Steamworks Documentation
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Anti-Cheat Integration

When a user has been banned by the RequestPlayerGameBan API in the ICheatReportingService, the following happens: [list] [*] The account cannot join secure servers for the AppIDs that are banned [*] The ban is publicly displayed on their Steam Community profile [*] If the user is accessing the game via [url=https://support.steampowered.com/kb_article.php?ref=3784-QLBM-5731]Family Library Sharing[/url], the ban is also applied to the actual owner of the game [/list] [section]Requirements[/section] [b]Multi-player[/b] Banning depends on the game server to exclude banned users from games. …

Browsing Configurations

[/callout] If the developer did their job right, you shouldn't have to do anything to start your game with a well supported controller configuration -- it should all be set up automatically on the first run. Nevertheless, the recommended section should be your first stop to see if the developer has posted any configurations you might be interested in. …

Events and Announcements Tools

This will convert your existing document to use bbcode, which is supported by our announcement system. [/list] [subsection]Saving drafts[/subsection] While you are preparing an event, you can hit 'Save' any time at the bottom of the event editor to save your work in progress. …

[subsection]Localization[/subsection] Events and Announcements supports full localization of all text fields and images. You can provide translated versions of your post and images, and Steam will display the right version to each user based on their language. …

ISteamLeaderboards Interface

[/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] - Fixes returning the leaderboard name in XML. …

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/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] - Fixes returning the leaderboard name in XML. …

Recurring In-Game Billing

Valid options are: "Day", "Week", "Month", "Year" [*] [b]frequency[0][/b] - Frequency (in number of days) for recurring billing. Supported values: 1 - 255 [*] [b]recurringamt[0][/b] - Amount to be billed for future recurring billing transactions. [/list] A user may only have one active billing agreement per game. …

Steam Playtest

[u]If you are concerned about your playtest growing too fast for you to support, this feature may not be for you. [/u] If you want to limit Friend Invite growth, you have a few options: [list][*]Monitor users with access to your playtest via the playtest dashboard and pause new invites when you reach a number you're comfortable supporting [*]Limit friend invite capability to just players who joined by a certain date, capping the potential number of invites. …

Those are great problems to solve, so we want to provide an official, well-supported solution that is easier for developers and more consistent for players. [b][h4]Q: What if I want to run a playtest but control access via Steam keys?…

Explain Your Editions

These images help customers understand what content is included in each edition and which purchase option is right for them. [u]Important[/u]: you can upload a localized image for all supported languages. Uploading localized assets is a critical step, as it helps customers around the world understand the purchase options you are presenting to them. …

Frequently Asked Questions

[/h4] Yes, the PC Café Server and the clients need to be able to communicate with Steam for it to manage the licenses and allow users to play. We will not support “offline” mode within the program. [*][h4]Will the pool of commercial game licenses be usable across all the PCs in my location?…

Application Management Sharing

An invite can be canceled at anytime by the sender through the App Share Tool or a Valve employee if requested by [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=931]submitting a support ticket[/url]. If an invite expires, the sender would need to create a new app share invite to reinitiate a share. [subsection]Q. …

Sony PlayStation 4 Controller

[section=Overview]Overview[/section] The Sony PlayStation 4 controller* was the first third party device to get official Steam Input support. It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. …

SteamPipe Local Content Server

. [*] If you need to specify another port then 80, it must be "ip:port" in quotes [*] Don't add "http://" in front, HTTPS is not supported [/list] Note: The default location of the Steam executable is: [list] [*] [b]For Windows[/b]: [code]C:\Program Files (x86)\Steam\[/code] [*] [b]For macOS[/b]: [code]Steam.app/contents/macOS/[/code] [*] [b]For Linux[/b]: [code]~/.local/share/Steam/[/code] [/list] [b]Note[/b] As of September 2026, Steam will begin requiring newly-created "local" app branches to be [b]password-protected[/b]. …

Release Process

You can check our [doclink=store/types][/doclink] documentation for more information on the types of releases we support. [docimg=ReleaseOptions_2.png]ReleaseOptions_2.png[/docimg] After you click "Release App", you'll see a summary of actions that the release process will do, including publishing the store package, setting a launch discount live if you chose to have one, setting the game to playable and released and applying the release timestamp of "NOW". …

ISteamUser Interface

[subsection=BIsPhoneVerified]BIsPhoneVerified[/subsection] [code=cpp]bool BIsPhoneVerified();[/code] Checks whether the current user has verified their phone number. See the [url=https://support.steampowered.com/kb_article.php?ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. …

[subsection=BIsTwoFactorEnabled]BIsTwoFactorEnabled[/subsection] [code=cpp]bool BIsTwoFactorEnabled();[/code] Checks whether the current user has Steam Guard two factor authentication enabled on their account. See the [url=https://support.steampowered.com/kb_article.php?ref=8625-wrah-9030]Steam Guard Mobile Authenticator[/url] page on the customer facing Steam Support site for more information. …

