Steamworks Documentation
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What games can run standalone on Steam Frame

We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. …

It is implemented as a container to minimize overhead. [subsection]x86 via FEX[/subsection] x86 (32-bit and 64-bit) via [url=https://github.com/FEX-Emu/FEX]FEX[/url]. FEX translates x86 compiled games to Arm64 instructions, but forwards API calls to native host system libraries like OpenGL or Vulkan to reduce emulation overhead, and leverages code caching to minimize in-game stuttering as much as possible. …

Localization and Languages

Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. Over 60% of Steam users use it in a language other than English, so tailoring your experience for those users is important. [section]Types of localization[/section] Steam supports two separate types of localization - store page and in-game. …

Steam Workshop Item Versioning

Any subsequent updates to the item will also be propagated to all current subscribers. With the release of version 1.60 of the Steamworks SDK, content creators can now specify that a specific version of their item is valid for a Steam (beta) branch. …

Library Assets

The logo should be easily legible against the background. [b]Size:[/b] 600px x 900px (an additional half-size 300px x 450px PNG will be auto-generated from larger file) [section=header]Library Header [color=#ca5029]Required[/color][/section] The library header is used in different places within the Steam Client Library. …

For ex: a main character’s face should be entirely in the safe area or risk being cropped. [b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. …

Steam Community Items

Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. [b]Description:[/b] These act as "zoomed in" versions of the smaller card image. They must be thematically similar to the small image. [*][b]Type:[/b] Small Card Images [b]Format:[/b] 206px x 184px PNG [b]Description:[/b] These act as a view into the large image and will have the card title and frame overlaid onto it automatically. [*][b]Type:[/b] Game Logo [b]Format:[/b] 206px x 44px transparent PNG, must be legible on both dark and light backgrounds. …

A user will randomly receive one of these emoticons when crafting a badge. Images required: [list][*]5 Emoticons at both 18x18 and 54x54, both transparent PNG[/list] [callout=blue]NOTE: The 18x18 version is the most commonly viewed so ensure that the emoticon is legible at this size. …

Steam Input Gamepad Emulation - Best Practices

\pipe\HID#VID_045E&PID_028E&IG_00#045E&0B00&00045EB00704DAF3#0#20160 for an Xbox one controller with a VID/PID of 0x45e/0x0b00. Example code: [code] #define VALVE_DIRECTINPUT_GAMEPAD_VID 0x28DE #define VALVE_DIRECTINPUT_GAMEPAD_PID 0x11FF #define STEAM_INPUT_VID_INDEX 37 #define STEAM_INPUT_PID_INDEX 42 #define STEAM_INPUT_SIAPI_HANDLE_INDEX 47 #define STEAM_INPUT_GAMEPAD_INDEX 64 #define MAX_PATH 260 //... …

= (UINT)-1 ) { if ( rdi.hid.dwVendorId == VALVE_DIRECTINPUT_GAMEPAD_VID && rdi.hid.dwProductId == VALVE_DIRECTINPUT_GAMEPAD_PID ) { uint32 ulVID = strtoul( &devName[STEAM_INPUT_VID_INDEX], NULL, 16 ); uint32 ulPID = strtoul( &devName[STEAM_INPUT_PID_INDEX], NULL, 16 ); uint64 ulDeviceHandle = strtoull( &devName[STEAM_INPUT_SIAPI_HANDLE_INDEX], NULL, 16 ); uint32 unGamepadIndex = strtoul( &devName[STEAM_INPUT_GAMEPAD_INDEX], NULL, 16 ); Log( "Raw input device: VID = 0x%x, PID = 0x%x, handle = 0x%llx, index = 0x%x, %s\n", ulVID, ulPID, ulDeviceHandle, unGamepadIndex, devName ); // You can now use either the VID/PID to identify the device directly or use ulDeviceHandle with GetInputTypeForHandle ESteamInputType inputType = SteamInput()->GetInputTypeForHandle( ulDeviceHandle ); switch( inputType ) { case k_ESteamInputType_Unknown: printf( "unknown!…

steam_gameserver.h

[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…

[/td][/tr] [tr][td][b]pchVersionString[/b][/td][td]const char *[/td][td]The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. (Only servers with the latest version will be listed.)…

Sale Page Tools -- Information for Partners

[/td] [/tr] [tr] [td][b]Sale Page Logo[/b][/td] [td][color=tan]Recommended[/color][/td] [td]1200px wide x 460px (940px wide x 460px also acceptable) - Logo, tagline, and dates for your sale page. See template for sizing and clipping.[/td] [td]This image is positioned at the top of your page, layered on top of the Sale Page Background. …

If provided, this image will be layered on top of your background image at the top of your page. Must be 1200x460px with a transparent background. [subsection]Adding your games[/subsection] Games are organized on your page in one or more sections. …

