Steamworks Documentation
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Hosting Third-Party Sales Events

[subsection]2. Confirm your Event's Participants[/subsection] Once you have a list of confirmed games that are participating in your event, please send their AppIDs to the Events Team via your ticket. …

[/td][/tr] [tr][td]2 Weeks Out[/td][td][b]Submit Sale Page & Assets[/b][/td][td]Finalize your sale page and submit it for review. 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.…

Upcoming Steam Events

[doclink=marketing/upcoming_events/themed_sales/cooking_2026]More info[/doclink]. [/td][/tr] [tr][td]Oct 26 Nov 2[/td][td]Steam Scream V[/td] [td][url=https://partner.steamgames.com/optin/sale/horror_2026]Registration details[/url][/td] [td]Games that fall into the horror category, and explicitly Halloween-centric games. …

[subsection][u]2026[/u][/subsection] [subsection]Next Fest | October 19 - October 26, 2026[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_october_2026]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/2026october]View documentation[/doclink] [subsection][u]2027[/u][/subsection] [subsection]Next Fest | February 22 - March 1, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_feb_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/feb_2027]View documentation[/doclink] [subsection]Next Fest | June 14 - 21, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_june_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/june_2027]View documentation[/doclink]…

Transferring Applications

Once both parties have fully approved the app transfer, Valve will respond to the request as quickly as possible. Usually within 2-7 business days. [h4]Q. Can I transfer multiple applications in one request? Can I transfer DLC?[/h4] A. Yes, you can select multiple applications and DLC to transfer in a single request. …

If you decide to release another game in the future using that new app credit, then the 21-day wait applies to when that new game is able to release. But that new purchase doesn't affect the release date of games created earlier that are transferred to the newly created Steamworks partner account.…

ISteamHTMLSurface Interface

If you send POST data with [code-inline]pchPostData[/code-inline] then the data should be formatted as: [code-inline]name1=value1&name2=value2[/code-inline]. You can load any URI scheme supported by Chromium Embedded Framework including but not limited to: [code-inline]http://[/code-inline], [code-inline]https://[/code-inline], [code-inline]ftp://[/code-inline], and [code-inline]file:///[/code-inline]. …

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface that is navigating.…

Steam Inventory Service

Please leave us feedback or ask questions in the [url=https://steamcommunity.com/groups/steamworks/discussions/21/]Steam Inventory Discussions[/url] in the Steamworks Developer group. [section=Description]Description[/section] The Inventory Service can be used in two ways - either server-less or with the addition of a trusted server that knows game state. …

ISteamInput Interface

This tells you if a given controller is a Steam controller, Xbox 360 controller, PS4 controller, etc. [b]Returns:[/b] [apitype]ISteamInput::ESteamInputType[/apitype] [b]Example:[/b] [code=cpp] ESteamInputType inputType = SteamInput()->GetInputTypeForHandle(controller1Handle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unknown!…

You can use GetControllerForGamepadIndex to get this handle[/td][/tr] [tr][td][b]eDestinationInputType[/b][/td][td][apitype]ESteamInputType[/apitype][/td][td]The controller type you want to translate to. Steam will pick the closest type from your SDK version if k_ESteamInputType_Unknown is used[/td][/tr] [tr][td][b]eSourceOrigin[/b][/td][td]EInputActionOrigin[/td][td]This is the button you want to translate[/td][/tr] [/table] [b]Returns:[/b] EInputActionOrigin Get the equivalent origin for a given controller type or the closest controller type that existed in the SDK you built into your game if eDestinationInputType is k_ESteamInputType_Unknown. …

ICloudService Interface

Example:[code] POST https://api.steampowered.com//ICloudService/BeginAppUploadBatch/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "machine_name": "My%20Handheld", "files_to_upload": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav"], "files_to_delete": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave_old.sav"] } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]machine_name[/b][/td][td]string[/td][td]✔[/td][td]A name for the source machine, preferably one the user has applied to the device[/td][/tr] [tr][td][b]files_to_upload[/b][/td][td]string list[/td][td]✔[/td][td]List of all files to be uploaded (new files or updates for existing files) as part of this batch.…

