Steam Deck includes a high resolution display, full-size ergonomic controls, updated Steam UI, and enough horsepower to run current-gen games. You can learn about developing for Steam Deck, developer kits, and more by visiting the links below. …
This is very useful for debugging and tuning! [section]Steam Frame Controllers[/section] While SteamVR will automatically remap bindings from other controllers if no bindings are provided for the Frame Controllers, specifying native bindings will always give the best user experience. To add bindings for Steam Frame Controllers you must have the SteamFrameOpenXRExtension plugin enabled. Then related Input Keys will show up in Unreal Engine's keybinding system. …
Returns NULL if any of the arguments are not valid. [subsection=GetISteamController]GetISteamController[/subsection] [code=cpp]ISteamController * GetISteamController( HSteamUser hSteamUser, HSteamPipe hSteamPipe, const char *pchVersion );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hSteamUser[/b][/td][td][apitype]ISteamClient::HSteamUser[/apitype][/td][td]The user handle to get the interface from.…
[/td][/tr] [tr][td][b]pchVersion[/b][/td][td]const char *[/td][td]The version string that identifies the version of the interface that you receive.[/td][/tr] [/table] Retrieves the [api]ISteamController[/api] interface associated with the specified user handle. A constant containing the current version of the interface is: "STEAMCONTROLLER_INTERFACE_VERSION" You should never need to use this under normal conditions, it's usually functionally equivalent to calling the global accessor: [code-inline=cpp]SteamController()[/code-inline] [b]Returns:[/b] [api]ISteamController[/api] * A pointer to the implementation of SteamController associated with the given HSteamUser. …
This will generally start within a few minutes. The signup type option is also controlled from the Steam Playtest page on the partner site. You can change the signup type whenever you need. [section]Using Steam Keys for your Steam Playtest[/section] You can distribute Steam keys for your Playtest. …
Dev teams wanted the freedom to run a playtest without stressing about their user reviews or interfering with their wishlist numbers… but they also wanted the control to start, pause, and end their playtests. We hope this new set of tools helps developers get closer to their players and make better games as a result. …
Here is what it looks like on the Half-Life store page: [docimg=halflifefranchise.PNG]halflifefranchise.PNG[/docimg] Developers can control which developer, publisher, or franchise is highlighted below each game’s written description. These controls will let creators specify the set of games to draw from, as well as the sort order for those games, and set one or more of the included games to force to the front of the list. …
If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. To do this you must set the IP range of your official servers in the [url=https://partner.steamgames.com/apps/dedicatedservers/]Dedicated Servers[/url] section of App Admin. …
If the "Set By" field for this stat is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. To do this you must set the IP range of your official servers in the [url=https://partner.steamgames.com/apps/dedicatedservers/]Dedicated Servers[/url] section of App Admin. …
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. [subsection=SetConfigValue]SetConfigValue[/subsection] [code=cpp]bool SetConfigValue( ESteamNetworkingConfigValue eValue, ESteamNetworkingConfigScope eScopeType, intptr_t scopeObj, ESteamNetworkingConfigDataType eDataType, const void *pArg );[/code] Set a configuration value. …
Instead, call this function to adjust the desired level of detail. The value here controls the detail level for most messages. You can control the detail level for various subsystems (perhaps only for certain connections) by adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. …
Click the [b]Register[/b] button to the right to register this devkit with the tool. This sets up a ssh key on the device and grants you full control. [*][b]On your Steam Deck/Machine[/b]: Approve the pairing request from your PC. [*]If you don't see anything in the devkit tool UI, check to make sure your Dev PC and Steam Deck/Machine are on the same LAN. …
[list] [*][b]Local Folder[/b] - The base directory that contains all the files necessary for your game to run. [*][b]Upload filtering[/b] - The upload process uses rsync over ssh, and is meant to be fast for repeated uploads with few content changes. There are three options to control what gets uploaded: [b]Exclude only[/b] takes a space separated list of patterns to exclude from the upload. [b]Include only[/b] will only upload files and directories matching the patterns, ignoring everything else. …
[code] "Net32" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\32bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "0" } } "Net64" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\64bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "1" } } [/code] [b]OS Type Example[/b] This example will only run on Windows XP [code] "Controller" { "Process 1" "%INSTALLDIR%\\redist\\WinXPInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "OSType" "Windows XP" } } [/code] [section=environment_variables]Environment Variables[/section] Environment variables are supported in an install script. …
