Steamworks Documentation
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Browsing Configurations

[/callout] If the developer did their job right, you shouldn't have to do anything to start your game with a well supported controller configuration -- it should all be set up automatically on the first run. Nevertheless, the recommended section should be your first stop to see if the developer has posted any configurations you might be interested in. …

[section]Templates[/section] Sometimes you just won't be happy with a game's official configuration, or you'll want to create your own config but want to skip the tedium of setting up all the basic boilerplate. In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. …

Adding Community Moderators

If your account has permissions to moderate content in the Steam Community, you will see an 'admin' tab to the far right when viewing a game or software's Steam Community Hub. [section]Adding moderators and setting permissions[/section] You can promote trusted community members or add internal team members to help moderate your Steam Community Hub. …

[section]Moderating Workshop[/section] Community members promoted to 'officer' status can edit tags on Workshop items, ban items, or mark them as incompatible (see [doclink=#community_moderators][/doclink] above). Internal developers that have at least one permission set in the User & Permissions admin for that game can also edit tags and ban items. Each detail page for Workshop items have 'admin' sections in the right-hand column. …

Steam Inventory Item Tags

[subsection]Item Tag Localization[/subsection] Once you've defined tags for your items, to make them visible to users you must provide user-visible translations at least in English, but preferably in all supported languages. This can be set as part of your SteamWorks configuration, on the [url=https://partner.steamgames.com/apps/inventoryservice]Inventory Service[/url] page for your application. …

In this special item definition (that doesn't actually generate items) you would define the set of tags to pick from and their probabilities. In a [code-inline]generator[/code-inline], [code-inline]playtimegenerator[/code-inline], or [code-inline]bundle[/code-inline] item definition, you'd need to set the [code-inline]tag_generators[/code-inline] field with the item definition ids of all the tag generators. …

ISteamScreenshots Interface

[b]Returns:[/b] bool [b]true[/b] if the game is hooking screenshots and is expected to handle them; otherwise, [b]false[/b]. [subsection=SetLocation]SetLocation[/subsection] [code=cpp]bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hScreenshot[/b][/td][td][apitype]ISteamScreenshots::ScreenshotHandle[/apitype][/td][td]The handle to the screenshot to tag.…

[/td][/tr] [tr=k_cubUFSTagValueMax][td][b]k_cubUFSTagValueMax[/b][/td][td]int[/td][td]255[/td][td]The maximum length in bytes of a location metadata string set on a screenshot using [api]ISteamScreenshots::SetLocation[/api].[/td][/tr] [tr=k_nScreenshotMaxTaggedPublishedFiles][td][b]k_nScreenshotMaxTaggedPublishedFiles[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]32[/td][td]The maximum number of workshop items that can be tagged in a screenshot using [api]ISteamScreenshots::TagPublishedFile[/api].…

Step by Step: Stats

[b]What it does[/b] - This method basically wraps a call to [api]ISteamUserStats::RequestCurrentStats[/api] which is an asynchronous call to steam requesting the stats of the current user. This call needs to be made before you can set any stats or achievements. The initial call to this method is made in the constructor. You can call it again any time after that if you want to check on updated stats or achievements. …

[code=cpp] bool CSteamStats::StoreStats() { if ( m_bInitialized ) { // load stats for ( int iStat = 0; iStat < m_NumStats; ++iStat ) { Stat_t &stat = m_pStats[iStat]; switch (stat.m_eStatType) { case STAT_INT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_iValue ); break; case STAT_FLOAT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_flValue ); break; case STAT_AVGRATE: SteamUserStats()->UpdateAvgRateStat(stat.m_pchStatName, stat.m_flAvgNumerator, stat.m_flAvgDenominator ); // The averaged result is calculated for us SteamUserStats()->GetStat(stat.m_pchStatName, &stat.m_flValue ); break; default: break; } } return SteamUserStats()->StoreStats(); } } [/code] [h4]OnUserStatsReceived()[/h4] [b]Parameters[/b] - N/A [b]Returns[/b] - Nothing [b]What it does[/b] - This method is a callback that is called anytime you attempt to request stats. …