[subsection]Delete[/subsection] Example: [code] POST https://api.steampowered.com/ICloudService/Delete/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "filename": "%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]✔[/td][td]filename of the file to delete[/td][/tr] [/table] This API will delete the specified file from the user's Steam Cloud. …

Supported Currencies

[list] [*] [code-inline]1[/code-inline] - USD / United States Dollar [*] [code-inline]2[/code-inline] - GBP / United Kingdom Pound [*] [code-inline]3[/code-inline] - EUR / European Union Euro [*] [code-inline]4[/code-inline] - CHF / Swiss Francs [*] [code-inline]5[/code-inline] - RUB / Russian Rouble [*] [code-inline]6[/code-inline] - PLN / Polish Złoty [*] [code-inline]7[/code-inline] - BRL / Brazilian Reals [*] [code-inline]8[/code-inline] - JPY / Japanese Yen [*] [code-inline]9[/code-inline] - NOK / Norwegian Krone [*] [code-inline]10[/code-inline] - IDR / Indonesian Rupiah [*] [code-inline]11[/code-inline] - MYR / Malaysian Ringgit [*] [code-inline]12[/code-inline] - PHP / Philippine Peso [*] [code-inline]13[/code-inline] - SGD / Singapore Dollar [*] [code-inline]14[/code-inline] - THB / Thai Baht [*] [code-inline]15[/code-inline] - VND / Vietnamese Dong [*] [code-inline]16[/code-inline] - KRW / South Korean Won [*][strike][code-inline]17[/code-inline] - TRY / Turkish Lira[/strike] [*] [code-inline]18[/code-inline] - UAH / Ukrainian Hryvnia [*] [code-inline]19[/code-inline] - MXN / Mexican Peso [*] [code-inline]20[/code-inline] - CAD / Canadian Dollars [*] [code-inline]21[/code-inline] - AUD / Australian Dollars [*] [code-inline]22[/code-inline] - NZD / New Zealand Dollar [*] [code-inline]23[/code-inline] - CNY / Chinese Renminbi (yuan) [*] [code-inline]24[/code-inline] - INR / Indian Rupee [*] [code-inline]25[/code-inline] - CLP / Chilean Peso [*] [code-inline]26[/code-inline] - PEN / Peruvian Sol [*] [code-inline]27[/code-inline] - COP / Colombian Peso [*] [code-inline]28[/code-inline] - ZAR / South African Rand [*] [code-inline]29[/code-inline] - HKD / Hong Kong Dollar [*] [code-inline]30[/code-inline] - TWD / New Taiwan Dollar [*] [code-inline]31[/code-inline] - SAR / Saudi Riyal [*] [code-inline]32[/code-inline] - AED / United Arab Emirates Dirham [*] [strike][code-inline]33[/code-inline] - SEK / Swedish Krona[/strike] [*] [strike][code-inline]34[/code-inline] - ARS / Argentine Peso[/strike] [*] [code-inline]35[/code-inline] - ILS / Israeli New Shekel [*] [strike][code-inline]36[/code-inline] - BYN / Belarusian Ruble[/strike] [*] [code-inline]37[/code-inline] - KZT / Kazakhstani Tenge [*] [code-inline]38[/code-inline] - KWD / Kuwaiti Dinar [*] [code-inline]39[/code-inline] - QAR / Qatari Riyal [*] [code-inline]40[/code-inline] - CRC / Costa Rican Colón [*] [code-inline]41[/code-inline] - UYU / Uruguayan Peso [*] [strike][code-inline]42[/code-inline] - BGN / Bulgarian Lev[/strike] [*] [strike][code-inline]43[/code-inline] - HRK / Croatian Kuna[/strike] [*] [strike][code-inline]44[/code-inline] - CZK / Czech Koruna[/strike] [*] [strike][code-inline]45[/code-inline] - DKK / Danish Krone[/strike] [*] [strike][code-inline]46[/code-inline] - HUF / Hungarian Forint[/strike] [*] [strike][code-inline]47[/code-inline] - RON / Romanian Leu[/strike] [/list] …

