Steamworks Documentation
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ISteamController Interface (Deprecated)

[code-inline]"C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"[/code-inline] [b]Example:[/b] [code=cpp]// Get origins for "punch" EControllerActionOrigin *origins = new EControllerActionOrigin[ STEAM_CONTROLLER_MAX_ORIGINS ]; SteamController()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EControllerActionOrigin firstOrigin = origins[0]; //i.e, k_EControllerActionOrigin_PS4_X // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this origin! …

[b]Returns:[/b] bool Always returns [b]true[/b]. [subsection=ShowBindingPanel]ShowBindingPanel[/subsection] [code=cpp]bool ShowBindingPanel( ControllerHandle_t controllerHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller you want to bring up the binding screen for.…

ISteamUserStats Interface

Leaderboards created with this function will not automatically show up in the Steam Community. You must manually set the Community Name field in the App Admin panel of the Steamworks website. As such it's generally recommended to prefer creating the leaderboards in the App Admin panel on the Steamworks website and using [api]ISteamUserStats::FindLeaderboard[/api] unless you're expected to have a large amount of dynamically created leaderboards. …

[/td][/tr] [/table] Asynchronously fetches global stats data, which is available for stats marked as "aggregated" in the App Admin panel of the Steamworks website. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamUserStats::GlobalStatsReceived_t[/apitype] call result. …

Step by Step: Achievements

Spoiler and archived achievements aren't shown in the achievements panel on your store page. [subsection]Completion[/subsection] Completion is tracked per set: [list] [*] A player completes a set by unlocking every achievement in it that is still available. …

[/td] [/tr] [tr] [/tr] [/table] [subsection]Store Pages[/subsection] The achievements panel on your store page shows achievements from your game, excluding spoiler and archived achievements. DLC store pages show achievements from that DLC's set. …

ISteamGameServerStats Interface

. [*] The type passed to this function must match the type listed in the App Admin panel of the Steamworks website. [/list] [subsection=RequestUserStats]RequestUserStats[/subsection] [code=cpp]SteamAPICall_t RequestUserStats( CSteamID steamIDUser );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDUser[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to request the stats for.…

[list] [*] The specified stat exists in App Admin on the Steamworks website, and the changes are published. [*] [api]ISteamGameServerStats::RequestUserStats[/api] has completed and successfully returned its callback for the specified user. [*] The type passed to this function must match the type listed in the App Admin panel of the Steamworks website. [*] The stat must be allowed to be set by game server. [/list] [subsection=StoreUserStats]StoreUserStats[/subsection] [code=cpp]SteamAPICall_t StoreUserStats( CSteamID steamIDUser );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDUser[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user to store the stats of.…

Stats and Achievements

Your game will see a [api]ISteamUserStats::UserStatsStored_t[/api] callback, plus one [api]ISteamUserStats::UserAchievementStored_t[/api] callback for each unlocked achievement. The Steam Game Overlay will display a notification panel to the user. [/list] [subsection=AVGRATE]The AVGRATE stat type[/subsection] This type of stat provides some unique and very useful functionality, but it requires a little bit more detail to explain. …

[/callout] Each achievement is listed with the appropriate icon, and the name and description as set in the Steamworks control panel. If the achievement name and description have been localized into the language the user has selected, then they will display in that language. …

Steam Cloud

We recommend doing everything you can to avoid this condition, however, as it means a customer with devices across multiple platforms will never have their progress saved across those devices. [section=initial-setup]Initial Setup[/section] To set up Steam Cloud you must set the [code-inline]Byte quota per user[/code-inline] and [code-inline]Number of files allowed per user[/code-inline] options on the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the Steamworks App Admin panel. …

Steam uses the necessary Windows APIs to find the current location of these folders, whether they are default or customized. [*] [h4]Subdirectory[/h4] Subdirectory path to the clouded files relative to the Root. Use `.` if there is no subdirectory. …

Getting Started for Developers

You may call [api]ISteamInput::RunFrame[/api] right before to get the freshest data or you may rely on calling SteamAPI_RunCallbacks elsewhere in your game. [*] Use [api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] to get the origin(s) that the player has assigned to your in-game actions, and show the appropriate glyphs in your onscreen UI. [*] Use [api]ISteamInput::ShowBindingPanel[/api] to pop up the Steam overlay directly into the controller configuration for a specified controller. This means you won't need to make a customization UI. [*] Use [api]ISteamInput::GetInputTypeForHandle[/api] if you want to identify each controller's device model so you can use matching art in game. …

[subsection]Custom Icons[/subsection] The Steam Input system can also create several styles of on-screen menus. Putting your own .png icons in [b]<your base game directory>/TouchMenuIcons/*.png[/b] will show them first in the list for your game's touch/radial menus. …

