[section=Overview]Overview[/section] The Sony PlayStation 4 controller* was the first third party device to get official Steam Input support. It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. …
[docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". From a hardware perspective they are purely analog input devices. However, the Steam Input configurator is able to fix this; the player may set a threshold that distinguishes a "full pull" from a "soft pull.…
[section]How to set up Advance Access[/section] Please reach out to the Steam team directly, either through your contact or [url=https://help.steampowered.com]Steam Support[/url] and inform them of the dates/time of advance Access and the details of the offer. They will help determine if your game is a good fit for advance access. …
Please reach out to the Steam team directly, either through your contact or [url=https://help.steampowered.com/]Steam Support[/url]. They will help determine if your game is a good fit for Advance Access and if so, they will need to manually add that date into Steamworks. …
VRS will always take priority if enabled, so please disable it if you wish to run with Dynamic Resolution. [section]Adding Steamworks Support for Android[/section] Support for running applications with Steamworks support enabled is available. To enable it, ensure that the plugin is enabled by going to [b]Window > Plugins[/b] in the Editor and making sure [b]Online Subsystem Steam[/b] is enabled. …
[subsection]Code Requirements[/subsection] In order to use LinuxArm64 on the device, there is an additional commit that needs to be pulled from GitHub. This code adds support for detecting the device on startup and setting scalability, adds support for additional texture formats on LinuxArm64, as well as provide a few feature fixes to Unreal Engine that should be rolled into future Engine updates. …
The team has been working on and improving Proton for a while now, and it has a large amount of coverage. Most APIs are already supported by Proton, and most games work out of the box. We're continuing to improve Proton compatibility, and our goal is to get as close to full coverage as possible. …
Access to the tools is still a work-in-progress and this page will be updated with more information in the coming days. [section]Proton Anti-Cheat Support[/section] Proton supports some common anti-cheat middleware, including Easy Anti-Cheat and BattlEye. [list] [*][subsection]Easy Anti-Cheat[/subsection] Proton supports Easy Anti-Cheat without requiring any recompilation, but it does require you to manually enable support for your build. …
Just add games to your license pool and they will be available to anyone running Steam on your network. [h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. …
Each location must be registered under the same PC Café Agreement and must be the same business entity. [h4]Support for Wireless Networks and Personal Laptops[/h4] If you offer wireless access for users to bring in their personal laptops, you can share your content from your license pool with those users as well. …
Background groupings allows you to configure background visuals that span one or more section of your sale page. These backgrounds span the full width of the page, and let you apply various formatting of images and/or gradient colors. [section]Before you start[/section] In order to make use of this feature, you will need to: [list] [*]Review the [doclink=store/promo]rules and guidelines[/doclink] for the type of event you are running. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…
Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.[/i] [section]Gyro[/section] [docimg=input_gyro.png]input_gyro.png[/docimg] The Steam Controller, PlayStation 4 controller and the recently added PS5 (DualSense) feature internal gyroscopes which allow for motion controls, aim assist, etc. The Xbox controllers have no gyro support. [section]Switch[/section] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group. …
If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. Animated assets can be a maximum of 12 seconds in duration. …
Alt text will also export/import along with your other store page text on the 'Localization' tab. [section=error]Asset Error[/section] We currently support the following file types for extra assets: PNG, JPG, GIF, WEBP, MP4, and WEBM. All uploaded assets are automatically transcoded by Steam’s systems. …
[docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.[/callout] A context menu will now appear. …
[subsection]Step 5: Controller Configuration[/subsection] Here's what you'll see for a game that has implemented native API support for the Steam Input configurator: [docimg=dq_config.png]dq_config.png[/docimg] Note that much of what you see here is specific to this particular game and will be different in other games. …
. [*] If your game uses peer-to-peer, each user should validate the others to prevent the host from having full control of the game state which would allow them to cheat or bypass restrictions. [*] When a user is banned or kicked they should receive clear messaging in-game explaining why they are unable to play. [*]Game bans are only designed to manage cheating. …
[/b] A: When a user is banned via the ICheatReportingService, the following happens: [list] [*] The account cannot join secure servers for the AppIDs they are banned. [*] The ban is publicly displayed on their Steam Community profile. [*] If the user is accessing the game via [url=https://support.steampowered.com/kb_article.php?ref=3784-QLBM-5731]Family Library Sharing[/url], the ban is also applied to the actual owner of the game. [*] The user will not be eligible for an automatic refund [/list] More details can be found in our customer facing FAQ: [url=https://support.steampowered.com/kb_article.php?…
