Steamworks Documentation
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Steam Community Items

This badge should have a special treatment worthy of the foil cards: silver, platinum, shine, sparkle, etc. Badges are usually displayed on #1B1B1B colored backgrounds. For each badge (Level 1-5 and Foil), please provide the following images: [list] [*]80x80px PNGs with a transparent background (shadow may be included). [*]Unique title for each badge [/list] [docimg=badge1.png]badge1.png[/docimg] [docimg=bg3.png]bg3.png[/docimg] [subsection=emoticons]Emoticons[/subsection] Crafting a badge also grants a single custom emoticon which can be used in chat on Steam, or traded on the Steam Marketplace. …

No other characters are permitted. [/list] [docimg=emoticon1.png]emoticon1.png[/docimg] [subsection=backgrounds]Profile Backgrounds[/subsection] Crafting a badge also grants 1 profile background for that game. …

Input Source Modes

[/td][td]See [doclink=features/steam_controller/mode_shifting]Mode Shifting[/doclink][/td][/tr] [tr][td][b]Deadzone[/b][/td][td]0.0-1.0[/td][td]If translating from an analog input, the radius of the central region to ignore. 0.0 is nothing, 1.0 is the entire surface.…

It's the next best option to the real thing for providing an emulated 1:1 response. [callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. …

Sony PlayStation 4 Controller

[docimg=ds4_controller_share_options.png]ds4_controller_share_options.png[/docimg] [callout=green,fixed][b]NOTE[/b]: SHARE and OPTIONS correspond to SELECT and START on previous PlayStation Controller models.[/callout] [subsection=L1R1]L1 and R1 (Shoulder buttons)[/subsection] [b]Digital[/b] The shoulder buttons are pretty standard. [docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 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". …

Unity

[url=https://docs.unity3d.com/6000.3/Documentation/Manual/xr-multiview-render-regions.html]Unity documentation[/url] [i]Requirements: Unity 6.1+, Unity OpenXR Plugin 1.14.1+, Vulkan, Multiview[/i] [*][b]Valve Utils: Lepton Validation[/b] - This feature checks through your Unity project and lets you know if there are things setup that will cause the build to fail to run locally on Lepton (Steam Frame's Android translation layer). [i]Requirements: Unity OpenXR Plugin v1.9.1+[/i] [*][b]Valve Utils: Refresh Rate[/b] - This feature lets you query and request refresh rates on the headset via the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_display_refresh_rate]XR_FB_display_refresh_rate[/url] OpenXR extension. …

Creating and using InstallScripts

[code] "Net32" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\32bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "0" } } "Net64" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\64bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "1" } } [/code] [b]OS Type Example[/b] This example will only run on Windows XP [code] "Controller" { "Process 1" "%INSTALLDIR%\\redist\\WinXPInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "OSType" "Windows XP" } } [/code] [section=environment_variables]Environment Variables[/section] Environment variables are supported in an install script. …

[code] "InstallScript" { "Run Process On Uninstall" { "Process_name" { "Process 1" "process.exe" "Command 1" "/command" } } } [/code] [section=FAQ]Frequently Asked Questions[/section] [b]Q. …

Steam Inventory Item Tools

[code] SteamItemInstanceID_t inputItems[2] = { unPaintCanItemDefID, unHatItemDefID }; uint32 inputQuantities[2] = { 1, 1 }; SteamItemDef_t outputItems[1] = { unHatItemDefID }; uint32 outputQuantity[1] = { 1 }; SteamInventoryResult_t resultHandle; SteamInventory()->ExchangeItems( &resultHandle, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 ); [/code] If you wanted to have a tool that just removed a tag, you can define something like this "Paint Stripper.…

[code] itemdefid: 500 type: tag_generator name: Tag Generator Paint tag_generator_name: paint_color tag_generator_values: red:33;blue:33;green:33;gold:1 itemdefid: 100 type: tag_tool name: Random Paint Can tag_generators: 500 tags_to_remove_on_tool_use: paint_color [/code] Then when a user applies the "Random Paint Can" tool to their "Hat" using the [api]ISteamInventory::ExchangeItems[/api] call, they have a 33% chance to get either "red," "green," or "blue" and a 1% chance to get "gold.…

