Steamworks Documentation
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ISteamUser Interface

See [webapi]IPlayerService[/webapi] for additional methods. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=CheckAppOwnership]CheckAppOwnership[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/CheckAppOwnership/v4/[/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.…

As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! [section=GetAppPriceInfo]GetAppPriceInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetAppPriceInfo/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.…

Steam Input Gamepad Emulation - Best Practices

This API will also return other non-gamepad devices and doesn't have a reliable index to directly map from Steam Input functions. Instead you can get this info by querying RIDI_DEVICENAME string from GetRawInputDeviceInfo() which is encoded with the USB VID/PID of real device, gamepad index, and Steam Input handle with the following format: \\.…

device_count)) { return; /* oh well. */ } devices = (PRAWINPUTDEVICELIST)malloc(sizeof(RAWINPUTDEVICELIST) * device_count); if (devices == NULL) { return; } if (GetRawInputDeviceList(devices, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) { free(devices); return; /* oh well. */ } for (i = 0; i < device_count; i++) { RID_DEVICE_INFO rdi; char devName[MAX_PATH]; UINT rdiSize = sizeof(rdi); UINT nameSize = MAX_PATH; rdi.cbSize = sizeof(rdi); if ( devices[i].dwType == RIM_TYPEHID && GetRawInputDeviceInfoA( devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize ) !…

Virtual Reality

This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam. [table] [tr][td][doclink=features/steamvr/info]Overview[/doclink][/td] [td]Overview of SteamVR.[/td] [/tr] [tr][td][doclink=features/steamvr/settings][/doclink][/td] [td]Explains launch options and Steamworks settings for distributing Virtual Reality applications on Steam.…

IBroadcastService Interface

[b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=PostGameDataFrame]PostGameDataFrame[/section] [code=http]POST https://partner.steam-api.com/IBroadcastService/PostGameDataFrame/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.…

