Steamworks Documentation
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ISteamMicroTxn Interface

The billing agreement status will just be for the current renewal status. For example, if the user has paid for 1 month, and then cancels after 1 day, the current status show canceled. In general, you should not use this API to determine if the user has renewed their subscription. …

Empty for non-US countries. [*] [code-inline]country[/code-inline] - ISO 3166-1-alpha-2 country code. [*] [code-inline]currency[/code-inline] - ISO 4217 currency code of prices. [*] [code-inline]status[/code-inline] - Status of the account. …

Web API Overview

Depending on the method, these parameters must be passed in as GET or POST params in the request. All requests should be sent using HTTP 1.1 and use a secure TLS connection when possible. The Content-Type must be [code-inline]application/x-www-form-urlencoded[/code-inline] and the POST parameters must be in the body of the request in standard form urlencoding format. …

[section]Example Query[/section] The following example retrieves the 3 most recent news entries for Team Fortress 2. The request specifies that the response should be returned as JSON and includes: a required appid parameter (Team Fortress 2's AppID is 440), and an optional count parameter to limit the number of results returned. …

Multiplayer

[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. …

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…

Game Servers

This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that stay around after players leave (such as Team Fortress 2). [section]Steam Server Browser[/section] A large part of the game server experience on Steam comes from the unified server browser. …

Developing for SteamOS and Linux

This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. …

The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. [/list] [section]Linux Runtime[/section] Titles with native Linux support may select a specific version of the Steam for Linux runtime to execute under. …

Steam Workshop Implementation Guide

Paging through more results can be achieved by creating a query that increments the [code-inline]unPage[/code-inline] parameter (which should start at 1). [section=PlaytimeTracking]Playtime Tracking[/section] To track the playtime of Workshop items simply call [api]ISteamUGC::StartPlaytimeTracking[/api] with the ids of the items you want to track. …

[code=cpp] "workshopitem" { "appid" "480" "publishedfileid" "5674" "contentfolder" "D:\\Content\\workshopitem" "previewfile" "D:\\Content\\preview.jpg" "visibility" "0" "title" "Team Fortress Green Hat" "description" "A green hat for Team Fortress" "changenote" "Version 1.2" } [/code] Notes: [list] [*] The keys map to the various ISteamUGC::SetItem[...] methods. …

Error Codes & Responses

[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?…

Distributing Source Engine Games / Mods

[/b] The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com. [/list] [section=TF2FAQ]Team Fortress 2 Mods FAQ[/section] [list] [*] [h4]Q. Where do I get the TF2 SDK?[/h4] [b]A.[/b] The TF2 SDK is part of the Source SDK 2013, which is available on [url=https://github.com/ValveSoftware/source-sdk-2013]Github[/url] or via [url=steam://rungameid/243750]Steam[/url] . [*] [h4]Q. …

Steam Workshop

You can start off with a basic uploader that just asks the item-maker to select a .zip file and a preview image, or you can build more validation into your submission path. For example, Team Fortress 2 started with just a submission form that asked the item author to pick a .zip file and preview image. But as we iterated on the process, we added a test environment and validation to make sure that the file that was submitted to the Workshop would be easier to integrate into the game. …

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. …

Custom Engines

[subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/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]. [section]Steamworks SDK[/section] Releases of the [doclink=sdk][/doclink] starting with version 1.63 have included libraries that will let it work on Android ARM64 and Linux ARM64. …

Steam Community Items

This badge should have a special treatment worthy of the foil cards: silver, platinum, shine, sparkle, etc. Badges are usually displayed on #1B1B1B colored backgrounds. For each badge (Level 1-5 and Foil), please provide the following images: [list] [*]80x80px PNGs with a transparent background (shadow may be included). [*]Unique title for each badge [/list] [docimg=badge1.png]badge1.png[/docimg] [docimg=bg3.png]bg3.png[/docimg] [subsection=emoticons]Emoticons[/subsection] Crafting a badge also grants a single custom emoticon which can be used in chat on Steam, or traded on the Steam Marketplace. …

No other characters are permitted. [/list] [docimg=emoticon1.png]emoticon1.png[/docimg] [subsection=backgrounds]Profile Backgrounds[/subsection] Crafting a badge also grants 1 profile background for that game. …

ICloudService Interface

Example:[code] POST https://api.steampowered.com//ICloudService/CompleteAppUploadBatch/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "batch_id": "434565457423", "batch_eresult": "1" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]batch_id[/b][/td][td]uint64[/td][td]✔[/td][td]The ID number of this batch[/td][/tr] [tr][td][b]batch_eresult[/b][/td][td]uint32[/td][td]✔[/td][td]Result of the batch (see remarks)[/td][/tr] [/table] The [code-inline]batch_eresult[/code-inline] parameter should be either 1 (success) or 2 (failure). …

This request may look like: [code] PUT https://steamcloud-us-west1.storage.googleapis.com/00/00/00/00/1234/012_3_4A77D494_9D267_1464.dat?GoogleAccessId=numbersandletters@developer.gserviceaccount.com&Expires=1595961837&Signature=morestuffhere HTTP/1.1 Host: steamcloud-us-west1.storage.googleapis.com Content-Type: application/octet-stream Content-Length: <body length> Header-from-Steam1: value1 Header-from-Steam2: value2 <file data> [/code] When that completes (whether a success or a failure), call: [subsection]CommitHTTPUpload[/subsection] Example: [code] POST https://api.steampowered.com/ICloudService/CommitHTTPUpload/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "transfer_succeeded": "1", "filename": "%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav", "file_sha": "FDFE308499263F9361B472648E9F49DC0B8799C8" } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]transfer_succeeded[/b][/td][td]bool[/td][td]✔[/td][td]true if the PUT request succeeded[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]✔[/td][td]the file name[/td][/tr] [tr][td][b]file_sha[/b][/td][td]string[/td][td]✔[/td][td]Hex string (40 digits) representing the SHA1 digest of the file.…