IPartnerFinancialsService Interface

Max size - 128 characters[/td][/tr] [/table] [b]Example response: [/b] [code] "response": { "results": [ { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 123, "bundleid":777 "package_sale_type": "Steam", "platform": "Windows", "country_code": "AU", "base_price": "3995", "sale_price": "1995", "currency": "AUD", "gross_units_sold": 10, "gross_units_returned": -2, "gross_sales_usd": "311.7201", "gross_returns_usd": "-25.5322", "net_tax_usd": "26.0431", "primary_appid": 999, "additional_revenue_share_tier": 0, "net_units_sold": 8, "net_sales_usd": "260.1448", "combined_discount_id": 8888, "total_discount_percentage": 50 }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 456, "package_sale_type": "Steam", "platform": "Windows", "country_code": "CA", "base_price": "5999", "sale_price": "5999", "currency": "CAD", "gross_units_sold": 100, "gross_units_returned": 0, "gross_sales_usd": "4309.0101", "gross_returns_usd": "0.0000", "net_tax_usd": "517.0812", "primary_appid": 1099, "additional_revenue_share_tier": 1, "viw_grant_partnerid": "5200", "net_units_sold": 100, "net_sales_usd": "3791.9288", }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "MicroTxn", "appid": 1099, "game_item_id": 1, "country_code": "US", "currency": "USD", "gross_units_sold": 2, "gross_units_returned": 0, "gross_sales_usd": "9.9800", "gross_returns_usd": "0.0000", "net_tax_usd": "0.9980", "primary_appid": 1099, "additional_revenue_share_tier": 1, "net_units_sold": 2, "net_sales_usd": "8.9820", "avg_sale_price_usd": "4.9900" }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 123, "package_sale_type": "Retail", "platform": "Unknown", "country_code": "AE", "primary_appid": 999, "key_request_id": 7100, "gross_units_activated": 10 }, ], "key_request_info": [ { "key_request_id": 7100, "key_request_notes": "Keys for Key Markets", "game_code_id": 842, "game_code_description": "Retail Distribution - Middle East & North Africa", "territory_code_id": 0, "territory_code_description": "UNUSED" } ], "package_info": [ { "packageid": 123, "package_name": "Grate Expectations: Cheese Preparation Simulator - Deluxe Edition" }, { "packageid": 456, "package_name": "Grate Expectations 2: Curd Your Loins - Launch Edition" } ] "app_info": [ { "appid": 999, "app_name": "Grate Expectations: Cheese Preparation Simulator }, { "appid": 1099, "app_name": "Grate Expectations 2: Curd Your Loins" } ], "bundle_info": [ { "bundleid": 777, "bundle_name": "Grate Expectations Deluxe Bundle" }, ], "combined_discount_info": [ { "combined_discount_id": 8888, "combined_discount_name": "Bundle Discount", "total_discount_percentage": 50, "discount_ids": [11111] }, ], "game_item_info": [ { "appid": 1099, "game_item_id": 1, "game_item_description": "500 Grams of Whey", "game_item_category": "Essential Cheese Product" } ], "country_info": [ { "country_code": "AE", "country_name": "United Arab Emirates", "region": "Middle East & North Africa" }, { "country_code": "AU", "country_name": "Australia", "region": "Oceania" }, { "country_code": "CA", "country_name": "Canada", "region": "North America" }, { "country_code": "US", "country_name": "United States", "region": "North America" }, ], "max_id": "29481179373" [/code] [section=GetAppWishlistReporting]GetAppWishlistReporting[/section] [code=http]GET https://partner.steam-api.com/IPartnerFinancialsService/GetAppWishlistReporting/v001/[/code] [b]Request values[/b][table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Financial[/b] permissions.…

Languages Supported on Steam

It is available for game depots and game language selection in the per-game settings panel. But the Steam UI itself is not currently translated into Arabic and players cannot select Arabic as one of the languages to run Steam in. …

Removing a product from Steam

You will need to get a list of unsold keys from each of your retailers and ban them using the [url=https://partner.steamgames.com/partnerbatchbancdkeys/]Ban CD Key Tool[/url] [*][b]Communicate the change to your customers[/b] - It’s important to explain the situation to your customers. Don’t make promises you can’t keep, but do let your users know what to expect, especially if your game relies on hosted servers that customers will no longer be able to access. [/olist] [section]Frequently Asked Questions[/section] [b]Q: What about Free to Play games?[/b] A: Treating customers fairly is the most important thing to us, so we ask that you give your customers at least 90 days notice before retiring a Free to Play game. …

