Steamworks Documentation
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Explain Your Editions

Using the Manage Editions button, you can select which packages are editions of your game, present those editions as top purchase options on your store page (sorted by price, lowest to highest), and also upload a localized image that helps customers compare the various editions. [docimg=EditionsPreview_1.jpg]EditionsPreview_1.jpg[/docimg] To use this feature, navigate to your game’s App Landing Page and click on Manage Editions. …

[u]Important[/u]: you can upload a localized image for all supported languages. Uploading localized assets is a critical step, as it helps customers around the world understand the purchase options you are presenting to them. [docimg=manageeditions3resize_1.png]manageeditions3resize_1.png[/docimg] Once you have managed your editions and uploaded a comparison image, click “Save” to save any changes you have made. …

Updating Your Game - Best Practices

v=Fwv1G3WFSfI]Robin Walker’s full presentation[/url] from Steam Dev Days. [callout][b]Note[/b]: Customers expect to be able to download your game and future updates within the Steam client. …

Check out the [doclink=sdk/uploading]SteamPipe Documentation[/doclink] for details. Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …

Steam Deck and Steam Machine Compatibility Review

[/list] The Steam Hardware compatibility detail display for your game on Steam Deck/Machine and on Steam on Desktop will direct customers to view the post. [docimg=deck_compat_developer_post_desktop_1.png]deck_compat_developer_post_desktop_1.png[/docimg] [section]FAQ[/section] [b]What application types are eligible for compatibility review?…

If the Linux build fails compatibility tests or otherwise experiences significant issues, we'll then test the Windows build of your game running under Proton. Our goal is for customers to have the smoothest experience possible on these devices, so we'll submit whichever set of test results is more favorable. …

Season Passes

Without a benefit, customers won't have much incentive to purchase a Season Pass.[/callout] [callout][b]Naming Your Season Pass:[/b] You're not required to name your product a "Season Pass" just because it uses the Season Pass set up. …

In this set up, customers only pay for the items they don’t already own, making it ideal for players with partial content. You can create a Complete the Set bundle as outlined in the [doclink=/store/application/bundles]Bundle Documentation[/doclink]. …

DLC Visibility

This offers lists for Top Selling, New Releases, Upcoming, and discounted and provides for ways to customize additional ways of organizing the DLC. [docimg=browse_page_example_1.png]browse_page_example_1.png[/docimg] [subsection]Default Appearance[/subsection] This browse page will automatically list your DLC with a couple of default logic. …

[list] [*]You can create lists of [i]n[/i] number of DLC if you want to define logical sets of DLC that should be grouped together to help players shop for that kind of content. [*]You can upload custom header image to give your page stronger branding or to draw greater attention to your latest DLC. [*]You can select sets of DLC to feature, including automatically populated sets such as Top Sellers, New Releases, Discounted, and Upcoming. …

Game Soundtracks on Steam

For multi-disc soundtracks, track numbers must be unique across disks. For example, "disc 1, track 1" might have track ID 1 and "disc 2, track 1" might have track ID 10. [h4]Track Numbering[/h4] The Steam Music Player determines play order from the filenames, not the metadata. …

This may take a few seconds. [*]Once the depot is built, click the new button on that page to [b]Commit[/b] the new depot contents. [*]Under the [b]SteamPipe[/b] tab, click [b]Builds[/b]. [*]Under the [b]Set build live on branch[/b] heading, select [b]default[/b] and click [b]Preview Change[/b]. [*]From the preview page, you can set the new depot content you just uploaded to be live for all customers. …

Uploading Steam Input Configs to Steam Workshop

[docimg=steamworks_steam_input_custom_config.png]steamworks_steam_input_custom_config.png[/docimg] And from the selection below, select "Add Custom Configuration.…

When your official configurations have been posted they will appear in the "Custom Configuration" section: [docimg=steamworks_steam_input_branch_settings.png]steamworks_steam_input_branch_settings.png[/docimg] For each configuration you can get a direct link, see what controller type it is for, control which beta branches it is available on, or remove it entirely. …

Action Manifest Files

[subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

This is an example from the Steamworks SDK: [code] "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } } } [/code] [subsection]Step 5 - Set the Steamworks settings[/subsection] To set your Steamworks settings in the partner site, navigate to the Steam Input settings. Next set the dropdown to "Custom Configuration (Bundled with game)" and enter the path where the action manifest is located: [docimg=gamebundledconfigdropdown.PNG]gamebundledconfigdropdown.PNG[/docimg] [section]Debugging a game that uses an Action Manifest File[/section] When running the game through Steam the Action Manifest file will automatically be pulled from your game depots. …

Steam Community Items

[subsection=badges]Badges[/subsection] When a user collects the entire set of cards, they are able to craft a badge. There are 5 regular badges and one foil badge. Level 1 requires collecting the set 1 time, and 5 times for Level 5. …

Badges are usually displayed on #1B1B1B colored backgrounds. For each badge (Level 1-5 and Foil), please provide the following images: [list] [*]80x80px PNGs with a transparent background (shadow may be included). [*]Unique title for each badge [/list] [docimg=badge1.png]badge1.png[/docimg] [docimg=bg3.png]bg3.png[/docimg] [subsection=emoticons]Emoticons[/subsection] Crafting a badge also grants a single custom emoticon which can be used in chat on Steam, or traded on the Steam Marketplace. …

