Steamworks Documentation
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Steam Deck and Steam Machine Compatibility Review

No configuration work is required for users to access all game functionality.[/td] [/tr] [tr] [td][docimg=playable_50_1.png]Playable badge[/docimg][/td] [td][b]Playable[/b][/td] [td]Your game functions on Deck/Machine, but may require manual work from the user. …

[/list] The Steam Hardware compatibility detail display for your game on Steam Deck/Machine and on Steam on Desktop will direct customers to view the post. [docimg=deck_compat_developer_post_desktop_1.png]deck_compat_developer_post_desktop_1.png[/docimg] [section]FAQ[/section] [b]What application types are eligible for compatibility review?…

ISteamCommunity Interface

[section=ReportAbuse]ReportAbuse[/section] [code=http]POST https://partner.steam-api.com/ISteamCommunity/ReportAbuse/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 publisher authentication key.…

Creating Bundles Across Multiple Developers/Publishers

So if Game A and Game B were sold together in a bundle, the sale would appear as 1 unit of Game A and 1 unit of Game B. The CSV from the Sales & Activations Reports portal will also indicate if a package sale was recorded as being sold in a bundle. …

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

If you are also using the PC Café Server as a content server cache we recommend that it has enough storage to support 1TB of content data. [*][i]Do the client machines have to be on the same network as the Steam PC Café Server?[/i] Yes, the feature will only be properly functioning if server and stations are on the same subnet. …

Adding the following command line will deactivate the auto log off within your network, when the server is active: [b]@bSiteLicenseAllowCachedClientCredentials 1[/b] [/list]…

Community and Client Icons

[section]Icon Asset Templates[/section] [table] [tr][td][b]Templates[/b][/td] [td] [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing with examples. [/td][/tr] [tr][td][b]Contents[/b][/td] [td][list] [*]Shortcut Icon [*]App Icon [/list][/td][/tr] [/table] [section=client_icon]Shortcut Icon [color=#ca5029]Required[/color][/section] [docimg=shortcut.png]shortcut.png[/docimg] [b]Usage:[/b] This icon is used when creating desktop shortcuts to launch your application. …

Adding A New Currency

[section]Free to Play and In-Game Sales[/section] You have two choices for sales made within game and we believe strongly that option #1 will be better for your game and customers. [list] [*] You can add the new currencies to your in-game pricing table and using the [webapi]ISteamMicroTxn/GetUserInfo[/webapi] Web API, know which currency a user should be charged in. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

Event Graphical Assets

[/td][/tr] [tr][td][b]Templates[/b][/td] [td][url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on event images. [/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. …

Step by Step: Stats

Please note that there is a considerable amount of overlap between stats and achievements, as such if you are integrating both be aware that a lot of calls can be consolidated. [section]Step 1 - Defining your game's Stats[/section] Stats are application specific and are setup on the [url=https://partner.steamgames.com/apps/stats/]Stats Configuration[/url] page in the Steamworks App Admin backend. …

[code=cpp] #define _STAT_ID( id,type,name ) { id, type, name, 0, 0, 0, 0 } enum EStatTypes { STAT_INT = 0, STAT_FLOAT = 1, STAT_AVGRATE = 2, }; struct Stat_t { int m_ID; EStatTypes m_eStatType; const char *m_pchStatName; int m_iValue; float m_flValue; float m_flAvgNumerator; float m_flAvgDenominator; }; [/code] Next we define a helper class that will wrap all of the Steam Stats API calls as well as creating all of the [doclink=sdk/api#callbacks]Steam callbacks[/doclink]. …

Microsoft Xbox 360 Controller

[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 Controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". …

Multiplayer

[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. …

Steam Next Fest: October 2026

. [*][b]September 28[/b] - All required items must be submitted for review by this date in order for your game to be prepared for Steam Next Fest ([i]if you haven’t completed them already for the Press Preview[/i]) [/list] [b]October 2026:[/b] [list] [*][b]October 1[/b] - This is the deadline to opt OUT of trailer permissions if you have previously opted in, to ensure your trailer will NOT be included in official marketing materials. [*][b]October 8[/b] - Press preview starts at 10am PDT. …