Steam Timelines

Default set of icons: [no_glow] [table] [tr] [th]Icon[/th][th]Name[/th][th]Description[/th] [/tr] [tr] [td][docimg=marker_2.png][/docimg][/td][td]steam_marker[/td][td]Marker[/td] [/tr] [tr] [td][docimg=achievment_1.png][/docimg][/td][td]steam_achievement[/td][td]Achievement[/td] [/tr] [tr] [td][docimg=attack_1.png][/docimg][/td][td]steam_attack[/td][td]Attack[/td] [/tr] [tr] [td][docimg=bolt_1.png][/docimg][/td][td]steam_bolt[/td][td]Bolt[/td] [/tr] [tr] [td][docimg=bookmark_1.png][/docimg][/td][td]steam_bookmark[/td][td]Bookmark[/td] [/tr] [tr] [td][docimg=bug.png][/docimg][/td][td]steam_bug[/td][td]Bug[/td] [/tr] [tr] [td][docimg=cart.png][/docimg][/td][td]steam_cart[/td][td]Cart[/td] [/tr] [tr] [td][docimg=caution.png][/docimg][/td][td]steam_caution[/td][td]Caution[/td] [/tr] [tr] [td][docimg=chat.png][/docimg][/td][td]steam_chat[/td][td]Chat[/td] [/tr] [tr] [td][docimg=checkmark.png][/docimg][/td][td]steam_checkmark[/td][td]Checkmark[/td] [/tr] [tr] [td][docimg=chest.png][/docimg][/td][td]steam_chest[/td][td]Chest[/td] [/tr] [tr] [td][docimg=circle.png][/docimg][/td][td]steam_circle[/td][td]Circle[/td] [/tr] [tr] [td][docimg=combat.png][/docimg][/td][td]steam_combat[/td][td]Combat[/td] [/tr] [tr] [td][docimg=completed.png][/docimg][/td][td]steam_completed[/td][td]Completed[/td] [/tr] [tr] [td][docimg=crown.png][/docimg][/td][td]steam_crown[/td][td]Crown[/td] [/tr] [tr] [td][docimg=death.png][/docimg][/td][td]steam_death[/td][td]Death[/td] [/tr] [tr] [td][docimg=defend.png][/docimg][/td][td]steam_defend[/td][td]Defend[/td] [/tr] [tr] [td][docimg=diamond.png][/docimg][/td][td]steam_diamond[/td][td]Diamond[/td] [/tr] [tr] [td][docimg=edit.png][/docimg][/td][td]steam_edit[/td][td]Edit[/td] [/tr] [tr] [td][docimg=effect.png][/docimg][/td][td]steam_effect[/td][td]Effect[/td] [/tr] [tr] [td][docimg=explosion.png][/docimg][/td][td]steam_explosion[/td][td]Explosion[/td] [/tr] [tr] [td][docimg=fix.png][/docimg][/td][td]steam_fix[/td][td]Fix[/td] [/tr] [tr] [td][docimg=flag.png][/docimg][/td][td]steam_flag[/td][td]Flag[/td] [/tr] [tr] [td][docimg=gem.png][/docimg][/td][td]steam_gem[/td][td]Gem[/td] [/tr] [tr] [td][docimg=group.png][/docimg][/td][td]steam_group[/td][td]Group[/td] [/tr] [tr] [td][docimg=heart.png][/docimg][/td][td]steam_heart[/td][td]Heart[/td] [/tr] [tr] [td][docimg=info.png][/docimg][/td][td]steam_info[/td][td]Info[/td] [/tr] [tr] [td][docimg=invalid.png][/docimg][/td][td]steam_invalid[/td][td]Invalid[/td] [/tr] [tr] [td][docimg=minus.png][/docimg][/td][td]steam_minus[/td][td]Minus[/td] [/tr] [tr] [td][docimg=pair.png][/docimg][/td][td]steam_pair[/td][td]Pair[/td] [/tr] [tr] [td][docimg=person.png][/docimg][/td][td]steam_person[/td][td]Person[/td] [/tr] [tr] [td][docimg=plus.png][/docimg][/td][td]steam_plus[/td][td]Plus[/td] [/tr] [tr] [td][docimg=purchase.png][/docimg][/td][td]steam_purchase[/td][td]Purchase[/td] [/tr] [tr] [td][docimg=question.png][/docimg][/td][td]steam_question[/td][td]Question[/td] [/tr] [tr] [td][docimg=ribbon.png][/docimg][/td][td]steam_ribbon[/td][td]Ribbon[/td] [/tr] [tr] [td][docimg=screenshot.png][/docimg][/td][td]steam_screenshot[/td][td]Screenshot[/td] [/tr] [tr] [td][docimg=scroll.png][/docimg][/td][td]steam_scroll[/td][td]Scroll[/td] [/tr] [tr] [td][docimg=square.png][/docimg][/td][td]steam_square[/td][td]Square[/td] [/tr] [tr] [td][docimg=star.png][/docimg][/td][td]steam_star[/td][td]Star[/td] [/tr] [tr] [td][docimg=starburst.png][/docimg][/td][td]steam_starburst[/td][td]Starburst[/td] [/tr] [tr] [td][docimg=timer.png][/docimg][/td][td]steam_timer[/td][td]Timer[/td] [/tr] [tr] [td][docimg=transfer.png][/docimg][/td][td]steam_transfer[/td][td]Transfer[/td] [/tr] [tr] [td][docimg=triangle.png][/docimg][/td][td]steam_triangle[/td][td]Triangle[/td] [/tr] [tr] [td][docimg=trophy.png][/docimg][/td][td]steam_trophy[/td][td]Trophy[/td] [/tr] [tr] [td][docimg=view.png][/docimg][/td][td]steam_view[/td][td]View[/td] [/tr] [tr] [td][docimg=x.png][/docimg][/td][td]steam_x[/td][td]X[/td] [/tr] [/table] [/no_glow] [section=example]Example Code[/section] Below is a code sample for integrating Steam Timeline with Left 4 Dead. …

Steam Overlay

. [*] [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. …

To diagnose overlay crashes with DirectX for example, try to determine how D3D got into a bad state by using the d3d debug runtime with all (info/warning/error/notice) level spew turned on. It might give some hints to orphaned d3d resources. If you don’t find anything that way there may be a more general memory corruption issue. …

Debugging the Steamworks API

This is required if you are wanting to use [api]ISteamUtils::SetWarningMessageHook[/api]! [*] [b]-lognetapi[/b] - Logs all P2P networking info to [code-inline]log/netapi_log.txt[/code-inline]. [*] [b]-log_voice[/b] - Writes voice chat data to the [code-inline]logs/voice_log.txt[/code-inline] file [*] [b]-installer_test[/b] - Changes installing a retail game to emit all files to the [code-inline]install_validate/[/code-inline] folder instead of to the steam cache. …

[list] [*] [b]find <string>[/b] - Lets you find other useful commands [*] [b]set_spew_level[/b] - Enables you to set a higher level of output in the steam console as well as log files. ex: "set_spew_level 4 4" - provides the most verbose logging and is very useful for troubleshooting problems [*] [b]app_info_print <AppID>[/b] - Displays all of the information the Steam servers provide about the game. [*] [b]enable/disable_license <PackageID>[/b] - This allows testing of app ownership, typically DLC. [*] [b]testappcloudpaths <AppID>[/b] - Allows testing of auto-cloud configuration before enabling auto-cloud for all customers. …

