[/td][/tr] [/table] 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] - Adds element [b]sitelicense [/b]to the response. [*] [b]Version 3[/b] - Adds element [b]usercanceled[/b] to the response. [*] [b]Version 4[/b] - Adds element [b]timeexpires[/b] to the response. …
They also had purchased appID 220, but self-canceled it via the Steam Support site. The response will only contain either owned or usercanceled apps. If no apps are owned, then the response will contain an empty apps field. …
If you are also using the PC Café Server as a content server cache we recommend that it has enough storage to support 1TB of content data. [*][i]Do the client machines have to be on the same network as the Steam PC Café Server?[/i] Yes, the feature will only be properly functioning if server and stations are on the same subnet. …
For a full list of other required ports and protocols for Steam see [url=https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711]here[/url]. [*][i]Can I turn off the auto logout feature in my network?[/i] The Steam PC Café Server will make sure that inactive Steam accounts will be logged off automatically after a certain time has passed. …
Once your build and store page are approved for release, some questions in the survey cannot be edited without first contacting [url=https://help.steampowered.com/wizard/HelpWithPublishing?issueid=901]Steam Support[/url]. You'll want to contact us with a summary of what has changed, and which survey result is affected. Please provide instructions on how a tester can access the content in question. …
If you wish to integrate an external service like this into your game, you’ll need to manage both access to that external service on behalf of your players and collecting payment from your player using a Steam-supported payment method. Ultimately how you think about that in your monetization plan is up to you, but here are ways of collecting payment. …
[callout]In anticipation of the upcoming changes to the Discounts & Events section of the store coming in 2027, which you can [url=https://steamcommunity.com/groups/steamworks/announcements/detail/676258795703240952]read about here[/url], Daily Deal invites are no longer being sent. The path to requesting one through the Support site is now also retired. [/callout] [section]Overview[/section] Daily Deals are a curated promotion on Steam, offered to games that fit the criteria described below. …
The Daily Deal feature displays your game's Header Capsule image, so you can also temporarily switch it out using [doclink=store/assets/overrides][/doclink] to shine some additional light on your new update or event. Also, don't forget to activate an update visibility round to support the content update of the game, if applicable. [*] [b]Stream to your store page. [/b] Livestreaming is a good way to drive engagement and showcase your game. …
[/td][/tr] [tr=k_cbMaxGameServerGameDir][td][b]k_cbMaxGameServerGameDir[/b][/td][td]int[/td][td]32[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for the game server mod dir which is set with [api]ISteamGameServer::SetModDir[/api].[/td][/tr] [tr=k_cbMaxGameServerMapName][td][b]k_cbMaxGameServerMapName[/b][/td][td]int[/td][td]32[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server map names which is set with [api]ISteamGameServer::SetMapName[/api].[/td][/tr] [tr=k_cbMaxGameServerName][td][b]k_cbMaxGameServerName[/b][/td][td]int[/td][td]64[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server names which is set with [api]ISteamGameServer::SetServerName[/api].[/td][/tr] [tr=k_cbMaxGameServerTags][td][b]k_cbMaxGameServerTags[/b][/td][td]int[/td][td]128[/td][td]The maximum size (in UTF-8 bytes, including the null terminator) supported for game server tags which is set with [api]ISteamGameServer::SetGameTags[/api].…
[callout]NOTE: Install script functionality described below is primarily for Windows operating systems. MacOS support is limited to file permissions and symlinks. There is no Linux/SteamOS install script functionality at this time.[/callout] An install script file is a configuration file that lets you run certain actions upon installation. …
Why doesn't Run Process work in my macOS install script?[/b] [b]A.[/b] We don't currently have support for installing Mac redistributables. You will need to put the installer into your main executable.…
[code] "Action Manifest" { "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } "1" { "path" "steam_controller_motion_controls.vdf" } } } "actions" { } "localization" { } } [/code] Supported controller type strings: [table] [tr][td]Steam Deck Controller[/td][td]controller_neptune[/td][/tr] [tr][td]Steam Controller[/td][td]controller_steamcontroller_gordon[/td][/tr] [tr][td]Xbox 360[/td][td]controller_xbox360[/td][/tr] [tr][td]Xbox One[/td][td]controller_xboxone[/td][/tr] [tr][td]Xbox One Elite Controller[/td][td]controller_xboxelite[/td][/tr] [tr][td]PlayStation 3 Controller[/td][td]controller_ps3[/td][/tr] [tr][td]PlayStation 4 Controller[/td][td]controller_ps4[/td][/tr] [tr][td]DualSense Controller[/td][td]controller_ps5[/td][/tr] [tr][td]DualSense Edge Controller[/td][td]controller_ps5_edge[/td][/tr] [tr][td]Nintendo Switch Pro Controller[/td][td]controller_switch_pro[/td][/tr] [tr][td]Nintendo Switch 2 Pro Controller[/td][td]controller_switch2_pro[/td][/tr] [tr][td]Nintendo Joy-Con (L)[/td][td]controller_switch_joycon_left[/td][/tr] [tr][td]Nintendo Joy-Con (R)[/td][td]controller_switch_joycon_right[/td][/tr] [tr][td]Nintendo Joy-Con Pair[/td][td]controller_switch_joycon_pair[/td][/tr] [tr][td]Remote Play Touch Controller[/td][td]controller_mobile_touch[/td][/tr] [tr][td]Generic Gamepads[/td][td]controller_generic[/td][/tr] [/table] [section]Setting up an Action Manifest File[/section] There are two main ways to setup your action manifest file, either starting from scratch or using an existing IGA file. …
