Steamworks Documentation
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Steam Inventory Item Tools

[code] SteamItemInstanceID_t inputItems[2] = { unPaintCanItemDefID, unHatItemDefID }; uint32 inputQuantities[2] = { 1, 1 }; SteamItemDef_t outputItems[1] = { unHatItemDefID }; uint32 outputQuantity[1] = { 1 }; SteamInventoryResult_t resultHandle; SteamInventory()->ExchangeItems( &resultHandle, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 ); [/code] If you wanted to have a tool that just removed a tag, you can define something like this "Paint Stripper.…

[code] itemdefid: 500 type: tag_generator name: Tag Generator Paint tag_generator_name: paint_color tag_generator_values: red:33;blue:33;green:33;gold:1 itemdefid: 100 type: tag_tool name: Random Paint Can tag_generators: 500 tags_to_remove_on_tool_use: paint_color [/code] Then when a user applies the "Random Paint Can" tool to their "Hat" using the [api]ISteamInventory::ExchangeItems[/api] call, they have a 33% chance to get either "red," "green," or "blue" and a 1% chance to get "gold.…

IGameServersService Interface

[section=GetAccountList]GetAccountList[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetAccountList/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 user authentication key.…

[section=ResetLoginToken]ResetLoginToken[/section] [code=http]POST https://api.steampowered.com/IGameServersService/ResetLoginToken/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 user authentication key.…

Action Set Layers

[docimg=action_set_layers_vehicle_1.png]action_set_layers_vehicle_1.png[/docimg] [code=cpp] void changeVehicle(EVehicleID myVehicle, bool entering) { InputActionSetHandle_t layerHandle; if(myVehicle == AUTOMATIC) { layerHandle = automaticHandle; //automatic transmission -- steer, gas, brake } else if(myVehicle == STICK_SHIFT) { layerHandle = stickShiftHandle; //manual transmission -- steer, gas, brake, clutch, shift gears, etc. } if(entering) { SteamInput()>ActivateActionSetLayer( controllerHandle1, layerHandle ); //apply the vehicle's action set layer when you get in it } else { SteamInput()>DeactivateActionSetLayer( controllerHandle1, layerHandle ); //remove the vehicle's action set layer when you get out of it } } [/code] In this game, players can use their weapon even when riding in a vehicle. …

[docimg=action_set_layers_scope.png]action_set_layers_scope.png[/docimg] [code=cpp] void useScope(bool entering) { if(entering) { SteamInput()->ActivateActionSetLayer( controllerHandle1, scopeHandle ); //apply the scoped-in layer when you scope in } else { SteamInput()->DeactivateActionSetLayer( controllerHandle1, scopeHandle ); //remove the scoped-in layer when you lower the scope } } [/code] Here's how all the layers combine. …

Steam Inventory Schema

Each recipe consists of an itemdef ID, optionally followed by an "x" separator and a desired (integer) quantity. If quantity is not supplied explicitly, "1" is used as a default. [h4]Bundle format[/h4] [code] bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , [ "x" , quantity ] [/code] [h4]Bundle examples[/h4] [list] [*] Grant one each of itemdef 201, itemdef 202, itemdef 203: [code] type: bundle bundle: 201;202;203[/code] [*] Grant one instance with itemdef 101 and five instances of itemdef 102: [code] type: bundle bundle: 101x1;102x5[/code] [*] Random 90% chance of itemdef 501, 9% chance of itemdef 502, 1% chance of item 503: [code] type: generator bundle: 501x90;502x9;503x1[/code] [*] 90% chance of a common item; 10% chance of a special item. …

[h4]Price Examples[/h4] [list] [*] [code-inline]price_category: 1;VLV100[/code-inline] Preset price category using the Valve-maintained pricing table. [*] [code-inline]price: 1;USD100[/code-inline] ($1.00 in US Dollars) [*] [code-inline]price: 1;USD100,EUR080[/code-inline] ($1.00 in US Dollars or 0.80 in Euro) [*] [code-inline]price: 1;USD100,EUR080;20130607T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 on when the price is reduced to $0.50 / 0.40) [*] [code-inline]price: 1;USD100,EUR080;20130609T080000Z-20130606T080000ZUSD50,EUR40[/code-inline] ($1.00 in US Dollars or 0.80 in Euro except from 6/6/2013 until 6/9/13 when the price is reduced to $0.50 / 0.40) [/list] [subsection=SellingBundles]Selling Bundles[/subsection] Bundled items can be listed for sale in the Item Store. …

Steam Frame Standalone Compatibility Review Process

No configuration work is required for users to access all game functionality.[/td] [/tr] [tr] [td][docimg=playable_50_1.png]Playable badge[/docimg][/td] [td][b]Playable[/b][/td] [td]Your game functions on Frame, but may require manual work from the user. …

