[section]Minimum Requirements[/section] Patch notes are designed to be lightweight and easy to post. Therefore, you really only need to fill out two fields: title and description. You can easily paste in your bullet list of notes, switch to the 'publish' tab and hit publish. …
[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…
Steam's process takes into account customer feedback, input from Valve's content review teams and the content survey that the developer has filled in for the game. [u]Your game cannot receive a content review rating from Valve if you have not filled in the game's content survey.…
https://partner.steamgames.com/healthcheck/missingrequiredratings [section]The Indonesian Age-Rating System[/section] Age ratings in Indonesia are made up of 6 tiers of rating [list] [*]3+ [*]7+ [*]13+ [*]15+ [*]18+ [*]Refused Classification [/list] You can learn more by visiting the official IGRS website: https://igrs.id/rating-info [section]Frequently Asked Questions[/section] [b]Q. If I fill out the questionnaire, is my game guaranteed to remain available in Indonesia?[/b] A. No. There are certain kinds of content that are not allowed for sale to customers in Indonesia. …
Valve's process takes into account customer feedback, input from Valve's content review teams and the content survey that the developer has filled in for the game. [u]Your game cannot receive a content review rating from Valve if you have not filled in the game's content survey.…
To ensure that we can resolve any questions that may arise from the information we receive as part of your questionnaire without your game going offline in Germany, we recommend that you submit your questionnaire in advance of this deadline. [b]Q. If I fill out the questionnaire, is my game guaranteed to remain available in Germany?[/b] A. No. There are certain kinds of content that are not allowed for sale to customers in Germany. …
[/list] [subsection]Core Dumps[/subsection] If a native application crashes and you get a core dump, you can use GDB to see the call stack where it crashed.After crashing, view the list of core dumps using the command: [code]coredumpctl[/code] This will bring up a list of core dumps available to view, along with their pid numbers.Find the one relevant to you, named after your project, and view the dump by entering the following command, replacing the number with the pid of the dump you want to view: [code]coredumpctl debug 1234[/code] This command will load up the dump, which might take a while.When prompted, hit enter and full symbols will be loaded.To see the stack trace where the crash occurred, enter bt from the GDB command prompt. [section]Lepton[/section] While working with our lightweight android translation layer, Lepton, you have a few different options available to you to help with debugging. You can ssh into the headset and get some command line options. …
If a player is visiting your store page and if your product has content descriptors that the user has indicated they do not want to see (including defaults), they will be presented with a warning. This is keyed off the settings you entered in filling out the mature content survey while setting up your store page. These warning pages will let the player know that the content they are about to view is different from the preferences they have previously specified (or the defaults that Steam has). …
[subsection=RetrieveMessage]RetrieveMessage[/subsection] [code=cpp]EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]punMsgType[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]pubDest[/b][/td][td]void *[/td][td][/td][/tr] [tr][td][b]cubDest[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td][/td][/tr] [tr][td][b]pcubMsgSize[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [/table] Fills the provided buffer with the first message in the queue and returns k_EGCResultOK or returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size. …
As a Steam developer, you can go to the [url=https://partner.steamgames.com/hardware]hardware request form[/url] to request a Steam Deck Dev Kit. Fill out the form and be sure to read through the agreement and dev kit guidelines. Dev kit supplies are limited, so we'll be reviewing requests via the online form on a case by case basis and will be shipping them out as quickly as possible. …
unSessionID ) { continue; } ESteamDeviceFormFactor eFormFactor = SteamRemotePlay()->GetSessionClientFormFactor( unSessionID ); if ( eFormFactor == k_ESteamDeviceFormFactorPhone ) { return true; } } return false; } [/code] [subsection=BGetSessionClientResolution]BGetSessionClientResolution[/subsection] [code=cpp]bool BGetSessionClientResolution( RemotePlaySessionID_t unSessionID, int *pnResolutionX, int *pnResolutionY );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID[/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session ID to get information about[/td][/tr] [tr][td][b]pnResolutionX[/b][/td][td]int[/td][td]A pointer to a variable to fill with the device resolution width[/td][/tr] [tr][td][b]pnResolutionY[/b][/td][td]int[/td][td]A pointer to a variable to fill with the device resolution height[/td][/tr] [/table] Get the resolution, in pixels, of the session client device. …
[/td][/tr] [tr=k_ERemotePlayKeyModifierLeftGUI][td][b]k_ERemotePlayKeyModifierLeftGUI[/b][/td][td]0x0400[/td][td]Left GUI is active.[/td][/tr] [tr=k_ERemotePlayKeyModifierRightGUI][td][b]k_ERemotePlayKeyModifierRightGUI[/b][/td][td]0x0800[/td][td]Right GUI is active.…
