. [*] Select "Off-Topic" only if the review doesn't relate to your product or the service you are providing. An example is if the review talks about ice cream instead of your strategy game. [*] With either choice, you will get a confirmation dialog. …
[h4]Dropping in-game items for registering your third-party key[/h4] If you are using the [doclink=features/inventory]Steam Inventory Service[/doclink], make sure the item's itemdef is configured correctly as a promo item and call [api]ISteamInventory::AddPromoItem[/api] from the client. …
Steam Input is a service allowing Steam users to play any controller-supported game with the device of their choice. Steam Input will translate the user's input into something the game understands through either Gamepad Emulation, Mouse and Keyboard Emulation, or Steam Input API. …
We don't support delaying the publishing of compatibility test results for future work. The compatibility review program is a service to help customers understand the type of experience they can expect to have with a game before launching it on Deck or Machine. To that end, we think it's critical that customers see, as quickly as possible, the data that reflects the current state of any game. …
With that enabled, update your application’s DefaultEngine.ini file with the following, being sure to replace the SteamDevAppId with your own AppId: [code] [/Script/Engine.GameEngine] +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [OnlineSubsystem] DefaultPlatformService=Steam [OnlineSubsystemSteam] bEnabled=true SteamDevAppId=12345 ; If using Sessions bInitServerOnClient=true [/Script/OnlineSubsystemSteam.SteamNetDriver] NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection" [/Script/AndroidRuntimeSettings.AndroidRuntimeSettings] bDisableLibCppSharedDependencyValidation=True bSkipLibCpp=false [/code] [callout]For [b]Steamworks 1.64[/b] (adds 16KB page alignment for Android) you can cherry pick: https://github.com/Valve-VR/UnrealEngine/commit/be15c597a54371a3480d75694ddfed9a56e84de4[/callout] [section]Debugging and Profiling[/section] Please see the main [doclink=steamframe/debugging][/doclink] page for general information on the options available for debugging games on Steam Frame. …
[/list] [subsection][b]No Ads or Special Treatment on Steam[/b][/subsection] [list] [*][b]4) No Promoting Off-Steam Content[/b] - Your Steam Sales event may not promote or link to off-Steam content, such as external stores, services, podcasts, newsletters, etc. You may optionally include sponsor logos in a special 'Thanks to our Supporters' section near the bottom of your sales event, or in a separate tab—but it cannot contain any outbound links. [*][b]5) No Selling Placement[/b] - You may optionally charge a participation fee for your event's off-Steam features — such as physical booth space at a convention center or a segment in a produced livestream — but you may not charge for placement on your Steam Sale Page. [*][b]6) No Preferential Treatment[/b] - Games should be organized and grouped in a way that’s intuitive for customers, without giving preferential treatment to your own games or the games of your business partners. …
If you have a VR game and would like to set up a livestream, there are additional factors to consider. Because of the way the SteamVR.exe service interacts with broadcasting, you'll need to use an external tool (such as OBS). That will give you the necessary control to configure your broadcast and let you point Steam directly at your game appID rather than SteamVR.exe. …
[/i][/b] The Early Access price of your game should be no higher than that offered on any other service or website. Please take care of your customers on Steam. 5.[b] [i]Make sure you set expectations properly everywhere you talk about your game.…
If you wish to sell content below these limits, you are welcome to use the [doclink=features/inventory]Steam Inventory service[/doclink] to sell items within your game. [*]Discounts cannot run shorter than 1 day or longer than 14 days. Launch discounts in particular cannot run shorter than 7 days or longer than 14 days. [*]If your product is included in any bundles, the bundle discount will be applied on top of any individual discounts applied to the bundled packages(s). …
Note that a key, once granted, is not automatically revoked if the Playtest is later marked Not Playable. [/list] While Steam keys are a free service Steam provides for developers to run their playtests, they are not unlimited. When you are at the point when you want to request more than 50,000 keys for your Steam Playtest, your playtest is effectively an open beta and you should feel comfortable opening signups on your Steam store page. …
[/td][/tr] [tr=k_EHTTPStatusCode429TooManyRequests][td][b]k_EHTTPStatusCode429TooManyRequests[/b][/td][td]429[/td][td][/td][/tr] [tr=k_EHTTPStatusCode500InternalServerError][td][b]k_EHTTPStatusCode500InternalServerError[/b][/td][td]500[/td][td][/td][/tr] [tr=k_EHTTPStatusCode501NotImplemented][td][b]k_EHTTPStatusCode501NotImplemented[/b][/td][td]501[/td][td][/td][/tr] [tr=k_EHTTPStatusCode502BadGateway][td][b]k_EHTTPStatusCode502BadGateway[/b][/td][td]502[/td][td][/td][/tr] [tr=k_EHTTPStatusCode503ServiceUnavailable][td][b]k_EHTTPStatusCode503ServiceUnavailable[/b][/td][td]503[/td][td][/td][/tr] [tr=k_EHTTPStatusCode504GatewayTimeout][td][b]k_EHTTPStatusCode504GatewayTimeout[/b][/td][td]504[/td][td][/td][/tr] [tr=k_EHTTPStatusCode505HTTPVersionNotSupported][td][b]k_EHTTPStatusCode505HTTPVersionNotSupported[/b][/td][td]505[/td][td][/td][/tr] [tr=k_EHTTPStatusCode5xxUnknown][td][b]k_EHTTPStatusCode5xxUnknown[/b][/td][td]599[/td][td][/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamHTTP. …
[olist] [*] Include text next to the button that submits an item to the workshop, something to the effect of: "By submitting this item, you agree to the [url=http://steamcommunity.com/sharedfiles/workshoplegalagreement]workshop terms of service[/url]" (including the link) [*] After a user submits an item, open a browser window to the Steam Workshop page for that item by calling [api]ISteamFriends::ActivateGameOverlayToWebPage[/api] with [code-inline]pchURL[/code-inline] set to [code-inline]steam://url/CommunityFilePage/<PublishedFileId_t>[/code-inline] replacing <PublishedFileId_t> with the workshop item id. …
The item drop frequency can be controlled at the application level via the Community->Inventory Service->Playtime Item Grants section. There are three controls that will allow the following customization: (1) How long before a item drop? …
Please be thoughtful with the frequency and size of your updates during a preload. Preloads are self-service for titles in prepurchase. If you are a F2P game or believe your game should be eligible for preloading, please submit a ticket to [URL=https://help.steampowered.com/en/wizard/HelpWithPublishing]Steam Publishing[/url] with details about your situation. …
k_ESteamNetConnectionEnd_Remote_Min = 4000, // The connection was lost, and as far as we can tell our connection // to relevant services (relays) has not been disrupted. This doesn't // mean that the problem is "their fault", it just means that it doesn't // appear that we are having network issues on our end. …
[/td][/tr] [/table] Set whether the game server allows spectators, and what port they should connect on. The default value is 0, meaning the service is not used. [subsection=SetSpectatorServerName]SetSpectatorServerName[/subsection] [code=cpp]void SetSpectatorServerName( const char *pszSpectatorServerName );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pszSpectatorServerName[/b][/td][td]const char *[/td][td]The spectator server name to set. …
Functions for clients to access matchmaking services, favorites, and to operate on game lobbies. See [doclink=features/multiplayer/matchmaking][/doclink] for more information. …