IGameServersService Interface

[section=GetAccountList]GetAccountList[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetAccountList/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 user authentication key.…

[section=ResetLoginToken]ResetLoginToken[/section] [code=http]POST https://api.steampowered.com/IGameServersService/ResetLoginToken/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 user authentication key.…

Action Set Layers

[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. …

[docimg=action_set_layers_scope.png]action_set_layers_scope.png[/docimg] [code=cpp] void useScope(bool entering) { if(entering) { SteamInput()->ActivateActionSetLayer( controllerHandle1, scopeHandle ); //apply the scoped-in layer when you scope in } else { SteamInput()->DeactivateActionSetLayer( controllerHandle1, scopeHandle ); //remove the scoped-in layer when you lower the scope } } [/code] Here's how all the layers combine. …

Steam Inventory Schema

Each recipe consists of an itemdef ID, optionally followed by an "x" separator and a desired (integer) quantity. If quantity is not supplied explicitly, "1" is used as a default. [h4]Bundle format[/h4] [code] bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , [ "x" , quantity ] [/code] [h4]Bundle examples[/h4] [list] [*] Grant one each of itemdef 201, itemdef 202, itemdef 203: [code] type: bundle bundle: 201;202;203[/code] [*] Grant one instance with itemdef 101 and five instances of itemdef 102: [code] type: bundle bundle: 101x1;102x5[/code] [*] Random 90% chance of itemdef 501, 9% chance of itemdef 502, 1% chance of item 503: [code] type: generator bundle: 501x90;502x9;503x1[/code] [*] 90% chance of a common item; 10% chance of a special item. …

[h4]Price Examples[/h4] [list] [*] [code-inline]price_category: 1;VLV100[/code-inline] Preset price category using the Valve-maintained pricing table. [*] [code-inline]price: 1;USD100[/code-inline] ($1.00 in US Dollars) [*] [code-inline]price: 1;USD100,EUR080[/code-inline] ($1.00 in US Dollars or 0.80 in Euro) [*] [code-inline]price: 1;USD100,EUR080;20130607T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 on when the price is reduced to $0.50 / 0.40) [*] [code-inline]price: 1;USD100,EUR080;20130609T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 until 6/9/13 when the price is reduced to $0.50 / 0.40) [/list] [subsection=SellingBundles]Selling Bundles[/subsection] Bundled items can be listed for sale in the Item Store. …

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. [subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

Store Page Accolades

(You can localize the quote in other languages) [b]Some guidelines:[/b] [list][*]Reviews should be accurate and you should have permission to post them [*]Quotes should be relatively short (Ideally 1 or 2 short sentences) [*]Quotes should be localized where possible [docimg=reviewexamples.png]reviewexamples.png[/docimg] [/list] [b]Visibility on Steam[/b] Reviews appear directly below the "Recent Events and Announcements" section and above the "About this game" section. …

You can configure the information using BBCode similar to your game description [docimg=awardinput.png]awardinput.png[/docimg] [b]Some guidelines:[/b] [list][*]Awards should be accurate. [*]Include the most important awards. Usually 1-5 awards is enough. Any more makes it confusing for users. The Awards section is collapsed as a default and can be expanded by the user. [*]Awards should be localized where possible[/list] [b]Visibility on Steam[/b] Awards appear directly below the Share and Embed section on the right hand side of your Steam page [docimg=awardlocation_1.PNG]awardlocation_1.PNG[/docimg] …

Steam Frame Input

It also allows users to play non-VR content on the headset without a separate device. [docimg=steamframe-controllers_1.png]steamframe-controllers_1.png[/docimg] [subsection]VR Compatibility[/subsection] While you will always get a better user experience by tailoring your title to the Frame Controllers specifically, our controller compatibility modes have become quite robust. SteamVR will always use a Frame Controller binding by default but in the case one is not available it will first look for a [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller]OpenXR Generic Controller[/url] binding, then an [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-oculus-touch-controller-profile]Oculus Touch[/url] binding, and remap those to the Frame Controller layout. …

