Steamworks Documentation
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ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <orderid>938473</orderid> <transid>374839</transid> </params> </response> [/code] [section=GetReport]GetReport[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetReport/v5/[/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.…

Change history: [list] [*] [b]Version 2[/b] - Changed result to returns arrays. [*] [b]Version 3[/b] - Changed to string formatted 64 bit numbers. [*] [b]Version 4[/b] - Added [code-inline]storepurchasereference[/code-inline] section to return sales information for DLCs sold on the store that reference in-game microtransaction items. [*] [b]Version 5[/b] - Added new status values to for transactions to reflect suspected fraud or friendly fraud. [/list] [b]Response:[/b] [list] [*] [code-inline]response[/code-inline] [list] [*] [code-inline]result[/code-inline] - Result of the operation. …

IPartnerFinancialsService Interface

- With their GetDetailedSales querying completed, Partner X would then stores off the result_highwatermark value (120) from GetChangedDatesForPartner for future calls. - The next day (May 5th, 2025), Partner X starts their workday by calling GetChangedDatesForPartner again (using a highwatermark value of 120, the stored value from the previous day's call). …

[/td][/tr] [tr][td][/td][td][b]additional_revenue_share_tier[/b][/td][td]ERevenueShareBonusTier[/td][td]✔[/td][td]✔[/td][td][/td][td]What additional revenue share, if any, has this sale qualified for on the given date[/td][/tr] [/table] [b]ERevenueShareBonusTier (int32)[/b] [table] [tr][th]Value[/th][th]Name[/th][th]Description[/th][/tr] [tr][td][b]0[/b][/td][td]k_ERevenueShareBonusTier_None[/td][td]No additional revenue share[/td][/tr] [tr][td][b]1[/b][/td][td]k_ERevenueShareBonusTier_5Percent[/td][td]5% additional revenue share[/td][/tr] [tr][td][b]2[/b][/td][td]k_ERevenueShareBonusTier_10Percent[/td][td]10% additional revenue share[/td][/tr] [/table] [b]CPartnerFinancials_DiscountInfo[/b] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]discountid[/b][/td][td]int32[/td][td]The unique id for the given discount[/td][/tr] [tr][td][b]discount_description [/b][/td][td]string[/td][td]The discount description. …

Steam Community Items

[section]Enabling Trading Cards[/section] To get started, create the following assets. More details on each are provided below: [list][*]5-15 Trading Cards [*]5-10 Emoticons [*]Badges for Level 1-5 and the Foil Badge [*]3-10 Still Profile Backgrounds[/list] Note: There is a complete checklist on the Community Items (e.g. …

[subsection=badges]Badges[/subsection] When a user collects the entire set of cards, they are able to craft a badge. There are 5 regular badges and one foil badge. Level 1 requires collecting the set 1 time, and 5 times for Level 5. The badges should increase accordingly in desirability and value. …

ISteamInput Interface

\n" ); break; case k_ESteamInputType_PS4Controller: printf( "PS4 controller!\n" ); break; case k_ESteamInputType_PS5Controller: printf( "PS5 controller!\n" ); break; case k_ESteamInputType_SteamDeckController: printf( "Steam Deck!…

\n"); break; case k_ESteamInputType_PS4Controller: printf("PS4 controller!\n"); break; case k_ESteamInputType_PS5Controller: printf("PS5 controller!\n"); break; case k_ESteamInputType_SteamDeckController: printf("Steam Deck!…

Unreal Engine

[b]Full branches with additional changes (recommended):[/b] https://github.com/Valve-VR/UnrealEngine/tree/5.7 https://github.com/Valve-VR/UnrealEngine/tree/5.6 https://github.com/Valve-VR/UnrealEngine/tree/4.27-plus [section]Do I need these changes?…

To enable this feature in your project, open up the project’s DefaultEngine.ini, and add the following settings to the /Script/Engine.RendererSettings section: [code] [/Script/Engine.RendererSettings] r.Vulkan.VRSFormat=5 [/code] If you’re on Unreal Engine 5.5 or above, you also need to add [code] r.VRS.Support=1 r.VRS.Enable=1 xr.OpenXRFBFoveationLevel=3 [/code] In your project’s DefaultGame.ini, add the following to enable the required OpenXR extension: [code] [/Script/OpenXRHMD.OpenXRHMDSettings] bIsFBFoveationEnabled=true [/code] [subsection]Legacy VRS[/subsection] To enable this feature in your project, open up the project’s DefaultEngine.ini, and add the following settings to the /Script/Engine.RendererSettings section: [code] [/Script/Engine.RendererSettings] xr.VRS.FoveationLevel=0 r.Vulkan.VRSFormat=5 xr.VRS.SteamFrame.FoveationLevel=3 ; Any number 0 - 3 is valid [/code] If you’re on Unreal Engine 5.5 or above, you also need to add [code] r.VRS.Support=1 r.VRS.Enable=1 [/code] You'll need to turn off the default Unreal Engine VRS, which is not compatible with multi-view VR rendering. …

