. [*]A customer's choice in the [url=https://store.steampowered.com/account/cookiepreferences]Cookies & Browsing section[/url], where users can opt in or out of 'Third Party Links (UTM)' and 'Valve’s Analytics Cookies.' The default settings for these preferences vary based on local privacy laws and differently affect how visits are counted in each report.[/olist] Though it's rare, UTM Analytics may report more visits than the Traffic Report if significant traffic comes from users who’ve opted out of the Valve Analytics Cookies used by the Traffic Breakdown. [section]FAQ[/section] [h4]Q. Why is Steam providing UTM Analytics?…
[docimg=action_set_layers_vehicle_1.png]action_set_layers_vehicle_1.png[/docimg] [code=cpp] void changeVehicle(EVehicleID myVehicle, bool entering) { InputActionSetHandle_t layerHandle; if(myVehicle == AUTOMATIC) { layerHandle = automaticHandle; //automatic transmission -- steer, gas, brake } else if(myVehicle == STICK_SHIFT) { layerHandle = stickShiftHandle; //manual transmission -- steer, gas, brake, clutch, shift gears, etc. } if(entering) { SteamInput()>ActivateActionSetLayer( controllerHandle1, layerHandle ); //apply the vehicle's action set layer when you get in it } else { SteamInput()>DeactivateActionSetLayer( controllerHandle1, layerHandle ); //remove the vehicle's action set layer when you get out of it } } [/code] In this game, players can use their weapon even when riding in a vehicle. So when the sniper uses the scope on the sniper rifle, this activates a third action set layer, regardless of whether the player is on foot or riding in a vehicle. …
This page outlines as many of them as possible to help you get the most out of Steam and Steamworks while keeping headaches to a minimum. Steam automatically outputs a number of debug to the [code-inline]logs[/code-inline] folder, for others you may need to use [doclink=#command_line_parameters][/doclink] or [doclink=#console_commands][/doclink] to enable them. …
By default, it's collapsed: [docimg=accessibility_features_widget_collapsed.png]accessibility_features_widget_collapsed.png[/docimg] But it can be expanded to view the features broken out into categories: [docimg=accessibility_features_widget_expanded.png]accessibility_features_widget_expanded.png[/docimg] [section]Store Search[/section] Players can search for games that have accessibility features enabled: [docimg=accessibility_features_search_filters.png]accessibility_features_search_filters.png[/docimg] [section]The Accessibility Feature Wizard[/section] Accessibility features can be indicated by using the Accessibility Feature Wizard under the store page Basic Info tab. …
For example, this might apply to a turn-based game with no time limits for taking turns, or a visual novel with no timing elements. [*][b][doclink=#tts]Chat Text-to-speech[/doclink][/b]: Text chat can be narrated out loud in real time. [*][b][doclink=#stt]Chat Speech-to-text[/doclink][/b]: Voice chat can be read as a text transcript in real time. …
However, like clients, stats loaded by the server for other users are not refreshed automatically and can age out. [subsection]Resetting stats[/subsection] During development, it is often the case that a complete wipe of stats and achievements on an account or all accounts is desirable for testing. …
For instance, you may have three stats "GamesWon", "GamesLost", and "GamesPlayed". Despite the best of intentions, stats can and do get out of sync with each other. In this case, that could lead to games won and lost not adding up to the total of games played. If this was resolved by removing the "GamesLost" stat and instead computing it as "GamesPlayed" - "GamesWon", an inconsistency could cause "GamesLost" to be negative. …
[/i] [section]Uploading a game build to Steam Deck or Steam Machine[/section] Click the [b]Title Upload[/b] tab to configure a game for upload from your dev PC to the Steam Deck/Machine. The screen looks something like this when filled out: [docimg=title-upload-20211111.png]title-upload-20211111.png[/docimg] This screenshot is an example of uploading a Windows build of a test game to the devkit. …
We strongly recommend that you do not turn off this feature, as it is very valuable for customers that have left the PC without logging out of their Steam account. If you do choose to deactivate this feature, we recommend that you let your customers know. To deactivate the feature, you will need to navigate to the server file location and open [i]steamconsole.cfg[/i] with a text editor. …
