Steamworks Documentation
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ISteamNetworkingSockets Interface

Returns false if passed an invalid poll group handle. [subsection=SetConnectionPollGroup]SetConnectionPollGroup[/subsection] [code=cpp]bool SetConnectionPollGroup( HSteamNetConnection hConn, HSteamNetPollGroup hPollGroup );[/code] Assign a connection to a poll group. …

Try again with a buffer of at least N bytes. [/list] [subsection=SetConnectionUserData]SetConnectionUserData[/subsection] [code=cpp]bool SetConnectionUserData( HSteamNetConnection hPeer, int64 nUserData );[/code] Set connection user data. …

Trailers

Please note that audio will be filtered down to regular stereo when we transcode the videos. [subsection]Advanced Settings[/subsection] The Advanced Settings can be used if you have trailers in multiple languages or need to restrict them to certain countries. You will not need to use the Advanced Settings if your trailer is visible to all countries and languages. You can set the language that specific trailers will show to customers that have their settings set to that language. …

Managing Applications

For example, if your game is being distributed on Steam by a publisher, then it's useful for both the publisher and the development studio to be set up with access to the game, even if payments for sales of the game will only go to one of the entities. There are a few ways to grant others access to your applications. …

[b]This method has the following advantages:[/b] [list] [*]You can explicitly set permissions for each individual user account. [*]You can control exactly which individual user accounts have access to your Application. [*]You can control exactly which packages are autogranted to the individual user accounts in the group. …

ISteamUtils Interface

You can also set the distance from the specified corner by using [api]ISteamUtils::SetOverlayNotificationInset[/api]. This position is per-game and is reset each launch. [subsection=SetVRHeadsetStreamingEnabled]SetVRHeadsetStreamingEnabled[/subsection] [code=cpp]void SetVRHeadsetStreamingEnabled( bool bEnabled );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bEnabled[/b][/td][td]bool[/td][td]Turns VR HMD Streaming on ([b]true[/b]) or off ([b]false[/b]).…

ISteamMusic Interface

[subsection=PlayPrevious]PlayPrevious[/subsection] [code=cpp]void PlayPrevious();[/code] Have the Steam Music player play the previous song. [subsection=SetVolume]SetVolume[/subsection] [code=cpp]void SetVolume( float flVolume );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]flVolume[/b][/td][td]float[/td][td]The volume percentage to set from [b]0.0[/b] to [b]1.0[/b].[/td][/tr] [/table] Sets the volume of the Steam Music player. [section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. …

IGameServersService Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]The app to use the account for[/td][/tr] [tr][td][b]memo[/b][/td][td]string[/td][td]✔[/td][td]The memo to set on the new account[/td][/tr] [/table] Creates a persistent game server account [section=SetMemo]SetMemo[/section] [code=http]POST https://api.steampowered.com/IGameServersService/SetMemo/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.[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The SteamID of the game server to set the memo on[/td][/tr] [tr][td][b]memo[/b][/td][td]string[/td][td]✔[/td][td]The memo to set on the new account[/td][/tr] [/table] This method changes the memo associated with the game server account. …

Uploading to Steam

Those methods will be used to confirm setting a build live for a released app. Additionally, if the Steam account has any security changes (email, phone number, etc), then you will need to wait 3 days before you can set a build live for a released app. …

"[/h4] Resolution: Go to [b]Internet Options[/b]->[b]Connections[/b]->[b]Lan Settings[/b] and check [b]Automatically detect settings[/b]. [h4]Running the app build results in the following error: "ERROR! Failed 'DepotBuild for scriptname.vdf' - status = 6.…

ISteamTimeline

[subsection=SetGamePhaseID]SetGamePhaseID[/subsection] [code=cpp] void SetGamePhaseID( const char *pchPhaseID) ;[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchPhaseID[/b][/td][td]const char *[/td][td]A game-provided persistent ID for a game phase. …

Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user. [subsection=SetTimelineGameMode]SetTimelineGameMode[/subsection] [code=cpp]void SetTimelineGameMode( ETimelineGameMode eMode );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eMode[/b][/td][td][apitype]ISteamTimeline::ETimelineGameMode[/apitype][/td][td]The mode that the game is in.…

