VRS will always take priority if enabled, so please disable it if you wish to run with Dynamic Resolution. [section]Adding Steamworks Support for Android[/section] Support for running applications with Steamworks support enabled is available. To enable it, ensure that the plugin is enabled by going to [b]Window > Plugins[/b] in the Editor and making sure [b]Online Subsystem Steam[/b] is enabled. …
[subsection]Code Requirements[/subsection] In order to use LinuxArm64 on the device, there is an additional commit that needs to be pulled from GitHub. This code adds support for detecting the device on startup and setting scalability, adds support for additional texture formats on LinuxArm64, as well as provide a few feature fixes to Unreal Engine that should be rolled into future Engine updates. …
More information on OpenVR and SteamVR can be found at http://steamvr.com. [subsection]Engine Support[/subsection] SteamVR implements OpenVR and is natively supported by Unreal Engine 4, and is also natively supported in Unity version 5.4+. …
[section]OpenVR Drivers[/section] Hardware device makers can develop OpenVR drivers to easily enable support for VR content on [url=https://store.steampowered.com]Steam[/url]. Steam is one of the largest digital distribution platforms worldwide, with thousands of games available. …
[b]Q: Does Steam pricing support games with paid ads?[/b] A: No. Steam does not support paid ads or referral/affiliate revenue from showing ads for other games and/or products or services. …
Please see [doclink=/marketing/advertising]Advertising on Steam[/doclink] for details. [b]Q: Does Steam pricing support "paywall" games?[/b] A: No. Steam does not support models where a customer is blocked and needs to pay to continue playing. …
While you can lower recurring pricing over time as necessary, we do not support increasing the price of a recurring subscription. [section=FAQ]Frequently Asked Questions[/section] [b]Q: What payment methods does recurring billing support?…
[b]Q: What do customers need to know about recurring subscriptions?[/b] [b]A:[/b] There is a customer support FAQ [url=https://support.steampowered.com/kb_article.php?ref=8018-TAJK-6238]here[/url] with some additional information. …
(Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …
In addition, while providing default graphics options for specific hardware (like Steam Deck) is fine, we do not recommend making some settings unavailable dependent on hardware. [*][b]Support different aspect ratios[/b]: Players have displays with many different aspect ratios - not just 16:9 or 16:10. Some are much wider or taller - so make sure your title can support gameplay at these different aspect ratios. [*][b]Offline Mode[/b]: We strongly recommend all singleplayer content is accessible without an Internet connection. …
Steam does not contain any paid advertising, nor are advertising models supported in games distributed on Steam. There are varying interpretations for what constitutes ‘advertising’ in a game, so the examples below are meant to help guide developers as to what is and is not supported on Steam. [section]Supported[/section] [list] [*][subsection]Product Placement[/subsection] Games may contain real brands, products, personalities, etc as part of gameplay, provided such portrayals are not disruptive and are appropriate within the context of the game. …
[subsection]Cross-Platform Saves[/subsection] If your game is supported on multiple platforms - or even if you plan to support this in the future - you should consider this when setting up Steam Cloud for your game. …
If your game already supports cross-platform saves, or at the time when you begin adding support for this, you will then need to define [code-inline]Root Overrides[/code-inline] for the other supported platforms. …
[docimg=steamworks_settings.png]steamworks_settings.png[/docimg] [section]Step 2 - Set Supported Operating Systems[/section] Navigate to the [b]Application > General[/b] tab for your app, and check [b]Android [/b] under [b]Supported Operating Systems[/b]. …
[docimg=steam_app_general.png]steam_app_general.png[/docimg] [docimg=android_supported_platforms.png]android_supported_platforms.png[/docimg] [section]Step 3 - Configure Depot[/section] Navigate to the [b]SteamPipe > Depots[/b] tab for your app. …
Then look under "Installation / Redistributables" and check "Dedicated Server Redistributables" [section=thirdparty]Commercial engine and non-C++ language support[/section] If you're using a commercial game engine or a language other than C or C++ you will want to see what level of support for the Steamworks API is provided for it. In some engines they provide native built-in support, for others you may need a third-party solution. If your engine does not have native support you can use the [doclink=webapi]Steam Web API[/doclink] to access many features that Steam supports. …
[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.…
[/list] [subsection]Steam Deck Specific Requirements[/subsection] [i]Note: Display tests are not performed for Steam Machine because resolution and text size could vary depending on the size and type of display being used.[/i] [b]Display[/b] [list] [*][b]Resolution Support[/b]: the game must run at a resolution supported by Steam Deck. ([i]Recommendations: Whenever possible, we recommend you support the Deck's native resolutions of 1280x800 (preferred) or 1280x720.…
[/td][/tr] [tr][td][doclink=features/leaderboards][/doclink][/td][td]Steam supports persistent leaderboards with automatically ordered entries. These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. …
