Steamworks Documentation
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Stats and Achievements

Your game will see a [api]ISteamUserStats::UserStatsStored_t[/api] callback, plus one [api]ISteamUserStats::UserAchievementStored_t[/api] callback for each unlocked achievement. The Steam Game Overlay will display a notification panel to the user. …

Season Passes

For example, "Expansion Pass," "Year One Edition," or "Deluxe Edition plus Expansion One," etc.[/callout] NOTE: All content added to a Season Pass [u]must pay to the same partner[/u]. [section]Season Pass Guidelines[/section] When a Season Pass is made available for purchase on Steam, it must include the following information: [list][*]A complete list of all DLC included in the Pass. …

Steam Datagram Relay

Indeed, the Steamworks [api]ISteamMatchmaking[/api] and [api]ISteamMatchmakingServers[/api] APIs have this property, as do some of our own games, such as Team Fortress 2. In this case, you can use the Steamworks "Fake IP" system. A FakeIP is an IP that "looks" like a valid IPv4 address for most purposes, but comes from a reserved address space that is not used on the Internet. …

Features And Tools, Marketing

You can use updates to address bugs reported by your fans, add new languages to expand your market, integrate new content, and keep expanding the value your game provides. Plus, each update is a reason to remind players about why your game is great and why now is the perfect time to buy the game and start playing. …

Sale Page Tools -- Information for Partners

. [*][b]Show discounted items in this category[/b] - Automatically show any included game that is on discount and matches the specified category (eg. Singleplayer, Co-op, Steam Workshop, Achievements, etc.) [*]Plus, a variety of experimental ways of automatically selecting games. Talk to your Valve contact if you have ideas about what you'd like, as it may already exist. …

Unreal Engine

[b]Full branches with additional changes (recommended):[/b] https://github.com/Valve-VR/UnrealEngine/tree/5.7 https://github.com/Valve-VR/UnrealEngine/tree/5.6 https://github.com/Valve-VR/UnrealEngine/tree/4.27-plus [section]Do I need these changes?[/section] As of Unreal 5.6, you can run on Android with Steam Frame using Unreal's built in OpenXR support, with no custom code changes. …

Steam Inventory Schema

"exchange":"100,101;102x5;103x3,104x3" // requires one left glove and one right glove: "exchange":"handed:left,handed:right" // require three trees plus something fancy: "exchange":"type:tree*3,quality:fancy" // require either: // - item#201 and item#202; or, // - a banana-flavored item and a heavy object "exchange":"201x1,202x1;flavor:banana,mass:heavy" // recycle five "common" artifacts into one "special" artifact: { "name":"special_generator", "type":"generator", "tags":"rarity:special", "bundle":...., "exchange":"rarity:common*5", ... } [/code] [subsection=PromoItems]Promo Items[/subsection] Promotional items can be granted to players based on a few different criteria: [list] [*] Ownership of an appid (including a DLC appid) [*] An achievement [*] Playtime in an appid [*] Manually granted - client needs to call AddPromoItem with the specific item def id. …

steamnetworkingtypes.h

. /// /// In general, the estimated delay will be approximately equal to /// /// ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond /// /// plus or minus one MTU. It depends on how much time has elapsed since the last /// packet was put on the wire. For example, the queue might have *just* been emptied, /// and the last packet placed on the wire, and we are exactly up against the send /// rate limit. …

ISteamUser Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]result of call (always k_EResultOK for asynchronous timer-based notifications)[/td][/tr] [tr][td][b]m_appid[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]appid generating playtime[/td][/tr] [tr][td][b]m_bApplicable[/b][/td][td]bool[/td][td]is duration control applicable to user + game combination[/td][/tr] [tr][td][b]m_csecsLast5h[/b][/td][td]int32[/td][td]playtime in trailing 5 hour window plus current session, in seconds[/td][/tr] [tr][td][b]m_progress[/b][/td][td][apitype]ISteamUser::EDurationControlProgress[/apitype][/td][td]Description of whether the game should exit[/td][/tr] [tr][td][b]m_notification[/b][/td][td][apitype]ISteamUser::EDurationControlNotification[/apitype][/td][td]notification to show, if any (always k_EDurationControlNotification_None for API calls)[/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamUser::GetDurationControl[/api] [subsection=EncryptedAppTicketResponse_t]EncryptedAppTicketResponse_t[/subsection] Called when an encrypted application ticket has been received. …

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