How to load and run games on Steam Deck and Steam Machine

[list] [*]Make sure your Steam Deck/Machine is connected to the network, and all updates have been applied ([b]Settings > System[/b]) [*][b]On your Steam Deck/Machine[/b]: Go to Settings > System, and select [b]Enable Developer Mode[/b] under the System Settings section. Then in Settings > Developer, select [b]Pair new host [/b]under the Development Kit section [*][b]On your Dev PC:[/b] In the Devkit tool, look for your Steam Deck/Machine. …

ISteamApps Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID of game[/td][/tr] [tr][td][b]starttime[/b][/td][td]uint32[/td][td][/td][td]Start time, set as a Unix timestamp[/td][/tr] [tr][td][b]endtime[/b][/td][td]uint32[/td][td][/td][td]End time, set as a Unix timestamp[/td][/tr] [tr][td][b]continue_token[/b][/td][td]string[/td][td][/td][td]Pagination token from the previous response. …

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]*[/td][td]SteamID of the account that will confirm the build change. This parameter is required if betakey is set to public and the app is released[/td][/tr] [tr][td][b]description[/b][/td][td]string[/td][td][/td][td]optional description for this build[/td][/tr] [/table] The steamID is required when an app is released and the betakey is set to public. …

Steam Workshop

[/list] [/list] [subsection]Getting Started[/subsection] You can get started right away by setting up your curated Workshop page, adding a simple form within your game, and posting guidelines and style guide information for potential item creators. …

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. …

ISteamMatchmakingServers Interface

[/td][/tr] [tr=k_cbMaxGameServerGameDir][td][b]k_cbMaxGameServerGameDir[/b][/td][td]int[/td][td]32[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for the game server mod dir which is set with [api]ISteamGameServer::SetModDir[/api].[/td][/tr] [tr=k_cbMaxGameServerMapName][td][b]k_cbMaxGameServerMapName[/b][/td][td]int[/td][td]32[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server map names which is set with [api]ISteamGameServer::SetMapName[/api].[/td][/tr] [tr=k_cbMaxGameServerName][td][b]k_cbMaxGameServerName[/b][/td][td]int[/td][td]64[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server names which is set with [api]ISteamGameServer::SetServerName[/api].[/td][/tr] [tr=k_cbMaxGameServerTags][td][b]k_cbMaxGameServerTags[/b][/td][td]int[/td][td]128[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server tags which is set with [api]ISteamGameServer::SetGameTags[/api].…

Livestreaming

[introblock=LIvestream_2.gif] [h5]In Brief[/h5]Set up a livestream to appear on your game's store page, developer homepage or special sale landing page. [h5]Level of integration[/h5]Basic streaming of your gameplay through Steam is built in. …

[/introblock] [subsection]Table of contents[/subsection] [table] [tr][td]Live Streaming[/td][td]This page[/td][/tr] [tr][td][doclink=store/broadcast/setting_up]Setting Up A Stream[/doclink][/td][td]Requirements, setup, and configuration[/td][/tr] [tr][td][doclink=store/broadcast/demo]Streaming Demos[/doclink][/td][td]Livestreaming a game demo to your store page[/td][/tr] [tr][td][doclink=store/broadcast/stats]Stats & Reporting[/doclink][/td][td]Viewership stats from your past streams[/td][/tr] [tr][td][doclink=store/broadcast/faq]FAQ[/doclink][/td][td]Frequently Asked Questions on Steam broadcast[/td][/tr] [/table] [section]Broadcasting on Steam[/section] Steam offers a feature that allows content to be streamed to Steam client and the web store. …

Discounting

We generally suggest launch discounts around 10% to 15%, should you chose to set one. There is a limit of 40%. Launch Discounts are optional and are configured near your release date setting on your app landing page. …

See [doclink=/store/pricing]Pricing[/doclink] for more details and best practices on setting base prices. [subsection]30-Day Discount Cooldown[/subsection] A product cannot be discounted within 30 days of another discount. …

