[section]Overview[/section] Steam Keys are single-use, unique, alphanumeric codes that customers can activate on Steam to add a product license to their account. Steam Keys are a free service we provide to developers as a convenient tool to help you sell your game on other stores and at retail, or provide for free for beta testers or press/influencers. Steam keys are a free service, so we ask you to use good judgment and follow basic guidelines and rules around requesting and selling them. [url]https://www.youtube.com/watch?…
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. [docimg=inventory_tag_localize.png]inventory_tag_localize.png[/docimg] [subsection=TagFormat]Item Tag Format[/subsection] The [code-inline]tag[/code-inline] field should be provided as a list of categorized tokens, separated by the ";" character. …
As usual, item names are localized by providing values in the [doclink=features/inventory/schema]ItemDef Schema[/doclink]. See the "Item Tags" section on the Steam Inventory Service page to provide localized text for the internal name. In our example, the internal name "sticker" is simply mapped to "Sticker" in all supported languages. …
. [*][b]Steam Play[/b] - Check this if you are uploading Windows binaries that need to be executed over Steam Play using Proton. [*][b]Steam Play debug[/b] - The debugger service checkbox allows you to step through your C++ build in Visual Studio. [/list] If you have an appid for your game already and are using the Steamworks API, you'll want to include the [code-inline]steam_appid.txt[/code-inline] file (which should just contain your appid) at the top root folder of your upload, as well as next to your executable. …
[/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.…
[/td][/tr] [tr][td][doclink=features/inventory][/doclink][/td][td]The Steam Inventory Service is a set of features that allow a game to enable persistent player inventories without having to run special servers to manage users or items.…
This means that games should provide a form of cloud save via either Steam Cloud or an automatic third-party service such as a game- or publisher-specific account with server-side save files. We highly recommend using [url=https://partner.steamgames.com/doc/features/cloud]Steam Cloud[/url] for automatic transfers. …
As you consider your options for who to work with for translating your game content, there are a few things to consider: [list] [*][b] Determine your target languages[/b] - Some companies are known to focus or be strong with certain regions’ languages than others. [*] [b]Compare price sheets to know how expensive services are. [/b] [*] [b]See if you need both localization and localization QA [/b]. For example, if you want an unbiased sanity check, you can have one company do the localization and another company do the QA. …
[callout][b]Note:[/b] Once you submit your tax information, it is verified with a third party service. This process may take up to 30 days, and you may be asked to provide additional documentation. Please keep an eye out for emails requesting additional documents. …
key=xxxxxx"[/code] [b]Example Output[/b] [code]{ "result": { "updated": [ "418", "403" ], "failed": [], "success": true } }[/code] [callout]Once you have completed all the updates to the item definitions, if you've modified the marketable or tradeable flags, make a call to [doclink=webapi/IEconService#FlushAssetAppearanceCache][/doclink] to immediately update the state of the associated items on the market. This call executes an expensive server operation so should only be done after all updates are completed and only when these flags have been modified.…
[b]Bad titles:[/b] [list][*]Ricochet 2 [*]Ricochet Classic [*]Ricochet: Source[/list] [b]Better titles:[/b] [list][*]Deflection – A Ricochet Mod [*]Collider – A Ricochet Story[/list] As long as you follow these guidelines, you can freely distribute your mod through Steam, your own website, or any third-party service without needing a separate license from Valve. [section=FAQ]Frequently Asked Questions[/section] [list] [*] [h4]Q. I wish to distribute a Source Engine Mod through Steam. …
You must change those settings in order for VMIX to stream correctly to Steam. [section=multistream]Using a Multi-streaming Service[/section] [list][*]If you are looking for a simultaneous streaming platform to stream at once to Twitch, Steam, YouTube etc. – Restream.io or LiveU Studio (easylive.io) are great options. [*]A step-by-step “how to” video for Restream.io is available at https://support.restream.io/how-to-stream-games-to-steam [*]A step-by-step “how to” guide for LiveU Studio is available at https://studiosupport.liveu.tv/hc/en-us/articles/17094630837659-Steam[/list] [section]Content Rules[/section] Remember to obey the content rules when broadcasting on your product page. …
If this continues to persist then please post to the [url=https://steamcommunity.com/groups/steamworks/discussions]Steamworks developer discussion[/url] with additional details of your request.[/td][/tr] [tr][td]503[/td][td]Service Unavailable[/td][td]Server is temporarily unavailable, or too busy to respond. Please wait and try again later.[/td][/tr] [/table]…
. [*] [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] A service for relaying your game traffic over the Valve backbone. This prevents IP addresses from being revealed and in many cases improves ping times and connection quality. [*] [api]ISteamNetworkingMessages[/api] is a UDP-style interface. …
[subsection=ConnectP2P]ConnectP2P[/subsection] [code=cpp]HSteamNetConnection ConnectP2P( const SteamNetworkingIdentity &identityRemote, int nRemoteVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions );[/code] Begin connecting to a peer that is identified using a platform-specific identifier. This uses the default rendezvous service, which depends on the platform and library configuration. (E.g. on Steam, it goes through the steam backend.) The traffic is relayed over the Steam Datagram Relay network. …
If you’re not interested in managing your own backend, you can offer in-game transactions via the Steam inventory service where we handle the management of your inventory and purchasing. Please see the documentation for more information. The potential downside to offering all of your content as DLC is you will need to go through the release process (including creating a store page and going through the review and launch process) for each piece of content. …
[/code-inline] [/list] [*] [b][code-inline]Inventory.cpp/h[/code-inline] -- Steam Inventory Service[/b] API Usage shown: [list] [*] [b]Steam Inventory[/b] -- Integrates with the [doclink=features/inventory]Steam Inventory[/doclink] which provides access to the [doclink=features/inventory/economy]Steam Economy[/doclink]. …
Steam does not support paid ads or referral/affiliate revenue from showing ads for other games and/or products or services. If your game's revenue relies on advertising on other platforms, you will need to find a new monetization model in order to release on Steam. …
Possible values: [list] [*] [apitype]steam_api::k_EResultPending[/apitype] - Still in progress. [*] [apitype]steam_api::k_EResultOK[/apitype] - Done, the request has completed successfully and the result is ready. [*] [apitype]steam_api::k_EResultExpired[/apitype] - Done, result ready, maybe out of date (see DeserializeResult) [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] - ERROR: Invalid API call parameters. [*] [apitype]steam_api::k_EResultServiceUnavailable[/apitype] - ERROR: Service temporarily down, you may retry later. [*] [apitype]steam_api::k_EResultLimitExceeded[/apitype] - ERROR: Operation would exceed per-user inventory limits. [*] [apitype]steam_api::k_EResultFail[/apitype] - ERROR: Generic error. …
This period can be customized in two places: [list] [*] At the application level within Inventory Service: Playtime Item Grants. This will automatically apply to all "playtimegenerator" items that do not specify any overrides. [*] In an individual "playtimegenerator" item definition. …
You can control the detail level for various subsystems (perhaps only for certain connections) by adjusting the configuration values k_ESteamNetworkingConfig_LogLevel_Xxxxx. [b]IMPORTANT[/b]: This may be called from a service thread, while we own a mutex, etc. [i]Your callback function must be threadsafe and fast![/i] Do not make any other Steamworks calls from within the handler. …
Used to access information and interact with users. See [webapi]IPlayerService[/webapi] for additional methods. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. …