Steamworks Documentation
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Steamworks API Overview

. [*] Copy the relevant redistributable files from [code-inline]redistributable_bin[/code-inline] into an appropriate place in your project folder. [list] [*] [b]Windows[/b] You must have [code-inline]steam_api[64].lib[/code-inline] linking in your visual studio project. …

[/list] [/list] [section=initialization_and_shutdown]Initialization and Shutdown[/section] [subsection=SteamAPI_Init]SteamAPI_Init[/subsection] After you have the Steamworks API set up within your project you can start using it by calling [api]steam_api::SteamAPI_Init[/api] function to initialize the API. This will set up the global state and populate the interface pointers which are accessible via the global functions which match the name of the interface. …

Partial Depot Update Instructions

Once done, follow these steps to upload and deploy the new files: [list] [*]Login to the Steamworks website [*]Select the game you would like to update [*]Select [b]Edit Steamworks Settings[/b] [*]Select [b]SteamPipe[/b] > [b]Web Uploads[/b] [*]Find the depot you need to update [*]Select [b]Choose File[/b] and select the zip file [*]Select [b]Merge With Baseline[/b] from the associated dropdown [*]Select [b]Upload[/b] [*]Once uploaded, you should see a green status message and a new Commit line should appear. [*] Enter a build note, leave the branch setting at [b]"None"[/b] and select [b]Commit[/b]. [*] Select [b]SteamPipe[/b] > [b]Builds[/b] [*] Find your new build and set it live on a private test branch with [b]"Preview Changes"[/b] [*] After testing your game with these new files, set it live on the [b]"Default"[/b] branch [/list] …

Store Page, Building and Editing

This is true even if your app is in an unreleased or hidden state, so be careful not to inadvertently share an unannounced game or secret DLC project with the public this way! If you'd rather preview your store page yourself prior to publishing it for everyone, be sure to use the Store Beta Mode as described above. …

Steam Direct Fee

[/callout] If you have the necessary permissions to purchase a Steam app credit, you'll see a green button to do so on your [url=https://partner.steamgames.com/dashboard]Steamworks home page[/url]. [callout]Please review the [doclink=gettingstarted/onboarding]Rules & Guidelines[/doclink] about the content that can be distributed via Steam. …

Steam Cloud

The Steam Cloud API is exposed via the [api]ISteamRemoteStorage[/api] API interface, and you can find example usage in the [doclink=sdk/api/example][/doclink] project. The second is [doclink=#steam_auto-cloud]Steam Auto-Cloud[/doclink]. Steam Auto-Cloud was designed for games where you choose to not integrate the Steam Cloud API. …

The Windows version is configured as the Root Path with the company in Unity set to DefaultCompany and the Project called AutocloudSample. On macOS and Linux/SteamOS, the alternate paths from [code-inline]Application.persistentDataPath[/code-inline] are set in the Add/Replace Path field and Replace Path is enabled. …

Coming Soon

[b]Posting:[/b] Once your page has been approved, you will need to click the green "Post as Coming Soon" button for it to show up publicly as coming soon. For more information on preparing for release, please see the [doclink=store/releasing][/doclink] documentation. …

Getting Started for Players

[docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…

[docimg=getting_started_select_game_bp.png]getting_started_select_game_bp.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…

Sony PlayStation 4 Controller

[docimg=ds4_controller_share_options.png]ds4_controller_share_options.png[/docimg] [callout=green,fixed][b]NOTE[/b]: SHARE and OPTIONS correspond to SELECT and START on previous PlayStation Controller models.[/callout] [subsection=L1R1]L1 and R1 (Shoulder buttons)[/subsection] [b]Digital[/b] The shoulder buttons are pretty standard. …

Release Process

[docimg=MarkAsReady_2.png]MarkAsReady_2.png[/docimg] [section]Release Yourself When Ready[/section] Once your store page has been approved and it's presence has been set to "coming soon" for a least 2 weeks and the build is reviewed, you will be able to release your game. You will need to use the green "Release App" button that appears on the top of your product landing page in Steamworks at the time you wish to release your title. …

steam_api.h

[/td][/tr] [tr=k_EAppOwnershipFlags_LicenseExpired][td][b]k_EAppOwnershipFlags_LicenseExpired[/b][/td][td]0x0400[/td][td]Doesn't own app anymore since license expired.[/td][/tr] [tr=k_EAppOwnershipFlags_LicensePermanent][td][b]k_EAppOwnershipFlags_LicensePermanent[/b][/td][td]0x0800[/td][td]Permanent license, not shared, or guest or freeweekend etc.…

Radial Menus

Note that this button will grow in size as you add more regular menu buttons. [callout=green] [h3]TIP: Default Center Cancel[/h3] Depending on your game, you might want the player to easily be able to back out of the radial menu without activating anything. …

Here's an example of a developer shipping custom icons with their game: [docimg=dqdx_sc_radial_icons.png]dqdx_sc_radial_icons.png[/docimg] [callout=green] [h3]Fun Fact[/h3] Animated GIFs can be used as custom menu icons![/callout] [section]Nested Radial Menus[/section] You can use [doclink=features/steam_controller/action_set_layers][/doclink] to created Nested Radial Menus. …

