Steamworks Documentation
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In-Game Actions File

If you are using a simple threshold of the trigger for something like firing a gun or initiating "Aim Down Sights" mode you may want to use a Button Action instead of an AnalogTrigger action so that users have more flexibility in rebinding. …

Steamworks Web API Reference

[/td][/tr] [tr][td][webapi]ICloudService[/webapi][/td][td]Steam Cloud API for use with cross-platform saves.[/td][/tr] [tr][td][webapi]IEconMarketService[/webapi][/td][td]Provides restricted access to the Steam Market for partners.…

[/td][/tr] [tr][td][webapi]IInventoryService[/webapi][/td][td]This is the interface used to access the [doclink=features/inventory]Steam Inventory Service[/doclink].[/td][/tr] [tr][td][webapi]ILobbyMatchmakingService[/webapi][/td][td]This is the interface used to access the Steam Lobby Service.…

Steam Cloud Play (Beta)

Currently, Steam users will need to download the GeForce Now client and connect their Steam account to the GFN service to play their Steam Library. The user may pay a subscription cost to use the GFN service. Customers will continue to acquire games on Steam the same way they do today, and partner payouts will remain the same. …

ncid=pa-srch-goog-17521&gclid=Cj0KCQjwlN32BRCCARIsADZ-J4t5Mghorda2SVQEvLcf646QsSvUmynfi6yP8qJ_UGCnB2-KexbOhpcaAiMIEALw_wcB#product-matrix]HERE[/url] for NVIDIA GeForce NOW. [b]Will there be other cloud gaming services added to Steam Cloud Play?[/b] We may add additional Steam Cloud Play services in the future. At that time we would reach out to you to opt your games into the new service. …

Steam Inventory Item Store

[list] [*] Make sure Inventory Service is enabled for your app. See [doclink=features/inventory]Steam Inventory Service[/doclink] for details. [*] Then go to the 'Edit Store' section for your app and find the Item Store tab. [*] Check the box to enable your Item Store. …

See [doclink=features/inventory/schema#ItemDefProperties]Steam Inventory Service schema[/doclink]. …

OAuth

Such APIs will be indicated by the presence of a [code-inline]key[/code-inline] parameter. WebAPI services with OAuth-enabled methods include: [webapi]ICloudService[/webapi], [webapi]IBroadcastService[/webapi], [webapi]IGameNotificationsService[/webapi], [webapi]IPlayerService[/webapi], and [webapi]IPublishedFileService[/webapi]. …

Once you have the OAuth token, use the [doclink=webapi/IPublishedFileService]IPublishedFileService[/doclink] Steam WebAPI. …

Anti-Cheat Integration

[section]Integration[/section] Cheat detection is performed by you or your agents and reported via the ICheatReportingService. The game should use best practices and protect its assets and internal state. The game can use the [doclink=api]Steamworks API[/doclink] to find out whether or not a user is banned. …

[section]Related Web APIs[/section] See the [doclink=webapi]Web API[/doclink] documentation for more information on how to use the following Web APIs. [list] [*] [webapi]ICheatReportingService/ReportPlayerCheating[/webapi] [*] [webapi]ICheatReportingService/GetCheatingReports[/webapi] [*] [webapi]ICheatReportingService/RequestPlayerGameBan[/webapi] [*] [webapi]ICheatReportingService/RemovePlayerGameBan[/webapi] [/list]…

Web API Overview

count=2&name[0]=SomeNameHere&name[1]=SomeOtherName [/code] [section]Service Interfaces[/section] In addition to the regular web api calls are the service interfaces. These interfaces function very similarly to the regular interfaces, the primary difference being that all service APIs will accept their arguments as a single JSON blob in addition to taking them as GET or POST parameters. …

POST requests are supported as well. You can identify if a WebAPI is a "Service" by the name of the interface; if it ends in "Service" like [webapi]IPlayerService[/webapi], then it supports this additional method of passing parameter data. …

