Please note, however, that the transaction confirmation dialog displayed to customers will show the pricing and currency that you have specified; the conversion takes place as the transaction is finalized. In the previous example, customers in Russia would see a USD $9.99 price in the confirmation dialog but would be charged 614.90 pуб when the transaction is finalized. We recommend that you provide custom pricing for each currency in which you expect your customers to transact regularly. Note that the [code-inline]amount[/code-inline] you pass needs to be in the format that matches the [code-inline]currency[/code-inline] code you pass. …
Custom engines are welcome to build for a wide range of platforms with the large variety of compatibility tools Steam now has available but we recommend either targeting Android 10 or Linux Arm64. …
Note that you should only use the appID for your “base” game--do not use the appID for DLC, Demos, Soundtracks, or other secondary application types. [docimg=stream3.png]stream3.png[/docimg] [*]Set Your Broadcast Permissions By default, your stream is set to “Friends Only”, which means it’s only visible by you and your friends on Steam. …
Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …
[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …
Launch options allow you to let users select these options in a more intuitive way. To set launch options, select "Edit Steamworks Settings" from the App Landing Page. Under "Installation", select "General.…
Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. …
Decide what input should trigger the action set layer, and open the binding menu, then click the action set activation icon, which is the leftmost special icon: [docimg=bind_action_set.png]bind_action_set.png[/docimg] This brings up the action set activation menu: [docimg=change_action_set.png]change_action_set.png[/docimg] In this case we want to apply a layer, not activate an action set. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. A user can further refine these settings in [b]VR Settings -> Video -> Per-Application Video Settings[/b]. A user can also use [b]Reset to Default[/b] to restore the default settings suggested for this game. …
This will allow you to [b]ssh[/b], [b]adb[/b], and [b]rdp[/b] into your headset. You will find this at [b]Steam Settings > System > Enable Developer Mode[/b]. [docimg=steamframe-devmode_1.png]steamframe-devmode_1.png[/docimg] Then on the left, scroll down to the [b]Developer[/b] section, scroll toward the bottom of that page and click [b]Set User Password[/b]. …
[section]Changing Your Device Name[/section] If you are in an office full of other Steam Frames you will want to rename your device so you don't cause network collisions. Once you are logged in you can go to [b]Steam Settings > System > Hostname[/b] and change it to whatever you like. Then anywhere in these documents you see [b]frame[/b] as a hostname, just know to change it to whatever you have set here. …
[b][u]GetDetailedSales Best Practices[/u][/b] [u][b]Step 1:[/b][/u] Call GetChangedDatesForPartner to find the set of dates that have new data. Your first call will use a highwatermark value of 0 and will return every date you have ever had sales or activations on Steam. …
[/td] [/tr] [tr][td][b]highwatermark[/b][/td][td]uint64[/td][td]✔[/td][td]A unique identifier, the point at which to query data forward from. Should be set to 0 on first run.[/td][/tr] [tr][td][b]include_view_grants[/b][/td][td]bool[/td][td][/td][td]Include dates that are visible via view grants in the response[/td][/tr] [/table] Retrieves the set of dates for which financial data has changed since the given highwatermark. …
[subsection]Adding items[/subsection] If you add items to an existing Complete The Set bundle, then customers that have already purchased the bundle may do so again to purchase just the new items for the discount percentage. …
Do Bundle discounts trigger wishlist notifications?[/b] A. No. Setting a bundle live with a discount, or altering a bundle discount will not notify customers who have wishlisted the products inside a bundle. …
Without a benefit, customers won't have much incentive to purchase a Season Pass.[/callout] [callout][b]Naming Your Season Pass:[/b] You're not required to name your product a "Season Pass" just because it uses the Season Pass set up. …
In this set up, customers only pay for the items they don’t already own, making it ideal for players with partial content. You can create a Complete the Set bundle as outlined in the [doclink=/store/application/bundles]Bundle Documentation[/doclink]. …
While at their core Steam Deck and Steam Machines are PCs, their form factors lend themselves to an additional set of customer expectations. In addition to the criteria used for [url=https://partner.steamgames.com/doc/steamhardware/compat]Steam Deck and Steam Machine compatibility[/url], we have some additional recommendations, presented here. …
Launchers often rely on platform-specific frameworks (ie., .NET, WPF, etc.) that can turn into difficult experiences for customers on a small screen using a controller for navigation. When native UI launchers are required, you can use the [url=https://partner.steamgames.com/doc/api/ISteamUtils#SetGameLauncherMode]SetGameLauncherMode[/url] API to automatically translate controller input to keyboard/mouse events to assist the user. …
