If you're hoping for curated Store featuring, note that Steam’s promotional calendar fills up fast, so additional lead time is recommended.[list] [subsection]1. Submit Your Event Idea[/subsection] Start by outlining your event concept and submitting it via this [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…
Alignment with Steam’s Promo Calendar & Operational Needs[/subsection] Our promotional calendar fills up 6–10 weeks in advance, so if you're aiming for curated support, try to finalize your participants at least 4–8 weeks before your intended launch. …
[/td][/tr] [tr][td][b]pubDest[/b][/td][td][apitype]steam_api::uint8[/apitype] *[/td][td]The buffer that will be filled.[/td][/tr] [tr][td][b]nDestBufferSize[/b][/td][td]int[/td][td]The total size of the [code-inline]pubDest[/code-inline] buffer.[/td][/tr] [/table] Gets the image bytes from an image handle. …
This must be called before calling [api]ISteamUtils::GetImageRGBA[/api] to create an appropriately sized buffer that will be filled with the raw image data. [b]Returns:[/b] bool [b]true[/b] upon success if the image handle is valid and the sizes were filled out, otherwise [b]false[/b]. …
At this time, your event will be reviewed for any potential curated homepage featuring. The calendar does fill up in advance, so if you're seeking featuring, making your request at least three months in advance helps make sure we can slot you in. …
To check your app type, navigate to the 'Edit Steamworks Settings' page, which is found under the 'Technical Tools' heading on the App Landing Page. Alternatively, you can use the following link, filling in your specific appID: https://partner.steamgames.com/apps/view/YourAppID [*] [b]Q. I have a package that contains a Game or Application app, as well containing a DLC, Music, or other type of app that is not 'Game' or 'Application'. …
[b]Returns:[/b] bool [b]true[/b] upon success, indicating that [code-inline]pPrice[/code-inline] has been successfully filled with the price for the given item definition id. [b]false[/b] if the parameters are invalid or if there is no price for the given item definition id. …
If this is set [code-inline]pOutBuffer[/code-inline] to [b]NULL[/b] then [code-inline]punOutBufferSize[/code-inline] will be set to the buffer size required. So you can make the buffer and then call this again to fill it with the data. [b]Returns:[/b] bool [b]true[/b] upon success, indicating that [code-inline]punOutBufferSize[/code-inline] has been successfully filled with the size of the buffer, and if [code-inline]pOutBuffer[/code-inline] points to a buffer of sufficient size then it is filled out as well. …
[subsection]Enabling a separate store page on a released demo[/subsection] If your demo is already live and you choose to enable the separate store page for it, you'll find there are a few additional required fields that you weren't required to fill out in order to set your demo live initially. Once you select the box to enable your store page and hit save, you'll find that the store checklist has reappeared on your demo landing page and notes any missing content. …
[/td][/tr] [tr][td][b]pvecDepots[/b][/td][td][apitype]steam_api::DepotId_t[/apitype] *[/td][td]A preallocated array that will be filled with the list of depots.[/td][/tr] [tr][td][b]cMaxDepots[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The maximum number of depots to obtain, typically the size of pvecDepots.…
[apitype]steam_api::k_EResultOK[/apitype] if it was; otherwise, [apitype]steam_api::k_EResultFileNotFound[/apitype] if the file was not found. None of the other fields are filled out if the call was not successful.[/td][/tr] [tr][td][b]m_ulFileSize[/b][/td][td][apitype]steam_api::uint64[/apitype][/td][td]The original file size in bytes.…
If you don't have a reason to post an announcement, don't post one - constant communication just to fill space risks player fatigue. Instead, take a step back and listen. [/list] [callout] [h3]Feedback[/h3] Please visit the Steamworks Developer Group [url=https://steamcommunity.com/groups/steamworks/discussions/24/]Events & Announcements Discussions[/url] to share any feedback, questions, or suggestions. …
[subsection=GetPOPCount]GetPOPCount[/subsection] [code=cpp]int GetPOPCount();[/code] Get number of network points of presence in the config [subsection=GetPOPList]GetPOPList[/subsection] [code=cpp]int GetPOPList( SteamNetworkingPOPID *list, int nListSz );[/code] Get list of all POP IDs. Returns the number of entries that were filled into your list. [section=functions_ping_location]Config Functions[/section] Control networking options. See ESteamNetworkingConfigValue for individual descriptions. …
[section]Overview[/section] Steam Community Hubs are filled with content created by fans and players. From artwork to discussions, the various sections within each hub give players creative opportunities to interact and share their experiences. …
