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

[/callout] [b]Configuration[/b] To enable the content cache or make any changes, go to "Settings" and select "Content Cache" from the drop down menu. [docimg=settings.png]settings.png[/docimg] When a game is launched for the first time in your network, the download request will be sent to the server machine. …

Top Sellers Lists

Note: If you have multiple apps in a single package (this is uncommon), you can see in the Sales & Activations Reporting portal as to which app the sales of that package are being attributed. [subsection]Global and country-specific[/subsection] For a set of most popular countries on Steam, we generate country-specific top sellers lists as a default so the lists can pick up on regional differences in customer interests. …

We think this is the best of both worlds- DLC still contributes to the top sellers rank of your game, but if a DLC in particular is selling really well, it shows up to your player base. [b]Q: Is the top sellers chart designed to favor one business model over another?[/b] A: Nope. In fact, we’re deliberately trying to make sure that you can pick the best business model for your game without having to worry that a store design choice will penalize you. …

Matchmaking based on skill

They also set what skill level they'd like to match with. [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. …

[/olist] [section]Creating and updating a skill value for a player[/section] To set up a skill for a player, you create new stats as detailed on the Stats API page. If desired, you can set up multiple stats to track multiple skill axis. …

Mode Shifting

When released, the mode will change back to its normal mode. This allows additional buttons to be mapped or settings to be changed between modes. Valid mode shifts for the various input sources are as follows: [table] [tr][th]Input Source[/th] [th]DPad[/th] [th]Button Pad[/th] [th]Mouse[/th] [th]Mouse Joystick[/th] [th]Joystick Move[/th] [th]Joystick Mouse[/th] [th]Joystick Camera[/th] [th]Scroll Wheel[/th] [th]Touch Menu[/th] [th]Mouse Region[/th] [th]Radial Menu[/th] [th]Single Button[/th] [/tr] [tr][td]Trackpad[/td] [td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][/tr] [tr][td]DPad[/td] [td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][td]✓[/td][/tr] [tr][td]Button Pad[/td] [td]✓[/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td][/td][/tr] [tr][td]Joystick[/td] [td]✓[/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td][/td][/tr] [tr][td]Gyro[/td] [td]✓[/td][td][/td][td]✓[/td][td]✓[/td][td]✓[/td][td][/td][td]✓[/td][td][/td][td][/td][td]✓[/td][td][/td][td][/td][/tr] [tr][td]Switches[/td] [td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr] [tr][td]Triggers[/td] [td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr] [/table] Note that "switches" (Shoulder buttons, Back/Start buttons, Grip paddles) and analog triggers cannot be mode shifted. …

A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…

Suggesting default user settings for your game

SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. A user can further refine these settings in [b]VR Settings -> Video -> Per-Application Video Settings[/b]. A user can also use [b]Reset to Default[/b] to restore the default settings suggested for this game. …

Setting up your Steam Frame for development

This will allow you to [b]ssh[/b], [b]adb[/b], and [b]rdp[/b] into your headset. You will find this at [b]Steam Settings > System > Enable Developer Mode[/b]. [docimg=steamframe-devmode_1.png]steamframe-devmode_1.png[/docimg] Then on the left, scroll down to the [b]Developer[/b] section, scroll toward the bottom of that page and click [b]Set User Password[/b]. …

[section]Changing Your Device Name[/section] If you are in an office full of other Steam Frames you will want to rename your device so you don't cause network collisions. Once you are logged in you can go to [b]Steam Settings > System > Hostname[/b] and change it to whatever you like. Then anywhere in these documents you see [b]frame[/b] as a hostname, just know to change it to whatever you have set here. …

Getting Started for Developers

Not everything needs to be a distinct action set though, you can also use action set layers to handle similar modes. For example if you can drive both a car and boat in your game you may want to include one "vehicle" action set with an action set layer of "boat" or "car" on top of it. Action set layers retain any settings of the parent action set and can make understanding and editing configurations more manageable for both your development team and your users. …