IInventoryService Interface

[/list] [/list] [b]Example Response:[/b] [code=xml] { "response": { "item_json": "[{ \"accountid\":\"292733980074050545\",\"itemid\":\"1503713096879725\",\"itemdefid\":\"4111\",\"state\":\"removed\" ... } } [/code] [b]Calling Example:[/b] [code] curl --request POST \ --header 'content-type: multipart/form-data' \ --form appid=30400 \ --form 'materialsitemid[0]=1510699974025744' \ --form 'materialsitemid[1]=1510699974025745' \ --form 'materialsitemid[2]=1510699974025746' \ --form 'materialsquantity[0]=1' \ --form 'materialsquantity[1]=1' \ --form 'materialsquantity[2]=5' \ --form steamid=292733980074050545 \ --form outputitemdefid=4111 \ https://api.steampowered.com/IInventoryService/ExchangeItem/v1?…

/IInventoryService/GetInventory/v1?appid=480&steamid=xxxxx&key=yyyyyy' ); curl_setopt( $ch, CURLOPT_RETURNTRANSFER, 1 ); $data = curl_exec( $ch ); var_dump($data); [/code] [section=GetItemDefs]GetItemDefs[/section] [code=http]GET https://partner.steam-api.com/IInventoryService/GetItemDefs/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Economy[/b] permissions.…

Input Source Modes

[/td][td]See [doclink=features/steam_controller/mode_shifting]Mode Shifting[/doclink][/td][/tr] [tr][td][b]Deadzone[/b][/td][td]0.0-1.0[/td][td]If translating from an analog input, the radius of the central region to ignore. 0.0 is nothing, 1.0 is the entire surface.…

It's the next best option to the real thing for providing an emulated 1:1 response. [callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. …

Creating and using InstallScripts

[code] "Net32" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\32bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "0" } } "Net64" { "Process 1" "%INSTALLDIR%\\redist\\Controller\\64bitInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "Is64BitWindows" "1" } } [/code] [b]OS Type Example[/b] This example will only run on Windows XP [code] "Controller" { "Process 1" "%INSTALLDIR%\\redist\\WinXPInstaller.exe" "NoCleanUp" "1" "Requirement_OS" { "OSType" "Windows XP" } } [/code] [section=environment_variables]Environment Variables[/section] Environment variables are supported in an install script. …

[code] "InstallScript" { "Run Process On Uninstall" { "Process_name" { "Process 1" "process.exe" "Command 1" "/command" } } } [/code] [section=FAQ]Frequently Asked Questions[/section] [b]Q. …

Unity

[url=https://docs.unity3d.com/6000.3/Documentation/Manual/xr-multiview-render-regions.html]Unity documentation[/url] [i]Requirements: Unity 6.1+, Unity OpenXR Plugin 1.14.1+, Vulkan, Multiview[/i] [*][b]Valve Utils: Lepton Validation[/b] - This feature checks through your Unity project and lets you know if there are things setup that will cause the build to fail to run locally on Lepton (Steam Frame's Android translation layer). [i]Requirements: Unity OpenXR Plugin v1.9.1+[/i] [*][b]Valve Utils: Refresh Rate[/b] - This feature lets you query and request refresh rates on the headset via the [url=https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_display_refresh_rate]XR_FB_display_refresh_rate[/url] OpenXR extension. …

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. [docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". …

Mouse Regions

Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place on the screen. …

For a rectangular mouse region, it should map 1:1 with the screen's boundaries. For a circular region at this size, it will extend the circle far enough past in both directions to contain the entire size of the screen, with clamping applied at the edges. …

Steam Inventory Web Functions

Format is upper-case currency type (USD, EUR, GBP, etc) followed by numeric total. [*] sandbox - is 1 or 0. Note that sandbox=1 will fail whenever sandbox testing is not specifically enabled for your app in Steamworks. [*] return - is a URL that the user will be sent to when checkout is complete and ready to be Finalized. …

[/list] Sample PHP to generate "auth" value: [code=php] define( 'SECRET_ITEMCART_KEY', '11111111111111111111111111111111' ); $appid = '234560'; $cartstring = '1001,1006*2'; $totalstring = 'USD499'; $sandbox = '0'; // or '1' $returnurl = 'http://mystore.com/checkout.php?fromsteam=1&cartid=BA13522FE31&result=[RESULT]&orderid=[ORDERID]&steamid=[STEAMID]&name=[USERNAME]&cc=[CURRENCY]&auth=[AUTH]'; $auth = hash_hmac( "sha1", "$appid\n$cartstring\n$totalstring\n$sandbox\n$returnurl", SECRET_ITEMCART_KEY ); [/code] Sample PHP to validate return URL: [code=php] hash_hmac( "sha1", str_replace( $_GET['AUTH'], "", $_SERVER["REQUEST_URI"] ), SECRET_ITEMCART_KEY ) === $_GET['AUTH'] [/code] The authentication code in the sample HTML form is computed as if the Itemcart secret key is all ones (32 characters long). …

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