[b]Example:[/b] [code=nohighlight]http://api.steampowered.com/ISteamNews/GetNewsForApp/v0002/?appid=440&count=1&format=xml[/code] The following values can be passed for this parameter: [list] [*] [h4]JSON[/h4] [list] [*] The API always returns an object containing the named object with the result data. [*] Arrays are represented as an array with the name of the type of the objects in the array. [*] Null is represented as JSON's null. [*] 64 bit numbers are returned as a string. [*] [b]Example:[/b] [code=json] { "appnews": { "appid": 440, "newsitems": [ { "gid": "1904306376092568991", "title": "Prince of Prolander Event ", "url": "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991", "is_external_url": true, "author": "", "contents": "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…
TF2's GetSchema returns data similar to "items/items_game.txt" (although qualities are not expanded into objects with a "value" field). [*] Documentation is available on the [url=https://developer.valvesoftware.com/wiki/KeyValues]Valve Developer Community wiki[/url] and on the [url=https://wiki.teamfortress.com/wiki/WebAPI/VDF]Official Team Fortress 2 wiki[/url]. [*] Arrays in the data are represented as a VDF array with the name of the type of the objects in the array, with a VDF array being an object with each item being prefixed with its numeric key as a quoted string. [*] Null is represented as an empty string. [*] [b]Example[/b]: [code=nohighlight] "appnews" { "appid" "440" "newsitems" { "0" { "gid" "1904306376092568991" "title" "Prince of Prolander Event " "url" "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991" "is_external_url" "1" "author" "" "contents" "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…
[subsection]Steam Charts[/subsection] Steam also has a [url=https://store.steampowered.com/stats/?snr=1_4_4__global-header]dedicated 'Charts' section[/url] that includes real-time top sellers charts as well as weekly top sellers lists. …
We think this is the best of both worlds- DLC still contributes to the top sellers rank of your game, but if a DLC in particular is selling really well, it shows up to your player base. [b]Q: Is the top sellers chart designed to favor one business model over another?[/b] A: Nope. In fact, we’re deliberately trying to make sure that you can pick the best business model for your game without having to worry that a store design choice will penalize you. …
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. …
[/list] [section]Not Supported[/section] [list] [*]Developers should not utilize paid advertising as a business model in their game, such as requiring players to watch or otherwise engage with advertising in order to play, or gating gameplay behind advertising. …
[h4]Business Model[/h4] Some key formats for monetization on mobile are not received very well by PC players. For instance, PC players seem less willing to put up with microtransaction configurations that hold back gameplay or progress unless you pay. We’ve seen some games that have had that kind of format on mobile switch to a premium model on PC where all the content is unlocked and unrestricted, which seems to work better. Where it makes sense, there are options on Steam to sell additional content as [doclink=store/application/dlc]DLC or expansions[/doclink] but the core game should be a full experience without requiring an additional purchase. …
Here's an example: [code] "localization" { "english" { "Title_Config1" "Official Configuration" "Description_Config1" "This config was created by the developers of Game X.…
- "joystick_move": x & y will be values ranging between -1 & 1, representing the current position of the joystick. [/code] While you're in your code, make sure you're not preventing the user from combining different kinds of input simultaneously. …
. [*]Before your store page or game build can go live, there is a brief review process where we run your game, look at your store page, and check that it is configured correctly and running as expected and not doing anything harmful. This takes between 1-5 days. [*]There are a couple of additional timing requirements before you can release your first few titles on Steam: [list] [*]A 21-day waiting period between when you paid the app fee and when you can release that game. …
Non-game software may be accepted for distribution if it fits into one of the following categories: [list] [*] Animation & Modeling [*] Audio/Video Production [*] Design & Illustration [*] Photo Editing [*] Educational & Tutorials [*] Finance & Accounting [*] Player Tools [*] SteamVR Tools (Drivers, Overlays, Utilities) [/list] [section]Next Steps[/section] After you have completed onboarding, check out the rest of the documentation for information on managing your partner account, exploring the SDK, and setting up your first product on Steam.…
[callout=red] [b]NOTE:[/b] By default, all configurations for controller models other than the one you're currently using are hidden, but you can select "Show Other Controller Types" to force them to appear. …
In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. [docimg=browse_configs_6.png]browse_configs_6.png[/docimg] …
This API call will be ignored for all other controller models. The typical max value of an unsigned short is 65535, which means the longest haptic pulse you can trigger with this method has a duration of 0.065535 seconds (ie, less than 1/10th of a second). …
New configurations will need to be made for every controller when updating the Major revision. [b]Example Code:[/b] [code=cpp] int nMinor = -1; int nMinor = -1; const int nCurrentMajorRevision = 1; const int nCurrentMinorRevision = 1; if ( GetControllerBindingRevision( controllerHandle, &nMajor, &nMinor ) ) { if ( nMinorRevision !…
" option, so make sure you've plugged in your device: [docimg=desktop_game_select_context_1.png]desktop_game_select_context_1.png[/docimg] With your device plugged in and the correct menu showing, select "Edit Steam Controller Configuration...…
[docimg=config_csh.png]config_csh.png[/docimg] We're greeted by a default legacy configuration, selected from one of several templates: [docimg=gamepad_w_camera_1.png]gamepad_w_camera_1.png[/docimg] Here, instead of binding physical inputs to native in-game actions, physical inputs are simply bound to other physical inputs. …
