Steamworks Documentation
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IGameInventory Interface

","background_color":"993300","tradable": true,"marketable": true,"commodity": true,"tags":"class:human;type:bag"}, {"appid": "30400","itemdefid":"403","type":"item","display_type":"cat","name":"Cat of Bags","description":"This cat contains multitudes."}]' "https://api.steampowered.com/IGameInventory/UpdateItemDefs/v0001?…

ISteamMicroTxn Interface

[/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.…

For example, Ukrainian Hryvnia (UAH) must be charged in increments of 100. So if you attempt to price an item at 1050 UAH, InitTxn will fail with error result k_EMicroTxnResultInvalidParam. For a full list of pricing requirements, see [doclink=store/pricing/currencies][/doclink] If you do not wish to price each transaction in the local user's currency, Steam can convert any purchase to the local user's wallet currency automatically based on current exchange rate. …

Free to Keep (100% Discount)

Unlike a [doclink=/store/freetoplay]Free to Play[/doclink] game, which is permanently free for customers to acquire, or a [doclink=/marketing/discounts/freeweekends]Free Weekend[/doclink] which grants a temporary license, a Free to Keep promotion is similar to a time-limited giveaway or a 100% discount. A Free to Keep promotion might not make sense for your game. The Free to Keep request process is similar to Free Weekends or Daily Deals: any developer can reach out to request this kind of promotion, but that request may be rejected if the game is not a good fit. …

Supported Currencies

Must be charged in increments of 100 centavos (e.g. 1000, not 1050).[/td] [/tr] [tr] [td]CRC[/td] [td]Yes[/td] [td]Costa Rican Colón, reported in céntimos. …

Must be charged in increments of 100 fēn (e.g. 1000, not 1050).[/td] [/tr] [tr] [td]UAH[/td] [td]Yes[/td] [td]Ukrainian Hryvnia, reported in kopiykas. Must be charged in increments of 100 kopiykas (e.g. 1000, not 1050).…

IPartnerFinancialsService Interface

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.…

Steam Inventory Schema

In a generator or playtimegenerator, we describe the types of the possible item to be generated, and the relative weight of each type. Note that the weights do not need to add to 100, though it may be convenient to do so. The [code-inline]bundle[/code-inline] field is expressed as a series of item recipes separated by ";". …

[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. …

Steam Inventory Item Tools

[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.…

Here's an example of an item that keeps track of kills on a rocket launcher. [code] itemdefid: 100 type: item name: Rocket Launcher itemdefid: 200 type: tag_tool name: Kill Stat Tracker tags: stat_tracker:kills tags_to_remove_on_tool_use: stat_tracker:kills [/code] Using the Steamworks API you can have the client update properties on the Rocket Launcher for the dynamic property "kills.…

Steam Inventory Item Dynamic Properties

We recommend that you only white-list properties that you are fine with an untrusted client setting (i.e. the user can spoof messages to set the value to whatever they want). Currently you can modify up to 100 items for a user in each call. This call is rate-limited on a per user basis, so you will want to batch up your modifications and send them at an appropriate time for your game. …

[/code] The description on the web would then look like: [code] This rocket launcher has been fired 100 times. [/code] Replacement tokens (i.e. strings that match this regular expression "%([a-zA-Z0-9.-_]+)%") that have no corresponding dynamic property are automatically stripped. …

steamnetworkingtypes.h

If you send data faster than this, it must /// be queued and put on the wire at a metered rate. Even sending a small amount /// of data (e.g. a few MTU, say ~3k) will require some of the data to be delayed /// a bit. /// /// In general, the estimated delay will be approximately equal to /// /// ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond /// /// plus or minus one MTU. …

Delay all outbound/inbound packets by N ms k_ESteamNetworkingConfig_FakePacketLag_Send = 4, k_ESteamNetworkingConfig_FakePacketLag_Recv = 5, /// [global float] 0-100 Percentage of packets we will add additional delay /// to (causing them to be reordered) k_ESteamNetworkingConfig_FakePacketReorder_Send = 6, k_ESteamNetworkingConfig_FakePacketReorder_Recv = 7, /// [global int32] Extra delay, in ms, to apply to reordered packets. …

Broadcast Viewership Statistics

The smaller video size will improve the overall experience for users with slower network connection. [docimg=Snag_4d100ae.png]Snag_4d100ae.png[/docimg] [subsection]Frequently Asked Questions[/subsection] [list] [*] [b]What if my game capsule is missing?…

Steam Inventory Item Tags

[code] itemdefid: 10 type: item name: Sword itemdefid: 11 type: item name: Shield itemdefid: 100 type: generator name: Generator A bundle: 101x1;102x9 tags: color:red itemdef: 101 type: generator name: Generator Legendary bundle: 10;11 tags: quality:legendary itemdef: 102 type: generator name: Generator Common bundle: 10;11 tags: quality:common [/code] Another way to assign tags would be to use the [code-inline]tag_generator[/code-inline] item definition type. …

" [code] itemdefid: 10 type: item name: Sword itemdefid: 11 type: item name: Shield itemdefid: 100 type: generator name: Generator A bundle: 10;11 tags: color:red tag_generators: 101;102 itemdefid: 101 type: tag_generator name: Tag Generator Quality tag_generator_name: quality tag_generator_values: legendary:1;common:9 itemdefid: 102 type: tag_generator name: Tag Generator FX tag_generator_name: fx tag_generator_values: flames;sparks;lasers [/code] The format for the [code-inline]tag_generators[/code-inline] field is a list of all item definition ids of the tag generators you want applied, separated by the ";" character. …