[/td][/tr] [tr][td][b]pConnectionState[/b][/td][td][apitype]ISteamNetworking::P2PSessionState_t[/apitype] *[/td][td]Returns the state.[/td][/tr] [/table] Fills out a [apitype]ISteamNetworking::P2PSessionState_t[/apitype] structure with details about the connection like whether or not there is an active connection; number of bytes queued on the connection; the last error code, if any; whether or not a relay server is being used; and the IP and Port of the remote user, if known This should only needed for debugging purposes. …
[b]Returns:[/b] bool [subsection=IsDataAvailable]IsDataAvailable[/subsection] [code=cpp]bool IsDataAvailable( SNetListenSocket_t hListenSocket, uint32 *pcubMsgSize, SNetSocket_t *phSocket );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hListenSocket[/b][/td][td][apitype]ISteamNetworking::SNetListenSocket_t[/apitype][/td][td][/td][/tr] [tr][td][b]pcubMsgSize[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]phSocket[/b][/td][td][apitype]ISteamNetworking::SNetSocket_t[/apitype] *[/td][td][/td][/tr] [/table] Checks for data from any socket that has been connected off this listen socket. returns false if there is no data remaining fills out *pcubMsgSize with the size of the next message, in bytes fills out *phSocket with the socket that data is available on This is part of an older set of functions designed around the Berkeley TCP sockets model. …
Do your art assets hold up when viewed on a high-resolution desktop monitor? Is the game re-shaped to fill the aspect ratio of monitors and make use of the whole screen? Is your interface reasonably sized on various resolutions? Can customers adjust resolution to make sure it fits natively on their monitor? …
[subsection]Retrieving Item Properties[/subsection] Dynamic item properties are automatically sent along with other item attributes to the Steam Client and can be retrieved by calling [api]ISteamInventory::GetResultItemProperty[/api] with the property name [code-inline]dynamic_props[/code-inline]. The provided buffer will be filled with the string representation of the JSON for all the dynamic properties for the item. It is up to your application to parse this string appropriately. …
If this returns successfully, then you can allocate a buffer with the provided size to fill with the data obtained from [api]ISteamHTTP::GetHTTPResponseBodyData[/api] or [api]ISteamHTTP::GetHTTPStreamingResponseBodyData[/api]. [b]Returns:[/b] bool Returns [b]true[/b] upon success indicating that [code-inline]unBodySize[/code-inline] has been filled with the size. Otherwise, returns [b]false[/b] under the following conditions: [list] [*] [code-inline]hRequest[/code-inline] was invalid. [*] The request has not been sent or has not completed. [*] [code-inline]unBodySize[/code-inline] is [b]NULL[/b]. …
[/i] [section]Uploading a game build to Steam Deck or Steam Machine[/section] Click the [b]Title Upload[/b] tab to configure a game for upload from your dev PC to the Steam Deck/Machine. The screen looks something like this when filled out: [docimg=title-upload-20211111.png]title-upload-20211111.png[/docimg] This screenshot is an example of uploading a Windows build of a test game to the devkit. …
. [*]Once the account has been created, go back to the Steamworks website (make sure you're logged in with your Steam master account), navigate to the "Users & Permissions" menu option and select "Manage Users". On this page click the "Add User" button and fill in the required information about the Steam server account you've just created. Don't give it any special permissions. [*]Go to the "Manage Sites" page and add a new Café location. …
[list][*]If you'd like to report Copyright Infringement and are the copyright holder, please proceed to our DMCA notice of copyright infringement form [url=https://steamcommunity.com/dmca/create/]here[/url]. [*]If you'd like to file a Trademark complaint, please fill out the form [url=https://steamcommunity.com/trademark/createtrademarkcomplaint/]here[/url].[/list] [b]Q. My game connects to a Live-Generated AI service, which incurs ongoing costs for each input/output. …
(Do not declare one on the stack or allocate your own.) You should fill in the message payload. You can either let it allocate the buffer for you and then fill in the payload, or if you already have a buffer allocated, you can just point m_pData at your buffer and set the callback to the appropriate function to free it. …
Returns: [list] [*][b]-1[/b]: failure (bad connection handle) [*][b]0[/b]: OK, your buffer was filled in and '\0'-terminated [*][b]>0[/b]: Your buffer was either nullptr, or it was too small and the text got truncated. Try again with a buffer of at least N bytes. …
[section=description]Description Tab[/section] Since the sales feature is based on an announcement, please make sure you fill in that information and upload the artwork for the announcement. The announcement will go live with the sales page and will appear on your developer homepage or Steam Curator page as applicable. …
Yes, you need to hit the 'publish' button in order for your sale landing page to become publicly visible, and the announcement will also go public at the same time. So please fill in the 'description' tab with thoughtful content as well. [b]Q. How can I show/hide my creator home widget? Can I control where it appears?…
I wish to distribute a Source Engine Mod through Steam. Should I fill out the paperwork?[/h4] [b]A.[/b] Yes, please complete the regular [url=https://partner.steamgames.com/doc/gettingstarted/onboarding]digital paperwork [/url]to get signed up as a Steamworks developer. …
In most cases, this means [b][color=#ca5029]your logo should nearly fill the small capsule.[/color] [/b] The art in the small capsule [b]does not[/b] need to be the same as your other capsules (Main, Header, etc.) …