[docimg=set_install_dir.png]set_install_dir.png[/docimg] [section=os_depots]Operating System Depots[/section] If your app supports multiple platforms, you should use separate depots to store the platform specific content. For example, if your app natively supports Windows and Linux, have any Windows-specific files in a depot that is marked just for Windows as a depot. …
. [*] 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. [*] The user will not be eligible for an automatic refund [/list] More details can be found in our customer facing FAQ: [url=https://support.steampowered.com/kb_article.php?…
Please leave any feedback / issues on the [url=https://steamcommunity.com/groups/steamworks/discussions/27/]Steam Deck Developer Forums[/url]. NOTE: The remote debugging features are only supported against the Proton - Experimental release[/callout] [section]Setup[/section] Be sure to see [doclink=steamhardware/loadgames][/doclink] to upload and run your game on your developer kit. …
[subsection]Remote debugging process startup: "early attach" support:[/subsection] The remote debug service can be configured to wait for the user to attach before launching the title. This allows you to set a breakpoint in WinMain or other initialization code. …
If you browse the files within the Visual Studio solution explorer you'll see that the code has been broken up into Game and Engine code. You can ignore the code in the Engine folder - it supports basic 2D rendering via D3D and basic keyboard input. All of the important code documenting Steamworks API usage is files in the Game folder. …
[/list] [*] [b][code-inline]ServerBrowser.cpp/h[/code-inline] -- In-game Server Browser[/b] API Usage shown: [list] [*] [b]Matchmaking via ServerBrowser[/b] -- If you support matchmaking via the Server Browser then you'll probably want to provide a server browser listing directly inside your game to supplement the listing provided by the Steam UI. …
In the Content Release Description (Public), you should enter a text description of the DLC. You can also add supporting images. This information is public and customer-facing, so think about this as an opportunity to get customers interested in the content. …
[u]Please remember to localize your description into the languages you support.[/u] Next, you'll select the Intended Release Date for this content. This date is used to set reminders on your internal Steamworks dashboard. …
[/td][/tr] [tr][td][api]ISteamController[/api][/td][td]Steam Controller support API (deprecated and replaced with ISteamInput)[/td][/tr] [tr][td][api]ISteamFriends[/api][/td][td]Interface to access information about individual users and interact with the [doclink=features/overlay][/doclink].…
[/td][/tr] [tr][td][api]ISteamInput[/api][/td][td]Interface for supporting Xbox, PlayStation, Switch and Steam Controllers.[/td][/tr] [tr][td][api]ISteamInventory[/api][/td][td]Steam Inventory query and manipulation API.…
. [*] [b]toolname[/b] - "drmtoolp" is currently the only supported toolname parameter. [*] [b]flags[/b] - Bitmask of the following numeric flags specifying tool behavior. [list=1] [*] [b]0[/b] - Normal wrap (most protection) [*] [b]6[/b] - Compatibility mode (disables obfuscation) [*] [b]32[/b] - Skip debugger check [*] [b]38[/b] - compatibility mode and also skip debugger check (least protection) [/list] [/list] Example run_build.bat script to login, apply DRM, build and upload the build to Steam (where App ID is 480): [code] builder\steamcmd.exe +login mysteamaccount +drm_wrap 480 "D:\src\steamworkssdk\steamworksexample\release\steamworksexample.exe" "D:\src\steamworkssdk\tools\ContentBuilder\content\windows_content\SteamworksExample.exe" drmtoolp 0 +run_app_build ..…
My C# / .Net game doesn't run after applying the Steam wrapper[/b] [b]A.[/b] The Steam wrapper doesn't support .Net applications. Instead of using the DRM wrapper, use [doclink=sdk/api#SteamAPI_RestartAppIfNecessary]SteamAPI_RestartAppIfNecessary[/doclink]. …
[/b] This means that your product must successfully launch in all supported operating systems listed on the store page. [*] [b]All supported features listed on the store page will need to be implemented in the current build.…
This will enable management of [doclink=features/anticheat]Anti-Cheat[/doclink] and [doclink=features/auth#encryptedapptickets] SDK Auth[/doclink] settings for an Application.[/td] [/tr] [tr] [td][b]Economy/Workshop Support[/b][/td] [td]Allows the user to view/grant economy items in the partner site economy support tool.[/td] [/tr] [tr] [td][b]Economy/Workshop Supervisor[/b][/td] [td]Currently same functionality as Support just above.…
OBS is a popular free and open-source option. Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …
[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. …
Welcome to the Steamworks Web API Reference! Here you will find a complete listing of the currently supported Web API interfaces and methods. To learn more about how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. …
[/td][/tr] [tr][td][webapi]ISteamMicroTxn[/webapi][/td][td]This is the interface used to support [doclink=features/microtransactions]Microtransactions (In-Game Purchases)[/doclink].[/td][/tr] [tr][td][webapi]ISteamNews[/webapi][/td][td]Provides access to the Steam News functionality.…
[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). In contrast to the PlayStation 4 controller and Steam controller, it has neither trackpads nor gyroscope. …
[callout] [h3]NOTE: These are the typical controller_config locations for each platform:[/h3] Windows: C:\Program Files (x86)\Steam\controller_config macOS: ~/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/controller_config Linux: ~/.steam/steam/controller_config [/callout] Now open up the file in your favorite text editor. …