Livestreaming

[introblock=LIvestream_2.gif] [h5]In Brief[/h5]Set up a livestream to appear on your game's store page, developer homepage or special sale landing page. [h5]Level of integration[/h5]Basic streaming of your gameplay through Steam is built in. …

Coming Soon

[introblock=ComingSoon2.gif] [h5]In Brief[/h5]Set up a page with information about your game to start building an audience and giving players a place to learn more and add to their wishlist. [h5]Level of integration[/h5]You'll need a set of branding images, written description, and ideally a gameplay trailer. [/introblock] [section]Overview[/section] You can put up a Coming Soon page for your product well in advance of your release date. …

Review Process

[section]Reviewing Store Presence[/section] Our review of your store presence typically takes 3-5 business days to complete, but you'll want to submit your page for review at least 7 business days before you want it live to account for potential changes you'll need to make. …

Adult Content store pages and builds can take longer than the typical 3-5 business days to review. [section]Reviewing Product Build[/section] Our review of your game or software build prior to release typically takes 3-5 business days to complete, but we ask that you plan for at least 7 business days to ensure that we are able to review and approve in time for release and to allow for time in case an issue should arise. …

Artwork Overrides

[section]In brief[/section] [url]https://www.youtube.com/watch?v=KQSQJ_C5Pco[/url] [section]Artwork Override & General Asset Rules[/section] [callout] [b][color=#ca5029]IMPORTANT NOTE:[/color][/b] Artwork Overrides are intended to call attention to new content, updates, or otherwise communicate something in your product within the context of your capsule art. …

[/color] [table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] [b][color=red]And here are some examples of what NOT to do, where the provided artwork violates the guidelines in a way that could annoy or confuse players. …

Steam Deck

You can learn about developing for Steam Deck, developer kits, and more by visiting the links below. https://www.youtube.com/watch?v=5Q_C5KVJbUw [subsection]Quick links:[/subsection] [list] [*][doclink=steamhardware/recommendations][/doclink] [*][doclink=steamhardware/steamdeck/devkits][/doclink] [*][doclink=steamhardware/proton][/doclink] [*][doclink=steamhardware/compat][/doclink] [*][doclink=steamhardware/steamdeck/brandguidelines]Steam Deck Brand Guidelines[/doclink] [*][doclink=steamhardware/steamdeck/templates]Social Media Templates[/doclink] [*][url=https://steamcommunity.com/groups/steamworks/discussions/27/]Steam Deck Developer Forums[/url] [*][url=https://partner.steamgames.com/doc/marketing/pointsshopitems#startupmovies]Steam Deck & Big Picture Startup Movies[/url] [/list] To learn more about the features and technical specifications of Steam Deck, please visit the [url=https://www.steamdeck.com]Steam Deck website[/url]. …

Steam Error Reporting

You must hook up the Win32 [url=https://msdn.microsoft.com/en-us/library/5z4bw5h5.aspx]_set_se_translator[/url] function which calls a function you create to handle the minidump. In that function you can use [api]steam_api::SteamAPI_SetMiniDumpComment[/api] and [api]steam_api::SteamAPI_WriteMiniDump[/api] to notify Steam about the impending crash. …

Templates for In-Game Actions Files

"assign_group" + "group_2" means, "assign the current selection to group 2," whereas "select_group" + "group_5" means, "select everything currently assigned to group 5." This sort of thing has to be implemented by the game's own logic, but it's much simpler than creating individual action permutations for each slot, ie "add_remove_group_2", "assign_group_2", "select_group_2", etc... …

