Steamworks Documentation
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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. …

Unreal Engine

The minimum active level, 0, represents the lowest overall image quality, but the maximum performance. -1 (default) disables foveation. [*][b]xr.VRS.SteamFrame.DynamicFoveation[/b] - When set to 1, the foveation amount will change based on current measured GPU load to try and maintain the target framerate. …

LinuxArm64 should now appear as a platform choice under the [b]Platforms[/b] button. [subsection]Project Settings[/subsection] In addition to the project settings in the previous section of the documentation, it is also recommended that you change the [b]Targeted RHI[/b] setting in your Project Settings under [b]Platforms - Linux[/b] to [b]Vulkan Mobile (ES3.1)[/b] and disable [b]Vulkan Desktop (SM5)[/b]. …

Developer And Publisher Homepages

Please see [doclink=store/franchise_pages]Franchise Pages Documentation[/doclink] for more information.) Once your page is set up, players can then 'follow' your organization to be notified when you release your next title. This page explains the process and details for setting up and customizing your homepage. …

[section=broadcast]Broadcasting to Your Page[/section] [color=yellow]Instructions for v1 homepages[/color] You can configure the Creator home page to receive live broadcast. This can be enabled on the settings page of your admin panel (Admin->Edit Creator Settings). …

Hosting Third-Party Sales Events

Vague or subjective topics—like 'Beautiful Games,' 'Indie Games,' 'Classic Games,' etc.—can be interpreted in different ways by different customers, which makes broad representation harder to achieve. [subsection]3. Games with High Customer Interest[/subsection] While there's no penalty for including smaller or up & coming titles, featuring games with strong customer interest (as outlined in [doclink=/marketing/visibility#7]Visibility on Steam: Key Visibility Elements[/doclink]) increases the likelihood of curated featuring. …

If your event has been chosen for curated featuring, submit your layered PSD files to the Steam Events Team via the asset portal link shared in your ticket.[/td][/tr] [tr][td]1 Week Out[/td][td][b]Final Prep[/b][/td][td]Have an approved sale page. Remind your participants of any last-minute things they need to be aware of or to set live on the day of the event[/td][/tr] [tr][td]Day 0[/td][td][b]Event Launch!…

Microtransactions Implementation Guide

[h4]Submitting requests[/h4] All requests should be sent using HTTP 1.1 GET or POST using a TLS secure connection. The Content-Type should be "application/x-www-form-urlencoded" and the POST parameters should be in the body of the request in standard form urlencoding format. …

Steam will present the converted price to the user, in their local currency for approval. For the best customer experience it is recommended that you provide specific pricing in each currency you expect your customers to use. [*] A list of one or more items that the user wishes to purchase. …

ISteamUGC Interface

[b]See Also:[/b] [api]ISteamUGC::AddRequiredTag[/api], [api]ISteamUGC::SetMatchAnyTag[/api], [api]ISteamUGC::SetItemTags[/api] [subsection=AddItemKeyValueTag]AddItemKeyValueTag[/subsection] [code=cpp]bool AddItemKeyValueTag( UGCUpdateHandle_t handle, const char *pchKey, const char *pchValue );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]handle[/b][/td][td][apitype]ISteamUGC::UGCUpdateHandle_t[/apitype][/td][td]The workshop item update handle to customize.…

[b]See Also:[/b] [api]ISteamUGC::AddExcludedTag[/api], [api]ISteamUGC::SetMatchAnyTag[/api], [api]ISteamUGC::SetItemTags[/api] [subsection=AddRequiredTagGroup]AddRequiredTagGroup[/subsection] [code=cpp]bool AddRequiredTagGroup( UGCQueryHandle_t handle, const SteamParamStringArray_t *pTags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]handle[/b][/td][td][apitype]ISteamUGC::UGCQueryHandle_t[/apitype][/td][td]The UGC query handle to customize.…

Debugging the Steamworks API

[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. …

The command takes a filter param, which can be the interface you are interested in monitoring or the name of the process. Note that the names provided do not always match 1:1 with the ISteam* version, but are usually very close. Specifying "counts" or "verbose" is optional, defaulting to counts. …