[/list] [section=changes]Changes from Previous Next Fests[/section] As of the October edition of 2024, there are a few changes to Next Fest: [list][*]There is no more official livestream [*]The developer livestream portion of the event has been shifted to an independent tab -- as always, livestreams are optional [*]The organization of the event is revamped from previous genre tabs, so the page may look different from before [/list] [section=eligibility]Eligibility[/section] Steam Next Fest: October 2026 is open to upcoming games that meet all of the following criteria: [list] [*]Associated with a Steamworks developer account in good standing [*]The store page must be published and public [*]Is not a prologue, chapter 1, or otherwise 'demo' version of existing content available to customers [*]Includes a publicly playable demo by the time the festival begins [*]To be released any time after the conclusion of the fest on October 26, 2026 [/list] [b]Please Note:[/b] [list] [*]Upcoming games may participate with a playable demo in Steam Next Fest, regardless of release date. [*]Titles are only allowed to participate in one Next Fest. …

Upcoming Steam Events

[doclink=marketing/upcoming_events/themed_sales/desktop_companion_2027]More info[/doclink]. [/td][/tr] [tr][td]Jan 25 Feb 1[/td][td]Shop Keeper Fest[/td] [td][url=https://partner.steamgames.com/optin/sale/shop_keep_2027]Registration details[/url][/td] [td]Games about managing a store. …

[subsection][u]2026[/u][/subsection] [subsection]Next Fest | October 19 - October 26, 2026[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_october_2026]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/2026october]View documentation[/doclink] [subsection][u]2027[/u][/subsection] [subsection]Next Fest | February 22 - March 1, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_feb_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/feb_2027]View documentation[/doclink] [subsection]Next Fest | June 14 - 21, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_june_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/june_2027]View documentation[/doclink]…

Update Visibility Rounds

[subsection]Runs for up to 30 days[/subsection] A visibility round can run for up to 30 days from the date it started or cap out at 1M impressions on the homepage, whichever comes first. [callout]If you start your round before or during one of the big seasonal sales (Spring, Summer, Autumn, Winter) your game will not have Update Round visibility during those days because the front page will be dedicated to the seasonal sale and won't have the regular update section, but those days are still counted toward the 30-day span of the round.…

IStoreService Interface

[section=GetAppList]GetAppList[/section] [code=http]GET https://partner.steam-api.com/IStoreService/GetAppList/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]Any web API key.…

Steam Error Reporting

return RealMain( lpCmdLine, hInstance, nCmdShow ); } _set_se_translator( MiniDumpFunction ); try // this try block allows the SE translator to work { return RealMain( hInstance, lpCmdLine, nCmdShow ); } catch( ... ) { return -1; } } #endif [/code] [section]Requirements[/section] The error reporting API currently only supports 32-bit applications on Windows.…

Steam Direct Fee

In addition to the Rules & Guidelines, content you publish on Steam must comply with the Steam Distribution Agreement, the [url=http://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url], [url=http://store.steampowered.com/online_conduct]Steam Online Conduct guidelines[/url] and the [url=http://store.steampowered.com/privacy_agreement/]Steam Privacy Policy[/url][/callout] [section]Recouping The Steam Direct Fee[/section] The Steam Direct Fee is not refundable, but will be recoupable in the payment made after your product has at least $1,000.00 Adjusted Gross Revenue for Steam Store or in-app purchases. The recoupment of the Steam Direct Fee will be shown as a separate line item in your monthly report. …

Wishlists

Wishlist data is updated daily for the previous date (ie. as of March 2nd, you can see all of the data up to March 1st). You can also find some past analysis of wishlist behavior written up in the Steamworks Developer Group [url=https://steamcommunity.com/groups/steamworks/announcements/detail/950630846501680764]here[/url], including averages on conversion rate from wishlist e-mails and conversions of wishlists over time. …

[h4]Q: Is there a cooldown on how often an email is sent for a particular product?[/h4] [b]A:[/b] Yes, there is a 1-2 week cooldown between wishlist emails. This can be extended during periods of high traffic (like seasonal sales). [h4]Q: Where can a user configure their e-mail preferences?…

Steam Community

If you have any questions on how to use any of these features, please contact [url=https://partner.steamgames.com/home/contact]Steamworks Support[/url]. [docimg=communityhub_header_1.JPG]communityhub_header_1.JPG[/docimg] [section]Community Hubs[/section] Every product on Steam has it's own unique hub. By default, your community hub will be set live as soon as your product's release state is set to 'Coming Soon'. …

Recurring In-Game Billing

Valid options are: "Day", "Week", "Month", "Year" [*] [b]frequency[0][/b] - Frequency (in number of days) for recurring billing. Supported values: 1 - 255 [*] [b]recurringamt[0][/b] - Amount to be billed for future recurring billing transactions. [/list] A user may only have one active billing agreement per game. …

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