[/td][/tr] [tr][td][b]totalonly[/b][/td][td]bool[/td][td]✔[/td][td](Optional) If true, only return the total number of files that satisfy this query.[/td][/tr] [tr][td][b]ids_only[/b][/td][td]bool[/td][td]✔[/td][td](Optional) If true, only return the published file ids of files that satisfy this query.…
[table] [tr][th]Name[/th][th]Value[/th][/tr] [tr=k_PublishedFileQueryType_RankedByVote][td][b]k_PublishedFileQueryType_RankedByVote[/b][/td][td]0[/td][/tr] [tr=k_PublishedFileQueryType_RankedByPublicationDate][td][b]k_PublishedFileQueryType_RankedByPublicationDate[/b][/td][td]1[/td][/tr] [tr=k_PublishedFileQueryType_AcceptedForGameRankedByAcceptanceDate][td][b]k_PublishedFileQueryType_AcceptedForGameRankedByAcceptanceDate[/b][/td][td]2[/td][/tr] [tr=k_PublishedFileQueryType_RankedByTrend][td][b]k_PublishedFileQueryType_RankedByTrend[/b][/td][td]3[/td][/tr] [tr=k_PublishedFileQueryType_FavoritedByFriendsRankedByPublicationDate][td][b]k_PublishedFileQueryType_FavoritedByFriendsRankedByPublicationDate[/b][/td][td]4[/td][/tr] [tr=k_PublishedFileQueryType_CreatedByFriendsRankedByPublicationDate][td][b]k_PublishedFileQueryType_CreatedByFriendsRankedByPublicationDate[/b][/td][td]5[/td][/tr] [tr=k_PublishedFileQueryType_RankedByNumTimesReported][td][b]k_PublishedFileQueryType_RankedByNumTimesReported[/b][/td][td]6[/td][/tr] [tr=k_PublishedFileQueryType_CreatedByFollowedUsersRankedByPublicationDate][td][b]k_PublishedFileQueryType_CreatedByFollowedUsersRankedByPublicationDate[/b][/td][td]7[/td][/tr] [tr=k_PublishedFileQueryType_NotYetRated][td][b]k_PublishedFileQueryType_NotYetRated[/b][/td][td]8[/td][/tr] [tr=k_PublishedFileQueryType_RankedByTotalUniqueSubscriptions][td][b]k_PublishedFileQueryType_RankedByTotalUniqueSubscriptions[/b][/td][td]9[/td][/tr] [tr=k_PublishedFileQueryType_RankedByTotalVotesAsc][td][b]k_PublishedFileQueryType_RankedByTotalVotesAsc[/b][/td][td]10[/td][/tr] [tr=k_PublishedFileQueryType_RankedByVotesUp][td][b]k_PublishedFileQueryType_RankedByVotesUp[/b][/td][td]11[/td][/tr] [tr=k_PublishedFileQueryType_RankedByTextSearch][td][b]k_PublishedFileQueryType_RankedByTextSearch[/b][/td][td]12[/td][/tr] [tr=k_PublishedFileQueryType_RankedByPlaytimeTrend][td][b]k_PublishedFileQueryType_RankedByPlaytimeTrend[/b][/td][td]13[/td][/tr] [tr=k_PublishedFileQueryType_RankedByTotalPlaytime][td][b]k_PublishedFileQueryType_RankedByTotalPlaytime[/b][/td][td]14[/td][/tr] [tr=k_PublishedFileQueryType_RankedByAveragePlaytimeTrend][td][b]k_PublishedFileQueryType_RankedByAveragePlaytimeTrend[/b][/td][td]15[/td][/tr] [tr=k_PublishedFileQueryType_RankedByLifetimeAveragePlaytime][td][b]k_PublishedFileQueryType_RankedByLifetimeAveragePlaytime[/b][/td][td]16[/td][/tr] [tr=k_PublishedFileQueryType_RankedByPlaytimeSessionsTrend][td][b]k_PublishedFileQueryType_RankedByPlaytimeSessionsTrend[/b][/td][td]17[/td][/tr] [tr=k_PublishedFileQueryType_RankedByLifetimePlaytimeSessions][td][b]k_PublishedFileQueryType_RankedByLifetimePlaytimeSessions[/b][/td][td]18[/td][/tr] [tr=k_PublishedFileQueryType_RankedByInappropriateContentRating][td][b]k_PublishedFileQueryType_RankedByInappropriateContentRating[/b][/td][td]19[/td][/tr] [tr=k_PublishedFileQueryType_RankedByBanContentCheck][td][b]k_PublishedFileQueryType_RankedByBanContentCheck[/b][/td][td]20[/td][/tr] [tr=k_PublishedFileQueryType_RankedByLastUpdatedDate][td][b]k_PublishedFileQueryType_RankedByLastUpdatedDate[/b][/td][td]21[/td][/tr] [/table] [subsection=EPublishedFileInfoMatchingFileType]EPublishedFileInfoMatchingFileType[/subsection] The way that a shared file can be queried by QueryFile. …
. [*] [code-inline]punBytesProcessed[/code-inline] and [code-inline]punBytesTotal[/code-inline] can be used to provide input for a user interface control such as a progress bar to indicate progress of the upload. [*] [code-inline]punBytesTotal[/code-inline] may update during the upload process based upon the stage of the item update. …
[list] [*] [api]ISteamUGC::GetNumSubscribedItems[/api] - Gets the total number of items the current user is subscribed to for the game or application. [*] [api]ISteamUGC::GetSubscribedItems[/api] - Gets a list of all of the items the current user is subscribed to for the current game. …
For example, if your game is about managing a flower shop, the headline 'Build Beautiful Bouquets' could be positioned next to a screenshot of all the ornate flower arrangements players can make in the game. [/list] [callout=red][b]Stay Under 15MB Total File Size[/b]: To ensure your store page loads quickly, please keep the total file size of all your screenshots and GIFs below 15MB.…