ISteamApps Interface

Type_filter can used to specify certain app types to be returned. Possible values are "game,application,tool,demo,dlc,music". When type_filter is blank or not used, all apps are returned. Version 2 will output the app name. [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Steam Frame Input

To enable the interaction profile you must request to use the extension: [code]XR_VALVE_frame_controller_interaction[/code] Then you can suggest bindings for the interaction profile path: [code]/interaction_profiles/valve/frame_controller_valve[/code] You can use the following paths: [code] "/user/hand/right/input/a/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/a/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/right/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT "/user/hand/left/input/dpad_up/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_up/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/left/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT [/code] [subsection=openvr]OpenVR Bindings[/subsection] You can bind to the Steam Frame Controllers like you would any other OpenVR controller type. …

[subsection]OpenVR[/subsection] OpenVR has two functions in IVRInput [b]GetEyeTrackingDataRelativeToNow[/b] and [b]GetEyeTrackingDataForNextFrame[/b]. To use those you will need to create a new action of type [code-inline]"eyetracking"[/code-inline] to pass into the functions. …

Error Codes &amp;amp; Responses

</p><br>", "feedlabel": "TF2 Blog", "date": 1495218420, "feedname": "tf2_blog", "feed_type": 0, "appid": 440 } ], "count": 2385 } } [/code] [/list] [*] [h4]XML[/h4] [list] [*] XML Attributes are not used. [*] Arrays are represented as a series of sub-elements in the containing element of the type of the array. [*] Null is represented by the word "null" between the element's tags. [*] [b]Example[/b]: [code=xml] <?…

</p><br></contents> <feedlabel>TF2 Blog</feedlabel> <date>1495218420</date> <feedname>tf2_blog</feedname> <feed_type>0</feed_type> <appid>440</appid> </newsitem> </newsitems> <count>2385</count> </appnews> [/code] [/list] [*] [h4]VDF (Valve Data Format)[/h4] [list] [*] This is Valve's internal data format as used in the Source Engine games. …

ISteamUser Interface

The JSON response will contain the following fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ownsapp[/b][/td][td]bool[/td][td]Indicates if the user has an active license for this app.…

[/td][/tr] [tr][td][b]vanityurl[/b][/td][td]string[/td][td]✔[/td][td]The vanity URL to get a SteamID for[/td][/tr] [tr][td][b]url_type[/b][/td][td]int32[/td][td][/td][td]The type of vanity URL. 1 (default): Individual profile, 2: Group, 3: Official game group[/td][/tr] [/table] …

ISteamUserStats Interface

[section=GetSchemaForGame]GetSchemaForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetSchemaForGame/v2/[/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 user authentication key.…

They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the game name in XML. [/list] [section=GetUserStatsForGame]GetUserStatsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetUserStatsForGame/v2/[/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 user authentication key.…

Steam Inventory Item Tools

Note that the expected item definition id should match the target item's item definition id. [code] SteamItemInstanceID_t inputItems[2] = { unPaintCanItemDefID, unHatItemDefID }; uint32 inputQuantities[2] = { 1, 1 }; SteamItemDef_t outputItems[1] = { unHatItemDefID }; uint32 outputQuantity[1] = { 1 }; SteamInventoryResult_t resultHandle; SteamInventory()->ExchangeItems( &resultHandle, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 ); [/code] If you wanted to have a tool that just removed a tag, you can define something like this "Paint Stripper.…

Here's an example of an item that keeps track of kills on a rocket launcher. [code] itemdefid: 100 type: item name: Rocket Launcher itemdefid: 200 type: tag_tool name: Kill Stat Tracker tags: stat_tracker:kills tags_to_remove_on_tool_use: stat_tracker:kills [/code] Using the Steamworks API you can have the client update properties on the Rocket Launcher for the dynamic property "kills.…

Applications

" under "Create A New Application" on the Steamworks landing page. [section=types_of_applications]Types of Applications[/section] The following are the different types of applications that you can create on Steam. …

[/td] [/tr] [/table] This can be visualized like this: [docimg=app_trans2.png]app_trans2.png[/docimg] …