Legacy Mode Bindings

[list] [*] [b]Default User Setting[/b] No change to how the light functions [*] [b]Default XInput Slot Number Setting[/b] Slots 1-4 are colored red, blue, green, and purple, respectively. [*] [b]Custom Setting[/b] [list] [*][b]Controller Light Color[/b] Change the color of the light [*][b]Controller Light Saturation[/b] Change the intensity of the light [/list] [/list] [subsection]Music[/subsection] [docimg=legacy_music.png]legacy_music.png[/docimg] This lets you control music playback from your Steam music player. …

Artwork Overrides

[docimg=ArtworkOverride.PNG]ArtworkOverride.PNG[/docimg] [*]Next, choose a relevant name for your Artwork Override, pick a start and end time, and click the green Save Changes button. [docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. …

Uploading to Steam

Then use the following command to build from the baseline branch: [code] build_installer <project file> <target folder> <beta key> <beta pwd> steamcmd ex: build_installer sku_goldmaster.txt "D:\retail_disks" baseline superSecret script ex: steamcmd.exe +login user_name password +build_installer "..…

[code=nohighlight] Steam>find build_installer ConVars: Commands: build_installer : <project file> <target folder> <beta key> <beta pwd> [/code]…

Adding Community Moderators

[/olist] [b]Recognizing Internal Moderators[/b] [list] [*] Developers will appear in discussions and comments in your hub with their name in Green followed by a yellow [developer] tag. [docimg=moderator_presentation_developer.jpg]moderator_presentation_developer.jpg[/docimg] [/list] [subsection]Global Moderators[/subsection] From time to time, Valve will promote trusted community members to act as global moderators across the Steam Community. …

ISteamRemotePlay Interface

[subsection=CreateMouseCursor]CreateMouseCursor[/subsection] [code=cpp]RemotePlayCursorID_t CreateMouseCursor( int nWidth, int nHeight, int nHotX, int nHotY, const void *pBGRA, int nPitch = 0 );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nWidth[/b][/td][td]int[/td][td]The width of the cursor, in pixels[/td][/tr] [tr][td][b]nHeight[/b][/td][td]int[/td][td]The height of the cursor, in pixels[/td][/tr] [tr][td][b]nHotX[/b][/td][td]int[/td][td]The X coordinate of the cursor hot spot in pixels, offset from the left of the cursor[/td][/tr] [tr][td][b]nHotY[/b][/td][td]int[/td][td]The Y coordinate of the cursor hot spot in pixels, offset from the top of the cursor[/td][/tr] [tr][td][b]pBGRA[/b][/td][td]const void *[/td][td]A pointer to the cursor pixels, with the color channels in red, green, blue, alpha order[/td][/tr] [tr][td][b]nPitch[/b][/td][td]int[/td][td]The distance between pixel rows in bytes, defaults to nWidth * 4[/td][/tr] [/table] Create a cursor that can be used with SetMouseCursor(). …

[/td][/tr] [tr=k_ERemotePlayKeyModifierLeftGUI][td][b]k_ERemotePlayKeyModifierLeftGUI[/b][/td][td]0x0400[/td][td]Left GUI is active.[/td][/tr] [tr=k_ERemotePlayKeyModifierRightGUI][td][b]k_ERemotePlayKeyModifierRightGUI[/b][/td][td]0x0800[/td][td]Right GUI is active.…

Store Graphical Assets

[section=small_capsule]Small Capsule [color=#ca5029]Required[/color][/section] [color=green]Good Execution: Logo clearly legible![/color] [docimg=capsule_sm.png]capsule_sm.png[/docimg] [color=#ca5029]Poor Execution: Logo not legible at small size.…

General Concepts

The full list of recognized "input sources" is: [list] [*] Left Trackpad [*] Right Trackpad [*] Center Trackpad [*] Left Joystick [*] Right Joystick [*] ABXY [*] DPAD [*] Left Trigger [*] Right Trigger [*] Gyro [*] Switch [/list] [callout=green, fixed][b]NOTE:[/b] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group, such as back & start buttons, left & right shoulder buttons, and back paddle grips.…

Advance Access (Beta)

[/list] [section]Full Release of your Game[/section] [callout][b]You still need to click the "big green button" to release your game for all users[/b]. This will transition the game from pre-purchase to release and kick off the [doclink=marketing/visibility#4]Full Release Launch Visibility[/doclink].…

User Authentication and Ownership

Tickets will expire 21 days after they are issued [*] Call [api]SteamEncryptedAppTicket::GetTicketSteamID[/api] to retrieve the user's SteamID [/list] [/list] An example implementation can be found in the [doclink=sdk/api/example][/doclink] project in the SDK. Specifically [code-inline]CSpaceWarClient::RetrieveEncryptedAppTicket[/code-inline] and [code-inline]CSpaceWarClient::OnRequestEncryptedAppTicket[/code-inline]. …

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