The player can remap any physical input to any other physical input -- such as making the "A" button simulate the keyboard "Enter" key, make a full pull of the left analog trigger simulate a mouse click, etc. This mode works with [i]any[/i] supported input device, not just the Steam Controller. Legacy mode is great for working with games that never supported the API, but there are limitations to it. …
This feature is supported on the PlayStation 4 controller and the Xbox controllers (as well as many Xinput compatible generic devices). The Steam Controller does not have true rumble, but it does emulate an approximation using its haptics (and will therefore respond to the API calls for rumble). …
From time to time, Steam will add new currency support to the Steam wallet. This will affect both Pay for Purchase titles on the Steam store and In-Game sales made through the [doclink=features/microtransactions]In-Game Purchasing/Microtransaction[/doclink] APIs. …
The currency you specify for the sale must be one of the currencies supported by Steam and should match the price that you display to the user within your in-game store. Steam will present the converted price to the user, in their local currency for approval. …
"Legacy mode" bindings are always available for any game. Even games that support native Steam Input actions still allow the player to mix in legacy mode bindings in the configurator. Through legacy mode, you can rebind any input on your controller to any emulated system input -- mouse, keyboard, or gamepad (ie, XInput events). …
[/callout] [subsection]Toggle Magnifier[/subsection] [docimg=legacy_magnification.png]legacy_magnification.png[/docimg] This toggles the operating system's magnification tool, zooming in on the current mouse position. Currently the only operating systems that support the magnifier are Windows and Steam OS. [subsection]Power/System Options[/subsection] [docimg=legacy_power.png]legacy_power.png[/docimg] This lets you issue various system commands. …
[b]Permissions[/b] [list] [*]Your Steam account needs to have 'Officer' level rights within your [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Steam Community group[/url]. [*]Your Steam account cannot be a [url=https://support.steampowered.com/kb_article.php?…
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The asset ID to operate on[/td][/tr] [tr][td][b]contextid[/b][/td][td]uint64[/td][td]✔[/td][td]The context to fetch history for[/td][/tr] [tr][td][b]actorid[/b][/td][td]uint32[/td][td]✔[/td][td]A unique 32 bit ID for the support person executing the command[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! [section=SupportGetAssetHistory]SupportGetAssetHistory[/section] [code=http]GET https://partner.steam-api.com/IGameInventory/SupportGetAssetHistory/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.…
If you happen to have more than one, you should start by picking which one you want to use -- various models are supported, and some have unique features: [doclink=features/steam_controller/device]Steam Input Devices[/doclink] [docimg=controllers.png]controllers.png[/docimg] Once you decide what controller you want to use, make sure to connect it to your computer, and if it uses batteries, make sure that it is charged. …
[subsection]Step 5: Controller Configuration[/subsection] Here's what you'll see for a game that has implemented native API support for the Steam Input configurator: [docimg=dq_config.png]dq_config.png[/docimg] Note that much of what you see here is specific to this particular game and will be different in other games. …
[section=Overview]Overview[/section] The Xbox 360 controller, originally designed for Microsoft's Xbox 360 home game console, was the second third party device to get official Steam Input support (simultaneous with the Xbox One controller and generic XInput devices). In contrast to the Playstation 4 controller and Steam controller, it has neither trackpads nor gyroscope. It was the flagship device for Microsoft's highly influential XInput control standard and has traditionally been the most widely-supported controller for PC gaming. [docimg=xbox360_controller.png]xbox360_controller.png[/docimg] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The Xbox 360 controller features four standard face buttons labeled A, B, X, and Y. …
It is higher performance and uses a higher-quality reliability layer. It also supports ordinary UDP connectivity. An open-source version is available on [url=https://github.com/ValveSoftware/GameNetworkingSockets]github[/url]. …
Because it is very similar to UDP, it may be the easiest API to port existing UDP code. However, unlike raw UDP, the API supports messages larger than a single packet, and reliable message delivery. Traffic is relayed through the Valve backbone, or a direct connection may be established when appropriate. [*] [api]ISteamNetworkingSockets[/api] is a lower-level connection-handle-oriented interface for sending and receiving messages. [*] [api]ISteamNetworkingUtils[/api] has miscellaneous utilities, including tools for estimating ping times between arbitrary internet hosts. [*] [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. …
NVIDIA GFN FAQ https://www.nvidia.com/en-us/geforce-now/faq/ [b]What are the supported countries for GeForce NOW?[/b] GeForce NOW is currently available in over 80 countries from North America, Europe, and Asia Pacific. Visit this knowledge base article [url]https://nvidia.custhelp.com/app/answers/detail/a_id/5023[/url] for a list of supported countries [b] How do I sign up as a customer to play my supported Steam games on GeForce NOW?[/b] You can sign up as a customer [url=https://www.nvidia.com/en-us/geforce-now/?…