Sale Page Section: Apps And Bundles

[docimg=sectionType_Items.jpg]sectionType_Items.jpg[/docimg] Showing a 4-row grid set to display "2/3/4/3" format [subsection]Display as a carousel[/subsection] If you set a section to appear as a carousel, any items that do not fit in the initial display will accessible by click the right or left arrows that appear next to the section. …

There are a few different options to make the layout interesting. 2/3/4/3 [subsection]Special options for single item-per-row[/subsection] If you choose to display a single (1) item per row, then you'll find a new set of options appears for how to display that single item. …

Steam Inventory Web Functions

[/list] [h4]Steam Overlay / Big Picture web browser:[/h4] [list] [*] Same as Standard Web Browser with no initial sign-in step; user cannot change account [/list] [h4]In-game web browser with Steamworks API authentication cookie:[/h4] [list] [*] If wallet currency does not match, immediate redirect to return url with result code indicating mismatch [*] Web page displays notice to use the Steam Overlay to authorize the purchase [*] Steam Overlay will activate automatically with a purchase/cancel dialog box [*] Overlay closes, flow continues as Standard Web Browser after user selects Purchase or Cancel [/list] [subsection]Example HTML[/subsection] [code] <form action="https://store.steampowered.com/itemcart/checkout" method="post"> <input type="hidden" name="appid" value="234560"> <input type="hidden" name="cart" value="1001,1006*2"> <input type="hidden" name="total" value="USD499"> <input type="hidden" name="sandbox" value="0"> <input type="hidden" name="return" value="http://mystore.com/checkout.php?fromsteam=1&cartid=BA13522FE31&result=[RESULT]&orderid=[ORDERID]&steamid=[STEAMID]&name=[USERNAME]&cc=[CURRENCY]&auth=[AUTH]"> <input type="hidden" name="auth" value="9a38954f503bf38a16024a9ae9328e8fa780f5be"> <input type="hidden" name="lang" value="en"> <input type="image" src="checkout.png" alt="Checkout"> </form> [/code] [list] [*] appid - is your App ID number. [*] cart - is item definition index numbers separated by commas, with optional xN or *N quantity suffix. …

ISteamLeaderboards Interface

[section=FindOrCreateLeaderboard]FindOrCreateLeaderboard[/section] [code=http]POST https://partner.steam-api.com/ISteamLeaderboards/FindOrCreateLeaderboard/v2/[/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=GetLeaderboardsForGame]GetLeaderboardsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamLeaderboards/GetLeaderboardsForGame/v2/[/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.…

User Authentication and Ownership

[section=website]Web Browser based authentication with OpenID[/section] Steam is an [url=http://openid.net/]OpenID[/url] Provider, as described in the OpenID 2.0 specification. Inside a web browser, a third-party website can use OpenID to obtain a user's SteamID which can be used as the login credentials for the 3rd party website, or linked to an existing account on that website. …

Steam provides the following images which may be used by 3rd party sites when linking to the Steam sign in page: [docimg=sits_large_border.png]sits_large_border.png[/docimg] [docimg=sits_large_noborder.png]sits_large_noborder.png[/docimg] [docimg=sits_small.png]sits_small.png[/docimg] [h4]User Authentication[/h4] Steam's OpenID 2.0 implementation can be used to link a users Steam account to their account on the third-party website. A list of open source OpenID libraries can be found at the [url=http://openid.net/developers/libraries/]OpenID website[/url]. …

OAuth

[Section=Getting Started]Getting Started[/Section] Steam's implementation is based upon [url=http://oauth.net/2/]OAuth 2.0[/url]. During your initial setup you will need to contact Valve with the following information: [list] [*]What permissions you need the user to obtain. …

If you include the state parameter, it will be passed back to the redirect URI after the user has confirmed or denied access. Note that the authorization code grant type is also supported, by using the response_type=code during login. If the user grants access, they will be redirected back to you at [code]http://redirect/uri/here#access_token=token_here&token_type=steam&state=whatever_you_want[/code] The token should be treated as an opaque string. …

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