. [*][b]peakGpu(MHz)[/b]: The peak GPU clock, in Megahertz. [*][b]peakPower(W)[/b]: The peak total system power, in Watts. [*][b]refresh(Hz)[/b]: The headset's refresh rate (as set by the user in the SteamVR Settings for the application). [*][b]throttle[/b]: The frame limit, either set by the user through SteamVR Settings for the application, or by SteamVR when Motion Smoothing is active. [*][b]width[/b] and [b]height[/b]: The minimum resolution of any frame submitted by the application during the period since the last sample. [/list] The top part of the CSV file also contains a summary: [list] [*][b]appId[/b] and [b]appName[/b]: The Steam application ID and application name. [*][b]totalFrames[/b]: The total number of frames submitted by the application during the recording. [*][b]reprojectedFrames[/b]: The total number of frames reprojected by the SteamVR Compositor during the recording. [*][b]framesWithDepth[/b]: The number of frames submitted by the application that included a Depth Buffer. [*][b]framesWithMotionVectors[/b]: The number of frames submitted by the application that included a Motion Vectors Buffer. [*][b]minResolution[/b] and [b]maxResolution[/b]: The absolute minimum and maximum resolutions observed during the recording. …
Because the calendar is personalized, what appears is based on what each individual player is most likely to want, not on raw popularity or total wishlist counts. If your release date is public and your game is within five weeks of launch, it may already be appearing on players' calendars. …
More wishlists increase the likelihood of appearing, but featuring is personalized for each player rather than based on total wishlist counts. [b]Q. Can someone at Valve manually add my game to the calendar?[/b] A. No. The calendar is not hand-curated. …
This indicates the platform that players have explicitly set in their Steam preferences. This will almost always be a subset of total wishlists, as not every player has selected a specific platform. You can find your own platform preferences here: https://store.steampowered.com/account/preferences/ [docimg=platformPreferences.png]platformPreferences.png[/docimg] [subsection]Definitions[/subsection] In the CSV download of the wishlist data, there is a column for "DateLocal" and "MonthCohort". …
[/td][/tr] [tr][td][b]punBytesDownloaded[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the current bytes downloaded.[/td][/tr] [tr][td][b]punBytesTotal[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total bytes. This is only valid after the download has started.…
[/td][/tr] [tr][td][b]punBytesProcessed[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the current number of bytes uploaded.[/td][/tr] [tr][td][b]punBytesTotal[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total number of bytes that will be uploaded.[/td][/tr] [/table] Gets the progress of an item update. …
[/td][/tr] [tr][td][b]max_trades[/b][/td][td]uint32[/td][td]✔[/td][td]The number of trades to return information for[/td][/tr] [tr][td][b]start_after_time[/b][/td][td]uint32[/td][td]✔[/td][td]The time of the last trade shown on the previous page of results, or the time of the first trade if navigating back[/td][/tr] [tr][td][b]start_after_tradeid[/b][/td][td]uint64[/td][td]✔[/td][td]The tradeid shown on the previous page of results, or the ID of the first trade if navigating back[/td][/tr] [tr][td][b]navigating_back[/b][/td][td]bool[/td][td]✔[/td][td]The user wants the previous page of results, so return the previous max_trades trades before the start time and ID[/td][/tr] [tr][td][b]get_descriptions[/b][/td][td]bool[/td][td]✔[/td][td]If set, the item display data for the items included in the returned trades will also be returned[/td][/tr] [tr][td][b]language[/b][/td][td]string[/td][td]✔[/td][td]The language to use when loading item display data[/td][/tr] [tr][td][b]include_failed[/b][/td][td]bool[/td][td]✔[/td][td][/td][/tr] [tr][td][b]include_total[/b][/td][td]bool[/td][td]✔[/td][td]If set, the total number of trades the account has participated in will be included in the response[/td][/tr] [/table] Gets a history of trades [section=FlushInventoryCache]FlushInventoryCache[/section] [code=http]POST https://partner.steam-api.com/IEconService/FlushInventoryCache/v1/[/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]Economy[/b] permissions.…
US revenue share is the portion of your payment that was earned on sales made in the US (the portion you will be paid is total less any withholding that is applicable). The US share is relevant to foreign partners where we need to withhold taxes based on information provided during the tax interview. …
Why doesn’t the revenue share payment match to the amount I see in my bank account?[/b] A. We pay the Total Revenue Share amount as indicated per the monthly Steam Sales Report. We don’t pass any wire fees to you but we cannot control bank fees that may be imposed on you by intermediary banks or your receiving bank. [*] [b]Q. …
Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place on the screen. …