By default, this will only affect configurations already using Steam Input API as to not disrupt existing players who have been using Steam Input to existing gamepad support. If you're removing XInput or other gamepad APIs then you will want to set the "major_revision_affects_xinput" flag in order to update existing players. …
Here are a few specifics to consider: [list] [*] Provide a detailed written description that clearly outlines the specific content of the demo. [*] List the features, languages, and player modes supported by your demo. [*] If certain features, languages, or player modes are supported in the base game but not in the demo, do not include them on your demo's store page. [*] Alternatively, clearly indicate that these elements are only available in the base game to avoid confusion. [*] Provide a trailer and at least five screenshots that are specific to your demo content. [*] Ensure that capsule images and Library Assets clearly indicate that the app is a demo to differentiate it from the base game. [*] Make sure your Content Survey accurately reflects the demo content. …
[b]Q: Can my demo users play Steam multiplayer with my full game users?[/b] A: Steam currently doesn't support multiplayer matchmaking between the full game and the demo. [b]Q: What if my demo consists of literally the same files as the full game?…
[section]How to set up Advance Access[/section] Please reach out to the Steam team directly, either through your contact or [url=https://help.steampowered.com]Steam Support[/url] and inform them of the dates/time of advance Access and the details of the offer. They will help determine if your game is a good fit for advance access. …
Please reach out to the Steam team directly, either through your contact or [url=https://help.steampowered.com/]Steam Support[/url]. They will help determine if your game is a good fit for Advance Access and if so, they will need to manually add that date into Steamworks. …
Games and applications launching on Steam may receive up to 5,000 Default Release Steam Keys to support retail activities and distribution on other stores. After that, all Steam Key requests are reviewed on a case-by-case basis. There is no guarantee that you will be provided additional keys. [*] [b]Release State Override (or beta package keys)[/b] These keys are used to grant access to a product prior to its release on Steam. …
[/b] A:Games and applications launching on Steam may receive up to 5,000 Default Release Steam Keys to support retail activities and distribution on other stores. After that, all Steam Key requests are reviewed on a case-by-case basis. Release State Override (beta) keys are generally limited to 2,500 total. …
Action set layers are intended for narrow use cases and a good practice is to apply and remove them only on specific game state changes. [/callout] For games with native Steam Input support, the developer can define specific action set layers activated by the game's code. Additionally, in legacy mode, players can define their own action set layers and the inputs that trigger them, just as they can define their own player-triggered action sets. [section]A practical example[/section] Imagine a class-based shooter with vehicles. This game has native Steam Input support and makes use of action set layers. For basic gameplay, a base action set is always active and covers running around, picking up items, jumping, etc. …
[docimg=inventory_tag_filtering.png]inventory_tag_filtering.png[/docimg] To use tags, first define the categories and tags directly in the Item Definitions, then provide user-visible localized strings in English and any other languages you plan to support. Tags that do not have at least an English localization string will be ignored by inventory features. The values used in the item definition should be short, simple text tokens. …
[subsection]Item Tag Localization[/subsection] Once you've defined tags for your items, to make them visible to users you must provide user-visible translations at least in English, but preferably in all supported languages. 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. …
[url=https://steamcommunity.com/actions/GroupCreate]Create a new group[/url] or use an existing group you may have set up in the past with your franchise name. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [*][b]Set the ‘franchise’ on each game[/b] - In the ‘edit store page’ section for any of your games (right below where you set developer and publisher), you'll need to specify the franchise name you want to use and then click the 'link' button to select your group to link it to. …
So the various studios just need to be officers in a "Warhammer" community group and then could each link their own appropriate games to the franchise page. [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Learn more about Steam Community groups[/url] [section]Following a franchise[/section] Once a franchise page is created, fans can start to follow the franchise. …
Its [b]controller_type[/b] is [code-inline]"frame_controller"[/code-inline]. They support finger tracking via the [url=https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input/4db5b685942e4b84f16bb3796143e292ad9226e6]Skeletal Input API[/url] and all of the controls listed above. …
[section]Eye Tracking[/section] [subsection]OpenXR[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. You can find details about that on the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_eye_gaze_interaction]OpenXR spec site here[/url]. …