[b]Italian:[/b] PER ATTIVARE IL GIOCO, È NECESSARIA UNA CONNESSIONE A INTERNET E UN ACCOUNT DI STEAM GRATUITO. AVVISO: il prodotto offerto è soggetto all'accettazione del contratto di sottoscrizione a Steam (“SSA”). È necessario attivare il prodotto via Internet registrando un account di Steam e accettando l'SSA. …
Steam dan logo Steam adalah merek dagang dan/atau merek dagang Valve Corporation yang terdaftar di AS dan/atau negara lain. ©2026 Valve Corporation. Steamworks dan logo Steamworks adalah merek dagang dan/atau merek dagang Valve Corporation yang terdaftar di AS dan/atau negara lain. …
[/td][/tr] [tr][td][b]maxresults[/b][/td][td]uint32[/td][td][/td][td]Maximum number of results to return in report. (Default is 1000 if no value is set) Note that the number of results returned might be less than maxresults, even when they are more results. Maximum number of results is 50000. …
Only required if [code-inline]usersession[/code-inline] in [webapi]ISteamMicroTxn/InitTxn[/webapi] was set to [b]web[/b].[/td][/tr] [/table] Retrieves details for a user's purchasing info. These details are based upon the user's Steam wallet. …
[h3]Welcome to the Steam PC Café Program[/h3] In the following documentation, you will now be able to choose between our two operational models and follow the instructions to get everything set up. If you've came here by accident and are looking for additional information about the program, please click [url=https://partner.steamgames.com/doc/sitelicense]here[/url] to get to the program's info page. …
[/list] [h4][url=https://partner.steamgames.com/doc/sitelicense/licensees/gettingstarted/licensemodelpc]Setup instructions for the PC Café model can be found here.[/url][/h4] [/list][/callout] [callout] [list] [*][u][b]VR Arcades Only - Dedicated Steam Account per VR station[/b][/u] This model allows VR arcades to create a dedicated Steam account for each station. …
[callout]To assist in evaluating performance, we've added a [doclink=steamframe/compat/perf_criteria]Performance Assessment Overlay[/doclink] to SteamVR. [/callout] [/list] [b]Input[/b] [list] [*][b]controller models[/b]: VR games that render controller models must show Frame's controllers. ([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.…
On Frame, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Frame's Linux-based OS. …
You can browse through our license catalog on the [url=https://store.steampowered.com/pccafe/]Steam PC Cafe content page[/url]. With the VR arcade model you will need to purchase game licenses with the station's individual Steam account directly - once purchased, they cannot be transferred or used by another station. …
Note that you should only use the appID for your “base” game--do not use the appID for DLC, Demos, Soundtracks, or other secondary application types. [docimg=stream3.png]stream3.png[/docimg] [*]Set Your Broadcast Permissions By default, your stream is set to “Friends Only”, which means it’s only visible by you and your friends on Steam. …
Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …
Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. …
Decide what input should trigger the action set layer, and open the binding menu, then click the action set activation icon, which is the leftmost special icon: [docimg=bind_action_set.png]bind_action_set.png[/docimg] This brings up the action set activation menu: [docimg=change_action_set.png]change_action_set.png[/docimg] In this case we want to apply a layer, not activate an action set. …
[callout=red] [b]NOTE:[/b] By default, all configurations for controller models other than the one you're currently using are hidden, but you can select "Show Other Controller Types" to force them to appear. …
[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. In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. …
It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. *[i]referring here to all compatible models, including but not limited to the DUALSHOCK 4 model[/i] [docimg=ds4_controller.png]ds4_controller.png[/docimg] The PlayStation 4 controller has all the same physical features available to XInput controllers, as well as: [list] [*] A central trackpad [*] An internal gyroscope [*] A programmable LED light bar [/list] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The PlayStation 4 controller features four standard face buttons labeled with a SQUARE, a CROSS, a TRIANGLE, and a CIRCLE. …
[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. …
Sub-inputs: [list] [*] South [*] East [*] West [*] North [/list] [section]Trigger[/section] [docimg=input_trigger.png]input_trigger.png[/docimg] An analog trigger is a single-axis input typically located on the back of the controller, and sensitive to various degrees of pulling. All four major controller models feature exactly two analog triggers. Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.[/i] [section]Gyro[/section] [docimg=input_gyro.png]input_gyro.png[/docimg] The Steam Controller, PlayStation 4 controller and the recently added PS5 (DualSense) feature internal gyroscopes which allow for motion controls, aim assist, etc. …