Pricing

This gives customers fair warning to acquire the free license and/or use up any remaining in-game currency or items before your business model changes. …

[b]Q: Do Steam's provided conversion methods for pricing include taxes?[/b] A: Customers in some countries are use to seeing taxes included in the price of goods they are purchasing while customers in other countries are used to seeing taxes applied on top of the displayed price. …

Steam Playtest

[docimg=playtest_special_settings_screenshot0.png]playtest_special_settings_screenshot0.png[/docimg] You will be able to show or hide Playtest signups whenever you like. [*] Now that customers are signing up for your Steam Playtest, you can prepare your content for them. …

As a result, things like playtime, wishlists, reviews, refunds, etc. are separate as well. For example:[list] [*]A customer’s wishlist for your game won’t be impacted when they join or leave your playtest. [*]A customer who has only participated in the Playtest cannot review your actual game. [*]A customer’s playtime in your Playtest has no impact on the Steam Refund policy, or the player’s ability to get a refund on a purchase of your real game. [*]A customer’s playtime in your Playtest has no impact on earning trading cards or unlocking achievements. …

Sale Page Tools -- Information for Partners

[section]Overview[/section] Steam has a set of tools for creating and configuring a custom sale landing page that you can use to highlight games for a special sale, game festival, or digital companion for a physical convention. …

[/callout] [callout]Please use the current Photoshop [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=9iurtcwm&dl=0] TEMPLATES[/url][/callout] Once enabled, the Sale Tab will let you create and customize your landing page. …

Developer, Publisher, and Franchise Sale Pages

Remember, as a "Sale" event, you'll want to make sure that the discounts are front and center; it should be the first thing that customers see when they land on the page. [subsection]4. Submit Your Page For Review[/subsection] Once you've got everything set up, you'll need to submit your sale page for review. …

A Publisher Sale that was eligible for a Spotlight last year may drop into a Daily Deal (or into no featuring at all) depending on how customer interest has changed over time. [subsection]Additional Requirements[/subsection] Curated sale pages have additional asset requirements, and take extra time to set up due to localization requirements. …

Steam Community

If you have any questions on how to use any of these features, please contact [url=https://partner.steamgames.com/home/contact]Steamworks Support[/url]. [docimg=communityhub_header_1.JPG]communityhub_header_1.JPG[/docimg] [section]Community Hubs[/section] Every product on Steam has it's own unique hub. By default, your community hub will be set live as soon as your product's release state is set to 'Coming Soon'. …

Other players can subscribe to them and automatically receive the content via Steam's content delivery network. [url=https://partner.steamgames.com/doc/features/workshop]Setting up your Steam Workshop[/url] [*][b]News[/b] - This tab contains your custom announcements along with any syndicated news about your product. …

Graphical Asset Rules

[/olist] [*]We understand that partners are excited to talk about large updates and seasonal events, and customers are often excited to see these reflected in the game capsules. 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 14 days. [*][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. …

[section]Rules Effective Sept 1, 2022[/section] As a reminder, these [b]new rules go into effect Sept 1, 2022[/b] and we ask that all game developers review their graphical assets and make any changes to bring them inline with these new rules. …

Getting Started for Developers

Otherwise, you can just [doclink=api/ISteamInput#GetGlyphForActionOrigin]use the API[/doclink] to get a direct file path to appropriate art for any controller input (the image files are shipped with the Steam client itself). [subsection]Step 3.1 - API Overview[/subsection] The Steam Input API is built around the in-game actions & sets that you specified in your in-game actions file in Step 1. …

[section]Tips[/section] [subsection]Dedicated Menu Actions[/subsection] We recommend creating a separate in-game action set for your menu controls, instead of just re-using actions in your main game set. Most customers won't need to modify this menu controls set, but it's an easy way to provide the capability to players who actually need it (as can be the case for some disabled gamers, for example). …

How to load and run games on Steam Frame

[section]Pair your Steam Frame[/section] First, make sure you have Developer Mode on in [b]Settings > System > Developer Mode[/b]. Then go to [b]Settings > Developer > Pair new host[/b]. [docimg=steamframe-pairhost.png]steamframe-pairhost.png[/docimg] Then you can launch the SteamOS Devkit Client on your PC. …

[code-inline]ENABLE_FOO=1 %command%[/code-inline]).…

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. …

Applications

[section=types_of_applications]Types of Applications[/section] The following are the different types of applications that you can create on Steam. You can set the type of your app on the [url=https://partner.steamgames.com/apps/view]General Application Settings[/url] section of the App Admin panel. …

[/td] [/tr] [tr] [td][doclink=store/application/depots][/doclink][/td] [td]A depot is a logical grouping of files which are all delivered to a customer as a single group.[/td] [/tr] [tr] [td][doclink=store/application/builds][/doclink][/td] [td]A build is the result of [doclink=sdk/uploading][/doclink], it can contain 1 or more of your depots and is a representation of those depots at that point in time.…

Builds

For unreleased games, setting a build live should have no impact on customers, since the game is only owned by the Steam accounts in the Steamworks partner account (or by anyone who has redeemed a Steam key for your game). [docimg=setBuildPublic_2.png]setBuildPublic.png[/docimg] [section=Authorizing_Default_Build_Updates]Authorizing Default Build Updates[/section] If your game is released, then any builds set live on your default branch will require an additional authorization step. …

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