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } "CameraPan" { "title" "#Action_CameraPan" "input_mode" "absolute_mouse" } "CameraZoom" { "title" "#Action_CameraZoom" "input_mode" "absolute_mouse" } } "Button" { "click" "#Action_Click" "cancel" "#Action_Cancel" "select" "#Action_Select" "select_add_remove" "#Action_AddRemove" "select_type" "#Action_SelectType" "select_idle" "#Action_SelectIdle" "move_attack" "#Action_MoveAttack" "move_no_attack" "#Action_Move" "attack_target" "#Action_Attack" "assign_group" "#Action_AssignGroup" "add_remove_group" "#Action_AddRemoveGroup" "select_group" "#Action_SelectGroup" "group_0" "#Action_Group0" "group_1" "#Action_Group1" "group_2" "#Action_Group2" "group_3" "#Action_Group3" "group_4" "#Action_Group4" "group_5" "#Action_Group5" "group_6" "#Action_Group6" "group_7" "#Action_Group7" "group_8" "#Action_Group8" "group_9" "#Action_Group9" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "action_layers" { "title" "#Layer_UnitMenu" "Button" { "stop" "#Unit_Stop" "hold" "#Unit_Hold" "patrol" "#Unit_Patrol" "follow" "#Unit_Follow" "queue" "#Unit_Queue" "unit_ability_1" "#Unit_Ability1" "unit_ability_2" "#Unit_Ability2" } "title" "#Layer_BuildMenu" "Button" { "build_0" "#Build_0" "build_1" "#Build_1" "build_2" "#Build_2" "build_3" "#Build_3" "build_4" "#Build_4" "build_5" "#Build_5" "build_6" "#Build_6" "build_7" "#Build_7" "build_8" "#Build_8" "build_9" "#Build_9" } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Layer_UnitMenu" "Unit Menu" "Layer_BuildMenu" "Build Menu" "Action_MoveCursor" "Move Cursor" "Action_CameraPan" "Pan camera" "Action_CameraZoom" "Zoom camera" "Action_Click" "Click mouse" "Action_Cancel" "Cancel" "Action_Select" "Select" "Action_AddRemove" "Add/remove from selection" "Action_SelectType" "Select all units of type" "Action_SelectIdle" "Select idle worker" "Action_MoveAttack" "Attack-Move" "Action_Move" "Move (no attack)" "Action_Attack" "Attack target" "Action_AssignGroup" "Assign group" "Action_AddRemoveGroup" "Add/remove from group" "Action_SelectGroup" "Select group" "Action_Group0" "Group 0" "Action_Group1" "Group 1" "Action_Group2" "Group 2" "Action_Group3" "Group 3" "Action_Group4" "Group 4" "Action_Group5" "Group 5" "Action_Group6" "Group 6" "Action_Group7" "Group 7" "Action_Group8" "Group 8" "Action_Group9" "Group 9" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" "Unit_Stop" "Stop" "Unit_Hold" "Hold ground" "Unit_Patrol" "Patrol" "Unit_Follow" "Follow" "Unit_Queue" "Queue action/waypoint" "Unit_Ability1" "Ability 1" "Unit_Ability2" "Ability 2" "Build_0" "Build option 0" "Build_1" "Build option 1" "Build_2" "Build option 2" "Build_3" "Build option 3" "Build_4" "Build option 4" "Build_5" "Build option 5" "Build_6" "Build option 6" "Build_7" "Build option 7" "Build_8" "Build option 8" "Build_9" "Build option 9" } } } [/code] [section=4x] 4X Strategy[/section] This is a simple 4X strategy game, where you move units on a main map, colonize territory (whether that's planets or islands or cities), and engage in combat with other empires. …

Setting Up A Stream

“Non-limited” means that the Steam account you plan to stream from must have spent at least $5 USD on the Steam store. “Limited” accounts (accounts that have not spent at least $5 USD on Steam) will not be able to create an RTMP token and will not be able to stream to a store page on Steam. [*]The account you plan to stream from must own the game it will be streaming from. …

When you start streaming during the event, your stream will appear on your store page. Note that There may be a delay up to 5 minutes before the stream is picked up on the store page once you start streaming, so you may want to begin the stream a few minutes early to account for this. …

Browsing Configurations

[docimg=browse_configs_4.png]browse_configs_4.png[/docimg] Selecting a configuration will send you into preview mode -- you haven't selected it yet, you're just looking at it: [docimg=browse_configs_5.png]browse_configs_5.png[/docimg] Selecting "APPLY CONFIGURATION" will make this your current config. [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. …

Wishlists

[introblock=Wishlists.gif] [h5]In Brief[/h5]Players can add your game to their wishlist on Steam to keep track of games they are interested in. When your game releases or goes on discount, those players automatically receive a notification. [h5]Level of integration[/h5]None required, aside from creating your store page. [/introblock] [section]Overview[/section] Once your game has a publicly visible store page listed within Steam, players may begin adding your game to their wishlist. …

