Steamworks Documentation
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Microtransactions Implementation Guide

If this does not match the users's currency code provided in step 2 then an automatic currency conversion will be applied at the current market rate. Steam will present the converted price to the user, in their local currency for approval. …

[/list] [b]Note:[/b] We recommend that you link the user's game account with their Steam ID so that the user only has to do this secondary login one time. [*] [b]Step 2[/b] Get the country and currency type for the user by calling the [webapi]ISteamMicroTxn/GetUserInfo[/webapi] web API request passing it the user's Steam ID. …

ISteamUserStats Interface

[/td][/tr] [tr][td][b]eLeaderboardSortMethod[/b][/td][td][apitype]ISteamUserStats::ELeaderboardSortMethod[/apitype][/td][td]The sort order of the new leaderboard if it's created.[/td][/tr] [tr][td][b]eLeaderboardDisplayType[/b][/td][td][apitype]ISteamUserStats::ELeaderboardDisplayType[/apitype][/td][td]The display type (used by the Steam Community web site) of the new leaderboard if it's created.…

[/td][/tr] [/table] Returns the display type of a leaderboard handle. [b]Returns:[/b] [apitype]ISteamUserStats::ELeaderboardDisplayType[/apitype] The display type of the leaderboard. …

Developing for SteamOS and Linux

This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. …

In terms of Linux performance, it differs depending on the video card and driver type being used, e.g. such as open-source vs. proprietary. Typically, proprietary drivers out-perform open-source drivers and have a larger feature set. …

ISteamRemoteStorage Interface

This type of path is used for files managed via AutoCloud.[/td][/tr] [tr=k_ERemoteStorageFilePathType_APIFilename][td][b]k_ERemoteStorageFilePathType_APIFilename[/b][/td][td]2[/td][td]An ISteamRemoteStorage API relative path is provided. …

(See: [doclink=features/workshop#curated_workshop]Curated Workshop[/doclink])[/td][/tr] [tr=k_EWorkshopFileTypeCollection][td][b]k_EWorkshopFileTypeCollection[/b][/td][td]2[/td][td]A collection of Workshop items.[/td][/tr] [tr=k_EWorkshopFileTypeArt][td][b]k_EWorkshopFileTypeArt[/b][/td][td]3[/td][td]Artwork.…

Points Shop Items

Create 1-4 of these, ideally. All assets should be looping, and under 2MB. [/h4] [list][*]224 x 224px APNG (animated .png) <2MB [*]224 x 224px .png (still)[/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/steamhweensale2020GIF2.gif[/img] [url=https://store.steampowered.com/points/shop/c/avatar](Click here to see examples live in the Points Shop.)…

Note that this time field cannot be changed once you publish your approved items. [subsection]How many items can I upload per item type?[/subsection] You can upload a maximum of 10 items per item type. Please note that items cannot be deleted once they are published. …

Steam Keys

v=V0tRQgNiQMo[/url] [b]Developers launching their first game on Steam must wait three weeks after the creation of an AppID before they can request Steam keys.[/b] [section]Types of Keys[/section] You can request three types of Steam Keys: Default Release, Release State Override, and dev comp. Steam keys are always requested from a specific Steam package. …

However, the maximum number of Release State Override (beta) keys you can request for this purpose is generally 2,500 total. [u]You should not promise more than 2,500 [b]Release State Override (beta) keys[/b] for your game during your crowdfunding campaign[/u]. …

ILobbyMatchmakingService Interface

[/td][/tr] [tr][td][b]max_members[/b][/td][td]int32[/td][td]✔[/td][td]Maximum number of members for this lobby.[/td][/tr] [tr][td][b]lobby_type[/b][/td][td]int32[/td][td]✔[/td][td][apitype]ISteamMatchmaking::ELobbyType[/apitype] - The type and visibility of this lobby.[/td][/tr] [tr][td][b]lobby_name[/b][/td][td]string[/td][td][/td][td]Unique lobby name if lobby_type = 4. …

[/td][/tr] [/table] Structure of the [code-inline]lobby_metadata[/code-inline] property: [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key_name[/b][/td][td]string[/td][td][/td][td]Key name[/td][/tr] [tr][td][b]key_value[/b][/td][td]string[/td][td][/td][td]Key value[/td][/tr] [/table] When using the CreateLobby WebAPI, you'll probably want to set lobby_type to 4 (k_ELobbyTypePrivateUnique). …