These files should be in the AES standard [url=https://www.sofaconventions.org/]SOFA format[/url]. [*] [b]Model occlusion of sound sources.[/b] Steam Audio can quickly model raycast occlusion of direct sound by solid objects. Steam Audio also models partial occlusion for non-point sources, and transmission of occluded sound through the occluding geometry. [*] [b]Model reflections and related environmental audio effects.[/b] Steam Audio can model how sound is reflected by solid objects. This can be used to model many kinds of environmental audio effects, including slap echoes, flutter echoes, occlusion of sound by buildings, and more. [*] [b]Model propagation of sound along multiple paths.…
any unread data on the socket will be thrown away if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect This is part of an older set of functions designed around the Berkeley TCP sockets model it's preferential that you use the P2P functions, they're more robust and these older functions will be removed eventually. …
fills out *pcubMsgSize with the size of the next message, in bytes This is part of an older set of functions designed around the Berkeley TCP sockets model it's preferential that you use the P2P functions, they're more robust and these older functions will be removed eventually. …
[docimg=2019-09-18_16-41-17.png]2019-09-18_16-41-17.png[/docimg] [subsection=sketchfab]Sketchfab[/subsection] It is possible to share awesome 3D models that the development team or that your community have created in a way that is easily explorable by your fan. We use a service called Sketchfab to host the models and to render them into the browser for people to explore. You can simply put the URL to the model directly into the event body. [code] https://sketchfab.com/models/<model id> https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb [/code] That would automatically generate a summary block about the 3D model in the event description. …
When you have your store ready to go, you can then start accepting items, setting payment rules, and selling those items. [subsection]Integration Work[/subsection] Here are some of the typical components to think about for integration of the Curated Workshop model with your game: [list] [*] [b]Accepting entries from item authors[/b] - You'll need a tool for item authors to upload their entries to your Workshop. …
There are two parts to this: [olist] [*] Beta of your game (via Steam) - The first step is to create an updated build of your game and set it as a beta in Steam. This enables Steam to deliver a separate version of your game that customers have to opt in to and can be optionally password protected. [*] Beta of your Workshop (via Group) - You can set up a group in the Steam Community and use membership in that group to gate access to the Steam Workshop. …
[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …
Launch options allow you to let users select these options in a more intuitive way. To set launch options, select "Edit Steamworks Settings" from the App Landing Page. Under "Installation", select "General.…
[section]Pricing Types[/section] Steam supports multiple business models that games use to price content, whether it be the single purchase of a full game, DLC, in-game microtransactions or recurring subscriptions. …
The following permissions are required for a specific account in order to set or adjust pricing for a product: [list][*]The Steamworks partner that you are a member of must be the partner getting paid for sales of the product. …
Steam does not contain any paid advertising, nor are advertising models supported in games distributed on Steam. There are varying interpretations for what constitutes ‘advertising’ in a game, so the examples below are meant to help guide developers as to what is and is not supported on Steam. …
[/list] [section]Not Supported[/section] [list] [*]Developers should not utilize paid advertising as a business model in their game, such as requiring players to watch or otherwise engage with advertising in order to play, or gating gameplay behind advertising. …
[h4]Business Model[/h4] Some key formats for monetization on mobile are not received very well by PC players. For instance, PC players seem less willing to put up with microtransaction configurations that hold back gameplay or progress unless you pay. We’ve seen some games that have had that kind of format on mobile switch to a premium model on PC where all the content is unlocked and unrestricted, which seems to work better. Where it makes sense, there are options on Steam to sell additional content as [doclink=store/application/dlc]DLC or expansions[/doclink] but the core game should be a full experience without requiring an additional purchase. …
[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. …
Non-game software may be accepted for distribution if it fits into one of the following categories: [list] [*] Animation & Modeling [*] Audio/Video Production [*] Design & Illustration [*] Photo Editing [*] Educational & Tutorials [*] Finance & Accounting [*] Player Tools [*] SteamVR Tools (Drivers, Overlays, Utilities) [/list] [section]Next Steps[/section] After you have completed onboarding, check out the rest of the documentation for information on managing your partner account, exploring the SDK, and setting up your first product on Steam.…