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. …
The first two valid trailers will be shown to players before any screenshots, with any remaining trailers appearing after the list of screenshots. [subsection]More Details[/subsection] Check out this presentation from Steam Dev Days 2016 for general best practices for trailers: [url]https://www.youtube.com/watch?v=eok0W1nKjM0&t=14m41s[/url] [section]Uploading a Trailer[/section] To upload your trailers, go to the Store Page Admin > Trailers tab. …
[section]Summary[/section] The Personal Calendar is an automatic, personalized way for players to discover games they're likely to want to check out. To give your game the best possible chance of appearing on the calendars of the players most likely to buy it: [list] [*]Publish a visible Coming Soon page with a specific release date, well in advance of launch. [*]Focus on building healthy, organic wishlists. [*]Pick your release date carefully. …
[code] "In Game Actions" { "actions" { "MenuControls" { "title" "#Set_MenuControls" "StickPadGyro" { "MenuCursor" { "title" "#Action_MenuCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "Affirm" "#Action_Affirm" "Cancel" "#Action_Cancel" } } "BattleControls" { "title" "#Set_BattleControls" "StickPadGyro" { "BattleCamera" { "title" "#Action_BattleCamera" "input_mode" "absolute_mouse" } "BattleCursor" { "title" "#Action_BattleCursor" "input_mode" "absolute_mouse" } } "Button" { "Up" "#Action_Up" "Down" "#Action_Down" "Left" "#Action_Left" "Right" "#Action_Right" "QuickSave" "#Action_QuickSave" "QuickLoad" "#Action_QuickLoad" "ConfirmCommand" "#Action_ConfirmCommand" "Pause" "#Action_Pause" "Cancel" "#Action_Cancel" "Interact" "#Action_Interact" "EndTurn" "#Action_EndTurn" "Waypoint" "#Action_Waypoint" "NextUnit" "#Action_NextUnit" "PrevUnit" "#Action_PrevUnit" "Ability1" "#Action_Ability1" "Ability2" "#Action_Ability2" "Ability3" "#Action_Ability3" "Ability4" "#Action_Ability4" "Ability5" "#Action_Ability5" "Ability6" "#Action_Ability6" "Ability7" "#Action_Ability7" "Ability8" "#Action_Ability8" "Ability9" "#Action_Ability9" "Ability0" "#Action_Ability0" "CameraRotateLeft" "#Action_CameraRotateLeft" "CameraRotateRight" "#Action_CameraRotateRight" "CameraZoomIn" "#Action_CameraZoomIn" "CameraZoomOut" "#Action_CameraZoomOut" "CameraCenterOnSelection" "#Action_CameraCenterOnSelection" } } } "localization" { "english" { "Set_MenuControls" "Menu Controls" "Action_MenuCursor" "Menu Cursor" "Action_Up" "Up" "Action_Down" "Down" "Action_Left" "Left" "Action_Right" "Right" "Action_QuickSave" "Quick Save" "Action_QuickLoad" "Quick Load" "Action_Affirm" "Affirm" "Action_Cancel" "Cancel" "Set_BattleControls" "Battle Controls" "Action_BattleCamera" "Battle Camera" "Action_BattleCursor" "Battle Cursor" "Action_ConfirmCommand" "Confirm Command" "Action_Pause" "Pause" "Action_Interact" "Interact" "Action_EndTurn" "End Turn" "Action_Waypoint" "Place / Remove Waypoint" "Action_NextUnit" "Next Unit" "Action_PrevUnit" "Previous Unit" "Action_Ability1" "Ability 1" "Action_Ability2" "Ability 2" "Action_Ability3" "Ability 3" "Action_Ability4" "Ability 4" "Action_Ability5" "Ability 5" "Action_Ability6" "Ability 6" "Action_Ability7" "Ability 7" "Action_Ability8" "Ability 8" "Action_Ability9" "Ability 9" "Action_Ability0" "Ability 0" "Action_CameraRotateLeft" "Rotate Camera Left" "Action_CameraRotateRight" "Rotate Camera Right" "Action_CameraZoomIn" "Zoom Camera In" "Action_CameraZoomOut" "Zoom Camera Out" "Action_CameraCenterOnSelection" "Center Camera on Selected Object" } } } [/code] [section=rts] Real Time Strategy[/section] This is for a Real Time Strategy game where you build units & buildings and command units individually or in groups. …
steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group", strPartyID ); steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group_size", CNumStr( nPartyMemberCount ) ); } else { // Otherwise, clear out whatever information we had there before; we're not in a party. steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group", nullptr ); steamapicontext->SteamFriends()->SetRichPresence( "steam_player_group_size", nullptr ); } [/code] The above code uses localization that includes English tokens like the following: [code] "lang" { "Language" "english" "Tokens" { "#StatusWithoutScore" "{#Status_%gamestatus%}" "#StatusWithScore" "{#Status_%gamestatus%}: %SCORE%" "#Status_AtMainMenu" "At the main menu" "#Status_WaitingForMatch" "Waiting for match" "#Status_Winning" "Winning" "#Status_Losing" "Losing" "#Status_Tied" "Tied" } } [/code] …
