Steamworks Documentation
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Microsoft Xbox One Controller

[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). In contrast to the PlayStation 4 controller and Steam controller, it has neither trackpads nor gyroscope. …

Setting Up A Stream

OBS is a popular free and open-source option. 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...” …

[section=multistream]Using a Multi-streaming Service[/section] [list][*]If you are looking for a simultaneous streaming platform to stream at once to Twitch, Steam, YouTube etc. – Restream.io or LiveU Studio (easylive.io) are great options. [*]A step-by-step “how to” video for Restream.io is available at https://support.restream.io/how-to-stream-games-to-steam [*]A step-by-step “how to” guide for LiveU Studio is available at https://studiosupport.liveu.tv/hc/en-us/articles/17094630837659-Steam[/list] [section]Content Rules[/section] Remember to obey the content rules when broadcasting on your product page. …

Managing Your Steamworks Account

This will enable management of [doclink=features/anticheat]Anti-Cheat[/doclink] and [doclink=features/auth#encryptedapptickets] SDK Auth[/doclink] settings for an Application.[/td] [/tr] [tr] [td][b]Economy/Workshop Support[/b][/td] [td]Allows the user to view/grant economy items in the partner site economy support tool.[/td] [/tr] [tr] [td][b]Economy/Workshop Supervisor[/b][/td] [td]Currently same functionality as Support just above.…

Steamworks Web API Reference

Welcome to the Steamworks Web API Reference! Here you will find a complete listing of the currently supported Web API interfaces and methods. To learn more about how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. …

[/td][/tr] [tr][td][webapi]ISteamMicroTxn[/webapi][/td][td]This is the interface used to support [doclink=features/microtransactions]Microtransactions (In-Game Purchases)[/doclink].[/td][/tr] [tr][td][webapi]ISteamNews[/webapi][/td][td]Provides access to the Steam News functionality.…

Steam Keys

Games and applications launching on Steam may receive up to 5,000 Default Release Steam Keys to support retail activities and distribution on other stores. After that, all Steam Key requests are reviewed on a case-by-case basis. There is no guarantee that you will be provided additional keys. [*] [b]Release State Override (or beta package keys)[/b] These keys are used to grant access to a product prior to its release on Steam. …

[/b] A:Games and applications launching on Steam may receive up to 5,000 Default Release Steam Keys to support retail activities and distribution on other stores. After that, all Steam Key requests are reviewed on a case-by-case basis. Release State Override (beta) keys are generally limited to 2,500 total. …

Action Set Layers

Action set layers are intended for narrow use cases and a good practice is to apply and remove them only on specific game state changes. [/callout] For games with native Steam Input support, the developer can define specific action set layers activated by the game's code. Additionally, in legacy mode, players can define their own action set layers and the inputs that trigger them, just as they can define their own player-triggered action sets. [section]A practical example[/section] Imagine a class-based shooter with vehicles. This game has native Steam Input support and makes use of action set layers. For basic gameplay, a base action set is always active and covers running around, picking up items, jumping, etc. …

Steam Inventory Item Tags

[docimg=inventory_tag_filtering.png]inventory_tag_filtering.png[/docimg] To use tags, first define the categories and tags directly in the Item Definitions, then provide user-visible localized strings in English and any other languages you plan to support. Tags that do not have at least an English localization string will be ignored by inventory features. The values used in the item definition should be short, simple text tokens. …

[subsection]Item Tag Localization[/subsection] Once you've defined tags for your items, to make them visible to users you must provide user-visible translations at least in English, but preferably in all supported languages. This can be set as part of your SteamWorks configuration, on the [url=https://partner.steamgames.com/apps/inventoryservice]Inventory Service[/url] page for your application. …

Franchise Pages

[url=https://steamcommunity.com/actions/GroupCreate]Create a new group[/url] or use an existing group you may have set up in the past with your franchise name. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [*][b]Set the ‘franchise’ on each game[/b] - In the ‘edit store page’ section for any of your games (right below where you set developer and publisher), you'll need to specify the franchise name you want to use and then click the 'link' button to select your group to link it to. …

So the various studios just need to be officers in a "Warhammer" community group and then could each link their own appropriate games to the franchise page. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [section]Following a franchise[/section] Once a franchise page is created, fans can start to follow the franchise. …

