[section=Requirements]Before you begin[/section] Before customizing a Steam gold master disk, first package your game files in one or more depots and [doclink=sdk/uploading#Building_Retail_Install_Discs]create a retail disc[/doclink]. …
[section=Testing]Testing[/section] Once you have built your installation files and customized the setup application, you will have a gold master image you can use for testing and replication. If your depots have not been uploaded to the public Steam universe, you will need to test your gold master with a [doclink=sdk/uploading/local_content_server]Steam client configured to use your local content server[/doclink]. …
This is the interface used to support [doclink=features/microtransactions]Microtransactions (In-Game Purchases)[/doclink]. See the [doclink=features/microtransactions/implementation][/doclink] for more details. …
[/td][/tr] [tr][td][b]language[/b][/td][td]string[/td][td]✔[/td][td]ISO 639-1 language code of the item descriptions. Only works with the 28 fully supported Steam languages. [doclink=store/localization/languages]See supported languages[/doclink][/td][/tr] [tr][td][b]currency[/b][/td][td]string[/td][td]✔[/td][td]ISO 4217 currency code. …
. [*]The directory containing the SteamVR Runtime will open. Copy this entire directory onto a portable medium of your choice (e.g. a USB thumb drive) and copy it again onto the target PC that does not have access to the internet. [*]In order to run SteamVR you should start the file "vrstartup.exe" [*]SteamVR should now be running on the new PC and support any application that is built using the OpenVR SDK, the SteamVR Unity Plugin or the VR tools within Unreal Engine. …
id=35 Visual C ++ Redistributable for Visual Studio 2010, 2013, 2015 and 2017: https://support.microsoft.com/en-hk/help/2977003/the-latest-supported-visual-c-downloads [section]Other questions[/section]For any questions related to enterprise/government use not addressed here please contact vrlicensing@valvesoftware.com. …
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. …
You can set up your achievement localization data in the [url=https://partner.steamgames.com/apps/loc/]Achievement Localization[/url] section of the App Admin panel. [section]Gold Master Language Support[/section] The Gold Master tool can customize the self installing package to the user language. See the [doclink=sdk/goldmaster#localization]Gold Master Localization[/doclink] documentation for details. …
These images help customers understand what content is included in each edition and which purchase option is right for them. [u]Important[/u]: you can upload a localized image for all supported languages. Uploading localized assets is a critical step, as it helps customers around the world understand the purchase options you are presenting to them. …
[docimg=manageeditions_display.jpg]manageeditions_display.jpg[/docimg] [docimg=manageeditions6resize.png]manageeditions6resize.png[/docimg] Once you have checked this box and published, the capsule art will appear under your purchase option on your store page. [docimg=gold_edition.png]gold_edition.png[/docimg] [subsection]Compare Editions Asset Guidelines[/subsection] [list][*]Be sure to upload localized versions of the asset. [*]Avoid including information like Release date and pre-purchase messaging in your edition comparison asset. …
. [*] [b]Create environmental audio effects tailored to your scene.[/b] Steam Audio analyzes the size, shape, layout, and material properties of rooms and objects in your scene. It uses this information to automatically calculate occlusion, reflections, and other environmental effects by simulating the physics of sound. [*] [b]Automate the process of authoring reverbs and other environmental audio effects.…
[/b] Steam Audio can use multi-core CPUs to accelerate simulation of environmental effects. Steam Audio can also use supported GPUs for accelerating simulation and rendering of environmental effects, while ensuring that its audio workloads do not adversely impact other GPU workloads or frame rate stability. [*] [b]Balance physical realism and artistic intent.…
([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.[/i]) [*][b]controller support[/b]: your game must support Steam Frame's physical controls. The default controller configuration must provide users with the ability to access all content. Players must not need to adjust any in-game settings in order to enable controller support or this configuration. [*][b]controller glyphs[/b]: when using Steam Frame's physical controls, on-screen glyphs must either match Frame button names, or match Xbox 360/One button names. …
[docimg=moderator_presentation_mod.jpg]moderator_presentation_mod.jpg[/docimg] [*] Community members with "officer" status in your hub appears with their name in gold followed by a gold star. [docimg=moderator_presentation_officer.jpg]moderator_presentation_officer.jpg[/docimg] [/list] [subsection]Internal Moderators[/subsection] Anyone from your development team can be added to your partner account in Steamworks and granted permissions to moderate content. …
[/olist] [b]For banning shared files or Workshop entries:[/b] [olist] [*] Once a user is a member of your partner account, you can promote them to have "Economy/Workshop Support" permissions for an app or group of apps, by editing their permissions in the [url=https://partner.steamgames.com/pub/groups/]group admin[/url]. [*] In addition to basic comment moderation, this level will allow the user to mark items such as screenshots, videos, artwork, or Workshop files as 'banned' or as 'incompatible'. …
[subsection]Region Groups[/subsection] In areas where Steam does not support local pricing, you may still offer a different, usually discounted, USD price. [b]USD_CIS[/b] We recommend a discounted USD price in the Commonwealth of Independent States and affiliated countries where we don't have local pricing. …
[/td] [/tr] [tr] [td]ZAR[/td] [td]Yes[/td] [td]South African Rand, reported in cents[/td] [/tr] [/table] [section=ecurrency_values]Appendix A: ECurrency Values[/section] These are the currency values that can be provided to methods in the [webapi]IInventoryService[/webapi] and [webapi]IEconMarketService[/webapi]Web APIs. Legacy values that are no longer supported are indicated with a [strike]strikethrough[/strike]. [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] …
Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. Support for 3D rendering is provided using OpenGL. Installation instructions can be found [url=https://wiki.libsdl.org/Installation]here[/url]. …
The new [code-inline]drmtoolp[/code-inline] DRM tool includes linux support. See [doclink=features/drm][/doclink] for more information. [b]Q: How does driver performance compare between Ubuntu and Windows?…
[code] itemdefid: 500 type: tag_generator name: Tag Generator Paint tag_generator_name: paint_color tag_generator_values: red:33;blue:33;green:33;gold:1 itemdefid: 100 type: tag_tool name: Random Paint Can tag_generators: 500 tags_to_remove_on_tool_use: paint_color [/code] Then when a user applies the "Random Paint Can" tool to their "Hat" using the [api]ISteamInventory::ExchangeItems[/api] call, they have a 33% chance to get either "red," "green," or "blue" and a 1% chance to get "gold.…
We also translate the Steam client UI, Store, and Community into these languages so players have a fully native language experience in Steam. This is the only set of languages supported by Steamworks APIs. [*][b]Game Support Only[/b] - This set of languages is available for developers to indicate the languages their game supports. …
Please see [url=https://store.steampowered.com/news/group/4145017/view/3325361214990632478]New Language Support announcement[/url] for details. [/olist] [section=supported_languages]Full Platform Supported Languages[/section] These are the languages fully supported on Steam. …
[docimg=inventory_tag_filtering.png]inventory_tag_filtering.png[/docimg] To use tags, first define the categories and tags directly in the Item Definitions, then provide user-visible localized strings in English and any other languages you plan to support. Tags that do not have at least an English localization string will be ignored by inventory features. The values used in the item definition should be short, simple text tokens. …
[subsection]Item Tag Localization[/subsection] Once you've defined tags for your items, to make them visible to users you must provide user-visible translations at least in English, but preferably in all supported languages. This can be set as part of your SteamWorks configuration, on the [url=https://partner.steamgames.com/apps/inventoryservice]Inventory Service[/url] page for your application. …
[/i] [b]Will Steam Deck support the new Vulkan dynamic rendering feature?[/b] Yes. The Steam Deck hardware already supports this feature, and the work is already in progress to support dynamic rendering on the software side, with drivers that support the feature. …
[b]You mentioned that you're talking with Unity and Epic, are you also talking to Godot?[/b] Yes, we're talking to Godot as well and are actively supporting them and want their engine to work well with Steam Deck. [b]How many sound channels does Steam Deck support?[/b] We support two when using the onboard speakers, but we support multi-channel when using HDMI or Bluetooth. …
[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.…
[/list] [subsection]Steam Deck Specific Requirements[/subsection] [i]Note: Display tests are not performed for Steam Machine because resolution and text size could vary depending on the size and type of display being used.[/i] [b]Display[/b] [list] [*][b]Resolution Support[/b]: the game must run at a resolution supported by Steam Deck. ([i]Recommendations: Whenever possible, we recommend you support the Deck's native resolutions of 1280x800 (preferred) or 1280x720.…
[code]ENABLE_VULKAN_RENDERDOC_CAPTURE=1 EnableFrameEndMarkers=1 %command%[/code] [section]Additional Performance Tools[/section] Additional developer tools for evaluating performance can found here: https://gitlab.steamos.cloud/frame-public/frame-developer-tools [section]Tracking Errors[/section] If you run into serious tracking issues please let us know. Recording a tracking dataset helps us analyze what went wrong so we can address it in future updates. This is a snapshot of the entire tracking state within a window of time. …
It can be in-game items like weapons or ammunition, game currency like coins or gold, or even attire for your player character. You can have as many or as few items as you like in your game and you can sell them one at a time or as bundled groups. …
In addition to in-game purchasing, the system will provide additional functionality that your accounting and support systems can use: [olist] [*] You can receive notification if customers fail to pay. [*] You can issue refunds and query transaction status through the web service. [*] You will have access to detailed reports on our steamstats partner site showing live sales of items and games. …
Dates are reported for the Pacific Time Zone (PT) and should be fed directly into GetDetailedSales (ie. do not apply an offset, use the exact string value)[/td][/tr] [tr][td][b]result_highwatermark[/b][/td][td]string[/td][td]A unique identifier, marks the maximum point that the financial data has been analyzed to for the provided partner. This value should be used as the "highwatermark" value for subsequent calls to GetChangedDatesForPartner to avoid doing unnecessary work. …
The default value of 0 indicates the package does not have a primary app set in our backend, please file a support ticket to rectify this. NOTE: While this value may be included in CD-key responses for ease of package->app association, additional revenue share does not take into account cd-key activations. …
[subsection]Customizing a Retail install disk[/subsection] See [doclink=sdk/goldmaster]Customizing a gold master[/doclink] for more details on customizing your retail install disk. [section=Preloading]Preloading Games before Release[/section] Preloading is a feature that is available for pre-release titles with pre-purchases and select free to play titles. …
The new system requires port 80 (HTTP) and all other Steam ports, listed [url=https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711]here[/url]. [*] Temporarily disable local Anti-Virus or Spam-Blocker programs. [*] Check the Steam download region under [b]Settings[/b]->[b]Downloads[/b]. …
[/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.…