ISteamGameServerStats Interface

Interface to get and interact with game server stats. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetGameServerPlayerStatsForGame]GetGameServerPlayerStatsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamGameServerStats/GetGameServerPlayerStatsForGame/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.…

Steam Workshop Implementation Guide

[/list] [/list] [h4]Retrieving information about the local copy of the Workshop Item[/h4] [list] [*] [api]ISteamUGC::GetItemInstallInfo[/api] - Gets info about currently installed content on the disc for workshop items that have [apitype]ISteamUGC::k_EItemStateInstalled[/apitype] set. …

Then call [api]ISteamUGC::DownloadItem[/api] to retrieve a temporary copy of the workshop item. [*] A call can then be made to [api]ISteamUGC::GetItemInstallInfo[/api] to retrieve information to locate and use the workshop item. [*] See the [b]Item Installation[/b] section above for more information on these API methods. …

ISteamCommunity Interface

Provides restricted access to Steam Community features. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=ReportAbuse]ReportAbuse[/section] [code=http]POST https://partner.steam-api.com/ISteamCommunity/ReportAbuse/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.…

ISteamNetworkingUtils Interface

(See [api]steamdatagramrelay[/api]) [subsection=GetLocalPingLocation]GetLocalPingLocation[/subsection] [code=cpp]float GetLocalPingLocation( SteamNetworkPingLocation_t &result );[/code] Return location info for the current host. Returns the approximate age of the data, in seconds, or -1 if no data is available. It takes a few seconds to initialize access to the relay network. …

[/list] [subsection=char]char[/subsection] [code=cpp]const char *GetConfigValueInfo( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigDataType *pOutDataType, ESteamNetworkingConfigScope *pOutScope );[/code] Get info about a configuration value. …

Adding A New Currency

[list] [*] You can add the new currencies to your in-game pricing table and using the [webapi]ISteamMicroTxn/GetUserInfo[/webapi] Web API, know which currency a user should be charged in. We highly recommend using this method, because our data shows that customers enjoy and find it easier to shop in their own local currency. …

ISiteLicenseService Interface

[/td][/tr] [/table] [code-inline]game_names[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID number of entry; referenced in site info below[/td][/tr] [tr][td][b]name[/b][/td][td]string[/td][td]Game name[/td][/tr] [/table] [code-inline]sites[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td]64-bit SiteID of the site[/td][/tr] [tr][td][b]site_name[/b][/td][td]string[/td][td]Site name you have assigned to the site[/td][/tr] [tr][td][b]clients[/b][/td][td]see below[/td][td]list of active clients at the site[/td][/tr] [/table] [code-inline]clients[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ip_address[/b][/td][td]string[/td][td]IP address of client computer[/td][/tr] [tr][td][b]hostname[/b][/td][td]string[/td][td]machine name of client computer[/td][/tr] [tr][td][b]games[/b][/td][td]see below[/td][td]list of active game sessions on the client computer[/td][/tr] [/table] [code-inline]games[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID of game in the [code-inline]game_names[/code-inline] section of the response[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]time this game session started (RFC 3339 UTC format)[/td][/tr] [tr][td][b]license_type[/b][/td][td]string[/td][td]see below[/td][/tr] [/table] [code-inline]license_type[/code-inline] may have one of the following values: [table] [tr][th]Value[/th][th]Description[/th][/tr] [tr][td][b]user[/b][/td][td]The user owns a license for the game[/td][/tr] [tr][td][b]commercial[/b][/td][td]The user is playing via a paid commercial license applied to the site[/td][/tr] [tr][td][b]free[/b][/td][td]The user is playing via a free commercial license applied to the site[/td][/tr] [/table] [section=GetTotalPlaytime]GetTotalPlaytime[/section] [code=http]GET https://api.steampowered.com/ISiteLicenseService/GetTotalPlaytime/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[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]✔[/td][td]Report activity starting on or after this time. …

[/td][/tr] [/table] [code-inline]game_names[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID number of entry; referenced in site info below[/td][/tr] [tr][td][b]name[/b][/td][td]string[/td][td]Game name[/td][/tr] [/table] [code-inline]sites[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td]64-bit SiteID of the site[/td][/tr] [tr][td][b]site_name[/b][/td][td]string[/td][td]Site name you have assigned to the site[/td][/tr] [tr][td][b]games[/b][/td][td]see below[/td][td]list of all game titles played[/td][/tr] [/table] [code-inline]games[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID of game in the [code-inline]game_names[/code-inline] section of the response[/td][/tr] [tr][td][b]license_type[/b][/td][td]string[/td][td]Playtime is divided up for each game by the type of license used. …

