[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
If you don't select any categories, your game cannot appear in the 'By Genre' or 'By Feature' sections. Check out the developer preview page to see where your game is set to appear, and then consider the categories and sections that exist within Next Fest. …
If you plan on streaming the Demo of your game, be sure to check out [doclink=store/broadcast/demo] Broadcasting a Game Demo to the Store Page[/doclink], as it works differently from regular livestreams. [*] [b]Turn on broadcast chat by default[/b] - When you set your live stream to appear on your store page, you can configure the chat window to be open by default. …
You'll need to bundle the Windows debug runtime with your game when you upload it to your developer kit, and Visual Studio & remote debugging tools running on your Windows development box. [callout]This feature is still under development. Please leave any feedback / issues on the [url=https://steamcommunity.com/groups/steamworks/discussions/27/]Steam Deck Developer Forums[/url]. …
In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. …
The team has been working on and improving Proton for a while now, and it has a large amount of coverage. Most APIs are already supported by Proton, and most games work out of the box. We're continuing to improve Proton compatibility, and our goal is to get as close to full coverage as possible. To test your game’s Proton compatibility, you will need a Linux environment. …
Please see the [url=https://partner.steamgames.com/doc/steamhardware/compat]Deck/Machine Verified[/url] documentation for more details. If you have any questions or concerns, please reach out to your Valve technical contact, or post on the Steam Deck Steamworks Development forum at https://steamcommunity.com/groups/steamworks/discussions/27/ . …
Click “Edit Store Page” and navigate to the “Basic Info” tab. [*]5. Find the "Cloud Play" section and select two boxes “Enable your game to run streamed from the Cloud, hosted by Valve, and the following service providers:” and “NVIDIA GeForce NOW.” [*]6. …
[/b] We may add additional Steam Cloud Play services in the future. At that time we would reach out to you to opt your games into the new service. [subsection]Contact us with Questions:[/subsection] If you have any additional questions, please reach out to us here. https://partner.steamgames.com/home/contact_steam For questions for NVIDIA, please reach out to your NVIDIA contact or GFNpublisherfeedback@nvidia.com …
It's up to you whether or not a demo will be beneficial for your title, but there are a couple of useful things to consider: [olist] [*] Quality – Customers are generally using the demo to make a purchase decision on your game. Make sure that what you put out there is high quality and measures up to the real experience. [*] Timing – When you release your demo is also important. We generally recommend waiting until launch, but there are circumstances where putting a demo out prior to release is effective. …
[subsection]Enabling a separate store page on a released demo[/subsection] If your demo is already live and you choose to enable the separate store page for it, you'll find there are a few additional required fields that you weren't required to fill out in order to set your demo live initially. Once you select the box to enable your store page and hit save, you'll find that the store checklist has reappeared on your demo landing page and notes any missing content. …
Let's go into general controller settings first: [docimg=controller_settings_desktop.png]controller_settings_desktop.png[/docimg] If you are using a PlayStation 4, Xbox One, Xbox 360, or generic controller, make sure you have the corresponding configuration support boxes checked. Also make sure your controller(s) is/are plugged in. All detected controllers compatible with the configurator will show up on this screen. …
[subsection]Step 4: Pick a Game (Desktop Client)[/subsection] Figure out what game you want to use your controller with and right click on it in your library. [docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…
[docimg=item_store_example.jpg]item_store_example.jpg[/docimg] Once enabled for your Steamworks game, this store will provide a set of web pages hosted by Steam that lists out the priced items you’ve defined in the Steam Inventory Service for your game. Through these pages, customers can browse, filter, and search through the available items for the game, add them to a cart within your store, and purchase using the Steam Wallet. …
See [doclink=features/inventory]Steam Inventory Service[/doclink] for details. [*] Then go to the 'Edit Store' section for your app and find the Item Store tab. [*] Check the box to enable your Item Store. There are a few ways you can customize your store (see below for details), but they are all optional. [/list] Once enabled for your own game, you can easily open your Item Store page from within your game by launching the Steam Overlay and passing it this page’s URL. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
[docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. You’ll see your new custom images in the page below. Then, publish your changes and your capsule art will automatically override during your selected timespan. …