[section=localized_app_names]Localized Application Names[/section] In the General Application Settings of the Steamworks Settings section for your app, you can enter localized names for your product. Setting a localized name for a language will cause that name to display to customers who run Steam in that language. [docimg=localize_game_name.jpg]localize_game_name.jpg[/docimg] If you set localized names in the Steamworks Settings section, this will override any name set in the Store Page section for that language, so that the localized name shown on the Store page will always match the localized name the customer sees in the library. …
[section=Setting]Setting Up[/section] You'll need to start by having a functional [doclink=features/inventory]Steam Inventory Service[/doclink] implementation. …
[/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. …
[docimg=steamworks_steam_input_custom_config.png]steamworks_steam_input_custom_config.png[/docimg] And from the selection below, select "Add Custom Configuration.…
When your official configurations have been posted they will appear in the "Custom Configuration" section: [docimg=steamworks_steam_input_branch_settings.png]steamworks_steam_input_branch_settings.png[/docimg] For each configuration you can get a direct link, see what controller type it is for, control which beta branches it is available on, or remove it entirely. …
Please see [doclink=store/franchise_pages]Franchise Pages Documentation[/doclink] for more information.) Once your page is set up, players can then 'follow' your organization to be notified when you release your next title. This page explains the process and details for setting up and customizing your homepage. …
See below for more details on customization. [/olist] [section]Customizing your Creator Homepage[/section] Homepages now have a suite of new tools available for customizing how you present your brand and your games. …
We generally suggest launch discounts around 10% to 15%, should you chose to set one. There is a limit of 40%. Launch Discounts are optional and are configured near your release date setting on your app landing page. …
To remove a discount, just set the discount percentage to 0%. [*][b]Q: How often can I discount my game?[/b] A: Custom discounts must be spaced at least 30 days apart and at least 30 days after the release of your product on Steam. …
[docimg=CurrentBetaExample.jpg]CurrentBetaExample.jpg[/docimg] [section]Default Branch[/section] The default branch is the version of your game delivered to your customers on Steam. Prior to release, this is the version that your testers will download by default. Once your game is live, there is nothing special you need to do to deliver your default build to your customers. …
Example if your title is currently live on Steam: [list] [*] You need to fix some issues that you're seeing pop up in [doclink=features/error_reporting]Error Reporting[/doclink], but you need a means of testing your fixes before updating the game for your customers. [*] You are not shipping any new content, so you don't mind if customers want to opt-in to your beta and play the version you are working on. [*] Here are the steps to set that up: [list] [*] Create a new branch in the Builds tab of your App Admin [*] Using the ContentBuilder tools in the Steamworks SDK, upload the build you wish to use for testing [*] Refresh your App Admin page and the latest build should appear at the top of the list labeled [b]Showing last 50 builds:[/b] [*] Select the branch from the "Set build live for branch...…
Check out the [doclink=sdk/uploading]SteamPipe Documentation[/doclink] for details. Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …
[section]Announcing Your Update on Steam[/section] Once you're ready to release your update on Steam, you'll want to tell customers and provide a place for focused feedback. Steam provides a number of ways for you to announce your update and get word out: [list] [*][b]Use artwork override[/b] - You can use a temporary set of capsule images to tell customers about updates to your game. …
Feel free to customize their appearance or add new sections if you wish to highlight individual games, sets of games, or other content (video, text, images) as appropriate. …
Use them to organize franchises, series, or sets of DLC. [docimg=Homepage_Valve_ListOfLists.png]Homepage_Valve_ListOfLists.png[/docimg] [*][b]Custom background artwork[/b] - You can style your entire page by uploading a custom background artwork. …
Once you've figured that out, then you'll need to think about how your client will load the content and what kind of tools are necessary for customers to create that content. If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. …
There are two parts to this: [olist] [*] Beta of your game (via Steam) - The first step is to create an updated build of your game and set it as a beta in Steam. This enables Steam to deliver a separate version of your game that customers have to opt in to and can be optionally password protected. [*] Beta of your Workshop (via Group) - You can set up a group in the Steam Community and use membership in that group to gate access to the Steam Workshop. …