By maintaining full compatibility with SteamVR and OpenXR, Steam Frame provides a consistent development target across streamed PC VR content and on-device applications. Supported execution models include Windows and Linux PC titles as well as native ARM64 and Android-based APKs. [section]Quick links:[/section] [list] [*][doclink=steamhardware/steamframe/setup][/doclink] [*][doclink=steamhardware/steamframe/input][/doclink] [*][doclink=steamhardware/steamframe/loadgames][/doclink] [*][doclink=steamhardware/steamframe/compat]Steam Frame Standalone Verified[/doclink] [*][doclink=steamhardware/steamframe/apk_upload][/doclink] [*][doclink=steamhardware/steamframe/compatibility][/doclink] [*][doclink=steamhardware/steamframe/engines][/doclink] [*][doclink=steamhardware/steamframe/adb_lepton][/doclink] [*][doclink=steamhardware/steamframe/debugging][/doclink] [*][doclink=steamhardware/steamframe/vrpreferences][/doclink] [/list] To learn more about the features and technical specifications of Steam Frame, please visit the [url=https://store.steampowered.com/sale/steamframe]Steam Frame product page[/url].…
[section]Content Survey Sections[/section] The content survey contains three primary sections that all must be completed prior to submitting the game to the [url=https://partner.steamgames.com/doc/store/review_process]Review Process[/url] [subsection]1) General Content[/subsection] The first part of the content survey includes a range of topics that may be present in your game. …
Ultimately how you think about that in your monetization plan is up to you, but here are ways of collecting payment. [list][*]You could consider modeling that cost into the main price of your game and not charge anything additional. [*]A granular cost of live interactions with the AI service can be handled by having the game manage the incurred costs as [url=https://partner.steamgames.com/doc/features/microtransactions]microtransactions[/url]. [*]You could offer a [url=https://partner.steamgames.com/doc/store/pricing/subscriptions]subscription [/url]to grant on-going unlimited access to the service. [*] A single purchase [url=https://partner.steamgames.com/doc/store/application/dlc]DLC [/url]could be used to unlock unlimited interactions with the Live-Generated AI service. …
[section]Configuring as Free[/section] When you initially create your game in Steamworks, you can do so with the setting to make it free to play. [docimg=Setup1.png]Setup1.png[/docimg] Once you have done this, you'll find your game listed with a price of 'free' in the "Store Package" area. …
We ask that you give your customers at least one week notice before changing so that they can make an informed decision whether or not to buy a game that's intending to change its business model in the near future.…
A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…
Paying money to eliminate frustration is not a sustainable business model, and the marketplace is competitive enough that customers have lots of better alternatives for their time and money. [*] [h4]Build systems wherein customer purchases make your game better for other customers.…
[/h4] The Steam Workshop consists of tools that allow your customers to create content and value for one another. Customers can create models, maps, mods, or other valuable components for your game. Depending on your product and your goals, you can choose between an open or curated Workshop. …
To solve this, Steamworks provides a rich set of search options for finding games, built on the Steam lobby system, and the Stats API. [section]Matchmaking process flow[/section] The usual model for getting groups together to play is as follows: [olist] [*] User selects in the game that they want to play multiplayer, and what kind of multiplayer they want (rules, scenario, etc.). …
Of course, a date that’s more precise is also fine (e.g. June, 2025 or June 1st, 2025).[/list] [u]A Season Pass must include at least one released DLC when it is made available for purchase*[/u] *with the exception of Season Passes included in a Pre-Purchase of a deluxe edition. …
You can select an exact date, or release month, or present it as a release window (for example, January 1st to March 30th). When you are ready, click "Create". [docimg=SeasonPassNew05.JPG]SeasonPassNew05.JPG[/docimg] Now, you should see the new content release on your Roadmap. …
[/td][/tr] [tr=k_EChatInstanceFlagClan][td][b]k_EChatInstanceFlagClan[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 1[/td][td]The Steam ID is for a Steam group.[/td][/tr] [tr=k_EChatInstanceFlagLobby][td][b]k_EChatInstanceFlagLobby[/b][/td][td]( k_unSteamAccountInstanceMask + 1 ) >> 2[/td][td]The Steam ID is for a Lobby.…
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EMarketingMessageFlagsNone][td][b]k_EMarketingMessageFlagsNone[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsHighPriority][td][b]k_EMarketingMessageFlagsHighPriority[/b][/td][td]1 << 0[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformWindows][td][b]k_EMarketingMessageFlagsPlatformWindows[/b][/td][td]1 << 1[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformMac][td][b]k_EMarketingMessageFlagsPlatformMac[/b][/td][td]1 << 2[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformLinux][td][b]k_EMarketingMessageFlagsPlatformLinux[/b][/td][td]1 << 3[/td][td][/td][/tr] [tr=k_EMarketingMessageFlagsPlatformRestrictions][td][b]k_EMarketingMessageFlagsPlatformRestrictions[/b][/td][td]=[/td][td]aggregate flags[/td][/tr] [/table] [subsection=ENotificationPosition]ENotificationPosition[/subsection] Possible positions to have the overlay show notifications in. …
[/b] The Steam Overlay requires a game consistently render frames, not pausing rendering or rendering only part of the screen based on dirty rects. Unfortunately, web browsers do not support this model. A workaround for web based games is to host an embedded Chromium inside a native application, with a D3D window and input forwarding to the embedded Chromium. …
[/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. Previously named TriggerHapticPulse. …
[/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] [tr][td][b]usOffMicroSec[/b][/td][td]unsigned short[/td][td]Duration of the pause between pulses, in microseconds.…
The first 10 PCs to use the content are provided access, the rest are denied until the licensee adds additional game licenses or usage of the original 10 free up. The program will support the concurrent licensing model across all locations identified under the same business entity. If one of these organizations operates from multiple locations (sites), they can identify each site during the registration process and share all licensed Steam content across all the sites. …