Steam Direct Fee

[section]Overview[/section] Whether you are completing the Steam Direct signup process or are already an established Steamworks developer, you can now simply pay a $100 USD (or equivalent) fee for each new app you wish to distribute on Steam. Read below for details on how it works. [section]Onboard On Steamworks[/section] When you are signing up as a Steamworks developer for the first time, you'll need to complete a set of digital paperwork. …

Sale Page Tools - Section Types

This can be pretty powerful and flexible if you need to display tables, YouTube Videos, banner images, or just blocks of text. [*][b]Tabs[/b] - If you have an event with more than 50-100 games, you probably want to split the content up into different tabs. You can use tabs to organize your page by genre, category, theme, or any other way that makes sense for the games included in your event. [*][b]Images[/b] - Add a grid or carousel of images. …

[section]Tabs[/section] [docimg=sectionType_tabs.jpg]sectionType_tabs.jpg[/docimg] If you have an event with more than 50-100 games, you probably want to split the content up into different tabs. You can use tabs to organize your page by genre, category, theme, or any other way that makes sense for the games included in your event. …

Step by Step: Achievements

#include "steam_api.h" // Defining our achievements enum EAchievements { ACH_WIN_ONE_GAME = 0, ACH_WIN_100_GAMES = 1, ACH_TRAVEL_FAR_ACCUM = 2, ACH_TRAVEL_FAR_SINGLE = 3, }; // Achievement array which will hold data about the achievements and their state Achievement_t g_Achievements[] = { _ACH_ID( ACH_WIN_ONE_GAME, "Winner" ), _ACH_ID( ACH_WIN_100_GAMES, "Champion" ), _ACH_ID( ACH_TRAVEL_FAR_ACCUM, "Interstellar" ), _ACH_ID( ACH_TRAVEL_FAR_SINGLE, "Orbiter" ), }; // Global access to Achievements object CSteamAchievements* g_SteamAchievements = NULL; ... …

if (g_SteamAchievements) g_SteamAchievements->SetAchievement("ACH_WIN_100_GAMES"); ... [/code] [b]Note:[/b] Steam will not unlock an achievement in a DLC set for a player who can't play that DLC, or an achievement in an archived set. …

Matchmaking based on skill

You'll want to set the stats as 'Increment Only' - meaning that the Steam servers enforce the skill stat can only increase, preventing a user as marking them as low skill so they can play against easy targets. The number range can be as large or small as you want; 0-100 is typical but in no way required. You'll use these skill stats when searching for or setting up a game, and then update them when a game ends. …

Reporting and Payments

[section]Payments[/section] If your products have sales for the prior month and have exceeded the minimum $100 threshold, Valve will issue payment via Electronic Funds Transfer (EFT). We send ACH payments to US based banks and USD SWIFT wires for banks located outside of the US. …

IPublishedFileModerationService Interface

[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td](Optional) Number of requests to return. Defaults to 100, maximum 1000.[/td][/tr] [/table] Gets all the pending approval requests for the given app, oldest first. Requests are returned whether or not they have been claimed by a moderator. …

Creating a retail and "Gold Master" disk

When testing on a machine which does not have Steam installed, you will need to: [list] [*] Create the directory you plan to install Steam into [*] Place a copy of the [code-inline]steam_dev.cfg[/code-inline] that points to your local content server in this new directory [*] Select your new directory when installing Steam through your gold master [/list] When you have a final version of your gold master, you should test it on computers WITH and WITHOUT Steam installed to check both install paths. Steam should show the status of your game as 100% after the installation is completed.…

IGameNotificationsService Interface

[b]Example Response:[/b] [code=xml] { "response": { [ { "sessionid": "123", "appid": "100", "title": { "token": "#TitleToken", "variables": [ { "key": "keyName", "value": "keyValue" } ] }, "time_created": "100000", // Unix time "time_updated": "200000", //Unix time "user_status": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } } [/code] [b]Calling Example:[/b] [code] { "steamid": "76561197960265729", "include_all_user_messages": "0", "include_auth_user_message": "1" } [/code] [section=GetSessionDetailsForApp]GetSessionDetailsForApp[/section] [code=http]GET https://partner.steam-api.com/IGameNotificationsService/GetSessionDetailsForApp/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.…

[b]Example Response:[/b] [code=xml] { "response": { [ { "sessionid": "12", "appid": "100", "title": { "token": "#TitleToken", "variables": [ { "key": "keyName", "value": "keyValue" } ] }, "time_created": "100000", // Unix time "time_updated": "200000", //Unix time "user_status": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } } [/code] [b]Calling Example:[/b] [code] { "sessions": [ { "sessionid": "12", "include_all_user_messages": "0" }, { "sessionid": "13", "include_all_user_messages": "0" } ] } [/code] [section=RequestNotifications]RequestNotifications[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/RequestNotifications/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.…

Stats and Achievements

The following is the list of achievements from the [doclink=sdk/api/example][/doclink]: [docimg=achievements_spacewar.png]achievements_spacewar.png[/docimg] [subsection]Special Considerations[/subsection] [list] [*]Achievement names and icons should be all-ages appropriate. [*]By default, games are limited to 100 achievements at first. Once your app reaches the threshold for [doclink=marketing/profile][/doclink], you will be able to add more achievements. …

In fact, the more the user plays the game, the less responsive that average will be. If the user has spent 100 hours playing the game, the calculated average will "lag" by about 50 hours of that. If they increase their skill, they will not see the increase in Points Per Hour that they expect. …

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