[/td][/tr] [tr][td][doclink=features/screenshots][/doclink][/td][td]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. …
Many topics and issues are well documented here in [url=https://partner.steamgames.com/doc]Steamworks Documentation[/url] or can be found by searching the [url=https://steamcommunity.com/groups/steamworks/discussions]Steamworks Developer Discussion Boards[/url]. [section]Steamworks Support Tickets[/section] If you can't find what you are looking for in the documentation, please use this link below to contact Steamworks developer support for personal assistance from one of our representatives. [b]Open a Support Ticket: [/b]https://help.steampowered.com/en/wizard/HelpWithPublishing [section]Steamworks Developer Discussions[/section] If you are looking for advice or have a question about how things are typically handled for particular situations, the best place to start is with the [url=https://steamcommunity.com/groups/steamworks/discussions]Steamworks Developer Discussions[/url]. …
The event editor supports importing a subset of HTML directly into BBCode. Use the import HTML icon on the editor's toolbar. [section]HTML Supported[/section] This is the list of support HTML that we convert to their equivalent bbcode [list] [*]<a href="[i]url[/i]">[i]text[/i]</a> turns into URLs [*]<img src="[i]url[/i]"> turns into an image [*]<b></b>, <strong></strong> turns into bold [*]<i></i>, <em></em> turns into italics [*]<u></u>, <span></span> turns into underline [*]<p>, <br> turns into new lines [*]<h1> ... …
Attached accessories will be visible in the Inventory view on the community, and will create "Unique" (non-commodity) item listings when they are offered on the Steam Community Market. It's up to you to decide what accessory types to support, and what cosmetic or gameplay effects different accessory types might have. You may also choose to support different types of accessories on different item types in your game. …
Adding two instances of the same accessory to an item is not currently supported. Attempting to do so will fail in the ExchangeItems call and will not consume the accessory item.…
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. …
If you're interested in these features without those caveats please consider adding [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You can query the type of controller currently from Steam in order to show device specific glyphs but you are limited to the types supported by your current Steamworks SDK. If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …
[section]Overview[/section] The Steam Input API is designed to allow you to easily enable [i]full support[/i] for Steam Input devices in your game. We define full support as the follows: [list] [*] Your game uses the proper controller-specific glyphs when showing in-game input prompts. [*] The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. [*] You've published an official configuration for the controllers you support. [*] Your game doesn't restrict the user's ability to customize their controls. …
[/list] [section]Common Use Cases[/section] [subsection]I'm Adding Steam Input API support [i]before[/i] shipping my game[/subsection] Great! Follow the technical directions in [doclink=features/steam_controller/getting_started_for_devs#implement_steam_input]Implementing Steam Input API support[/doclink]. …
The user will then be asked to select a language from a dropdown listing each supported language. These localized configuration files can override any value defined in [code-inline]setup.ini[/code-inline], and also define the strings shown to a user for each language. If you do not support a language for which the SDK supplies a localized ini file, simply delete the ini file. If you need to support a language that is currently not supported by Steam, please let us know in the [url=steamcommunity.com/groups/steamworks/discussions]Steamworks Development Discussions[/url] [subsection=setup_graphics]Graphics and Sound Effects[/subsection] The following files can be replaced to customize the setup application and Steam installation for your game: [olist] [*] [code-inline]splash.tga[/code-inline] - Image displayed by Steam while installing files from disk (392x165 pixels) [*] [code-inline]icon.ico[/code-inline] - Icon used in [code-inline]autorun.inf[/code-inline] as the icon for your installation disk [*] [code-inline]resources\setup.bmp[/code-inline] and [code-inline]resources\setup_<language>.bmp[/code-inline] - Image used for the background of setup.exe (640x480 pixels). …
Steam does not currently report conversions for playtest apps. [h4]Q. Does Steam support UTM reporting for other community and store pages such as developer homepages or bundles?[/h4] A. At this time only app and sale pages are supported. …
Customers who decide to stop at the age gate are still recorded as having clicked the UTM link. [h4]Q. What devices are supported?[/h4] A. Any device with a modern browser capable of showing the Steam store is supported. This includes mobile devices and tablets. …
The URI format of each API request is: [code]https://api.steampowered.com/<interface>/<method>/v<version>/[/code] Most methods support a list of required and optional parameters. Depending on the method, these parameters must be passed in as GET or POST params in the request. …
The "key" and "format" fields should still be passed as separate parameters, as before. 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. …
[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.[/callout] [section]Steamworks[/section] [url=https://codeberg.org/godotsteam/godotsteam/releases]GodotSteam 4.17[/url] and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame. …