Wishlists

This period may be extended in periods of high notification traffic (such as Steam seasonal sales). [b]Customer permissions impact their receipt of emails[/b] Customers must have verified their e-mail account to receive messages, and that some customers may have configured their e-mail preferences to not receive some or all of these kinds of e-mails. …

Additionally, notification emails may include several titles, depending on how many a customer has on their wishlist. [h4]Q: Is there a cooldown on how often an email is sent for a particular product?[/h4] [b]A:[/b] Yes, there is a 1-2 week cooldown between wishlist emails. …

Steam Inventory Item Accessories

Per-item tags can also be set other ways, including by item generators - see [doclink=features/inventory/itemtags]the Item Tag page[/doclink]. [subsection]Localization and appearance[/subsection] Accessories are automatically rendered in the web view including the users' backpack and the Community Market. …

[code] Stickers applied 123 times [/code] [subsection]Removing or replacing accessories[/subsection] Once consumed, an accessory item can't be restored by removing it from the customized item. Accessories can of course be removed - see the per-item tags documentation for methods to remove tags from an item. For user customization, you may choose to offer a tag_tool whose only purpose is to remove existing accessories. …

Artwork Overrides

Artwork Overrides allow you to upload bespoke capsule images to market something specific in your game, and then have those special images automatically expire after a set timespan. Artwork Overrides are the only way to include text about major game updates, tournaments, or other time-sensitive events on your capsules. …

[docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. You’ll see your new custom images in the page below. Then, publish your changes and your capsule art will automatically override during your selected timespan. …

Library Assets

As part of the release process on Steam, you will be required to deliver various graphical assets for your product. These assets are displayed in customer's libraries and in the community. [section]Store Capsule Rules[/section] [b][color=#ca5029]IMPORTANT NOTE:[/color][/b] Please see [doclink=store/assets/rules]Graphical Asset Rules[/doclink] for important rules on what can and cannot be included in your graphical asset capsules. …

[b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. …

Steam Inventory Schema

The item drop frequency can be controlled at the application level via the Community->Inventory Service->Playtime Item Grants section. There are three controls that will allow the following customization: (1) How long before a item drop? (2) How many items drops in a window? And, (3) How long is the cool-down window before we can grant another item drop? …

[h4]Price Examples[/h4] [list] [*] [code-inline]price_category: 1;VLV100[/code-inline] Preset price category using the Valve-maintained pricing table. [*] [code-inline]price: 1;USD100[/code-inline] ($1.00 in US Dollars) [*] [code-inline]price: 1;USD100,EUR080[/code-inline] ($1.00 in US Dollars or 0.80 in Euro) [*] [code-inline]price: 1;USD100,EUR080;20130607T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 on when the price is reduced to $0.50 / 0.40) [*] [code-inline]price: 1;USD100,EUR080;20130609T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 until 6/9/13 when the price is reduced to $0.50 / 0.40) [/list] [subsection=SellingBundles]Selling Bundles[/subsection] Bundled items can be listed for sale in the Item Store. …

Features

[/td][/tr] [tr][td][doclink=features/microtransactions][/doclink][/td][td]Steam provides world class support for in game purchases, whether that is items, in-game currency, or anything else that you can think up, you can use the Steam Microtransaction APIs to provide customers with more choices.[/td][/tr] [tr][td][doclink=features/multiplayer][/doclink][/td][td]Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. …

[/td][/tr] [tr][td][doclink=features/inventory][/doclink][/td][td]The Steam Inventory Service is a set of features that allow a game to enable persistent player inventories without having to run special servers to manage users or items.…

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

[/callout] [b]Configuration[/b] To enable the content cache or make any changes, go to "Settings" and select "Content Cache" from the drop down menu. [docimg=settings.png]settings.png[/docimg] When a game is launched for the first time in your network, the download request will be sent to the server machine. …