Debugging the Steamworks API

. [*] [b]log_callbacks <first callbackID> <last callbackID>[/b] - Logs all callbacks to the console. [*] [b]log_matchmaking_callbacks <0|1>[/b] - Enables/disables logging matchmaking callbacks. [*] [b]log_ipc <counts|verbose> <filter>[/b] - See [doclink=#steamworks_api_logging][/doclink]. …

The command takes a filter param, which can be the interface you are interested in monitoring or the name of the process. Note that the names provided do not always match 1:1 with the ISteam* version, but are usually very close. Specifying "counts" or "verbose" is optional, defaulting to counts. …

In-Game Actions File

You do this by adding the value [code-inline]"os_mouse"[/code-inline] and assign it a value of 1. Here's an example: [code] "StickPadGyro" { "Mouse" { "title" "#Action_Mouse" "input_mode" "absolute_mouse" "os_mouse" "1" } } [/code] [b]AnalogTrigger Actions[/b] AnalogTrigger actions are 1-D analog actions which can be bound on triggers. …

These can be added to the action block with the following format: [code] "In Game Actions" { "major_revision" "1" "minor_revision" "1" "major_revision_affects_xinput" "0" "major_revision_affects_mousekb" "0" "actions" { ... …

Steam Remote Play

Select the branch that you want to use for testing, then save and publish your changes. [docimg=RemotePlayTogetherPartnerConfiguration_1.png]RemotePlayTogetherPartnerConfiguration_1.png[/docimg] [*] If your game is unreleased, send a CD-key to the users you would like to invite for testing. …

For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? …

ISteamController Interface (Deprecated)

[/td][/tr] [tr][td][b]usDurationMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pulse, in microseconds (1/1,000,000th of a second).[/td][/tr] [tr][td][b]usOffMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pause between pulses, in microseconds.…

New configurations will need to be made for every controller when updating the Major revision. [b]Example Code:[/b] [code=cpp] int nMinor = -1; int nMinor = -1; const int nCurrentMajorRevision = 1; const int nCurrentMinorRevision = 1; if ( GetControllerBindingRevision( controllerHandle, &nMajor, &nMinor ) ) { if ( nMinorRevision !…

IPlayerService Interface

[section=GetRecentlyPlayedGames]GetRecentlyPlayedGames[/section] [code=http]GET https://partner.steam-api.com/IPlayerService/GetRecentlyPlayedGames/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 user authentication key.…

[section=GetSteamLevel]GetSteamLevel[/section] [code=http]GET https:/partner.steam-api.com/IPlayerService/GetSteamLevel/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 user authentication key.…

ISteamRemoteStorage Interface

[section=EnumerateUserSubscribedFiles]EnumerateUserSubscribedFiles[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/EnumerateUserSubscribedFiles/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.…

[section=SubscribePublishedFile]SubscribePublishedFile[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SubscribePublishedFile/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.…

How to load and run games on Steam Frame

Go to the [b]Devkits[/b] tab and click [b]Register[/b] next to the entry for your frame. [docimg=steamframe-register_1.png]steamframe-register_1.png[/docimg] Confirm pairing on the headset and you're ready to deploy! [section]Deploying with the SteamOS DevKit Client[/section] Launch the SteamOS DevKit Client from Steam. …

[code-inline]ENABLE_FOO=1 %command%[/code-inline]).…

Graphical Asset Rules

[docimg=OkayCapsuleUsage]OkayCapsuleUsage[/docimg] [section]Not Allowed Example[/section] See rules above for details. [docimg=notallowed_1.png]notallowed_1.png[/docimg] [section]Store Page Accolades[/section] We understand that developers want to communicate with their players about the quality of their games, and Steam already has spaces on game store pages to present most of this information. …

You can check out our [doclink=store/accolades]Store Page Accolades documentation[/doclink] for details. [section]Rules Effective Sept 1, 2022[/section] As a reminder, these [b]new rules go into effect Sept 1, 2022[/b] and we ask that all game developers review their graphical assets and make any changes to bring them inline with these new rules. …

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