[section]Full Release[/section] If your title is approved for full release, then the controls will say "Approved For Release". Click "Release App" to proceed and view release details before confirming. Selecting "Publish Now" from the subsequent options will kick off your full release and will make your product immediately playable for customers. Your title will then appear in the store as fully released. …
[/list] [section=FAQ]Frequently Asked Questions[/section] [b]NOTE:[/b] You may find additional answers on the customer facing support site such as this topic: [url=https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014]Steam Community Overlay does not Activate[/url]. …
[/b] Please refer to this [url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html#add-support-to-d3d11on12]Microsoft document[/url] on how to add Steam overlay support. [h4]Q. My game runs in a browser. Can the Overlay work in that?…
The API will automagically do the right thing here for stick based input, so you'll still get a tune-able stick input if your camera is applied to an analog stick (PS4/Xbox style) with full dead zones/response curves/etc. that you can specify in your default configuration. This same input will then work across joysticks, track pads, or motion control gyros (steam controller/ps4) as well as future support for mice. …
That defeats the entire purpose of the "actions, not inputs" paradigm and giving the user full control over their configuration. If you find yourself using this feature for more than just fixing a few rare edge cases, you're probably overusing it. …
If you don't have a target date range, explain why. [b][i]How is the full version planned to differ from the Early Access version?[/i][/b] Again, think about your goals. "Full version" means different things for every product, and this is something only you can decide. …
You will still be able to run discounts, featured in promotions, and be organically recommended to other customers. However, you will not receive your full launch visibility until you are fully released. See [doclink=marketing/visibility]Visibility on Steam[/doclink] for more information. …
(Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …
In addition, while providing default graphics options for specific hardware (like Steam Deck) is fine, we do not recommend making some settings unavailable dependent on hardware. [*][b]Support different aspect ratios[/b]: Players have displays with many different aspect ratios - not just 16:9 or 16:10. Some are much wider or taller - so make sure your title can support gameplay at these different aspect ratios. [*][b]Offline Mode[/b]: We strongly recommend all singleplayer content is accessible without an Internet connection. …
[/td][/tr] [tr][td]Trigger Press Mouse Dampening[/td][td]Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening[/td][td]The mouse movement can be dampened while the trigger is being pulled. …
[/td][/tr] [tr][td]Trigger Press Mouse Dampening[/td][td]Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening[/td][td]The mouse movement can be dampened while the trigger is being pulled. …
While this content is not allowed in base capsule assets (see rule #1 above), we do support this use case through Capsule Artwork Overrides with the following constraints: [olist] [*][b]Must use Artwork Overrides[/b] - When including text on a graphical asset, this MUST be uploaded as an Artwork Override with a length limit of one month. [*][b]Must localize any text[/b] - Any text included on a graphical asset MUST be localized into at least the same set of languages supported by the game. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. …
Tastefully promoting your recent update or new content is okay on store capsules, as long as you use a Temporary Artwork Override to do so and localize the text into languages supported by your game. See rules above for details. [docimg=OkayCapsuleUsage]OkayCapsuleUsage[/docimg] [section]Not Allowed Example[/section] See rules above for details. …
Steam now supports the display of accessibility features for games making it easier for players to find games they want to play that meet their needs and interests. Developers can now indicate which accessibility features they support, and these will be displayed on the Steam store page for those games. Additionally, players can specifically search for games that support these features. …
If the scenario of more than one Steamworks partner needing editing access to the same App ID applies to you and you do not need or want accounts from a different Steamworks partner in your group, then sharing an Application is the right solution. When an application is shared, all groups have equal full access to the application. Payment rules remain unchanged. [b]You should only share applications with trusted entities that you have a relationship with.…
An invite can be canceled at anytime by the sender through the App Share Tool or a Valve employee if requested by [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=931]submitting a support ticket[/url]. If an invite expires, the sender would need to create a new app share invite to reinitiate a share. [subsection]Q. …
[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.…
[/list] [subsection]Steam Deck Specific Requirements[/subsection] [i]Note: Display tests are not performed for Steam Machine because resolution and text size could vary depending on the size and type of display being used.[/i] [b]Display[/b] [list] [*][b]Resolution Support[/b]: the game must run at a resolution supported by Steam Deck. ([i]Recommendations: Whenever possible, we recommend you support the Deck's native resolutions of 1280x800 (preferred) or 1280x720.…