Steamworks Documentation
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Steam Playtest

[docimg=playtest_special_settings_screenshot0.png]playtest_special_settings_screenshot0.png[/docimg] You will be able to show or hide Playtest signups whenever you like. [*] Now that customers are signing up for your Steam Playtest, you can prepare your content for them. …

As a result, things like playtime, wishlists, reviews, refunds, etc. are separate as well. For example:[list] [*]A customer’s wishlist for your game won’t be impacted when they join or leave your playtest. [*]A customer who has only participated in the Playtest cannot review your actual game. [*]A customer’s playtime in your Playtest has no impact on the Steam Refund policy, or the player’s ability to get a refund on a purchase of your real game. [*]A customer’s playtime in your Playtest has no impact on earning trading cards or unlocking achievements. …

Steam Deck and Steam Machine Compatibility Review

To this end, we've designed a system to show at a glance how games will play on Deck and Steam Machine, giving developers specific criteria to target, and making it easy for customers to find seamless, comfortable experiences. At the core of this system is a compatibility review process that's similar in structure to the existing Steam build review process: [olist] [*]Valve will review your game on Steam Deck and Steam Machine, checking it against a specific set of criteria. …

If the Linux build fails compatibility tests or otherwise experiences significant issues, we'll then test the Windows build of your game running under Proton. Our goal is for customers to have the smoothest experience possible on these devices, so we'll submit whichever set of test results is more favorable. …

Store Presence

[/td][/tr] [tr][td][doclink=store/tags][/doclink][/td][td]Tags are terms that can be applied to your game, and visible on your store page. Tags are an important set of metadata that helps describe a game to customers and helps Steam figure out how best to recommend your game. [/td][/tr] [tr][td][doclink=store/trailer][/doclink][/td][td]As part of the release process on Steam, you will be required to upload a trailer for your product. …

This documentation dives into how to set up a Free to Play game, store visibility, and best practices for Free to Play developers.…

Coming Soon

[introblock=ComingSoon2.gif] [h5]In Brief[/h5]Set up a page with information about your game to start building an audience and giving players a place to learn more and add to their wishlist. …

When you post information about your game, you can use your Coming Soon page on Steam to start collecting feedback and let customers add your game to their [doclink=marketing/wishlist]Wishlist[/doclink]. Some things to consider: [list] [*]You may want to wait to start showing off your game publicly until you are pretty confident on your art direction and core feature set. …

Trailers

Or the customer may be watching your trailer without any audio. You will want to think about how long it takes for the customer to learn about your product, and if they can learn about it without audio. …

You will not need to use the Advanced Settings if your trailer is visible to all countries and languages. You can set the language that specific trailers will show to customers that have their settings set to that language. …

Free To Play Games

Instead, you’ll simply adjust the pricing as needed. You should consider how you will present the new price to customers as a discount in-game. Most developers handle pricing by setting up a database pricing sheet that has a list of all pieces of content and corresponding prices in each currency. …

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. …

Radial Menus

We set this by selecting the special "action set" button in the binding screen and selecting "Apply Action layer --> System Options" from the pop up menu: [docimg=slime_rancher_radial_menu_config_3.png]slime_rancher_radial_menu_config_3.png[/docimg] Note that the special "action set" button will not appear in the binding menu if you don't have any custom action sets defined. This means that you must create your custom action set layer [i]before[/i] you try to set up the activation toggle for it. See the [doclink=features/steam_controller/action_set_layers][/doclink] article for more info on creating action set layers. …

Release Options

Click "Post As Coming Soon" to view options and to make your page live for customers. There is no option on your store page for customers to purchase or play your game at this stage. This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. …

But we do want customers to see honest and accurate information on the store. For more information, please see complete [doclink=store/coming_soon]Coming Soon[/doclink] documentation. …

Recurring Subscriptions

In many cases, we urge you to consider whether recurring subscription is really the right path for your product. Many products have set off down this path and discovered that customer appetite for signing up to be billed on a recurring basis is limited and as a result many products have subsequently switched to a traditional single up-front payment method. …

[h4]In-game managed (Microtransactions)[/h4] The game started a recurring billing by invoking an in-game purchase and confirmed by customer through a Steam webpage. This is configured and managed entirely by the game. Please see [doclink=features/microtransactions/recurring_billing][/doclink] for details on getting this set up. …

Homepage Example

See [doclink=store/franchise_pages]Franchise Pages documentation[/doclink] for more information on setting up a franchise homepage. Once you are a member of other groups that are set up as franchise homepages, you can select them to display in this section. …