Steam Inventory Service

. [*] [b]Grant User a Playtime Drop (optional)[/b] At appropriate times (typically the end of a match/phase) call [api]ISteamInventory::TriggerItemDrop[/api] to see if the user has earned a new drop. [*] [b]Sell Items (optional)[/b] To add microtransaction support, define prices in your itemdefs. You can then have people purchase them in a few different ways: [list] [*] Using the customizable, web-based [doclink=features/inventory/itemstore]Item Store[/doclink] [*] Implement your own in-game store: [list] [*] Retrieve the user's local currency and prices by calling [api]ISteamInventory::RequestPrices[/api] [*] Display prices returned by [api]ISteamInventory::GetItemPrice[/api] or [api]ISteamInventory::GetNumItemsWithPrices[/api] & [api]ISteamInventory::GetItemsWithPrices[/api] [*] Call [api]ISteamInventory::StartPurchase[/api] with the item definitions that the user wants to purchase [*] Handle the [apitype]ISteamInventory::SteamInventoryResultReady_t[/apitype] callback to give users any items they have purchased or acquired. …

Setting up your Steam Frame for development

[section]Power[/section] The headset ships in a special mode that requires plugging into power first. Ensure your power adapter supports a minimum of 27W (45W recommended). After you have plugged it in, press the power button to turn it on, then follow the in headset instructions to get through the initial update. …

Steam Next Fest - Tips

Learn more: [doclink=store/broadcast/moderation]Broadcast Moderation[/doclink]. [*] [b]Use a streaming tool that supports RTMP[/b] - This will give you more control over your stream and let you show your webcam so players know you are there. For common streaming issues see: [doclink=store/broadcast/faq]Broadcasting FAQs[/doclink] or [doclink=store/broadcast/demo]Broadcasting Game Demos[/doclink]. …

Steam Branding Guidelines

[doclink=marketing/branding/ssa]Click here to view the SSA in more languages[/doclink] [section]Territory Restrictions[/section] You must include this language on any product that uses Steam Keys that are territory restricted: [b][list]This product may only be activated and used in the following territories: [territory list][/list][/b] [section]Steam® Brand Guidelines and Logos[/section] Last Updated: December 2024 [docimg=steamLogo_300.jpg]steamLogo_300.jpg[/docimg] [docfile=steam_brandGuidelines.pdf]Click here[/docfile] to view the Brand Guidelines for Steam and its family of sub-brands to support software, hardware & games. [docfile=steam_brandAssets.eps]Click here[/docfile] to download logo files referenced in the Brand Guidelines. …

ISteamUGC Interface

[b]NOTE:[/b] Using [apitype]ISteamUGC::k_EItemPreviewType_YouTubeVideo[/apitype] or [apitype]ISteamUGC::k_EItemPreviewType_Sketchfab[/apitype] are not currently supported with this API. For YouTube videos, you should use [api]ISteamUGC::AddItemPreviewVideo[/api]. [b]NOTE:[/b] This must be set before you submit the UGC update handle using [api]ISteamUGC::SubmitItemUpdate[/api]. …

[/td][/tr] [/table] Lets game servers set a specific workshop folder before issuing any UGC commands. This is helpful if you want to support multiple game servers running out of the same install folder. [b]Returns:[/b] bool [b]true[/b] upon success; otherwise, [b]false[/b] if the calling user is not a game server or if the workshop is currently updating its content. …

ISteamController Interface (Deprecated)

[/td][/tr] [tr][td][b]usDurationMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pulse, in microseconds (1/1,000,000th of a second)[/td][/tr] [/table] Triggers a (low-level) haptic pulse on supported controllers. [b]Notes:[/b] Currently only the VSC supports haptic pulses. This API call will be ignored for all other controller models. …

[/td][/tr] [tr][td][b]nFlags[/b][/td][td]unsigned int[/td][td]Currently unused and reserved for future use.[/td][/tr] [/table] Triggers a repeated haptic pulse on supported controllers. [b]Notes:[/b] Currently only the VSC supports haptic pulses. This API call will be ignored for incompatible controller models. …

Hosting Third-Party Sales Events

Alignment with Steam’s Promo Calendar & Operational Needs[/subsection] Our promotional calendar fills up 6–10 weeks in advance, so if you're aiming for curated support, try to finalize your participants at least 4–8 weeks before your intended launch. Additional prep is required for featured events, including:[list] [*]Asset Delivery: We’ll need layered PSDs for use on the Store. …

If using custom text, plan to localize into all of [doclink=store/localization/languages]Steam's supported languages[/doclink]—unless your event is region-specific (e.g. a "Games from Japan" event only featured in Japan would only need Japanese and English as a backup). …

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