Steamworks Documentation
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Sony PlayStation 4 Controller

However, the Steam Input configurator is able to fix this; the player may set a threshold that distinguishes a "full pull" from a "soft pull." [docimg=ds4_controller_l2_r2.png]ds4_controller_l2_r2.png[/docimg] [subsection=DPAD]Dpad[/subsection] [b]Digital[/b] The PlayStation 4 controller features a fairly standard digital pad, or Dpad. …

Steamworks API Reference

[/td][/tr] [tr][td][api]ISteamGameServerStats[/api][/td][td]Functions to allow game servers to set stats and achievements on players.[/td][/tr] [tr][td][api]ISteamHTMLSurface[/api][/td][td]Interface for rendering and interacting with HTML pages.…

Steam DRM

[olist] [*] Select the game you want to add DRM to on your App Admin page [*] Select Edit Steamworks Settings in the Technical Tools Section of the App Admin page [*] From the Security Tab, select DRM. [*] Upload the primary game exe - See the automated wrapper section above for more information on the tool execution options. [*] Download the exe back to your local machine [*] Rename the exe back to the original name [*] Copy it to the source location for your Content Tool depots [*] Build a new version of your depot [*] Test that depot on your local content server [/olist] [section=other_drm]Using the Steam Wrapper with Other DRM[/section] The Steam wrapper can and should be used in combination with other DRM solutions. …

ISteamParties Interface

[/td][/tr] [tr][td][b]pchMetadata[/b][/td][td]char *[/td][td]Additional game metadata that can be set on the beacon, and is exposed via [api]ISteamParties::GetBeaconDetails[/api].[/td][/tr] [/table] Create a beacon. You can only create one beacon at a time. …

[/td][/tr] [tr][td][b]pchMetadata[/b][/td][td]char*[/td][td]Buffer to receive any additional metadata the game has set on this beacon (e.g. game mode). Will be NULL terminated on success[/td][/tr] [tr][td][b]cchMetadata [/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Size of the above buffer.…

Steam Personal Calendar

Once your game becomes eligible, it can start appearing on the calendar within about a day. [b]Tip:[/b] To maximize your visibility, set your release date at least 60 days in advance to be eligible to appear on the dedicated calendar page, and at least three weeks in advance to be eligible to appear on the front page. …

Steam Inventory Web Functions

. [*] lang - is an optional ICU language code ('en' for English) that sets the default language on the checkout page. This optional field is not authenticated. [/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …

User Authentication and Ownership

Before using Encrypted Application Tickets, you must generate a private key for each title. You can do this by navigating to Edit Steamworks Settings for your application and selecting 'SDK Auth' from the 'Security' drop-down. This key will be associated with your title's AppID and any downloadable content for that title. …

If the user does not own the current AppID, then [code-inline]m_eAuthSessionResponse[/code-inline] field of the [api]ISteamUser::ValidateAuthTicketResponse_t[/api] will be set to [api]steam_api::k_EAuthSessionResponseNoLicenseOrExpired[/api]. After receiving a user's Session Ticket and passing it to [api]ISteamUser::BeginAuthSession[/api] then, [api]ISteamUser::UserHasLicenseForApp[/api] can be used to determine if the user owns a specific piece of downloadable content. …

IGameInventory Interface

[list] [*] [b]response[/b] [list] [*][b]success[/b] - True if the method was successful. If the asset server is returning false, it should set error to a string that explains why. [*][b]error[/b] - a string describing why this call failed. This message will be recorded in the error log, which is available under the Economy tab on the Steamworks site. [*][b]failed [/b] - an array of item definition IDs that were successfully updated by this call. …

Distributing Source Engine Games / Mods

[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …

Curators and Curator Connect

[/b] Your game needs to have at least a 'coming soon' page publicly visible before you can send copies of your game to Steam Curators. Once your store page has been reviewed, approved, and you've set it live, you may use Curator Connect for that game. Note that you need to have a build of your game uploaded so that Curators can play it when they receive it. …

Reporting and Payments FAQ

Additional revenue share is accrued towards any 'Game' app or 'Application' app on Steam. To check your app type, navigate to the 'Edit Steamworks Settings' page, which is found under the 'Technical Tools' heading on the App Landing Page. Alternatively, you can use the following link, filling in your specific appID: https://partner.steamgames.com/apps/view/YourAppID [*] [b]Q. …

Onboarding - Frequently Asked Questions

You will need to complete all required information before we can fully set you up in Steamworks. If you are requesting an ITIN or EIN for the purposes of tax withholding, please wait until you have the necessary ID in hand before completing the digital paperwork. [*][h4]Q. …

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