Setting Up A Stream

If you're having issues with videos stuttering, pausing, or not playing back correctly, please check the following: [b]Video encoding requirements[/b] [list][*]Codec: H.264 [*]Profile: High [*]Level: 4.1 [*]Frame Rate: 30 FPS or 60 FPS [*]Frame Ratio: 16:9 [*]Keyframe interval: 2 seconds [*]Maximum bitrate: 7000 kbps CBR[/list] Audio encoding requirements [list][*]Codec: AAC-LC [*]Maximum bitrate: 128 kbps[/list] [b]Streaming Software Notes[/b] VMIX: By default, VMIX uses Profile Main and Level 3.0. …

Input Sources

Most typically, such button pairs are aligned on the same diagonal axis (X and A, Y and B). Sub-inputs: [list] [*] "South" button (e.g. A) [*] "East" button (e.g. B) [*] "West" button (e.g. X) [*] "North" button (e.g. Y) [/list] [section]DPAD[/section] [docimg=input_dpad.png]input_dpad.png[/docimg] The Dpad, or digital pad, is a single physical input that houses four discrete digital inputs corresponding to the four cardinal directions. …

Steam Frame Input

. [*]The top button of the Oculus Touch controllers (B / Y) will map to all three top buttons of the Steam Frame Controllers (Dpad Left, Dpad Up, Dpad Right / X, Y, B). [/list] [subsection]Non-VR Compatibility[/subsection] When playing Non-VR titles locally or via streaming the Frame Controllers take full advantage of [doclink=features/steam_controller][/doclink]. …

To enable the interaction profile you must request to use the extension: [code]XR_VALVE_frame_controller_interaction[/code] Then you can suggest bindings for the interaction profile path: [code]/interaction_profiles/valve/frame_controller_valve[/code] You can use the following paths: [code] "/user/hand/right/input/a/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/a/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/right/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT "/user/hand/left/input/dpad_up/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_up/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/left/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT [/code] [subsection=openvr]OpenVR Bindings[/subsection] You can bind to the Steam Frame Controllers like you would any other OpenVR controller type. …

Community and Client Icons

The Shortcut Icon can also be used to generate the App Icon on upload, however any alpha will be replaced with solid black. [b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. …

Steam Hardware and Proton

. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …

Event Graphical Assets

[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …

[section=header]Header Image [color=#d7bc86]Suggested[/color][/section] [docimg=header.png]header.png[/docimg] [b]Size:[/b] 1920px wide x 622px tall (please see template file for important notes) [b]Design:[/b] Add a rich header image to your detail page to communicate the theme or essence of your update or announcement. …

Common Redistributables

[section=available]Available Redistributables[/section] Available redistributables include Microsoft Visual C++, .NET, DirectX 9, OpenAL, XNA, and PhysX. The complete list of redistributables is always available on the [url=https://partner.steamgames.com/apps/installer/]Redistributables[/url] tab. …

ISteamUser Interface

[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…

[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…

ISteamMatchmakingServers Interface

The value field is a comma-delimited list of strings to check. [*] "and" (x1 && x2 && ... && xn) "or" (x1 || x2 || ... || xn) "nand" !(x1 && x2 && ... && xn) "nor" !(x1 || x2 || ... || xn) Performs Boolean operation on the following filters. The operand to this filter specifies the "size" of the Boolean inputs to the operation, in Key/value pairs. …

Platforms

[subsection]Apple macOS[/subsection] Steam officially supports Intel Mac, OS X version 10.11 (El Capitan), or later. [b]Notarization[/b] Starting October 14th, 2019 Steam will require all new macOS Applications to be 64-bit and notarized by Apple. …

Valve approves of these efforts but does not officially endorse or provide support for them. Steam on Linux supports both x86 and x64, it's highly recommended that you ship 64 bit binaries as the vast majority of users will be running that. The [url=https://github.com/ValveSoftware/steam-for-linux]Steam for Linux Client[/url] Github page is very active and contains the bug tracker for the Linux Steam Client. …

Steam Overlay

However, because of the way it injects itself into the game, it does often expose memory leaks or memory corruption in the usage of your rendering API that may not have impacted game play. To diagnose overlay crashes with DirectX for example, try to determine how D3D got into a bad state by using the d3d debug runtime with all (info/warning/error/notice) level spew turned on. …

[/h4] [b]A.[/b] Please refer to this [url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html#add-support-to-d3d11on12]Microsoft document[/url] on how to add Steam overlay support. [h4]Q. My game runs in a browser. …

Steamworks API Example Application (SpaceWar)

Re-installing the application may fix this problem.[/b] The example relies on the D3D9X helper library which ships with the DirectX SDK. If you run the example on the same machine you have built it on the library should be found automatically. If you copy your compiled binary to another machine you may need to install the D3D redistributables to obtain the same version of D3D9X that you compiled against on your development machine. [/list] [section]Code Overview[/section] Once you have the [b]Spacewar![/b] example project compiling and running you'll want to start looking at the code. …

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