d "/user/hand/left/input/system": click, touch Right Controller "/user/hand/right/input/a": click, touch "/user/hand/right/input/b": click, touch "/user/hand/right/input/x": click, touch "/user/hand/right/input/y": click, touch "/user/hand/right/input/menu": click, touch "/user/hand/right/input/bumper": click, touch "/user/hand/right/input/trigger": click, touch, value 1d "/user/hand/right/input/grip": click, touch, value 1d "/user/hand/right/input/thumbstick": click, touch, value 2d "/user/hand/right/input/system": click, touch [/code] [section]HMD[/section] It is unlikely that you will have a reason to need the hmd name, but if you do, its [b]controller_type[/b] is [code-inline]"frame_hmd"[/code-inline]. …

ICloudService Interface

Example:[code] POST https://api.steampowered.com//ICloudService/BeginAppUploadBatch/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "machine_name": "My%20Handheld", "files_to_upload": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav"], "files_to_delete": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave_old.sav"] } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]machine_name[/b][/td][td]string[/td][td]✔[/td][td]A name for the source machine, preferably one the user has applied to the device[/td][/tr] [tr][td][b]files_to_upload[/b][/td][td]string list[/td][td]✔[/td][td]List of all files to be uploaded (new files or updates for existing files) as part of this batch.…

[subsection]Delete[/subsection] Example: [code] POST https://api.steampowered.com/ICloudService/Delete/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "filename": "%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]✔[/td][td]filename of the file to delete[/td][/tr] [/table] This API will delete the specified file from the user's Steam Cloud. …

Artwork Overrides

[table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] …

Store Graphical Assets

[b]Design:[/b] These are small, so for best results focus on making the [b][color=#ca5029]logo clearly legible.[/color] [/b] [b]Size:[/b] Please provide '462px x 174px' image. From that, two smaller sizes (120x45 and 184x69) capsules are automatically generated. [b]Requirements: [/b]Small Capsule should contain readable logo, even at smallest size. …

[section=main_capsule]Main Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_capsule_616x353.jpg]hla_capsule_616x353.jpg[/docimg] [b]Usage:[/b] This image appears at the top of the Steam store home page in the Main Capsule carousel. …

Getting your game ready for Steam Deck and Steam Machine

[list] [*] In your game code: set your camera-angles-per-mouse-pixel ratio to 0.022 degrees per pixel. i.e. one mouse dot will turn your camera 0.022 degrees. [*] Set your default user mouse sensitivity to 2.5x. [*] These are the standards used in Source 2 engine games. This is why the default "Dots per 360 setting" is 6545. 360degrees / ( 0.022 * 2.5 ) = 6545.45' [/list] [/list] [subsection]Graphics[/subsection] [list] [*][b]Vulkan API[/b]: We recommend targeting Vulkan as your primary graphics API for best performance and battery life. If you use an engine like Unity or Unreal, enabling Vulkan in your build for all users will result in the highest performance/longevity. (Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …

Steam Frame Standalone Compatibility Review Process

[/list] The results of a compatibility review will not affect whether your game is available to customers on Frame, but will affect how it is presented. [callout]Note: This review process only applies for games (both 2D and VR) running locally on Steam Frame, not games running on a PC streamed to Frame.[/callout] This process is a direct extension of the existing Steam Deck Compatibility Review process. …

We trust you'll target what makes most sense for your game and customers. [b]Performance[/b] [list] [*][b]2D titles[/b]: your game must run at a minimum 30 fps at 1280x720 during normal play. [*][b]VR titles[/b]: your game must run at a minimum of 72 fps at 1728x1728 during normal play. …

Transferring Applications

Once both parties have fully approved the app transfer, Valve will need to approve the transfer. Valve will do so as quickly as possible, usually within 2-7 business days. [olist][*]Transferer initiates the transfer. The existing manager of an app will: [list][*]enter the e-mail address of the recipient to initiate the transfer . [*]choose an effective date for the transfer, see more about the effective date below. [*]provide a reason for the transfer so Valve can more easily review and approve the transfer.…

Once both parties have fully approved the app transfer, Valve will respond to the request as quickly as possible. Usually within 2-7 business days. [h4]Q. Can I transfer multiple applications in one request? Can I transfer DLC?[/h4] A. Yes, you can select multiple applications and DLC to transfer in a single request. …

Getting Started for Developers

Rename the file to the following: [i]"game_actions_X.vdf"[/i], where X is your game's Steam AppID. If you don't know what your game's Steam AppID is, it can be found by logging into your Steam partner site. …

Here's an example: [code] "localization" { "english" { "Title_Config1" "Official Configuration" "Description_Config1" "This config was created by the developers of Game X." "Title_Config2" "Official Southpaw Configuration" "Description_Config2" "This config was created by the developers of Game X, and is setup for Southpaw users.…

Godot

[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.…

Release Process

Please note that you'll need to submit your store presence for review before you can submit your build for review. [docimg=MarkAsReady_2.png]MarkAsReady_2.png[/docimg] [section]Release Yourself When Ready[/section] Once your store page has been approved and it's presence has been set to "coming soon" for a least 2 weeks and the build is reviewed, you will be able to release your game. …

You can check our [doclink=store/types][/doclink] documentation for more information on the types of releases we support. [docimg=ReleaseOptions_2.png]ReleaseOptions_2.png[/docimg] After you click "Release App", you'll see a summary of actions that the release process will do, including publishing the store package, setting a launch discount live if you chose to have one, setting the game to playable and released and applying the release timestamp of "NOW". …

Steamworks API Example Application (SpaceWar)

[section]Overview[/section] In order to help developers understand the usage of the Steamworks API we have included source code for a fully functional version of the classic [b]Spacewar![/b] multi-player shooter game. It is a simple 2D game with support for up to 4 players and provides a perfect opportunity to showcase many of the APIs available in the Steamworks SDK. …

Re-installing the application may fix this problem.[/b] The example relies on the D3D9X helper library which ships with the DirectX SDK. If you run the example on the same machine you have built it on the library should be found automatically. …

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