This section will then automatically populate with the titles we've made, sorted in order of revenue. [section]Customized Tags[/section] [docimg=custom_tags_01.jpg]custom_tags_01.jpg[/docimg] You can also customize the tags that are shown in the left-most column of your tabbed area. …

Steam Community

Players create topics and reply to each-other based on how you've set it all up. [url=https://partner.steamgames.com/doc/features/community#discussions]Setting up your Discussions[/url]. [*][b]Screenshots[/b] - By using Steam's integrated screenshot feature, players can share their favorite in-game moments with the community. …

Other players can subscribe to them and automatically receive the content via Steam's content delivery network. [url=https://partner.steamgames.com/doc/features/workshop]Setting up your Steam Workshop[/url] [*][b]News[/b] - This tab contains your custom announcements along with any syndicated news about your product. …

DLC Visibility

Here is a general idea of what happens by default: [list] [*]The page will first list out the items that you specified to appear on your base game's store page. [*]If those items of DLC all have at least 4 screenshots, then we’ll display all those items of DLC in big sections on the browse page, which shows the short description, price, and 4 screenshots. [*]If not all the items have at least 4 screenshots, then we fall back to just showing a row of capsules. [/list] [subsection]Customization[/subsection] You can customize these pages with a similar set of options that you have for configuring your [doclink=store/creator_homepage]developer or publisher homepages[/doclink]. [list] [*]You can create lists of [i]n[/i] number of DLC if you want to define logical sets of DLC that should be grouped together to help players shop for that kind of content. [*]You can upload custom header image to give your page stronger branding or to draw greater attention to your latest DLC. [*]You can select sets of DLC to feature, including automatically populated sets such as Top Sellers, New Releases, Discounted, and Upcoming. …

Early Access

Releasing a game in Early Access helps set context for prospective customers and provides them with information about your plans and goals before a "final" release. …

More than anything, you should try to be detailed and transparent with customers. This is your opportunity to talk about your plans, set overall expectations, and start the conversation with your community as you work towards a final release. …

Frequently Asked Questions

We have seen partners run continuous streams that go longer than a couple days. Its up to you to decide when are the best times to reach your customers with the live content. Also consider that Steam customers are around the world. Sometimes after major events, it might be valuable to replay past content so that all your potential customers and fans can see it. [*][h4]Q. …

You can create stream that will showcase multiple of your games without restarting the stream. To ensure customers know which game is being played, we recommend as the games change within the stream, that the 'Broadcast App ID' is updated on your [url=https://steamcommunity.com/broadcast/upload/]Broadcast Settings page[/url]. …

Franchise Pages

[url=https://steamcommunity.com/actions/GroupCreate]Create a new group[/url] or use an existing group you may have set up in the past with your franchise name. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [*][b]Set the ‘franchise’ on each game[/b] - In the ‘edit store page’ section for any of your games (right below where you set developer and publisher), you'll need to specify the franchise name you want to use and then click the 'link' button to select your group to link it to. …

This takes a small amount of configuration to appear, so read on below for more details on setting this up. [docimg=our_franchises_02.jpg]our_franchises_02.jpg[/docimg] [section]Highlight franchises on your homepage[/section] Now you can customize your sections on your homepage to show a list of your franchises. …

User Reviews

Customer expectations can be set any number of ways—through the marketing on the product page itself, through gameplay videos or stills, and through pre-release copies sent to press, etc. …

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. …

Pricing

This gives customers fair warning to acquire the free license and/or use up any remaining in-game currency or items before your business model changes. …

[b]Q: Do Steam's provided conversion methods for pricing include taxes?[/b] A: Customers in some countries are use to seeing taxes included in the price of goods they are purchasing while customers in other countries are used to seeing taxes applied on top of the displayed price. …

Steam Remote Play

Under Steam Input Default Touch Configuration select Custom Configuration. Click the "Add Custom Configuration" button and paste the URL for your new config, and click Save. [docimg=TouchPartnerConfiguration.png]TouchPartnerConfiguration.png[/docimg] [*] Publish your updated Steamworks settings for your game, as you would normally. …

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Updating Game Build

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. …

This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …

Steam Frame Standalone Compatibility Review Process

At the core of this system is a compatibility review process that's similar in structure to the existing Steam build review process: [list] [*]Valve will review your game on Steam Frame, checking it against a specific set of criteria. (See [url=https://partner.steamgames.com/doc/steamframe/compat#FrameCompatibilityChecklist]Frame Compatibility Checklist[/url] below.) [*]When the review completes, you'll be provided detailed point-by-point results through the partner site. [*]You'll have a window of time to review these results before they're published. [*]Once published, customers will be able to see the results of your compatibility testing when browsing games in their library or the store. …

On Frame, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Frame's Linux-based OS. …

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