Coming Soon

[introblock=ComingSoon2.gif] [h5]In Brief[/h5]Set up a page with information about your game to start building an audience and giving players a place to learn more and add to their wishlist. [h5]Level of integration[/h5]You'll need a set of branding images, written description, and ideally a gameplay trailer. [/introblock] [section]Overview[/section] You can put up a Coming Soon page for your product well in advance of your release date. …

steam_gameserver.h

[section=Functions]Functions[/section] These are global functions which do not require an interface to set up. You can read more about these functions in [doclink=sdk/api#steam_game_servers]Steamworks API Overview - Steam Game Servers[/doclink].…

[/td][/tr] [/table] Initializes the ISteamGameServer interface object, and set server properties which may not be changed. After calling this function, you should set any additional server parameters, and then call [api]ISteamGameServer::LogOnAnonymous[/api] or [api]ISteamGameServer::LogOn[/api]. …

Steam Next Fest

[/td][/tr] [tr][td]7 days after[/td][td]Next Fest ends, and the Next Fest recap with the top demos goes live.[/td][/tr] [/table] [subsection=demo]Setting Up Your Demo[/subsection] After registration, you'll need to set up your demo on Steam. This means setting up a demo type app, which is attached to your base game on Steam. …

This is completely optional—if you do not have the experience or time to set up a livestream, it's fine to focus your energy on the demo experience and the game itself. A tutorial on [doclink=store/broadcast/setting_up]streaming to your store page[/doclink] is available. …

SteamPipe Local Content Server

From September 2026 onwards, Steam will require you to create this branch manually first (if it doesn't already exist for your app), and will require it to be password-protected. [section]Setting Up Local Content Server[/section] First choose a simple, but high performance web server that only needs to serve static files. …

Find your local build in the list of current builds and select Local from the dropdown next to the desired local build, then click 'Preview Change'. [docimg=setLCSLive.png]setLCSLive.png[/docimg] [section]Configuring Steam Client To Use Your Local Content Server[/section] For the Steam client to know where to look for your game, you'll need to create a file, [code-inline]steam_dev.cfg[/code-inline] in the same directory that contains steam.exe. …

ISteamUserStats Interface

[b]See Also:[/b] [api]ISteamUserStats::ClearAchievement[/api], [api]ISteamUserStats::GetAchievementAndUnlockTime[/api], [api]ISteamUserStats::GetAchievement[/api], [api]ISteamUserStats::SetAchievement[/api] [subsection=SetAchievement]SetAchievement[/subsection] [code=cpp]bool SetAchievement( const char *pchName );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchName[/b][/td][td]const char *[/td][td]The 'API Name' of the Achievement to unlock.…

[/list] [b]See Also:[/b] [api]ISteamUserStats::StoreStats[/api], [api]ISteamUserStats::ResetAllStats[/api], [api]ISteamUserStats::GetAchievementAndUnlockTime[/api], [api]ISteamUserStats::GetAchievement[/api] [subsection=SetStat]SetStat[/subsection] [code=cpp]bool SetStat( const char *pchName, int32 nData ); bool SetStat( const char *pchName, float fData );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchName[/b][/td][td]const char *[/td][td]The 'API Name' of the stat. …

Sale Page Tools - Minimum Requirements

For sale landing pages, there is a robust set of tools that provide a lot of power and customization. Described here are the minimum set of requirements for a basic page. << [doclink=marketing/event_tools/sales/tools]Back to full sale page tools[/doclink] >> [doclink=store/assets]Go to full graphical asset list [/doclink] Sales page Events are made up of two parts: [olist] [*][b]The announcement[/b] - This is the part of the event that shows up as 'news' on your group's page and in the News Hub for any users that follow your group or developer homepage. [*][b]The landing page[/b] - The sale event page itself that features the games, broadcasts, and/or events that you configure. …

This will be posted within your publisher/developer homepage when you hit 'publish' [/list] [section]Required Artwork and Banners[/section] Download the full set of Photoshop templates here: [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=sb1voje6&dl=0] CURRENT TEMPLATES[/url] The minimum required banners and artwork are these two: [list] [*][b]Event Cover Image[/b] - This is the image that appears when your page is shared on social media and in lists on Steam [*][b]Store Sale Page Background[/b] - The image that appears at the top and background of your sale page. …

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