Steamworks Documentation
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Recurring In-Game Billing

Valid options are: "Day", "Week", "Month", "Year" [*] [b]frequency[0][/b] - Frequency (in number of days) for recurring billing. Supported values: 1 - 255 [*] [b]recurringamt[0][/b] - Amount to be billed for future recurring billing transactions. [/list] A user may only have one active billing agreement per game. …

Users can elect to cancel an agreement at any time from within their Steam account settings. Notification of cancellations will be done through the [webapi]ISteamMicroTxn/GetReport[/webapi] Web API. If your billing agreement is set to the "Game" type, then your backend server will need to the WebAPI [webapi]ISteamMicroTxn/ProcessAgreement[/webapi] to charge the user on each recurring event. …

IGameInventory Interface

[section=GetHistoryCommandDetails]GetHistoryCommandDetails[/section] [code=http]GET https://partner.steam-api.com/IGameInventory/GetHistoryCommandDetails/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.…

[section=GetUserHistory]GetUserHistory[/section] [code=http]GET https://partner.steam-api.com/IGameInventory/GetUserHistory/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.…

Event Graphical Assets

When creating and publishing new events using the Steam Event tools, you will be required to supply a set of graphical assets for your event. These assets are used on the event page, as well as various places on Steam, including your store page, Community Hub, and in the Steam Library. …

[/td][/tr] [tr][td][b]Templates[/b][/td] [td][url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on event images. [/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. …

How to load and run games on Steam Deck and Steam Machine

[list] [*]Make sure your Steam Deck/Machine is connected to the network, and all updates have been applied ([b]Settings > System[/b]) [*][b]On your Steam Deck/Machine[/b]: Go to Settings > System, and select [b]Enable Developer Mode[/b] under the System Settings section. Then in Settings > Developer, select [b]Pair new host [/b]under the Development Kit section [*][b]On your Dev PC:[/b] In the Devkit tool, look for your Steam Deck/Machine. …

Microsoft Xbox 360 Controller

[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 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". …

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." [docimg=xbox360_controller_triggers.png]xbox360_controller_triggers.png[/docimg] [subsection=DPAD]Digital pad[/subsection] [b]Digital[/b] The Xbox 360 controller features a fairly standard digital pad, or DPAD. …

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. …

[/td][/tr] [tr][td][b]m_nRemoteIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of remote host if set. Could be a Steam relay server. This only exists for compatibility with older authentication api's.[/td][/tr] [tr][td][b]m_nRemotePort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The Port of remote host if set. …

Steam Hardware and Proton

You can install Linux and Steam on a machine to test, or request a developer kit once they are available (limited quantities). Once you are set up in your Linux environment / developer kit, you will be able to use the provided debugging tools to run game builds through a remote debugger and profile performance. …

For the Kamu version of EAC, follow these steps in order: [olist] [*]Go into the SDK Configuration settings menu on the EAC partner site and enable Linux as a client platform. [*]Go into the Client Module Releases menu on the EAC partner site, choose the Unix platform, and activate a module. …

Step by Step: Leaderboards

The following fields must be completed to define a leaderboard: [list] [*] [b]Name[/b] - Set this to be a name that makes sense as part of internal development. [*] [b]Community Name[/b] - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …

Select from Numeric, Seconds or Milliseconds. [*] [b]Writes[/b] - If this is set to Trusted, the leaderboard scores cannot be set by clients, and can only be set by via SetLeaderboardScore WebAPI. Defaults to false. [*] [b]Reads[/b] - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. …

Steam Direct Fee

[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. One of the steps in that paperwork is to pay the Steam Direct Fee, which you can do with any payment method that Steam supports in your country. …

In addition to the Rules & Guidelines, content you publish on Steam must comply with the Steam Distribution Agreement, the [url=http://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url], [url=http://store.steampowered.com/online_conduct]Steam Online Conduct guidelines[/url] and the [url=http://store.steampowered.com/privacy_agreement/]Steam Privacy Policy[/url][/callout] [section]Recouping The Steam Direct Fee[/section] The Steam Direct Fee is not refundable, but will be recoupable in the payment made after your product has at least $1,000.00 Adjusted Gross Revenue for Steam Store or in-app purchases. The recoupment of the Steam Direct Fee will be shown as a separate line item in your monthly report. …

Store Page, Building and Editing

[subsection]Store Page Video Tutorial[/subsection] This Steamworks Tutorial details the process of creating and viewing your store page in Steam. https://www.youtube.com/watch?v=lU1SFAa3QqM [section]Updated Features for your store page[/section] [callout]Note: These are new features that have been added since the above video was released.…

If you would like to make edits to the store page but do not wish to set it public yet, you can do so by clicking "Save" at the bottom of the page and not publishing those changes. There will be a red bar at the top of the page if there are unpublished changes for the app's store page. …

Steam PC Café Program

[/td][/tr] [tr][td][doclink=sitelicense/users][/doclink][/td][td]Click here if you are a PC Cafe or VR Arcade customer and would like more information.[/td][/tr]…

Steam Branding Guidelines

[section]Steam Deck™ Branding Requirements and Logos[/section] Last Updated: May 2,2022 [docimg=300.jpg]300.jpg[/docimg] [docfile=steamDeck_guidelines_042922.pdf]Click here[/docfile] to view the Steam Deck Brand Guidelines [docfile=Steam_Deck_Logo_TM.eps]Click here[/docfile] to download Steam Deck logo files [section]Steam Early Access Branding Requirements[/section] We work hard to make sure that customers understand what they are buying when they get an Early Access title on Steam. We feel it is equally important that customers buying Steam Early Access titles in other places also understand what they are getting. …

