[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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.…
[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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.…
. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. …
[olist] [*]On HMD: Launch [b]Lepton Development[/b] from your Steam Library, and wait for it to finish loading. [*]On PC: [b]adb connect frame[/b] [*]On PC: Open [b]RenderDoc[/b] and in the lower left hand corner select the [b]Android 5.x [/b]device [*]On PC: [b]adb install[/b] your app [*]On PC: In [b]RenderDoc [/b]under [b]Launch Application[/b] select the executable path for your app. …
. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
Figure out what features are valuable for your goals and your customers. [*][b]Launch day is the starting line not the finish line[/b] – It's very likely that the game you launch on launch day is not the best it can be. If you're serious about making a great product, you want to continue patching and updating your game. …
[b]Early Access is not a pre-purchase[/b] Early Access is not meant to be a form of pre-purchase, but a tool to get your game in front of Steam users and gather feedback while finishing your game. Early Access titles must deliver a playable game or usable software to the customer at the time of purchase, while pre-purchase games are delivered at a future date. …
[/i] [/b]For example, there is no way you can know exactly when the game will be finished, that the game will be finished, or that planned future additions will definitely happen. Do not ask your customers to bet on the future of your game. …
This call is asynchronous, a [apitype]ISteamScreenshots::ScreenshotReady_t[/apitype] callback will be sent when the screenshot has finished writing to disk. [subsection=HookScreenshots]HookScreenshots[/subsection] [code=cpp]void HookScreenshots( bool bHook );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bHook[/b][/td][td]bool[/td][td]Enable ([b]true[/b]) or disable ([b]false[/b]) hooking?…
This call is asynchronous, the [apitype]ISteamScreenshots::ScreenshotReady_t[/apitype] callback will be sent when the screenshot has finished writing to disk. [section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. …
[subsection]Store Presence[/subsection] The Store Presence checklist consists of required items that need to be completed before you can list the store page as [url=https://partner.steamgames.com/doc/store/coming_soon]coming soon[/url] and for release. Once this checklist is finished, you'll be able to submit your store presence for review by clicking "Mark as ready for review". 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 days before you want it live to account for potential changes you'll need to make. …
For that reason, we require that you include the following information anywhere you sell Steam keys for your Early Access title: [olist][*]Display one of these Steam Early Access logos: [docimg=Logo_SteamEarlyAccess_Stacked.png]Steam Early Access[/docimg] OR [docimg=Logo_SteamEarlyAccess.png]Steam Early Access[/docimg] (download [docfile=SteamEarlyAccessLogos-All.zip]SteamEarlyAccessLogos.zip[/docfile] for all languages) [*]Include this text, clearly legible on the page: [b]This Steam Early Access game is currently not a finished game and may or may not change significantly over the course of development. To learn more about Steam Early Access, please visit http://store.steampowered.com/earlyaccessfaq/[/b] [*]Clearly describe the current state of your game. …
[section]Content Survey Sections[/section] The content survey contains three primary sections that all must be completed prior to submitting the game to the [url=https://partner.steamgames.com/doc/store/review_process]Review Process[/url] [subsection]1) General Content[/subsection] The first part of the content survey includes a range of topics that may be present in your game. Finishing this section will generate ratings for several regional rating boards that will be displayed on your storepage once the game releases. …
Some games are played in rounds that are determined by time, or by players remaining, and so that information is most useful to display. Other multiplayer games are finished once an objective is met and showing progression towards that goal can be useful. Knowing which game mode or map your player is on can also be useful in helping the player's friends make a decision on how to engage with the player. …