[docimg=rp_group_images.jpg]Rich Presence is shown in multiple contexts[/docimg] In this documentation, we’re going to cover two settings you can define to control how your game appears in players’ friends list: [list][*]Rich Presence String – used for displaying information about player state in your game that their friends may want to know [*]Friend Grouping – used for grouping friends together that are playing together in the game [/list] [section]Game controlled Rich Presence string[/section] [docimg=rp3_1.jpg]Friends can see more information about games at a glance[/docimg] The system in place is customizable so that your team can determine which information is the most interesting to a player's friends. …
[/callout] [subsection]Under "Basic Info" Tab[/subsection] [list][*]Accessibility support on Steam - Helping players find games that feature accessibility support - [url=https://store.steampowered.com/news/group/4145017/view/536595840131663918]More Info[/url] [*] Controller Support for your game - Describe the devices supported by your game - [url=https://store.steampowered.com/news/group/4145017/view/3684558162504860650]More Info[/url] [*] Expanded Social Media Links - More ways for players to find their way to your social media platforms - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Anti-Cheat Declaration - Share anti-cheat information about your game - [url=https://store.steampowered.com/news/group/4145017/view/4547038620960934856]More Info[/url] [/list] [subsection]Under "Description" Tab[/subsection] [list][*]New Visual Editor - See exactly how your game description will look as you work, with a real-time preview of your text, images, and other formatting. - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/7126472323852954169?…
[/list] [/list] [subsection]Under "Special Settings" Tab[/subsection] [list][*]Pinned Bundles - Manage the order of the first bundles that appear on your store page - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Related Games that you make - Control which developer, publisher, or franchise is highlighted below each game’s written description - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [*] Feature a DLC - Highlight one item of DLC at the top of the DLC list in a bigger way - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [/list] [section]Store Beta Mode[/section] When you are initially creating your store page, or when editing an existing store page, you can see most of your changes in beta mode before making those changes public. …
With the release of version 1.60 of the Steamworks SDK, content creators can now specify that a specific version of their item is valid for a Steam (beta) branch. [subsection]Version control for complex mods[/subsection] Version control of game builds and mod versions can be really important for supporting complex mods and evolving games. …
. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. [/list] [section]Using the Background Groupings[/section] [subsection]Enabling Groupings[/subsection] To start using groupings, you'll need to be in preview mode of your sale page. …
[section]Where & How It Appears[/section] [b]Release Date Display:[/b] You can control how your release date appears and how specific you are ready to be in how it appears to players. Please see [doclink=store/release_dates][/doclink] documentation for more details …
You can add or remove sub-forums or customize existing ones with the following options: [list] [*]Name - The name of the subforum [*]Visibility - Controls who can view each subforum and the content in it. [*]Post rights - Who is able to post in existing threads and create new ones. …
To reply directly to a review: [list] [*] Click the "Recommended" or "Not Recommended" headline of a review to open up the detail view of that review. [*] You will find a orange section in the right-hand column for "moderator controls" where you will see a link for "Write Official Developer Response." [*] Once you click the link, you will be provided with a text field to enter your response. …
You can hit the blue X to remove tags that aren't relevant to the games you make and you can use the controls below them to add other tags that are more relevant. So for Valve, the "Casual" and "Racing" tags weren't relevant, so they could be removed. …
This expands the window of time, leading to an increased chance of having a good match occur, while still leaving control in the hands of the game for how long it should make a user wait before letting them play. [section]Matching by playstyle[/section] Steamworks matchmaking isn't restricted to just one number - you can specify multiple keys to search on. …
When creating an app share invite, you can [i]optionally [/i]grant access for the receiving Steamworks account to see financial data for the shared applications. However, permission for viewing financial data is still controlled by the 'View Financials' Steamworks permission, meaning that users in the receiving Steamworks partner will need this permission on their accounts to view financial data for the shared apps. …
. [*] If your game uses peer-to-peer, each user should validate the others to prevent the host from having full control of the game state which would allow them to cheat or bypass restrictions. [*] When a user is banned or kicked they should receive clear messaging in-game explaining why they are unable to play. [*]Game bans are only designed to manage cheating. …
Approved titles will not release themselves -- you need to use these controls yourself at the moment you wish your product to be released. You can check our [doclink=store/types][/doclink] documentation for more information on the types of releases we support. …