Steam Machine

It runs SteamOS, Valve's operating system that's optimized for gaming, with fast suspend / resume and cloud saves. Steam Machine has a discrete semi-custom AMD desktop class CPU and GPU, and is roughly 6 times more powerful than Steam Deck. Steam Machine dev-kit units are not currently available. …

Steam DRM

. [*] [b]flags[/b] - Bitmask of the following numeric flags specifying tool behavior. [list=1] [*] [b]0[/b] - Normal wrap (most protection) [*] [b]6[/b] - Compatibility mode (disables obfuscation) [*] [b]32[/b] - Skip debugger check [*] [b]38[/b] - compatibility mode and also skip debugger check (least protection) [/list] [/list] Example run_build.bat script to login, apply DRM, build and upload the build to Steam (where App ID is 480): [code] builder\steamcmd.exe +login mysteamaccount +drm_wrap 480 "D:\src\steamworkssdk\steamworksexample\release\steamworksexample.exe" "D:\src\steamworkssdk\tools\ContentBuilder\content\windows_content\SteamworksExample.exe" drmtoolp 0 +run_app_build ..…

[olist] [*] Select the game you want to add DRM to on your App Admin page [*] Select Edit Steamworks Settings in the Technical Tools Section of the App Admin page [*] From the Security Tab, select DRM. [*] Upload the primary game exe - See the automated wrapper section above for more information on the tool execution options. [*] Download the exe back to your local machine [*] Rename the exe back to the original name [*] Copy it to the source location for your Content Tool depots [*] Build a new version of your depot [*] Test that depot on your local content server [/olist] [section=other_drm]Using the Steam Wrapper with Other DRM[/section] The Steam wrapper can and should be used in combination with other DRM solutions. …

ISteamTimeline

[subsection=SetGamePhaseID]SetGamePhaseID[/subsection] [code=cpp] void SetGamePhaseID( const char *pchPhaseID) ;[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchPhaseID[/b][/td][td]const char *[/td][td]A game-provided persistent ID for a game phase. …

Attributes can be set as many times as the game likes with SetGamePhaseAttribute, and only the last value will be shown to the user. [subsection=SetTimelineGameMode]SetTimelineGameMode[/subsection] [code=cpp]void SetTimelineGameMode( ETimelineGameMode eMode );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eMode[/b][/td][td][apitype]ISteamTimeline::ETimelineGameMode[/apitype][/td][td]The mode that the game is in.…

Steam Datagram Relay

The client should install their certificate using [api]ISteamNetworkingSockets::SetCertificate[/api] [*] It is highly recommended that you also distribute the network configuration to clients at this time as well. …

In development, you will leave SDR_POPID blank. When SDR_LISTEN_PORT and SDR_POPID is blank, the POPID is set to the special 3-character code "dev". In general, authentication is disabled for servers in the "dev" environment. …

What games can run standalone on Steam Frame

We think customers are better off if a developer can focus on the one best version of their game, rather than making and maintaining many separate builds-- especially if one build ends up as a second-class experience missing some testing or updates. …

Setup instructions for the VR arcade model

[/list] [/callout] [h3]Purchase games for commercial use on Steam[/h3] [callout] Only games specifically mentioned for commercial use on Steam can be offered to your customers and patrons. Commercial game licenses can be found by visiting a game's individual Steam store page. The commercial license and details about it will be displayed right under the regular end user purchase option on the game's store page. …

Store Page Accolades

(You can localize the quote in other languages) [b]Some guidelines:[/b] [list][*]Reviews should be accurate and you should have permission to post them [*]Quotes should be relatively short (Ideally 1 or 2 short sentences) [*]Quotes should be localized where possible [docimg=reviewexamples.png]reviewexamples.png[/docimg] [/list] [b]Visibility on Steam[/b] Reviews appear directly below the "Recent Events and Announcements" section and above the "About this game" section. …

You can configure the information using BBCode similar to your game description [docimg=awardinput.png]awardinput.png[/docimg] [b]Some guidelines:[/b] [list][*]Awards should be accurate. [*]Include the most important awards. Usually 1-5 awards is enough. Any more makes it confusing for users. The Awards section is collapsed as a default and can be expanded by the user. [*]Awards should be localized where possible[/list] [b]Visibility on Steam[/b] Awards appear directly below the Share and Embed section on the right hand side of your Steam page [docimg=awardlocation_1.PNG]awardlocation_1.PNG[/docimg] …

ISteamParties Interface

[/td][/tr] [tr][td][b]pchMetadata[/b][/td][td]char *[/td][td]Additional game metadata that can be set on the beacon, and is exposed via [api]ISteamParties::GetBeaconDetails[/api].[/td][/tr] [/table] Create a beacon. You can only create one beacon at a time. …

[b]unIndex[/b] is a zero-based index, so iterate over the range [0, GetNumActiveBeacons() - 1]. The return is a [b]PartyBeaconID_t[/b] that can be used with [api]ISteamParties::GetBeaconDetails[/api] to get information about the beacons suitable for display to the user. …

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