Steamworks Documentation
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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. …

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. …

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. …

Age Ratings in Indonesia

Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…

If you are unsure whether your game has a IGRS rating, please check on their [url=https://igrs.id/]official IGRS 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 Indonesian Steam storefront but Indonesian customers who already own a license will be able to continue to access and play it without restrictions. …

Steam Cloud

When creating new Root paths, the default [code-inline]OS Restriction[/code-inline] setting is [code-inline][Cross-Platform][/code-inline]. We strongly recommend you use this setting, even if your game currently only supports one platform. …

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. …

Profile Features

. [*] Display game achievements in their Achievement Showcase. [/list] Games that do not have these profile customization options do not count towards Game Collector or Achievement Collector totals. Steam automatically enables profile customization features as games reach certain player and sales metrics that give confidence that a reasonable number of customers that are engaged with your game. …

Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. We do not find that lack of profile customization options is a major factor for customers who are deciding whether to buy your game. In general this mainly affects games whose [i]only [/i]value is in profile features (trading cards, emoticons, etc). …

Touch Menus

Touch menus can be configured in many different ways in both behavior and appearance, and can be adorned with custom labels and icons (provided by either Valve, the developer, or the player). Here's an example of a touch menu in [i][url=http://store.steampowered.com/app/268500/XCOM_2/]XCOM 2[/url][/i], binding the numeric hotkeys: [docimg=xcom2_touch_menu_button_ex.png]xcom2_touch_menu_button_ex.png[/docimg] Touch menus are available in both native and legacy mode, but can only be driven by a trackpad. …

The basic configuration screen has four menu buttons, but you can assign up to sixteen (select "Additional Settings" for bindings for menu buttons 5-16). [docimg=xcom2_touch_menu_button.png]xcom2_touch_menu_button.png[/docimg] [subsection]Menu Button Icons[/subsection] You can assign icons to each touch menu button, either picking from Valve's default icons, or provide your own. …

Steam Keys

[/list] [*]It's OK to run a discount for Steam Keys on different stores at different times as long as you plan to give a comparable offer to Steam customers within a reasonable amount of time. [*]If you request an extreme number of keys and you are not offering Steam customers a comparable deal, or if your sole business is selling Steam Keys and not offering value to Steam customers, your request may be denied and you may lose the privilege to request keys.…

[b][u]Please be very careful when banning product keys, as you could be removing access from legitimate customers.[/u][/b] [callout]It's your responsibility as a developer to manage your Steam keys. You should never ban or disable Steam keys that have been legitimately sold to customers.…

Steam Inventory Schema

The same control exists per itemdef. Values set at the item will override any settings at the application for that specific item. This allows each item to have their own drop rate, max-per-window and cool-down window. …

Alternatively it can be used to prevent any future drops of a deprecated item if the value is set to zero. We will only acknowledge this setting if the [code-inline]use_drop_limit[/code-inline] is assigned to "true". …

Creating and Configuring Deluxe Packs

[section]Parts of a Deluxe Edition[/section] A Deluxe Edition is typically comprised of the base game plus some additional content. In most cases you will also want to provide a path for customers to upgrade from your base game to add on the Deluxe Edition content. This section describes common components of Deluxe Editions. …

This configuration is most commonly used in multiplayer games where everyone in the game or on the server needs access to all assets in order for them to be rendered. [*] [b]DLC contains deluxe content[/b] - In this configuration, the deluxe content files will be included in a separate depot that is granted to customers that have bought or activated the deluxe edition. This is the easiest to configure, and is great for cases where you want to distribute an art book or soundtrack, or any content that consists mainly of content delivered to the customer's hard drive. …

General Concepts

[subsection]Action Set Layers[/subsection] Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. …

These can consist of setting changes as well as adding or removing bindings from the base action set. More than one layer can be applied at a time and will be applied consecutively. …

Adding A New Currency

We highly recommend using this method, because our data shows that customers enjoy and find it easier to shop in their own local currency. The pricing conversions we have suggested also adjust for local purchasing power, which we believe will provide a better experience for customers and ultimately lead to more sales. [*] If you are unable to add the new currencies to your in-game pricing table, then you may safely continue to sell to users in your existing currency and Steam will automatically convert the sale to the appropriate user currency at the current market rate. …

Steam will present the converted price to the user, in their local currency for approval. For example, if a customer in Mexico is trying to purchase an item in-game they would see something like "this item costs $10 USD and you will be charged 130.14 Pesos for this transaction". …

Graphical Assets - Overview

These are displayed in different places on the Steam store and in customer's libraries. [docimg=Header_1.jpg]Header_1.jpg[/docimg] [callout=red,foo][b]August, 2024[/b]: Steam is now accepting larger asset sizes for most capsules. …