While this content is not allowed in base capsule assets (see rule #1 above), we do support this use case through Capsule Artwork Overrides with the following constraints: [olist] [*][b]Must use Artwork Overrides[/b] - When including text on a graphical asset, this MUST be uploaded as an Artwork Override with a length limit of 14 days. [*][b]Must localize any text[/b] - Any text included on a graphical asset MUST be localized into at least the same set of languages supported by the game. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. …
Tastefully promoting your recent update or new content is okay on store capsules, as long as you use a Temporary Artwork Override to do so and localize the text into languages supported by your game. See rules above for details. [docimg=OkayCapsuleUsage]OkayCapsuleUsage[/docimg] [section]Not Allowed Example[/section] See rules above for details. …
[section]Overview[/section] Steam supports selling and downloading of game soundtracks. The work to create and associate a soundtrack is minimal, so we encourage you to create a soundtrack app if you think even a small number of customers would be interested in the music content of your game. …
[/list] [section=conversion]Converting Existing DLC To Soundtracks[/section] [doclink=store/application/dlc][/doclink] support existed on Steam long before specific support for gaming soundtracks was added. Because of this, many soundtracks are sold as DLC instead of soundtracks. …
. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…
[callout=yellow][b]Note:[/b] Steam Error Reporting is nearing its End-Of-Lifetime and only limited support is available. Additionally, it is only available for Windows 32-bit applications.[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …
return RealMain( lpCmdLine, hInstance, nCmdShow ); } _set_se_translator( MiniDumpFunction ); try // this try block allows the SE translator to work { return RealMain( hInstance, lpCmdLine, nCmdShow ); } catch( ... ) { return -1; } } #endif [/code] [section]Requirements[/section] The error reporting API currently only supports 32-bit applications on Windows.…
This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Removes element names from arrays [/list] [section=GetNewsForAppAuthed]GetNewsForAppAuthed[/section] [code=http]GET https://partner.steam-api.com/ISteamNews/GetNewsForAppAuthed/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 publisher authentication key.…
This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Removes element names from arrays [/list] [b]NOTE:[/b] This call requires the publisher API key that owns the specified App ID to use this method. …
[section]Features[/section] SteamVR lets users manage several areas of their VR experience, including: [list] [*]Room Setup - Define your play area [*]Device Status and Management - Update Firmware, Pair new devices, change audio settings, mirroring, and customize features like [url=https://steamcommunity.com/games/250820/announcements/detail/1705071932992003492]Motion Smoothing[/url] [/list] [subsection]System Report[/subsection] System Reports are a useful tool when troubleshooting your hardware, and you may need to generate one for customer support. You can generate a System Report in SteamVR by going to Settings->General, then click Create System Report, and click Save to File. [section]In-App Purchasing[/section] SteamVR supports in-app purchasing using the same microtransactions API as other Steam applications. See [doclink=features/microtransactions][/doclink] for more information. …
One of the steps in that paperwork is to pay the Steam Direct Fee, which you can do with any payment method that Steam supports in your country. You will be directed to the Steam store to complete the transaction, and then directed back to the Steamworks website to continue with your paperwork. …
The Steam Direct Fee may be paid with any payment method that Steam supports in your country, excluding Steam wallet funds. Once the Steam Direct Fee is paid, an app credit will be attached to the Steam account of the person who paid the fee. …
[section]Overview[/section] Steam supports both free and paid downloadable content (DLC) that can be registered via CD key or purchased from the Steam store. In the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the game's properties dialog. …
However DLC can be marked to not download automatically so that the game has control of when the DLC download occurs. This can be useful for supporting streaming installs or downloads based on game logic. You can configure DLC to be downloaded and installed on-demand by following the steps below. …
Alt text will also export/import along with your other store page text on the 'Localization' tab. [section=error]Asset Error[/section] We currently support the following file types for extra assets: PNG, JPG, GIF, WEBP, MP4, and WEBM. All uploaded assets are automatically transcoded by Steam’s systems. …
If it displays correctly in your browser but still fails to upload or convert after multiple attempts, please [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=905]create a support ticket[/url] and include a link to the original failing asset file stored on a platform like Dropbox. the ticket system converts all assets provided to jpg and may loose the specific problem we want to address. …
This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the game name in XML. …
This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the game name in XML. …
v=P6CUQeHIxDA[/url] Topics covered: [list] [*]Steam Deck Hardware [*]Steam on Deck [*]Proton Support [*]Steam Input [*]Steam Deck Verified [*]APU deep dive with AMD [/list] …