Unreal Engine

For more information, see the following documentation page: [url=https://docs.unrealengine.com/5.3/en-US/xr-best-practices-in-unreal-engine/]XR Best Practices in Unreal[/url] Due to a bug in the current versions of Unreal Engine, you must also use the Binned2 allocator to prevent a crash on startup. This should be fixed in future versions of the engine, but in the meantime, open up your new project's Target.cs file, and add the following line: [code]StaticAllocator = StaticAllocatorType.Binned2;[/code] Finally, you must make sure that the application uses the proper version of the Android SDK and NDK for the device (currently, 30). …

Binned3 allocates a large chunk of memory at the beginning of the app load, which is unfortunately too large, and causes an out of memory (OOM) crash. To fix this, restore the Binned2 allocator in your project’s Target.cs file with the following line: [code]StaticAllocator = StaticAllocatorType.Binned2;[/code] [subsection]Can’t Install APK on Lepton because of SDK Error[/subsection] If you see an error like the following when installing the APK on Lepton, it indicates that the Project is built with a version of the Android SDK / NDK that is too new for the version of Android on the device. …

Bundles

[section=Overview]Overview[/section] Steam Bundles is a feature that allows multiple products to be bundled together at a discount to provide additional value and benefit to your best fans. [docimg=BundlePurchaseOption2.jpg]BundlePurchaseOption2.jpg[/docimg] There are two types of Bundles to handle common scenarios: [olist] [*] [b]Complete The Set[/b] - Customers that purchase this type of Bundle will pay for, and receive, just the items in that bundle that they don't already have in their Steam library. …

You must enter a name, a discount, the list of packages to include, and pick the type of bundle. Note that you need the "Manage pricing and discounts" permission for any game you wish to add to a bundle. …

Steam Networking

. [*] [api]steamnetworkingtypes[/api] is a header that has many common types and utilities. [*] [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] is a service for relaying your game traffic over the Valve backbone. …

This API works best when used with [doclink=features/multiplayer/matchmaking][/doclink], depending on the types of packets you could route everything through one player that is acting as the host (typically the lobby owner) or game server, or send everything out directly to each player. …

Steam Workshop Implementation Guide

Do not pass the App ID of the workshop item creation tool if that is a separate App ID. [*] [apitype]ISteamRemoteStorage::EWorkshopFileType[/apitype] is an enumeration type that defines how the shared file will be shared with the community. The valid values are: [list] [*] [apitype]ISteamRemoteStorage::k_EWorkshopFileTypeCommunity[/apitype] - This file type is used to describe files that will be uploaded by users and made available to download by anyone in the community. Common usage of this would be to share user created mods. [*] [apitype]ISteamRemoteStorage::k_EWorkshopFileTypeMicrotransaction[/apitype] - This file type is used to describe files that are uploaded by users, but intended only for the game to consider adding as official content. …

ISteamMusic Interface

[subsection=SetVolume]SetVolume[/subsection] [code=cpp]void SetVolume( float flVolume );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]flVolume[/b][/td][td]float[/td][td]The volume percentage to set from [b]0.0[/b] to [b]1.0[/b].…

[/td][/tr] [tr=AudioPlayback_Paused][td][b]AudioPlayback_Paused[/b][/td][td]2[/td][td]Steam Music is currently paused.[/td][/tr] [tr=AudioPlayback_Idle][td][b]AudioPlayback_Idle[/b][/td][td]3[/td][td]Steam Music is currently stopped.…

IGameNotificationsService Interface

[section=CreateSession]CreateSession[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/CreateSession/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.…

[b]Example Response:[/b] [code=xml] { "response": { } } [/code] [b]Calling Example:[/b] [code] { "sessionid": "10" } [/code] [section=DeleteSessionBatch]DeleteSessionBatch[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/DeleteSessionBatch/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.…

Multiplayer

[h4]Do you want your game to be Peer-to-peer based or server based?[/h4] Depending on the type of game one or the other will likely make your game more enjoyable for users. If your game is highly competitive like an esport then we recommend that you use [doclink=#gameservers][/doclink]. …