IPublishedFileService Interface

[b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=Delete]Delete[/section] [code=http]GET https://api.steampowered.com/IPublishedFileService/Delete/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]required_flags[/b][/td][td]string[/td][td]✔[/td][td]Required flags that must be set on any returned items[/td][/tr] [tr][td][b]omitted_flags[/b][/td][td]string[/td][td]✔[/td][td]Flags that must not be set on any returned items[/td][/tr] [tr][td][b]search_text[/b][/td][td]string[/td][td]✔[/td][td]Text to match in the item's title or description[/td][/tr] [tr][td][b]filetype[/b][/td][td]uint32[/td][td]✔[/td][td][webapi]IPublishedFileService#EPublishedFileInfoMatchingFileType[/webapi][/td][/tr] [tr][td][b]child_publishedfileid[/b][/td][td]uint64[/td][td]✔[/td][td]Find all items that reference the given item.…

ISteamNetworking Interface

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. [b]Returns:[/b] bool [subsection=GetListenSocketInfo]GetListenSocketInfo[/subsection] [code=cpp]bool GetListenSocketInfo( SNetListenSocket_t hListenSocket, uint32 *pnIP, uint16 *pnPort );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hListenSocket[/b][/td][td][apitype]ISteamNetworking::SNetListenSocket_t[/apitype][/td][td][/td][/tr] [tr][td][b]pnIP[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]pnPort[/b][/td][td][apitype]steam_api::uint16[/apitype] *[/td][td][/td][/tr] [/table] Returns which local port the listen socket is bound to. …

[b]Returns:[/b] [apitype]ISteamNetworking::ESNetSocketConnectionType[/apitype] [subsection=GetSocketInfo]GetSocketInfo[/subsection] [code=cpp]bool GetSocketInfo( SNetSocket_t hSocket, CSteamID *pSteamIDRemote, int *peSocketStatus, uint32 *punIPRemote, uint16 *punPortRemote );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hSocket[/b][/td][td][apitype]ISteamNetworking::SNetSocket_t[/apitype][/td][td][/td][/tr] [tr][td][b]pSteamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype] *[/td][td][/td][/tr] [tr][td][b]peSocketStatus[/b][/td][td]int *[/td][td][/td][/tr] [tr][td][b]punIPRemote[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]punPortRemote[/b][/td][td][apitype]steam_api::uint16[/apitype] *[/td][td][/td][/tr] [/table] Returns information about the specified socket, filling out the contents of the pointers. …

ISteamUserAuth Interface

Used to access information about users. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=AuthenticateUser]AuthenticateUser[/section] [code=http]POST https://partner.steam-api.com/ISteamUserAuth/AuthenticateUser/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]Should be the users steamid, unencrypted.…

Steam Workshop Item Versioning

. [*][b]Check the user's current game version[/b] - Use The Steamworks API [api]ISteamApps::GetBetaInfo[/api] from within your game to check which version of your game the current user is on. [*][b]Evaluate the subscribed mods[/b] - From within your game, create a query to retrieve the user's subscribed Workshop mods that the current user has subscribed, and check [api]ISteamUGC::GetSupportedGameVersionData[/api] to see what version each is intended to work with. [*][b]Prompt the user if necessary[/b] - If you detect that the user is subscribed to mods that may not work with the version of the game that the user is currently running, you can present the user with some UI, asking if they wish to change to a different version. …

[/olist] Getting and setting the current version of the game can be done through these Steamworks API calls: [api]ISteamApps::GetCurrentBetaName[/api] [api]ISteamApps::GetNumBetas[/api] [api]ISteamApps::GetBetaInfo[/api] [api]ISteamApps::SetActiveBeta[/api] [section]Setting up your Steam Workshop for mod versions[/section] By enabling mod versions, items in the Steam Workshop can include data about a range of one or more game builds that are known to be supported by each version of the mod. …

ISteamPublishedItemVoting Interface

See the primary Steam Workshop interface [webapi]ISteamRemoteStorage[/webapi] for more. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=ItemVoteSummary]ItemVoteSummary[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemVoting/ItemVoteSummary/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.…

IEconService Interface

[b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetTradeHistory]GetTradeHistory[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeHistory/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]appid[/b][/td][td]uint32[/td][td]✔[/td][td][/td][/tr] [/table] Flushes the display cache for assets. This will result in calls to GetAssetClassInfo for each asset class the next time it is displayed. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …

Demos

See the [doclink=store/application/depots#shared_content_depots][/doclink] documentation for more info. [*] Share cloud storage with the full app: The saved game from the demo can be stored to the full game's cloud storage so that users can pick up where they left off in the demo once they buy the full game. …

[/b] A: Yes, if you no longer wish to have a stand-alone store page for your demo, then you can disable the store page on the 'basic info' tab within the 'edit store' section of Steamworks for your demo. The demo will then only be accessible via the full game's store page. …

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