Content Survey

This includes content such as artwork, sound, narrative, localization, etc. If your game used AI services during development or incorporates AI services as a part of the product, this section will require you to describe that implementation in detail: [list][*][b]Pre-Generated:[/b] Any kind of content that ships with your game and is consumed by players that is created with the help of AI tools during development. …

[list][*]You could consider modeling that cost into the main price of your game and not charge anything additional. [*]A granular cost of live interactions with the AI service can be handled by having the game manage the incurred costs as [url=https://partner.steamgames.com/doc/features/microtransactions]microtransactions[/url]. [*]You could offer a [url=https://partner.steamgames.com/doc/store/pricing/subscriptions]subscription [/url]to grant on-going unlimited access to the service. [*] A single purchase [url=https://partner.steamgames.com/doc/store/application/dlc]DLC [/url]could be used to unlock unlimited interactions with the Live-Generated AI service. …

Game Notifications

"context": "31415926", "user_status": [ // Array of "UserStatus" objects (described above) ] } [/code] [h4]RequestedSession[/h4] [code] { "sessionid": "1", // uint64 "include_all_user_messages": "0" // bool } [/code] [section=APIs]Common APIs available.[/section] See [webapi]IGameNotificationsService[/webapi] for the full list. [list] [*] [webapi]IGameNotificationsService/RequestNotifications[/webapi] [*] [webapi]IGameNotificationsService/CreateSession[/webapi] [*] [webapi]IGameNotificationsService/DeleteSession[/webapi] [*] [webapi]IGameNotificationsService/UpdateSession[/webapi] [*] [webapi]IGameNotificationsService/EnumerateSessionsForApp[/webapi] [*] [webapi]IGameNotificationsService/GetSessionDetailsForApp[/webapi] [/list] [section=LaunchingGameSessions]Launching specific game sessions[/section] Users will be able to view all their active game sessions on their community profile page in Steam. …

Recurring Subscriptions

This would be configured and managed by the developer. [*] Developer-operated Service interfaces with Steam to initiate a subscription, with a renewal period/amount defined. [*] User must approve through the Steam client. [*] Service keeps track of when time runs out for their subscription. [*] When subscription is expired, Service make a ProcessAgreement WebAPI call to charge the next period. [*] Service is not allowed to charge more than the agreed amount in the period (so if the user agreed to $20 a month, they cannot charge more than $20 each month – but may charge less). [*] User is only allowed to cancel this type of subscription. …

User Reviews - Get List

[b]DEPRECATED:[/b] This endpoint is deprecated. Use [webapi]IUserReviewsService#GetAppReviews[/webapi] instead, which takes the same filters and returns the same fields. See [webapi]IUserReviewsService#migrating[/webapi] for the differences.…

Steam Inventory Item Dynamic Properties

New to the Steam Inventory Service is the ability to store arbitrary string, integer, boolean, or float properties on any item instance. These properties are similar to [doclink=features/inventory/itemtags#PerItemTags]per item tags[/doclink]. …

If you configure your dynamic properties on the Steam Inventory Service page under the "Item Dynamic Properties" section and set the "type" field, then integers and floats will be replaced with 0 instead, and bool properties will be replaced by "false". …

Steam Workshop

This is typically better for smaller and less complex pieces of content such as weapons, hats, or other accessory items. If these items are sold, a persistent item storage service (such as [doclink=features/inventory]Steam Inventory Service[/doclink]) must be used to keep track of which users have authority to equip items in-game, and a store must be built in-game to sell items. …

This inventory service will also be necessary for selling these items or for managing random drops or other events that trigger drops of items to customers. [*] [b]Adding Payment Rules[/b] - Once you are ready to start selling your items, Steam will need to know which Workshop items are associated with which item definitions in your item server or in the [doclink=features/inventory]Steam Inventory Service[/doclink]. …

Anti-cheat and Game Bans

v=hI7V60r7Jco [subsection=GameBans]Game Bans[/subsection] [docimg=game_banned.png][/docimg] Game Bans allow you to utilize Valve’s banning infrastructure rather than implement your own ban tracking system. When you ban a player using the [webapi]ICheatReportingService/RequestPlayerGameBan[/webapi] Web API, the ban will be publicly visible on that person's Steam profile. [section=BestPractices]Best Practices[/section] Below is a list of best practices when using the provided Steamworks anti-cheat services. …