We recommend allowing mouse events to affect the camera as they normally would without perturbing simultaneous controller functionality, and only switching to mouse/keyboard mode if a mouse click event is received. Common problems include joystick input getting locked out when mouse camera is used and vice versa, controller buttons not working when mouse camera is being used, on-screen button prompts changing between controller and keyboard/mouse icons, all of which make it more difficult for customers to play with their preferred control scheme. …
They offer finer precision for people that are used to gamepad inputs, but also take the mouse paradigm from the desktop into a portable form factor. We recommend trying out this style of input for anyone shipping a game that has player control of a camera or a cursor and seeing if it makes sense for your game. …
Right now we're using 5.13, and we're working on an update to 5.15, and we'll continue to roll out those changes to whatever's latest, moving forward. [b]Will SteamOS have a read-only immutable OS file system?[/b] Yes. By default the OS updates will be distributed as a whole OS image, and we recommend installing additional applications via flatpak to avoid issues. …
Creating a consistent test process of deploying new builds to a beta branch ahead of public release will give mod authors a chance to test out their mods and upload new versions if desired. [*][b]Add in-game UI to manage game version [/b]- If updates to a game are likely to break mods that your players have installed, you can present some UI asking the player if they want to update their game or stay on the previous version. …
For an idea of language usage across the whole Steam user base, check out the latest [url=http://store.steampowered.com/hwsurvey]Steam Hardware survey[/url] and select the 'language' row to expand for details. [*][b]Release additional languages as an update.…
Verify that the differences shown are of the size you expect for the changed assets, and that there aren't perhaps dozens or hundreds of small changes spread out throughout the file. If what you see is unexpected, check your pack file tool settings. [b]Compression[/b]: Because Steam will compress all data for upload / storage / download, we generally don't recommend using general compression on pack files. …
Specifically, you should ensure that compression is per-asset as much as possible. Any compression that crosses asset boundaries will spread out changes and require clients to download more data than necessary. [b]Encryption[/b]: This is similar to compression - most likely unnecessary, and with the same risks mentioned above. …
If you believe the test results you're previewing contain inaccurate data for the current build, please reach out to us using the tools on the Steamworks site. As mentioned above, our primary goal here is making sure the data customers are seeing is accurate and helpful. …
[/list] Your compatibility report includes a complete list of tests run for each game. Any issues with Proton or middleware will be called out as well as the specific test they failed and, in most cases, a tracking number for the bug in question. [b]When my compatibility review is completed, who receives the email notification?…
[b]Returns:[/b] int The number of DLC pieces for the current app. Note that this value may max out at 64, depending on how much unowned DLC the user has. If your app has a large number of DLC, you should set your own internal list of known DLC to check against. …
[/td][/tr] [/table] Allows you to force verify game content on next launch. If you detect the game is out-of-date (for example, by having the client detect a version mismatch with a server), you can call use MarkContentCorrupt to force a verify, show a message to the user, and then quit. …
In terms of Linux performance, it differs depending on the video card and driver type being used, e.g. such as open-source vs. proprietary. Typically, proprietary drivers out-perform open-source drivers and have a larger feature set. In addition, the age of the driver can vary between proprietary and open-source versions. …