ISteamRemoteStorage Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]If specified, only returns details if the file is owned by the SteamID specified[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]✔[/td][td]ID of UGC file to get info for[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [/table] [section=SetUGCUsedByGC]SetUGCUsedByGC[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SetUGCUsedByGC/v1/[/code] [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 publisher authentication key.…

ICloudService Interface

Modifying files includes uploading new files, uploading new versions of existing files, and deleting files from Steam Cloud. A set of file modification actions should be wrapped in a [b]Batch[/b]. Batches are used to communicate intent to the Steam Cloud for your set of modifications, and help reduce the likelihood of file conflicts. …

[subsection]BeginAppUploadBatch[/subsection] The first operation for a set of file modifications is to call [code-inline]BeginAppUploadBatch[/code-inline]. This call communicates the set of intended uploads and deletes to the SteamCloud, as well as information about the user's machine which is doing the update. …

Recurring In-Game Billing

Users can elect to cancel an agreement at any time from within their Steam account settings. Notification of cancellations will be done through the [webapi]ISteamMicroTxn/GetReport[/webapi] Web API. If your billing agreement is set to the "Game" type, then your backend server will need to the WebAPI [webapi]ISteamMicroTxn/ProcessAgreement[/webapi] to charge the user on each recurring event. …

Store Page, Building and Editing

. [*]No images, links, or widgets pointing to other games on Steam - This means that you cannot use your store page description to advertise other products on Steam. If you have related products, you can set up bundles, franchises, or developer homepages.[/list] [/list] [subsection]Under "Special Settings" Tab[/subsection] [list][*]Pinned Bundles - Manage the order of the first bundles that appear on your store page - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Related Games that you make - Control which developer, publisher, or franchise is highlighted below each game’s written description - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [*] Feature a DLC - Highlight one item of DLC at the top of the DLC list in a bigger way - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [/list] [section]Store Beta Mode[/section] When you are initially creating your store page, or when editing an existing store page, you can see most of your changes in beta mode before making those changes public. …

If you would like to make edits to the store page but do not wish to set it public yet, you can do so by clicking "Save" at the bottom of the page and not publishing those changes. There will be a red bar at the top of the page if there are unpublished changes for the app's store page. …

ISteamClient Interface

NOT THREADSAFE - Ensure that no other threads are accessing Steamworks API when calling! [subsection=SetLocalIPBinding]SetLocalIPBinding[/subsection] [code=cpp]void SetLocalIPBinding( uint32 unIP, uint16 usPort );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The local IP to bind to.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port to bind to.[/td][/tr] [/table] Set the local IP and Port to bind to. This must be set before calling [api]ISteamClient::CreateLocalUser[/api]! [subsection=SetWarningMessageHook]SetWarningMessageHook[/subsection] [code=cpp]void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pFunction[/b][/td][td]SteamAPIWarningMessageHook_t[/td][td]Function pointer to the callback function.…

Game Notifications

[subsection]What Steam will manage[/subsection] Steam will manage notifying users in a game session based on the states provided by the game and the specific settings that the user has selected for the game. An alert will be displayed in the Steam client and the web browser for the user when action is required for a game. …

[section=Localization]Localization[/section] Localization is provided by the game developer through a localization tool that is part of the application configuration. You are responsible for setting each language translation for every string entered into the localization tool. Any strings that are not translated to a player’s language will be rendered in English. …

ISteamRemotePlay Interface

[b]Returns:[/b] [apitype]steam_api::uint32[/apitype] The number of events copied to pInput, or the number of events available if pInput is nullptr. [subsection=SetMouseVisibility]SetMouseVisibility[/subsection] [code=cpp]void SetMouseVisibility( RemotePlaySessionID_t unSessionID, bool bVisible );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID[/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…

[subsection=SetMousePosition]SetMousePosition[/subsection] [code=cpp]void SetMousePosition( RemotePlaySessionID_t unSessionID, float flNormalizedX, float flNormalizedY );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID [/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…