They should only be applied to players who gained an unfair competitive advantage when playing multiplayer versions of content and services. [/olist] [section=Permissions]Required Permissions For Editing Anti-Cheat Policies[/section] [b]Who can set or edit Anti-Cheat policies for my product?…

Steam Datagram Relay

. [*] Agree to update your game within a reasonable time frame (say, a few months) when asked, if we need to ship a bugfix or security patch. [*] Understand that, unfortunately, we cannot promise that this service will always be available to non-Steam players. In the unlikely event that we need to downgrade this service, we will do everything possible to work with you to avoid disruption to your players, including giving you time to make a plan. …

[section]Implementing SDR on other platforms and stores[/section] Your clients on other platforms and stores will not sign into Steam, and so you will need to provide a few services for those players that Steam provides for Steam players. [subsection]Game coordinator initialization[/subsection] [list] [*] Your matchmaking service (referred to as the "game coordinator") will need to link with the game coordinator SDK. …

Microtransactions (In-Game Purchases)

Your game is especially vulnerable if the in-game purchases are part of an economy where virtual goods and services can be traded or gifted. If fraud is allowed to run rampant and unchecked, it can devalue the items in the economy or create game imbalance that ruins the gameplay experience of legitimate users. …

Creating a new account through another service can be a huge hurdle for some customers, and can significantly impact your potential audience. Linking a user’s Steam account to your own system can be done by retrieving and verifying a user’s SteamID, which is a unique identifier for a Steam account. …

steam_api.h

[/td][/tr] [tr=k_EResultInvalidSteamID][td][b]k_EResultInvalidSteamID[/b][/td][td]19[/td][td]The Steam ID was invalid.[/td][/tr] [tr=k_EResultServiceUnavailable][td][b]k_EResultServiceUnavailable[/b][/td][td]20[/td][td]The requested service is currently unavailable.[/td][/tr] [tr=k_EResultNotLoggedOn][td][b]k_EResultNotLoggedOn[/b][/td][td]21[/td][td]The user is not logged on.…

[/td][/tr] [tr=k_EResultAccountDisabled][td][b]k_EResultAccountDisabled[/b][/td][td]43[/td][td]The account is disabled.[/td][/tr] [tr=k_EResultServiceReadOnly][td][b]k_EResultServiceReadOnly[/b][/td][td]44[/td][td]This service is not accepting content changes right now.[/td][/tr] [tr=k_EResultAccountNotFeatured][td][b]k_EResultAccountNotFeatured[/b][/td][td]45[/td][td]Account doesn't have value, so this feature isn't available.…

Steam Hardware and Proton

[list] [*][subsection]Easy Anti-Cheat[/subsection] Proton supports Easy Anti-Cheat without requiring any recompilation, but it does require you to manually enable support for your build. For the Epic Online Services version of EAC, see instructions [url=https://dev.epicgames.com/docs/services/en-US/GameServices/AntiCheat/index.html#linuxwine/protonsupport]here[/url]. …

Authentication using Web API Keys

[/list] The four types of Web API Key Permissions are: [list][*]Microtransactions for initializing, finalizing, and reconciling in-game purchases. [*]Sales Data calls to the IPartnerFinancialService API. [*]Economy calls for games that use the Steam Inventory Service. [*]General API calls for things like authenticating a user or checking ownership of a DLC-- everything not included in the above three permissions. …

Microtransactions Implementation Guide

[section]How the Payment System Works[/section] The payment system is a combination of whatever purchase process you have in-game, the Steam billing web service, and a customer approval process. The purchase process occurs in the following sequence. Your user always starts and completes their order in your game. …

[/olist] Alternatively, for games whose purchasing options are typically serviced through a web page or if you wish to offer Steam as a payment method directly on your web site, you can optionally do a browser-based integration. …

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