Max size - 128 characters[/td][/tr] [/table] [b]Example response: [/b] [code] "response": { "results": [ { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 123, "bundleid":777 "package_sale_type": "Steam", "platform": "Windows", "country_code": "AU", "base_price": "3995", "sale_price": "1995", "currency": "AUD", "gross_units_sold": 10, "gross_units_returned": -2, "gross_sales_usd": "311.7201", "gross_returns_usd": "-25.5322", "net_tax_usd": "26.0431", "primary_appid": 999, "additional_revenue_share_tier": 0, "net_units_sold": 8, "net_sales_usd": "260.1448", "combined_discount_id": 8888, "total_discount_percentage": 50 }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 456, "package_sale_type": "Steam", "platform": "Windows", "country_code": "CA", "base_price": "5999", "sale_price": "5999", "currency": "CAD", "gross_units_sold": 100, "gross_units_returned": 0, "gross_sales_usd": "4309.0101", "gross_returns_usd": "0.0000", "net_tax_usd": "517.0812", "primary_appid": 1099, "additional_revenue_share_tier": 1, "viw_grant_partnerid": "5200", "net_units_sold": 100, "net_sales_usd": "3791.9288", }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "MicroTxn", "appid": 1099, "game_item_id": 1, "country_code": "US", "currency": "USD", "gross_units_sold": 2, "gross_units_returned": 0, "gross_sales_usd": "9.9800", "gross_returns_usd": "0.0000", "net_tax_usd": "0.9980", "primary_appid": 1099, "additional_revenue_share_tier": 1, "net_units_sold": 2, "net_sales_usd": "8.9820", "avg_sale_price_usd": "4.9900" }, { "partnerid": "10500", "date": "2025/05/01", "line_item_type": "Package", "packageid": 123, "package_sale_type": "Retail", "platform": "Unknown", "country_code": "AE", "primary_appid": 999, "key_request_id": 7100, "gross_units_activated": 10 }, ], "key_request_info": [ { "key_request_id": 7100, "key_request_notes": "Keys for Key Markets", "game_code_id": 842, "game_code_description": "Retail Distribution - Middle East & North Africa", "territory_code_id": 0, "territory_code_description": "UNUSED" } ], "package_info": [ { "packageid": 123, "package_name": "Grate Expectations: Cheese Preparation Simulator - Deluxe Edition" }, { "packageid": 456, "package_name": "Grate Expectations 2: Curd Your Loins - Launch Edition" } ] "app_info": [ { "appid": 999, "app_name": "Grate Expectations: Cheese Preparation Simulator }, { "appid": 1099, "app_name": "Grate Expectations 2: Curd Your Loins" } ], "bundle_info": [ { "bundleid": 777, "bundle_name": "Grate Expectations Deluxe Bundle" }, ], "combined_discount_info": [ { "combined_discount_id": 8888, "combined_discount_name": "Bundle Discount", "total_discount_percentage": 50, "discount_ids": [11111] }, ], "game_item_info": [ { "appid": 1099, "game_item_id": 1, "game_item_description": "500 Grams of Whey", "game_item_category": "Essential Cheese Product" } ], "country_info": [ { "country_code": "AE", "country_name": "United Arab Emirates", "region": "Middle East & North Africa" }, { "country_code": "AU", "country_name": "Australia", "region": "Oceania" }, { "country_code": "CA", "country_name": "Canada", "region": "North America" }, { "country_code": "US", "country_name": "United States", "region": "North America" }, ], "max_id": "29481179373" [/code] [section=GetAppWishlistReporting]GetAppWishlistReporting[/section] [code=http]GET https://partner.steam-api.com/IPartnerFinancialsService/GetAppWishlistReporting/v001/[/code] [b]Request values[/b][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]Financial[/b] permissions.…
Sessions automatically time out when communications are idle, but you can terminate them early to free up resources, when you know you are finished. [subsection=AcceptSessionWithUser]AcceptSessionWithUser[/subsection] [code=cpp]bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote );[/code] Call this in response to a [apitype]ISteamNetworkingMessages::SteamNetworkingMessagesSessionRequest_t[/apitype] callback. …
Here's a link to the configuration we're about to build: steam://controllerconfig/433340/1360133345 And here's the finished [doclink=features/steam_controller/iga_file]IGA file[/doclink] for the configuration we'll be creating: [docfile=slime_rancher_nested_radial_menus.vdf]slime_rancher_nested_radial_menus.vdf[/docfile] And here it is in action: [docimg=slime_rancher_0.png]slime_rancher_0.png[/docimg] This radial menu is bound to the left trackpad, and lets you select various in-game options such as "Open the Slimepedia", "Toggle radar", "Open the map", etc. …