ISteamRemoteStorage Interface

[subsection=SetCloudEnabledForApp]SetCloudEnabledForApp[/subsection] [code=cpp]void SetCloudEnabledForApp( bool bEnabled );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bEnabled[/b][/td][td]bool[/td][td]Enable ([b]true[/b]) or disable ([b]false[/b]) the Steam Cloud for this application?…

This is typically accomplished with a checkbox within your in-game options. [subsection=SetSyncPlatforms]SetSyncPlatforms[/subsection] [code=cpp]bool SetSyncPlatforms( const char *pchFile, ERemoteStoragePlatform eRemoteStoragePlatform );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchFile[/b][/td][td]const char *[/td][td]The name of the file.…

Steam Hardware and Proton

You can install Linux and Steam on a machine to test, or request a developer kit once they are available (limited quantities). Once you are set up in your Linux environment / developer kit, you will be able to use the provided debugging tools to run game builds through a remote debugger and profile performance. …

For the Kamu version of EAC, follow these steps in order: [olist] [*]Go into the SDK Configuration settings menu on the EAC partner site and enable Linux as a client platform. [*]Go into the Client Module Releases menu on the EAC partner site, choose the Unix platform, and activate a module. …

Sale Page Tools

This series of documentation describes the set of tools for building and running sale events on Steam. [subsection]Hosting events on Steam[/subsection] If you are looking for information on hosting a sale event on Steam, please see [doclink=store/promo/organizers][/doclink] [subsection]Getting Started With Sale Editor Tools[/subsection] The best place to start with familiarizing yourself with the sale page editing tools is this overview page here: [doclink=marketing/event_tools/sales/tools][/doclink] For more details on various topics within the sale page editors, please see the following documentation: [list] [*][doclink=marketing/event_tools/sales/groups][/doclink] [*][doclink=marketing/event_tools/sales/livestream][/doclink] [*][doclink=marketing/event_tools/sales/minimum][/doclink] [*][doclink=marketing/event_tools/sales/sections][/doclink] [/list] …

Managing Your Steamworks Account

[/td] [/tr] [tr] [td][b]Edit Store Localization Data[/b][/td] [td]Grants permission to edit any data on store setting tabs that include one or more localizable fields, such as product description and graphical assets. Does not grant permission to publish, or marketing tools like visibility rounds. …

This will enable management of [doclink=features/anticheat]Anti-Cheat[/doclink] and [doclink=features/auth#encryptedapptickets] SDK Auth[/doclink] settings for an Application.[/td] [/tr] [tr] [td][b]Economy/Workshop Support[/b][/td] [td]Allows the user to view/grant economy items in the partner site economy support tool.…

Events and Announcements Review Step

[/subsection] This quick review process checks to help properly categorize your event and to confirm that any necessary mature content settings are appropriately applied. While awaiting moderation, you'll see this note on your event detail page where the visibility stats appear: [docimg=ModerationNote.jpg]ModerationNote.jpg[/docimg] Please note that if you make edits to your post, it will re-enter the moderation queue. …

Steam Deck Verified Landing Pages

This page displays the first trailer available on the game's store page, based on any language or country restrictions set for the trailers. [docimg=Example_1.png]Example_1.png[/docimg] [subsection]See your game's page[/subsection] By adding the appID to the end of a URL, you can easily view and share this page for any of your games that are Steam Deck Verified. …

Events and Announcements Visibility

However, when the user goes to your library page, we also look for any event with the "Featured Event" flag set. We will show the newest of those above all of the chronologically displayed events. It will appear there until the user has seen it, at which point it will stay there for 48 hours before moving to the correct spot in the chronological list. [b]Enabling "Featured Event" flag[/b] To force your event to be pinned to the top of your game's library page, select the "Options" tab for your event and toggle on the setting labeled "Display as a Featured Event on the Library Game Detail page?" [section]Exceptions[/section] For the most part, all events appear in all places, but there are some exceptions for certain kinds of events that don't make sense to show to players in certain contexts. …

Onboarding - Identification Documents Best Practices

Getting documents correct the first time will help speed up the process of verifying your identity for setting up your Steamworks partner account. Here are some best practices to help guide you. [section]Taking a good selfie[/section] Many of our identity validation steps involve sending us a photo of yourself holding your legal identity document. …

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