([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.…

Explain Your Editions

Uploading localized assets is a critical step, as it helps customers around the world understand the purchase options you are presenting to them. [docimg=manageeditions3resize_1.png]manageeditions3resize_1.png[/docimg] Once you have managed your editions and uploaded a comparison image, click “Save” to save any changes you have made. …

The Compare Editions asset is much easier for customers to find than having to scroll down and search through the store page for this information. [docimg=manageeditions4resize_1.png]manageeditions4resize_1.png[/docimg] In addition, partners have the ability to display capsule art underneath the purchase option of a given edition on your store page. …

Action Manifest Files

[code] "Action Manifest" { "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } "1" { "path" "steam_controller_motion_controls.vdf" } } } "actions" { } "localization" { } } [/code] Supported controller type strings: [table] [tr][td]Steam Deck Controller[/td][td]controller_neptune[/td][/tr] [tr][td]Steam Controller[/td][td]controller_steamcontroller_gordon[/td][/tr] [tr][td]Xbox 360[/td][td]controller_xbox360[/td][/tr] [tr][td]Xbox One[/td][td]controller_xboxone[/td][/tr] [tr][td]Xbox One Elite Controller[/td][td]controller_xboxelite[/td][/tr] [tr][td]PlayStation 3 Controller[/td][td]controller_ps3[/td][/tr] [tr][td]PlayStation 4 Controller[/td][td]controller_ps4[/td][/tr] [tr][td]DualSense Controller[/td][td]controller_ps5[/td][/tr] [tr][td]DualSense Edge Controller[/td][td]controller_ps5_edge[/td][/tr] [tr][td]Nintendo Switch Pro Controller[/td][td]controller_switch_pro[/td][/tr] [tr][td]Nintendo Switch 2 Pro Controller[/td][td]controller_switch2_pro[/td][/tr] [tr][td]Nintendo Joy-Con (L)[/td][td]controller_switch_joycon_left[/td][/tr] [tr][td]Nintendo Joy-Con (R)[/td][td]controller_switch_joycon_right[/td][/tr] [tr][td]Nintendo Joy-Con Pair[/td][td]controller_switch_joycon_pair[/td][/tr] [tr][td]Remote Play Touch Controller[/td][td]controller_mobile_touch[/td][/tr] [tr][td]Generic Gamepads[/td][td]controller_generic[/td][/tr] [/table] [section]Setting up an Action Manifest File[/section] There are two main ways to setup your action manifest file, either starting from scratch or using an existing IGA file. [subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

Steam Frame Input

It also allows users to play non-VR content on the headset without a separate device. [docimg=steamframe-controllers_1.png]steamframe-controllers_1.png[/docimg] [subsection]VR Compatibility[/subsection] While you will always get a better user experience by tailoring your title to the Frame Controllers specifically, our controller compatibility modes have become quite robust. SteamVR will always use a Frame Controller binding by default but in the case one is not available it will first look for a [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_KHR_generic_controller]OpenXR Generic Controller[/url] binding, then an [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#semantic-paths-oculus-touch-controller-profile]Oculus Touch[/url] binding, and remap those to the Frame Controller layout. …

ISteamController Interface (Deprecated)

[/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.…

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 !…

In-Game Actions File

You do this by adding the value [code-inline]"os_mouse"[/code-inline] and assign it a value of 1. Here's an example: [code] "StickPadGyro" { "Mouse" { "title" "#Action_Mouse" "input_mode" "absolute_mouse" "os_mouse" "1" } } [/code] [b]AnalogTrigger Actions[/b] AnalogTrigger actions are 1-D analog actions which can be bound on triggers. …

These can be added to the action block with the following format: [code] "In Game Actions" { "major_revision" "1" "minor_revision" "1" "major_revision_affects_xinput" "0" "major_revision_affects_mousekb" "0" "actions" { ... …

Debugging the Steamworks API

. [*] [b]log_callbacks <first callbackID> <last callbackID>[/b] - Logs all callbacks to the console. [*] [b]log_matchmaking_callbacks <0|1>[/b] - Enables/disables logging matchmaking callbacks. [*] [b]log_ipc <counts|verbose> <filter>[/b] - See [doclink=#steamworks_api_logging][/doclink]. …

The command takes a filter param, which can be the interface you are interested in monitoring or the name of the process. Note that the names provided do not always match 1:1 with the ISteam* version, but are usually very close. Specifying "counts" or "verbose" is optional, defaulting to counts. …

Store Page Accolades

(You can localize the quote in other languages) [b]Some guidelines:[/b] [list][*]Reviews should be accurate and you should have permission to post them [*]Quotes should be relatively short (Ideally 1 or 2 short sentences) [*]Quotes should be localized where possible [docimg=reviewexamples.png]reviewexamples.png[/docimg] [/list] [b]Visibility on Steam[/b] Reviews appear directly below the "Recent Events and Announcements" section and above the "About this game" section. …