ISteamUGC Interface

[b]NOTE:[/b] Using [apitype]ISteamUGC::k_EItemPreviewType_YouTubeVideo[/apitype] or [apitype]ISteamUGC::k_EItemPreviewType_Sketchfab[/apitype] are not currently supported with this API. For YouTube videos, you should use [api]ISteamUGC::AddItemPreviewVideo[/api]. [b]NOTE:[/b] This must be set before you submit the UGC update handle using [api]ISteamUGC::SubmitItemUpdate[/api]. …

[/td][/tr] [/table] Lets game servers set a specific workshop folder before issuing any UGC commands. This is helpful if you want to support multiple game servers running out of the same install folder. [b]Returns:[/b] bool [b]true[/b] upon success; otherwise, [b]false[/b] if the calling user is not a game server or if the workshop is currently updating its content. …

Content Survey

Once your build and store page are approved for release, some questions in the survey cannot be edited without first contacting [url=https://help.steampowered.com/wizard/HelpWithPublishing?issueid=901]Steam Support[/url]. You'll want to contact us with a summary of what has changed, and which survey result is affected. Please provide instructions on how a tester can access the content in question. …

If you wish to integrate an external service like this into your game, you’ll need to manage both access to that external service on behalf of your players and collecting payment from your player using a Steam-supported payment method. Ultimately how you think about that in your monetization plan is up to you, but here are ways of collecting payment. …

Daily Deals

[callout]In anticipation of the upcoming changes to the Discounts & Events section of the store coming in 2027, which you can [url=https://steamcommunity.com/groups/steamworks/announcements/detail/676258795703240952]read about here[/url], Daily Deal invites are no longer being sent. The path to requesting one through the Support site is now also retired. [/callout] [section]Overview[/section] Daily Deals are a curated promotion on Steam, offered to games that fit the criteria described below. …

The Daily Deal feature displays your game's Header Capsule image, so you can also temporarily switch it out using [doclink=store/assets/overrides][/doclink] to shine some additional light on your new update or event. Also, don't forget to activate an update visibility round to support the content update of the game, if applicable. [*] [b]Stream to your store page. [/b] Livestreaming is a good way to drive engagement and showcase your game. …

Steam Families

If you are having problems solving any Steam Family sharing related issues using these APIs, please contact Steam Support. …

Pre-Purchasing on Steam

Running a prepurchase/preorder can also be a risk for both customers and Valve. For these reasons, we do not support running a pre-purchase except in a few rare cases with partners with which we have a well-established relationship and that have a proven track record on Steam. …

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].…

Steam Input

This includes the Steam controller and all third party devices supported by the system. This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. …

Onboarding

You’ll need the information as detailed below. [*]Pay the app deposit fee with any supported Steam payment method as detailed below. [*]Complete the paperwork with your bank and tax information as well as identity verification so that we know who we’ll be doing business with. [*]Now you have access to Steamworks and can begin preparing your title for release. …

[/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. For more information, please see [doclink=gettingstarted/appfee]Steam App Fee.[/doclink] [/list] [section]Company Identification[/section] When entering your company information, you must follow these guidelines: [list] [*]Enter your legal first and last name. …

Steam HTML Surface

[section]Overview[/section] The Steam HTML Surface API enables the display and render of HTML-based pages directly in a game or application. It is built upon the Chromium Embedded Framework and supports HTML5 markup. [section=GettingStarted]Getting Started with ISteamHTMLSurface[/section] The [api]ISteamHTMLSurface[/api] interface is implemented in [code-inline]isteamhtmlsurface.h[/code-inline] and can be found in the [code-inline]public/steam[/code-inline] folder in the [doclink=sdk]Steamworks SDK[/doclink]. …

Steam Screenshots

[section]Overview[/section] Screenshot support is provided automatically through the [doclink=features/overlay][/doclink] to every game through Steam and Steamworks provides a set of APIs designed to interact with this system. …

How to load and run games on Steam Frame

The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. You can read more about installing and using this tool over in the Steam Deck documentation [doclink=steamdeck/loadgames]here[/doclink]. …

Steam Voice

It's rarely a good idea to default to always-on though, and if your game supports more than 4 players then always-on is never recommended. Then when the player releases their push-to-talk hotkey, or the gameplay session ends you should call [api]ISteamUser::StopVoiceRecording[/api] to stop recording. …

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