Broadcast Viewership Statistics

[list] [*] [b]Broadcast Session[/b] - This is created by Steam when you first start a live stream and will continue to exist for at least 5 minutes after you stop streaming. It tracks all users logged in AND not logged in that are either currently watching the stream or have watched the stream. …

This is capturing all unique viewers across all upload sessions without an interruption longer than 5 minutes. [docimg=Snag_4cd501a.png]Snag_4cd501a.png[/docimg] The upload session will expand to show specifics for one continuous upload stream to Steam. …

Store Page Extra Asset Management

[section]Localized Image Management[/section] If you are uploading images that contain text, you can now easily manage localized version of those images all together in an image group. [docimg=b10a3f4768ef3d833c7922d6981fa5f7df4ecbe8.png]b10a3f4768ef3d833c7922d6981fa5f7df4ecbe8.png[/docimg] This gives you one single entry in your list of images and a quick menu option to edit the group. …

Action Manifest Files

[code] "Action Manifest" { "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } "1" { "path" "steam_controller_motion_controls.vdf" } } } "actions" { } "localization" { } } [/code] Supported controller type strings: [table] [tr][td]Steam Deck Controller[/td][td]controller_neptune[/td][/tr] [tr][td]Steam Controller[/td][td]controller_steamcontroller_gordon[/td][/tr] [tr][td]Xbox 360[/td][td]controller_xbox360[/td][/tr] [tr][td]Xbox One[/td][td]controller_xboxone[/td][/tr] [tr][td]Xbox One Elite Controller[/td][td]controller_xboxelite[/td][/tr] [tr][td]PlayStation 3 Controller[/td][td]controller_ps3[/td][/tr] [tr][td]PlayStation 4 Controller[/td][td]controller_ps4[/td][/tr] [tr][td]DualSense Controller[/td][td]controller_ps5[/td][/tr] [tr][td]DualSense Edge Controller[/td][td]controller_ps5_edge[/td][/tr] [tr][td]Nintendo Switch Pro Controller[/td][td]controller_switch_pro[/td][/tr] [tr][td]Nintendo Switch 2 Pro Controller[/td][td]controller_switch2_pro[/td][/tr] [tr][td]Nintendo Joy-Con (L)[/td][td]controller_switch_joycon_left[/td][/tr] [tr][td]Nintendo Joy-Con (R)[/td][td]controller_switch_joycon_right[/td][/tr] [tr][td]Nintendo Joy-Con Pair[/td][td]controller_switch_joycon_pair[/td][/tr] [tr][td]Remote Play Touch Controller[/td][td]controller_mobile_touch[/td][/tr] [tr][td]Generic Gamepads[/td][td]controller_generic[/td][/tr] [/table] [section]Setting up an Action Manifest File[/section] There are two main ways to setup your action manifest file, either starting from scratch or using an existing IGA file. …

This is an example from the Steamworks SDK: [code] "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } } } [/code] [subsection]Step 5 - Set the Steamworks settings[/subsection] To set your Steamworks settings in the partner site, navigate to the Steam Input settings. …

Suggesting default user settings for your game

Example [b]vrpreferences.json[/b]: [code=json] { "steam_frame": { "preferResolution": 2160, "preferMinRefreshRate": 90, "preferHalfFramerate": true, "preferMotionSmoothingMode": "off" } } [/code] This example file suggests: [list] [*]A default resolution of 2160x2160 [*]A default display refresh rate of 90 Hz [*]A default frame throttling to 1/2 (Frame Limit to 45 FPS) [*]A default override to disable Motion Smoothing [/list] To validate that the [b]vrpreferences.json[/b] is picked up by SteamVR, the [b]vrserver.txt[/b] log file can be searched: [code=plain] [Info] - [Settings] Loading app-provided preferences from '/home/steamos/.local/share/Steam/steamapps/common/<game folder>/vrpreferences.json' [/code] Parsing errors will be reported in this log, for example: [code=plain] [Info] - Parsing of JSON file "/home/steamos/.local/share/Steam/steamapps/common/[...]/vrpreferences.json" failed: * Line 5, Column 3 4: "preferMinRefreshRate": 120, 5: } 6: } Missing '}' or object member name Tue Jul 28 2026 11:05:56.126069 [Info] - [Settings] No or invalid application preferences settings at '/home/steamos/.local/share/Steam/steamapps/common/[...]…

Event Type: Small Update / Patch Notes

Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. [docimg=41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg]41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg[/docimg] You can always use the regular event editor to post the patch notes at a later time. …

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