[section]Best Practices & Tips[/section] Some common scenarios you may encounter: [olist] [*]It can be a great idea to time your content updates and artwork overrides with a game discount. [*]If you are coordinating an artwork override with a discount, you should schedule your artwork override to start 5 minutes before the discount kicks off to ensure that your new artwork gets picked up and included in any wishlist email that goes out. [*]The Header capsule is used in the Daily Deal spot and in many lists throughout the store. [*]The Main capsule is used on wishlist emails. …
[docimg=Editions_PackageSelect.jpg]Editions_PackageSelect.jpg[/docimg] Click the boxes to select editions of your game. By doing so, these packages will be displayed above other purchase options on your page that don’t contain the base game. …
There are more appropriate spots on Steam to show this information and this information can quickly become outdated. [*]Keep the asset as simple and easy to understand as possible. Avoid including unnecesary box art or key art. Keep in mind that due to the image size small text may be difficult to read. [*]Avoid including developer logos or unnecessary art [*]Remove unnecessary legal text. …
Then, in step 3, paste all the file IDs for your configurations into the box, separated by the comma character (,) characters. The first one on the list will be considered the highest priority, and will be picked by default for new players. …
[docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. [subsection]Updating your official configurations[/subsection] There are two ways to update your configuration. …
Please use the key art and logo that is being used for any retail boxes or marketing. Do not include quotes or other strings of text beyond the title of your game. The art should immediately tell the customer something important about your product. …
For best results, use the logo that is being used for any retail boxes or marketing. You’ll want to ensure the logo is both visible and legible against the hero graphic background. The PNG image should have a transparent background. …
[b]Design:[/b] For best results, please use the key art and logo that is being used for any retail boxes or marketing. The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. …
For best results, please use the same artwork that you use for any retail box or marketing and make sure the logo is clearly legible. [b]Size:[/b] 707px x 232px …
v=PShS32hcing [section]Building and Testing[/section] For general help with building depots and preparing content, please see [doclink=sdk/uploading][/doclink] [olist] [*] In the Steamworks Settings for your application, create [doclink=store/application/depots]depots[/doclink] for the new operating systems in the Creating & Adding Depots section (under the "SteamPipe" tab>Depots). Save this change. [b]NOTE:[/b] Don't check the boxes under [b]Supported Operating Systems[/b] on the General Application Settings tab yet, that will be done when you're ready to release. [*] Create a Steam build for these new depots. [*] Set that build to a beta branch with a password. [*] Update your autogrant package to contain these new depots so Steam will let you download the files. …
You can see all packages associated with your application on the [url=https://partner.steamgames.com/apps/associated/]Associated Packages & DLC[/url] page. [*] In the [url=https://partner.steamgames.com/apps/view/]Steamworks Settings for your app[/url], check the appropriate operating system boxes under [b]Supported Operating Systems[/b]. [*] Edit your store page and check the appropriate operating system boxes on the Basic Info tab. [*] Then scroll down and enter the corresponding system requirements. …
. [*] [b]Q. When can I expect to be paid every month?[/b] A. We pay out by the 30th of the month following sales. For example, we will pay you for calendar February month sales by March 30th. It may take a few business days for the payment to post to your bank account. …
If your app has recorded significant revenue since October 1st, 2018 (>$1,000,000 USD) please reach out to the Steam Finance team and we will update the reporting relationship for this package manually. [/list]…
[subsection]Early Access Store Page[/subsection] If you are releasing in Early Access, you will need to check the box under the Early Access tab and answer all the questions in that section. You can check out the [doclink=store/earlyaccess][/doclink] documentation for more specific information about Early Access on Steam. …
Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. The criteria are similar as well: the default graphics configuration needs to perform well, text and UI elements need to be clear and legible on the built-in display, and the default controller configuration needs to work well with the Steam Frame Controllers. …
[section]Steamworks printed materials examples[/section] The following is available for you to use as an example when printing instructions for printed Steamworks materials. For instance, a card insert for a retail box copy, or a printed Steam key for promotional distribution at a live event. See the Steam Subscriber Agreement (SSA) section above for localized versions of the required text. [docimg=SteamPhysicalKeyExample.png]SteamPhysicalKeyExample.png[/docimg] Steamworks boxed game [docfile=SteamDiscInsertExample.pdf]quick start guide[/docfile] …
Or use this link: https://partner.steamgames.com/pub/users [*]Hover over the row with the user you wish to apply the permission to and click the edit symbol on the far right. [*]In the pop-up dialog, tic the box for "Receive Steamworks Communication" and click save. [*]This will send an invitation to the user. The user will need to click the button in the email and confirm their email address in order to start receiving emails. …