Steam Frame

By maintaining full compatibility with SteamVR and OpenXR, Steam Frame provides a consistent development target across streamed PC VR content and on-device applications. Supported execution models include Windows and Linux PC titles as well as native ARM64 and Android-based APKs. [section]Quick links:[/section] [list] [*][doclink=steamhardware/steamframe/setup][/doclink] [*][doclink=steamhardware/steamframe/input][/doclink] [*][doclink=steamhardware/steamframe/loadgames][/doclink] [*][doclink=steamhardware/steamframe/compat]Steam Frame Standalone Verified[/doclink] [*][doclink=steamhardware/steamframe/apk_upload][/doclink] [*][doclink=steamhardware/steamframe/compatibility][/doclink] [*][doclink=steamhardware/steamframe/engines][/doclink] [*][doclink=steamhardware/steamframe/adb_lepton][/doclink] [*][doclink=steamhardware/steamframe/debugging][/doclink] [*][doclink=steamhardware/steamframe/vrpreferences][/doclink] [/list] To learn more about the features and technical specifications of Steam Frame, please visit the [url=https://store.steampowered.com/sale/steamframe]Steam Frame product page[/url].…

Steam Overlay

If you need the overlay enabled, you can do so by: [list] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/list] [/callout] [section=activating]Activating the overlay from your app[/section] There are a set of functions in the Steamworks API that give you direct access to triggering the game overlay. …

It needs to be a full url, e.g. http://www.steamgames.com/. [*] [api]ISteamFriends::ActivateGameOverlayToStore[/api] This function can open the game overlay to the buy DLC for the current game (see [doclink=store/application/dlc][/doclink] for more info) [*] [api]ISteamUtils::SetOverlayNotificationPosition[/api] Sets which corner of the screen you want notifications ('toasts') to appear. Default is the bottom-right corner of the screen. [*] [api]ISteamUtils::IsOverlayEnabled[/api] Returns true if the overlay is running & the user can access it. …

Steam Input Devices

[list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…

IPartnerFinancialsService Interface

[b][u]GetDetailedSales Best Practices[/u][/b] [u][b]Step 1:[/b][/u] Call GetChangedDatesForPartner to find the set of dates that have new data. Your first call will use a highwatermark value of 0 and will return every date you have ever had sales or activations on Steam. …

[/td] [/tr] [tr][td][b]highwatermark[/b][/td][td]uint64[/td][td]✔[/td][td]A unique identifier, the point at which to query data forward from. Should be set to 0 on first run.[/td][/tr] [tr][td][b]include_view_grants[/b][/td][td]bool[/td][td][/td][td]Include dates that are visible via view grants in the response[/td][/tr] [/table] Retrieves the set of dates for which financial data has changed since the given highwatermark. …

Steam Matchmaking & Lobbies

The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). …

If lobby data is changed on a lobby, all lobby members will receive a [apitype]ISteamMatchmaking::LobbyDataUpdate_t[/apitype] callback (this callback is the same way you know a [api]ISteamMatchmaking::RequestLobbyData[/api] call has completed). These are the set of functions you can use to get and set lobby data. Only the lobby owner can set or delete the lobby data. [list] [*] [api]ISteamMatchmaking::SetLobbyData[/api] [*] [api]ISteamMatchmaking::GetLobbyData[/api] [*] [api]ISteamMatchmaking::DeleteLobbyData[/api] [/list] Functions which allow you to iterate over the metadata, (this is typically only used for debugging purposes): [list] [*] [api]ISteamMatchmaking::GetLobbyDataCount[/api] [*] [api]ISteamMatchmaking::GetLobbyDataByIndex[/api] [/list] Lobbies also allow members to set their own metadata that other members can receive updates for with the following functions. …

ISteamController Interface (Deprecated)

[/td][/tr] [tr][td][b]actionSetHandle[/b][/td][td][apitype]ISteamController::ControllerActionSetHandle_t[/apitype][/td][td]The handle of the action set you want to activate.…