. [*]Avoid too many mid-low frequencies and consider a HPF starting around 40-80Hz. [*]Consider adding fades at the start and finish of the audio file to avoid any click or hard cut at the end of the startup video. [/list] [subsection]Preview Image Guidelines[/subsection] A 1920x1200px still image must be provided from your startup movie. …
[/td][/tr] [tr][td]void[/td][td]PlayersRefreshComplete[/td][td][/td][td]Called when the server has finished responding to the player details request (ie, you won't get anymore AddPlayerToList callbacks)[/td][/tr] [/table] [b]Returns:[/b] [apitype]ISteamMatchmaking::HServerQuery[/apitype] Handle to the outstanding server query. …
[/td][/tr] [tr][td]void[/td][td]RulesRefreshComplete[/td][td][/td][td]Called when the server has finished responding to the rule details request (ie, you won't get anymore RulesResponded callbacks).[/td][/tr] [/table] [b]Returns:[/b] [apitype]ISteamMatchmaking::HServerQuery[/apitype] Handle to the outstanding server query. …
It may be expecting a file with that name or that was the file the user previously uploaded.[/td][/tr] [/table] [subsection=HTML_FinishedRequest_t]HTML_FinishedRequest_t[/subsection] Called when a browser has finished loading a page. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface that this call was for.…
[section]Wrap Up[/section] [b]Can you give us a more specific date for when SteamOS 3 will be available?[/b] We're focused right now on finishing things up for Steam Deck's launch, so there's no solid date for that as of yet. Most likely not until after Steam Deck ships to customers though. …
. [*] When used to authenticate players within a peer-to-peer multiplayer session, each game client should verify the identity of every other game client in the multiplayer session. [*] When finished with a Session Ticket, [api]ISteamUser::CancelAuthTicket[/api] must be called for every handle returned by [api]ISteamUser::GetAuthSessionTicket[/api]. [*] When client A calls [api]ISteamUser::CancelAuthTicket[/api], client B will receive a [api]ISteamUser::ValidateAuthTicketResponse_t[/api] callback stating that client A's ticket is no longer valid. [*] When client A leaves a game with client B, if client A's call of [api]ISteamUser::CancelAuthTicket[/api] is processed before client B call's of [api]ISteamUser::EndAuthSession[/api], then client B may receive a [api]ISteamUser::ValidateAuthTicketResponse_t[/api] callback stating that the ticket was cancelled. …
. [*] A final manifest is generated for this depot version; each manifest is identified by a unique 64-bit manifest ID. [*] Once all depots have been processed, the MDS finishes this app build and assigns it a global BuildID. [*] After the build is done, there may be *.csm and *.csd files in the build ouput folder. …
Otherwise, the account doesn't need special rights, so anyone can build installer discs. [*] If you use Steam.exe, stop all other downloads. [*] Go to the console page and run the build_installer command: [code] build_installer sku_goldmaster.txt "D:\retail_disks" [/code] The build can take a while since all depots are re-downloaded the first time. [*] If you're building a GM using a local content server, run: [code-inline] @localcontentserver "webserver"[/code-inline] [code-inline] build_installer sku_goldmaster.txt "D:\retail_disks" local[/code-inline] The spew refers to 'Backup' since 'Retail install Disk' and local game backups are basically the same. [*] Once you see "Backup finished for AppID...", the install disk images are ready. You can find more details about the backup build in [code-inline]logs\backup_log.txt[/code-inline]. [*] There are new folders (Disk_1, Disk_2, and so on) in "D:\retail_disks", each not bigger than 640 MB, as specified with "disk_size_mb". …
This will let item authors start coming up with ideas and posting their items to your Workshop for evaluation by the community. We typically suggest that you ask item authors to post finished items to the Workshop. If you allow users to post incomplete work or mere concepts, then you will need to figure out what the process would be that those concepts get turned into real items, which typically becomes a difficult to scale up in any meaningful way. …