We strongly recommend that you do not turn off this feature, as it is very valuable for customers that have left the PC without logging out of their Steam account. If you do choose to deactivate this feature, we recommend that you let your customers know. …

Sale Page Tools - Section Types

Make sure you save your custom title separately, by clicking "Save Title" next to it. [*][b]Section Subtitle[/b] - Most sections also support a subtitle too if you need to explain anything more about a given section. [*][b]Background Settings[/b] - You can customize the background color of each section, and even provide an image if you wish. This can help set each section apart from the others. [*][b]Tab Settings[/b] - If you have tabs turned on for your page, you can specify which tabs each section should appear under. …

Steam Deck FAQ

Already there's a pretty good experience for Unity and Unreal developers from the start. [b]Can game developers use more than 1GB of GPU memory for textures, vertex and other buffers, or is the 1GB VRAM that was mentioned earlier today a hard limit?[/b] More than 1GB is definitely available to use with the GPU. …

See [url=https://partner.steamgames.com/doc/steamdeck/testing#3]here[/url] for the full instructions.Down the line, we expect to make an image available that will incorporate more of the bits included in Steam Deck's OS (like gamescope and possibly gamepad-ui) for better 1:1 testing. [b]When will Steam Deck be available in more countries?[/b] We're still finalizing plans with a bunch of other countries and territories. …

Steam Workshop Implementation Guide

Keys can map to multiple different values (1-to-many relationship). [*] [api]ISteamUGC::RemoveItemKeyValueTags[/api] - Removes an existing key value tag from an item. [*] [api]ISteamUGC::SetItemContent[/api] - Sets the folder that will be stored as the content for an item. [*] [api]ISteamUGC::SetItemPreview[/api] -Sets the primary preview image for the item. …

You can use this to list all of the available UGC for your app. [*] [api]ISteamUGC::CreateQueryUGCDetailsRequest[/api] - Query for the details of specific workshop items. [/list] [*] Customize the query as appropriate by calling the option setting methods: [list] [*] When querying for User UGC [list] [*] [api]ISteamUGC::SetCloudFileNameFilter[/api] - Sets to only return items that have a specific filename on a pending UGC Query. …

Top Sellers Lists

Note: If you have multiple apps in a single package (this is uncommon), you can see in the Sales & Activations Reporting portal as to which app the sales of that package are being attributed. [subsection]Global and country-specific[/subsection] For a set of most popular countries on Steam, we generate country-specific top sellers lists as a default so the lists can pick up on regional differences in customer interests. …

[/b] A: No- we don’t have an editorial team picking games for Top Sellers, Popular New Releases, Popular Upcoming, or other storefront charts. Those are all based on player data. [b]Q: Will every customer see my game if it’s a top selling title?[/b] A: The top selling list respects each player’s content preferences, and customers can filter out certain categories of content from the store if they wish. …

Store Graphical Assets

These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. [section]Store Capsule Rules[/section] [b][color=#ca5029]IMPORTANT NOTE:[/color][/b] Please see [doclink=store/assets/rules]Graphical Asset Rules[/doclink] for important rules on what can and cannot be included in your graphical asset capsules. …

[b]Size: [/b] 1438px x 810px [section=bundle]Bundle Assets[/section] Bundles use the same set of assets as other products on Steam, with one addition: [subsection]Bundle Header[/subsection] [docimg=civ6.jpg]civ6.jpg[/docimg] [b]Usage:[/b] This image appears at the top of the bundle detail page on Steam. …

Creating and using InstallScripts

If the program's ExitCode is 0, then the install script assumes it was successful and writes your keyname as 1 in the registry. Steam customers love a quick and silent install. Add silent or quiet parameters to all run process commands and only add what you absolutely need for the game. …

See [doclink=#requirement_os]OS Specific Requirements[/doclink] for more details. [*] [b]AsCurrentUser[/b] - Optional flag, set it to 1 if it's important for that program to run as the current user. Otherwise, the Steam client might run it as Administrator to avoid elevation prompts in Big Picture or VR environments. …

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