[/td][/tr] [tr][td][b]actionSetHandle[/b][/td][td][apitype]ISteamController::ControllerActionSetHandle_t[/apitype][/td][td]The handle of the action set you want to query.…

Microtransactions (In-Game Purchases)

Paying money to eliminate frustration is not a sustainable business model, and the marketplace is competitive enough that customers have lots of better alternatives for their time and money. [*] [h4]Build systems wherein customer purchases make your game better for other customers.…

[/h4] The Steam Workshop consists of tools that allow your customers to create content and value for one another. Customers can create models, maps, mods, or other valuable components for your game. Depending on your product and your goals, you can choose between an open or curated Workshop. …

Getting Started for Players

[section]Global Settings[/section] Before we start a game we'll need to make some basic choices and set some global settings in Big Picture mode. [subsection]Step 1: Pick a Controller[/subsection] If you're reading this, it's presumably because you want to use a certain controller with a certain game. …

" [docimg=desktop_settings.png]desktop_settings.png[/docimg] From there, select "Controller." [docimg=desktop_settings_controller.png]desktop_settings_controller.png[/docimg] From here you can change the general controller settings, as well as change three different global configurations. …

Publishers

Once the Cafe Distribution Addendum is signed, you will be able to create a Commercial package, and continue with the process of setting a price. We recommend offering the commercial license at the same price as the regular end user version. [docimg=cafe_commercial_packages.JPG]cafe_commercial_packages.JPG[/docimg] Prices will then get approved by Valve. …

[/h4] The [url=https://store.steampowered.com/steam_refunds/]refund policy[/url] is set up to closely mimic the consumer version (2 weeks/2 hours). [*][h4]Can I see if a player is in a Café?[/h4] You can make use of our webAPI ownership calls to find out if the player is accessing a license from the Café they're in and provide them with special items or content. …

Free To Play Games

[subsection]Entering pricing for in-game purchases and running discounts[/subsection] For in-game purchases, you won’t enter pricing into Steamworks—all pricing is handled on your backend when it initializes the transaction. You can set whatever pricing you think is appropriate. Every transaction is completely distinct so you can set the pricing per transaction. …

We ask that you give your customers at least one week notice before changing so that they can make an informed decision whether or not to buy a game that's intending to change its business model in the near future.…

Distributing Source Engine Games / Mods

A [b]mod[/b], short for [b]modification[/b], is an alteration or creation of files within a game that alters aspects such as gameplay, graphics, environments, models, and more. Many of Valve's first-party games come with a software development kit (SDK) to support the creation of mods. The legal guidelines for modding our games are outlined in the [url=https://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url] and within the modding tools we provide. …

[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …

Season Passes

If you'd like to include a Season Pass as part of a pre-purchase of an edition of a game, you'll still need to set up a Season Pass DLC as usual. However, as part of setting up a pre-purchase, you'll need to contact Steam to set the Season Pass DLC into pre-purchase mode. …

In this set up, customers only pay for the items they don’t already own, making it ideal for players with partial content. You can create a Complete the Set bundle as outlined in the [doclink=/store/application/bundles]Bundle Documentation[/doclink]. …

Content Survey

Ultimately how you think about that in your monetization plan is up to you, but here are ways of collecting payment. [list][*]You could consider modeling that cost into the main price of your game and not charge anything additional. [*]A granular cost of live interactions with the AI service can be handled by having the game manage the incurred costs as [url=https://partner.steamgames.com/doc/features/microtransactions]microtransactions[/url]. [*]You could offer a [url=https://partner.steamgames.com/doc/store/pricing/subscriptions]subscription [/url]to grant on-going unlimited access to the service. [*] A single purchase [url=https://partner.steamgames.com/doc/store/application/dlc]DLC [/url]could be used to unlock unlimited interactions with the Live-Generated AI service. …

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