You can configure the information using BBCode similar to your game description [docimg=awardinput.png]awardinput.png[/docimg] [b]Some guidelines:[/b] [list][*]Awards should be accurate. [*]Include the most important awards. Usually 1-5 awards is enough. Any more makes it confusing for users. The Awards section is collapsed as a default and can be expanded by the user. [*]Awards should be localized where possible[/list] [b]Visibility on Steam[/b] Awards appear directly below the Share and Embed section on the right hand side of your Steam page [docimg=awardlocation_1.PNG]awardlocation_1.PNG[/docimg] …

Steam Remote Play

Select the branch that you want to use for testing, then save and publish your changes. [docimg=RemotePlayTogetherPartnerConfiguration_1.png]RemotePlayTogetherPartnerConfiguration_1.png[/docimg] [*] If your game is unreleased, send a CD-key to the users you would like to invite for testing. …

For example, if you wanted to add a menu actionset, you could do it like this: [docimg=TouchBindings_1.PNG]TouchBindings_1.PNG[/docimg] [docimg=TouchLayoutMenu.png]TouchLayoutMenu.png[/docimg] [code=cpp] #include "steam/isteaminput.h" void GameInit() { SteamInput()->Init(); } void GameQuit() { SteamInput()->Shutdown(); } void GameLoop() { GameInit(); while ( bRunning ) { const InputActionSetHandle_t k_ActionSetGame = 1; const InputActionSetHandle_t k_ActionSetMenu = 2; SteamInput()->ActivateActionSet( STEAM_INPUT_HANDLE_ALL_CONTROLLERS, BInMenu() ? …

IPlayerService Interface

[section=GetRecentlyPlayedGames]GetRecentlyPlayedGames[/section] [code=http]GET https://partner.steam-api.com/IPlayerService/GetRecentlyPlayedGames/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 user authentication key.…

[section=GetSteamLevel]GetSteamLevel[/section] [code=http]GET https:/partner.steam-api.com/IPlayerService/GetSteamLevel/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 user authentication key.…

ISteamRemoteStorage Interface

[section=EnumerateUserSubscribedFiles]EnumerateUserSubscribedFiles[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/EnumerateUserSubscribedFiles/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 publisher authentication key.…

[section=SubscribePublishedFile]SubscribePublishedFile[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SubscribePublishedFile/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 publisher authentication key.…

How to load and run games on Steam Frame

Go to the [b]Devkits[/b] tab and click [b]Register[/b] next to the entry for your frame. [docimg=steamframe-register_1.png]steamframe-register_1.png[/docimg] Confirm pairing on the headset and you're ready to deploy! [section]Deploying with the SteamOS DevKit Client[/section] Launch the SteamOS DevKit Client from Steam. …

[code-inline]ENABLE_FOO=1 %command%[/code-inline]).…

Graphical Asset Rules

[docimg=OkayCapsuleUsage]OkayCapsuleUsage[/docimg] [section]Not Allowed Example[/section] See rules above for details. [docimg=notallowed_1.png]notallowed_1.png[/docimg] [section]Store Page Accolades[/section] We understand that developers want to communicate with their players about the quality of their games, and Steam already has spaces on game store pages to present most of this information. …

You can check out our [doclink=store/accolades]Store Page Accolades documentation[/doclink] for details. [section]Rules Effective Sept 1, 2022[/section] As a reminder, these [b]new rules go into effect Sept 1, 2022[/b] and we ask that all game developers review their graphical assets and make any changes to bring them inline with these new rules. …

Radial Menus

But it also has a special option for opening a nested radial menu, "System Options": [docimg=slime_rancher_1.png]slime_rancher_1.png[/docimg] Selecting this will activate a player-defined "System Options" action set layer. The next time we open the radial menu, we will see this instead: [docimg=slime_rancher_2.png]slime_rancher_2.png[/docimg] Now we have options such as "Take screenshot", "Show keyboard", and volume controls. …

We click "add action layer." [docimg=slime_rancher_add_layer_1.png]slime_rancher_add_layer_1.png[/docimg] We'll call it "System Options." [docimg=slime_rancher_add_layer_2_1.png]slime_rancher_add_layer_2_1.png[/docimg] Now that that's done, we return to our base configuration and "game controls" action set, then select the left trackpad and configure our basic radial menu: [docimg=slime_rancher_radial_menu_config_1.png]slime_rancher_radial_menu_config_1.png[/docimg] Everything is pretty normal except for Menu Button 5, which activates the action set layer. …

ISteamEconomy Interface

[section=CanTrade]CanTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/CanTrade/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 publisher authentication key.…

[section=StartTrade]StartTrade[/section] [code=http]GET https://partner.steam-api.com/ISteamEconomy/StartTrade/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 publisher authentication key.…

Activators

Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …

Can be used in combination with cycle bindings.[/td][/tr] [tr][td]Repeat Rate[/td][td]0.0-1.0[/td][td]Regular Press, Double Press, Long Press[/td][td]The speed of turbo will be set by this slider.[/td][/tr] [/table]…

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