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…

Enhanced Rich Presence

The way the grouping is determined will depend on your game and what makes the most sense to show. For example, in Dota 2 there are parties of up to 5 people, so we will show the party that is being played with, not the full team of 5 that is match-made by the game. In Counter-Strike, though, 2 friends may be playing on a server together, but rather than showing the whole server as part of the party, only the mutual friends who are playing together are placed in the same Steam Player Group. …

Events and Announcements Examples

Example: to take a specific event like TI6, Valve would create a cover image focusing on "The International" rather than a generic use of "Dota 2". Example cover images: [docimg=capsule_examples.jpg]capsule_examples.jpg[/docimg] When viewed inside the Steam Library: [docimg=event_example_home_862.jpg]event_example_home_862.jpg[/docimg] [section]Event/Announcement Detail Page[/section] [b]The guts of your event/announcement.…

So, in addition to text and static images, feel free to include Steam Store widgets or YouTube videos. [docimg=event_example_detail_lg2.jpg]event_example_detail_lg2.jpg[/docimg] [section]Steam Library - Game Details Page[/section] Your game details page in the Steam Library includes three image types to convey information about the state of your game. …

Library Assets

[section=capsule]Library Capsule [color=#ca5029]Required[/color][/section] The library capsule is the primary way of presenting your game within the Steam Library, including on the library overview and within collections. [docimg=library_capsule_example2.jpg]library_capsule_example2.jpg[/docimg] [b]Usage:[/b] This image is primarily used in the library overview and collection views. …

[b]Size:[/b] 600px x 900px (an additional half-size 300px x 450px PNG will be auto-generated from larger file) [section=header]Library Header [color=#ca5029]Required[/color][/section] The library header is used in different places within the Steam Client Library. [docimg=cs2libheader.jpg]cs2libheader.jpg[/docimg] [b]Usage:[/b] Appears in various places in the Steam Client Library, including Recent Games. …

IInventoryService Interface

[/td][/tr] [/tr] [/table] AddItem is used to add new items directly in a user's inventory. For each itemdef, an instance of that type is created and added to the target account. Items of type 'bundle' or 'generator' are unpacked at the time they are added. The response message provides information about the item or items that were actually inserted in the inventory. …

[/list] [/list] [b]Example Response:[/b] [code=xml] { "response": { "item_json": "[{ \"accountid\":\"292733980074050545\",\"itemid\":\"1503713096879725\",\"itemdefid\":\"4111\",\"state\":\"removed\" ... } } [/code] [b]Calling Example:[/b] [code] curl --request POST \ --header 'content-type: multipart/form-data' \ --form appid=30400 \ --form 'materialsitemid[0]=1510699974025744' \ --form 'materialsitemid[1]=1510699974025745' \ --form 'materialsitemid[2]=1510699974025746' \ --form 'materialsquantity[0]=1' \ --form 'materialsquantity[1]=1' \ --form 'materialsquantity[2]=5' \ --form steamid=292733980074050545 \ --form outputitemdefid=4111 \ https://api.steampowered.com/IInventoryService/ExchangeItem/v1?…

Wishlists

In high volume e-mail periods, time to notification will be longer. [b]Frequency limited to 2 weeks[/b] Customers who have been notified about an appID within the last 2 weeks (includes all forms of emails about the same appID) will be on e-mail cooldown, and will not receive additional communication until the cooldown period has passed. …

[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. This can be extended during periods of high traffic (like seasonal sales). [h4]Q: Where can a user configure their e-mail preferences?…

Stats and Achievements

Using it, you can: [list] [*] Define the initial statistics and achievements [*] Add additional stats and achievements [*] Update achievement names, descriptions, and icons [*] Update statistic parameters and constraints (max/min values, moving-average window sizes, etc) [/list] Stats have the following properties: [list] [*] [b]ID[/b] - An automatically-generated numerical ID for each stat. [*] [b]Type[/b] - The type of this Stat - INT, FLOAT, or [doclink=#AVGRATE]AVGRATE[/doclink]. [*] [b]API Name[/b] - The string used to access this stat using the API. [*] [b]Set By[/b] - Sets who can modify the stat. …

The Steam Game Overlay will display a notification panel to the user. [/list] [subsection=AVGRATE]The AVGRATE stat type[/subsection] This type of stat provides some unique and very useful functionality, but it requires a little bit more detail to explain. …

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