[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The number of bytes to write to the file. Typically the total size of [code-inline]pvData[/code-inline].[/td][/tr] [/table] Creates a new file, writes the bytes to the file, and then closes the file. …
[subsection=GetQuota]GetQuota[/subsection] [code=cpp]bool GetQuota( uint64 *pnTotalBytes, uint64 *puAvailableBytes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pnTotalBytes[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total amount of bytes the user has access to.…
[/subsection] A franchise is defined as a set of two or more games that are built in the same fictional universe, gameplay style, or intellectual property. For example, "Total War" is a franchise made up of a dozen or so individual games that share a common gameplay style. "Assassin's Creed" is also a franchise made up of a number of games that share gameplay style and also share a narrative story line that runs across all the titles. …
[/td][/tr] [tr][td][b]unWide[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total width of the [code-inline]pBGRA[/code-inline] texture.[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the [code-inline]pBGRA[/code-inline] texture.…
[/td][/tr] [tr][td][b]unWide[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total width of the pBGRA texture.[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the pBGRA texture.…
This delay will offset the entire period the button is held, so if no end delay is set, the total period of time the button is held will be the same, just delayed.[/td][/tr] [tr][td]Fire End Delay[/td][td]0.0-1.0[/td][td]The activator will wait for this period of time after the button has been released before deactivating. …
The response has two fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]files[/b][/td][td]see below[/td][td]A list of file details[/td][/tr] [tr][td][b]total_files[/b][/td][td]uint32[/td][td]The total number of files the user has in Steam Cloud for your app.[/td][/tr] [/table] The files list contains this data: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]same app id[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]unique file ID[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]the file name[/td][/tr] [tr][td][b]timestamp[/b][/td][td]uint64[/td][td]epoch time when the file was last modified[/td][/tr] [tr][td][b]file_size[/b][/td][td]uint32[/td][td]size of the file in bytes[/td][/tr] [tr][td][b]url[/b][/td][td]string[/td][td]a URL which can be used to download the file[/td][/tr] [tr][td][b]steamid_creator[/b][/td][td]uint64[/td][td]SteamID of the user[/td][/tr] [tr][td][b]flags[/b][/td][td]uint32[/td][td]Steam internal use only[/td][/tr] [tr][td][b]platforms_to_sync[/b][/td][td]string[/td][td]List of platforms for which this file is valid. …
If your mod is essentially an improvement or extension of the underlying game, then we will require the ownership of this base game. However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game, then we may let it ship on Steam without additional formal dependencies. [*] [h4]Q: Why are there mods on Steam that do not follow these rules? …
[/td][/tr] [tr][td][b]m_nRank[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The overall rank of the server (0-based).[/td][/tr] [tr][td][b]m_unTotalConnects[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of clients who have ever connected to the server.[/td][/tr] [tr][td][b]m_unTotalMinutesPlayed[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of minutes ever played on the server.…
[/td][/tr] [tr][td][b]pData[/b][/td][td][apitype]steam_api::int64[/apitype] * / double *[/td][td]The variable to return the stat value into.[/td][/tr] [/table] Gets the lifetime totals for an aggregated stat. You must have called [api]ISteamUserStats::RequestGlobalStats[/api] and it needs to return successfully via its callback prior to calling this. …
[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total size [b]in bytes[/b] of the [code-inline]pData[/code-inline] array.[/td][/tr] [/table] Gets the daily history for an aggregated stat. …
[b]Q: Does the revenue for my associated game soundtrack count towards total revenue for the game for purposes of calculating revenue share?[/b] A: Yes. [section=simpledepots]Simple Soundtrack Depots[/section] While soundtracks have access to the same advanced [doclink=store/application/depots]depot[/doclink] configuration tools and settings, the average soundtrack is much simpler than the average game. …
This minimum price restriction does not apply for packages that only contain DLC apps. [*][b]For must-purchase-together bundles[/b], the total cost of the bundle must be at least $0.58 USD [/olist] [/olist] [section]Collaborative Bundles[/section] You can create bundles across multiple developers/publishers. …