Microtransactions (In-Game Purchases)

v=RHC-uGDbu7s [olist] [*] [h4]Use your in-game economy to improve your product and make customers happier, not as a means to extract revenue from unhappy customers.[/h4] Artificial barriers to progress and virtual currencies that obfuscate value tend to make customers regret their purchases over the long term. If you’re viewing in-game transactions as an opportunity to halt your customer’s enjoyment to ask for money, they’ll be inclined to abandon the product over time. Paying money to eliminate frustration is not a sustainable business model, and the marketplace is competitive enough that customers have lots of better alternatives for their time and money. [*] [h4]Build systems wherein customer purchases make your game better for other customers.…

Visibility on Steam

You focus on making an awesome game and describe it accurately to customers on your store page and Steam will work to show your game in appropriate places based on customers’ interests, preferences, and feedback. …

Get the community excited and build an audience. Put up a 'coming soon' page, and post announcements. Some customers may need to see your game dozens of times before it catches their attention. [b]Q. Can I pay for my game to show up to more customers?…

User Reviews

Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …

Only reviews posted from an account that has purchased on Steam and played the game will count toward the review score for that game. [b]Q. Can customers write a negative review?[/b] A. Yes. Customers can leave a negative or positive review for any reason. If customers are unhappy with the product, or don't believe that it is delivering on what it promises, they may use the review to tell other customers why they do not recommend it. …

Pre-Purchasing on Steam

This gives your title the biggest opportunity to create buzz and visibility at a point where customers can actually play the game and share their excitement with their friends. Customers playing your game also means those customers’ friends are seeing them launch the game and post screenshots, discuss in the forums, etc., which can drive those other users to check out the game themselves and take advantage of the limited-time discount. Most pre-purchase campaigns just don’t bring in much in the way of sales, and it's far better--in terms of both revenue and customer awareness--to save that buzz and excitement for when customers can actually play your game or use your software. Running a prepurchase/preorder can also be a risk for both customers and Valve. …

Free to Keep (100% Discount)

Remember that these customers' reviews will not count towards your review score, and these customers are also not eligible to receive Trading Cards for your game. By default, Free to Keeps are not promoted anywhere on the Store, aside from your game’s own store page. Customers that have your game on their Wishlist are not notified, nor is there a dedicated place on Steam where customers can browse these offers. …

Season Passes

As content is released, customers who have purchased the Season Pass will gain access immediately. [b]By offering a Season Pass, you are promising future content. …

[/b] If you're considering offering a Season Pass for your game, it's a good idea to think about whether there's a customer benefit to buying the upfront Season Pass. For example, a customer might benefit from a lower overall price on all the content, or extra content thrown in for free. …

Age Ratings Mandatory in Germany

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.…

s&jump=usktitle&post_type=usktitle]official website[/url]. [b]Q. Will this affect customers who already own a license to my game?[/b] A. No. If your game does not have an age rating this will affect the visibility of your game on the German Steam storefront but German customers who already own a license will be able to continue to access and play it without restrictions. …

Steam Inventory Item Store

Some common issues developers run into: [list] [*] [b]No items show up[/b] - This can happen if no prices have been set for your item definitions. [*] [b]Item Store is not visible[/b] - Your Item Store will only be visible to everyone if your app has been released and you've manually set the Item Store live, which you can do from the store page settings for your app. [/list] [section=Customization]Customizing your Item Store[/section] We’ve made it easy to customize your store with a background image as well as options for a grid or list view and the ability to define tags that can appear as tabs to be used to filters for the items shown. As an example, you can see in the screenshot above that the developers of Rust have customized their Steam Item Store page with a custom background and tabs for easily finding different types of items. [subsection]Naming your store[/subsection] You can enter a name for your store and localized versions of that name for display in different languages. …

Free To Play Games

DLC can have actual files that you distribute to customers, or it can also just be a license entitlement. Either way, your game should check ownership via the BisSubscribedApp API to make sure the customer actually has a license to the content. …

The vast majority of featuring on Steam is algorithmic based on customer interest. The store looks for bursts of customer interest, typically measured in revenue, and reacts accordingly with additional featuring on the store. …

Update Visibility Rounds

When you make major updates to your application, add new content, release new DLC, or ship new features, is a great time to remind new and existing customers about your product. We've built a feature for doing exactly that. With Update Visibility Rounds, we've dedicated space on the front page of the Steam store to highlighting products where the developer has a major update they would like to tell customers about. …

[/i] [section]How Update Rounds Work[/section] [olist] [*] When you have a major update that you'd like to communicate to customers, simply click the 'Start Update Round' button on your applications' Marketing admin page. [*] You will be prompted to enter a short description and select a recent community announcement where customers will be able to learn more about your update. …

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