Individual fields for CPartnerFinancials_SalesResult will only be filled for relevant line_item_type and package_sale_type values, demarcated below via the Package, MicroTxn, and CD-Key columns. [b][u]How to determine a CPartnerFinancials_SalesResult Category[/u][/b] [b]Package:[/b] line_item_type = "Package" and package_sale_type = "Steam" [b]MicroTxn:[/b] line_item_type = "MicroTxn" [b]CD-Key:[/b] line_item_type = "Package" and package_sale_type = "Retail" [b][u]Identifying Fields[/u][/b] Each CPartnerFinancials_DetailedSalesResult entry has within it a set of identifying fields (eg. packageid, appid, country_code, etc.) in addition to aggregated values (eg. gross_units_sold, gross_units_returned, gross_sales_usd etc.) …
[/td][/tr] [tr][td][/td][td][b]view_grant_partnerid[/b][/td][td]int32[/td][td]✔[/td][td]✔[/td][td]✔[/td][td]The partnerid that granted visibility, only filled for data that is visible via a view grant.[/td][/tr] [tr][td][/td][td][b]net_units_sold[/b][/td][td]int32[/td][td]✔[/td][td]✔[/td][td][/td][td]The number of units sold less the number of units returned.…
[b]Returns:[/b] bool [b]true[/b] upon success, indicates that [code-inline]pchURL[/code-inline] has been filled out. Otherwise, [b]false[/b] if the UGC query [code-inline]handle[/code-inline] is invalid or the [code-inline]index[/code-inline] is out of bounds. …
[b]Returns:[/b] bool [b]true[/b] upon success, indicates that [code-inline]pDetails[/code-inline] has been filled out. Otherwise, [b]false[/b] if the UGC query [code-inline]handle[/code-inline] is invalid or the [code-inline]index[/code-inline] is out of bounds. …
The SDR socket will be bound to INADDR_ANY, but this information is needed to fill out the server's [apitype]steamnetworkingtypes::SteamDatagramHostedAddress[/apitype]. Note in particular that this will usually need to be set in dev environments, where your server is behind a corporate firewall. …
You are able to share Cloud storage space between two app IDs by filling out the [code-inline]Shared cloud APP ID[/code-inline] field. This is most commonly used to share saved games between a demo and a full game. …
This means that the message will NOT be sent immediately, in case further messages are sent soon after you send this, which can be grouped together. Any time there is enough buffered data to fill a packet, the packets will be pushed out immediately, but partially-full packets not be sent until the Nagle timer expires. See [api]ISteamNetworkingSockets::FlushMessagesOnConnection[/api], [api]ISteamNetworkingMessages::FlushMessagesToUser[/api] NOTE: Don't just send every message without Nagle because you want packets to "get there quicker". …
[code] struct SteamNetworkingConfigValue_t { /// Which option is being set ESteamNetworkingConfigValue m_eValue; /// Which field below did you fill in? ESteamNetworkingConfigDataType m_eDataType; /// Option value union { int32_t m_int32; int64_t m_int64; float m_float; const char *m_string; // Points to your '\0'-terminated buffer void *m_functionPtr; } m_val; }; [/code] [section=valve_data_centers]Valve data centers[/section] Used to describe the topology of the Valve network, identify data centers, etc. …
Your game should call this method when either the party has been filled and the game is beginning, or the user has decided to abandon creating a party. The beacon will be destroyed automatically when your game exits, but the preferred behavior is for the game to call [b]DestroyBeacon[/b] at the right time. …
[/td][/tr] [/table] Enumerates currently connected controllers by filling handlesOut with controller handles. [b]Returns:[/b] int The number of handles written to [code-inline]handlesOut[/code-inline]. …
[/td][/tr] [/table] Get the origin(s) for a digital action within an action set by filling [code-inline]originsOut[/code-inline] with [apitype]ISteamController::EControllerActionOrigin[/apitype] handles. Use this to display the appropriate on-screen prompt for the action. …
[/doclink] [/list] [subsection]Curated[/subsection] The following discount types are created and managed by Valve. When selecting products to fill these front-page promotional slots, we consider games of all price points and genres. While there aren't exact rules, as a base guideline we tend to focus on the most-played or best-selling games on Steam. …
[api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] will return the count of origins for the specified action, and fill out the passed in [code-inline]originsOut[/code-inline] array. For each origin, you can use the [api]ISteamInput::EControllerActionOrigin[/api] enum to remap the origin to a corresponding image. …
[/td][/tr] [tr][td][b]pFriendGameInfo[/b][/td][td][apitype]ISteamFriends::FriendGameInfo_t[/apitype] *[/td][td]Fills in the details if the user is in a game.[/td][/tr] [/table] Checks if the specified friend is in a game, and gets info about the game if they are. …