[doclink=store/assets/eventassets#header]See details[/doclink][/td] [/tr] [/table] [section=override]Artwork Overrides[/section] Artwork Overrides allow you to upload bespoke capsule images to market something specific in your game, and then have those special images automatically expire after a set timespan. We recommend you use this tool for major game updates, tournaments, or other time-sensitive events. See [doclink=store/assets/overrides]Artwork Overrides[/doclink] documentation for more details …

Developing for SteamOS and Linux

. [*] [url=http://store.steampowered.com/about/]The Steam for Linux client[/url]. [*] The basic Linux development tool set (e.g. g++, gcc, and a make utility); contained in the build-essential package. Install this package either by using Ubuntu Software Center or from an open terminal window with the apt-get command: sudo apt-get install build-essential. [*] The latest version of the [url=https://github.com/ValveSoftware/steam-runtime]Steam Linux Runtime[/url] which includes the tools and a complete set of libraries required to ship Linux games on Steam. …

Typically, proprietary drivers out-perform open-source drivers and have a larger feature set. In addition, the age of the driver can vary between proprietary and open-source versions. [b]Q: The [doclink=features/overlay][/doclink] won't work when launching from outside of Steam.…

Steam Cloud Play (Beta)

[callout][b]NOTE[/b]: This documentation is for developers interested in learning more about Steam Cloud Play for their games on Steam. If you are a customer and are interested in signing up for NVIDIA GeForce NOW, click [url= https://www.nvidia.com/en-us/geforce-now/#product-matrix]here[/url].…

Visit this knowledge base article [url]https://nvidia.custhelp.com/app/answers/detail/a_id/5023[/url] for a list of supported countries [b] How do I sign up as a customer to play my supported Steam games on GeForce NOW?[/b] You can sign up as a customer [url=https://www.nvidia.com/en-us/geforce-now/?…

OpenXR Game Engine Integrations

Steam Frame supports development and deployment from Unity, Unreal Engine, Godot, and your own custom engine via OpenXR. See the pages below for information on your engine. [list] [*][doclink=steamframe/engines/unity][/doclink] [*][doclink=steamframe/engines/unreal][/doclink] [*][doclink=steamframe/engines/godot][/doclink] [*][doclink=steamframe/engines/custom][/doclink] [/list]…

Creating Bundles Across Multiple Developers/Publishers

Sometimes games made by different developers have common themes and can benefit from co-marketing. Including those games in the bundle make it easier for Steam customers to acquire those related titles. This document outlines the steps required to create a collaborative bundle on Steam that contains games from multiple developers/publishers. …

[/olist] [subsection=create]Create a Bundle[/subsection] In general, for collaborative bundles, we strongly suggest that they are created with the 'Complete the set' bundle type. This makes it easier to add games to bundle overtime while presenting the easiest to consume version of the bundle. …

Steam Timelines

If you need the overlay enabled, you can do so by: [olist] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/olist] [/callout] [section=activating]Integrating Steam Timeline functionality in your app[/section] The Steam Timeline API calls can be found here: [api]ISteamTimeline[/api] [section=icons]Timeline Icons[/section] Steam Timelines includes a set of icons ready to use for your game. …

= C_BasePlayer::GetLocalPlayer()->GetUserID() ) return; const char* eventname = pEvent->GetName(); if ( V_strcmp( "survival_round_start", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Playing ); } else if ( V_strcmp( "round_end", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Staging ); } else if ( V_strcmp( "heal_success", eventname ) == 0 ) { SteamTimeline()->AddTimelineEvent( "medkit32", "Healed", CFmtStr( "Restored %d Health", pEvent->GetInt( "health_restored" ) ), 0, -5.f, 5.f, k_ETimelineEventClipPriority_Standard ); } else if ( V_strcmp( "player_incapacitated_start", eventname ) == 0 ) { C_TerrorPlayer* pAttacker = (C_TerrorPlayer*)UTIL_PlayerByUserId( pEvent->GetInt( "userid" ) ); const char* pszAttacker = pAttacker ? …

ISteamHTMLSurface Interface

('Host' attribute)[/td][/tr] [tr][td][b]pchKey[/b][/td][td]const char *[/td][td]The cookie name to set.[/td][/tr] [tr][td][b]pchValue[/b][/td][td]const char *[/td][td]The cookie value to set.[/td][/tr] [tr][td][b]pchPath[/b][/td][td]const char *[/td][td]Sets the 'Path' attribute on the cookie. …

[subsection=SetHorizontalScroll]SetHorizontalScroll[/subsection] [code=cpp]void SetHorizontalScroll( HHTMLBrowser unBrowserHandle, uint32 nAbsolutePixelScroll );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface to set the horizontal scroll position.…

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