[callout]Reminder: you will want to double check that you've setup localization tokens in the action manifest for each language supported by your game [/callout] [subsection]Step 3 - Find your configuration[/subsection] Next you will run the following Steam URL to dump the configuration into your OS-specific documents folder, ex: My Documents on Windows (replace [code-inline][your app id][/code-inline] with your title's AppID): Windows Commandline: [code] start steam://dumpcontrollerconfig?…
If you are having problems solving any Steam Family sharing related issues using these APIs, please contact Steam Support. …
Running a prepurchase/preorder can also be a risk for both customers and Valve. For these reasons, we do not support running a pre-purchase except in a few rare cases with partners with which we have a well-established relationship and that have a proven track record on Steam. …
This includes the Steam controller and all third party devices supported by the system. This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. …
You’ll need the information as detailed below. [*]Pay the app deposit fee with any supported Steam payment method as detailed below. [*]Complete the paperwork with your bank and tax information as well as identity verification so that we know who we’ll be doing business with. [*]Now you have access to Steamworks and can begin preparing your title for release. …
[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. For more information, please see [doclink=gettingstarted/appfee]Steam App Fee.[/doclink] [/list] [section]Company Identification[/section] When entering your company information, you must follow these guidelines: [list] [*]Enter your legal first and last name. …
Like so: [code]const char *pchSessionID = ISteamApps()->GetLaunchQueryParam("_sessionid");[/code] A game that supports launching directly into a game in this way should call this interface on game launch, determine if the session id string is present and valid for the signed in user, and load the game directly. …
Any strings that are not translated to a player’s language will be rendered in English. Game notification supports localization for the following properties: [list] [*] [doclink=#DataStructures]Session[/doclink] [list] [*] Title [/list] [*] [doclink=#DataStructures]UserStatus[/doclink] [list] [*] Title [*] Message [/list] [/list] Each [doclink=#DataStructures]localized text[/doclink] is comprised of two components: [list] [*] Token [*] List of [doclink=#DataStructures]Variables[/doclink] [/list] A token is a key that begins with the "#" symbol, and represents a string that is localized in different languages through the localization tool in your application configuration. …
If your own account is limited, you won't be able to create community groups or request to join an existing group. Click [url=https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663]here[/url] for details on limited accounts. [/olist] [section]Setting up[/section] You'll need to do a couple of things to first set up your page, after which it will mostly operate by itself. …
issueid=905]Contact Support[/url] We look at several different factors when reviewing these requests, including group activity, ownership, and misrepresentation. …
[section]Overview[/section] The Steam HTML Surface API enables the display and render of HTML-based pages directly in a game or application. It is built upon the Chromium Embedded Framework and supports HTML5 markup. [section=GettingStarted]Getting Started with ISteamHTMLSurface[/section] The [api]ISteamHTMLSurface[/api] interface is implemented in [code-inline]isteamhtmlsurface.h[/code-inline] and can be found in the [code-inline]public/steam[/code-inline] folder in the [doclink=sdk]Steamworks SDK[/doclink]. …
[section]Overview[/section] Screenshot support is provided automatically through the [doclink=features/overlay][/doclink] to every game through Steam and Steamworks provides a set of APIs designed to interact with this system. …
The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. You can read more about installing and using this tool over in the Steam Deck documentation [doclink=steamdeck/loadgames]here[/doclink]. …
It's rarely a good idea to default to always-on though, and if your game supports more than 4 players then always-on is never recommended. Then when the player releases their push-to-talk hotkey, or the gameplay session ends you should call [api]ISteamUser::StopVoiceRecording[/api] to stop recording. …
[/olist] [section=ready-to-use_workshop]Ready-To-Use Workshop[/section] [subsection]Why To Use[/subsection] [list] [*] [b]Want to support a larger number of items.[/b] A Ready-To-Use workshop makes it easier to support a large number of items, mods, or maps in your game, that are either simple or complex in nature. …
If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. But, as mentioned earlier, if you wish to support large scale modding of your game, you'll find it useful to release as much of your own development tools as possible to aid in the creation of content and modification of your game logic. …
We're still working through details of how to distribute this code, and at this time we might not be able to make cross-platform support available to all partners and all games. See below for more technical information on implementing SDR on other platforms and stores. …
[/list] [subsection]Running in a dev environment[/subsection] Because [api]ISteamNetworkingSockets[/api] supports plain UDP connectivity, it's usually best to start by getting your code working through this interface over UDP, without worrying about relays. …
See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …