Steamworks Documentation
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Web API Overview

[section]Request Format[/section] The public Steamworks Web API is accessed by making HTTP (port 80) or HTTPS (port 443) requests to [code-inline]api.steampowered.com[/code-inline]. If you're a publisher, then Steam also provides a partner-only Web API server hosted at [code-inline]https://partner.steam-api.com[/code-inline]. …

[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. …

ISteamMicroTxn Interface

Date can only be adjusted forward indicating you want to add time to the subscription. If the date exceeds the end date of the subscription, the end date will be extended.[/td][/tr] [tr][td][b]oldnextprocessdate[/b][/td][td]string[/td][td][/td][td]Optional paramter that is the last known next recurring payment date that should be checked against. …

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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]Microtransaction[/b] permissions.…

Steam Deck and Steam Machine Compatibility Review

While your title may run great on Steam Deck and Steam Machine without any work from you, it's possible that the different operating system and different form factors may impact the experience. To this end, we've designed a system to show at a glance how games will play on Deck and Steam Machine, giving developers specific criteria to target, and making it easy for customers to find seamless, comfortable experiences. …

[/i]) [*][b]Text Legibility[/b]: Interface text must be easily readable at a distance of 12 inches/30 cm from the screen. In other words, the smallest on-screen font character should never fall below 9 pixels in height at 1280x800. ([i]Recommendations: We expect Steam Deck will be used in a wide variety of lighting and physical configurations, such as being connected to a TV, monitor or keyboard. …

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. …

Steam Workshop Implementation Guide

[section]Introduction[/section] Steam Workshop is a system of back-end storage and front-end web pages that make it easy to store, organize, sort, rate, and download content for your game or application. …

[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. …

Multiplayer

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.…

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. …

steamnetworkingtypes.h

If a significant // proportion of connections terminates in an exceptional manner, // this can trigger an alert. // // 1xxx: Application ended the connection in a "usual" manner. // E.g.: user intentionally disconnected from the server, // gameplay ended normally, etc k_ESteamNetConnectionEnd_App_Min = 1000, k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min, // Use codes in this range for "normal" disconnection k_ESteamNetConnectionEnd_App_Max = 1999, // 2xxx: Application ended the connection in some sort of exceptional // or unusual manner that might indicate a bug or configuration // issue. // k_ESteamNetConnectionEnd_AppException_Min = 2000, k_ESteamNetConnectionEnd_AppException_Generic = k_ESteamNetConnectionEnd_AppException_Min, // Use codes in this range for "unusual" disconnection k_ESteamNetConnectionEnd_AppException_Max = 2999, // // System codes. …

k_ESteamNetConnectionEnd_Misc_Generic = 5001, // Generic failure that is most likely a software bug. k_ESteamNetConnectionEnd_Misc_InternalError = 5002, // The connection to the remote host timed out, but we // don't know if the problem is on our end, in the middle, // or on their end. …

Connecting adb to Lepton

This can be found by clicking on your wifi network in headset under [b]Quick Settings[/b] or [b]Steam Settings > Internet[/b] (Example: 192.168.4.80). …

Steam Community Items

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. …

steam_api.h

[/td][/tr] [tr=k_EResultContentVersion][td][b]k_EResultContentVersion[/b][/td][td]47[/td][td]A Version mismatch in content transmitted within the Steam protocol.[/td][/tr] [tr=k_EResultTryAnotherCM][td][b]k_EResultTryAnotherCM[/b][/td][td]48[/td][td]The current CM can't service the user making a request, user should try another.…

[/td][/tr] [tr=k_EResultDisabled][td][b]k_EResultDisabled[/b][/td][td]80[/td][td]The requested service has been configured to be unavailable.[/td][/tr] [tr=k_EResultInvalidCEGSubmission][td][b]k_EResultInvalidCEGSubmission[/b][/td][td]81[/td][td]The files submitted to the CEG server are not valid.…

Points Shop Items

. [*]Avoid too many mid-low frequencies and consider a HPF starting around 40-80Hz. [*]Consider adding fades at the start and finish of the audio file to avoid any click or hard cut at the end of the startup video. …

SteamPipe Local Content Server

This file should contain the following text: [code] @LocalContentServer YourWebServerName [/code] Examples: [code] @LocalContentServer localhost @LocalContentServer "127.0.01:8080" [/code] [list] [*] Either the server IP or server hostname can be used. [*] If you need to specify another port then 80, it must be "ip:port" in quotes [*] Don't add "http://" in front, HTTPS is not supported [/list] Note: The default location of the Steam executable is: [list] [*] [b]For Windows[/b]: [code]C:\Program Files (x86)\Steam\[/code] [*] [b]For macOS[/b]: [code]Steam.app/contents/macOS/[/code] [*] [b]For Linux[/b]: [code]~/.local/share/Steam/[/code] [/list] [b]Note[/b] As of September 2026, Steam will begin requiring newly-created "local" app branches to be [b]password-protected[/b]. …

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. …

You can manage your payment rules by clicking on the "Enter New Payment Rules" option under the Workshop tab of the Steamworks settings page for your app. [*] [b]Selling the items[/b] - If you plan to have a store to sell these items, you can create the UI for the store yourself within your own game or you can make use of the Steam Item Store. For each purchase, Steam will take care of the back-end details such as: [list] [*] Collecting and maintaining bank and tax information on each Workshop item author [*] Calculating and issuing appropriate payouts to each item author based on the items sold [*] Witholding necessary income tax for each item author [*] Issuing end of year tax documents to each item author [/list] [/list] [subsection]Getting Items to Customers[/subsection] With the Curated Workshop model, there are a number of ways you can allow customers to get the items: [list] [*] [b]Sold in an in-game store via microtransactions[/b] - If you are using your own inventory service, this will require integration with the [doclink=features/microtransactions]Steam Microtransactions[/doclink] API. …

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. …

See SteamDatagramRelayAuthTicket. [*] [i]Certificates[/i] are used in the traditional way to authenticate, and perform DH key exchange to establish an encrypted channel. Certificates are an end-to-end concept, and can be used in all forms of SteamNetworkingSockets communication, including direct UDP connectivity or P2P. See SteamDatagram_CreateCert from the Game Coordinator SDK and [api]ISteamNetworkingSockets::GetCertificateRequest[/api]. …

Steam Cloud Play (Beta)

NVIDIA GFN FAQ https://www.nvidia.com/en-us/geforce-now/faq/ [b]What are the supported countries for GeForce NOW?[/b] GeForce NOW is currently available in over 80 countries from North America, Europe, and Asia Pacific. Visit this knowledge base article [url]https://nvidia.custhelp.com/app/answers/detail/a_id/5023[/url] for a list of supported countries [b] How do I sign up as a customer to play my supported Steam games on GeForce NOW?…

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. …

Error Codes &amp;amp; Responses

. [*] 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?…

Steam Inventory Schema

. [*] [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. …

Seasonal Sales

See Price Introduction Cooldowns in the [doclink=marketing/discounts#21]Discount Rules[/doclink] for details. However, if your 30-day Price Introduction Cooldown ends during a seasonal sale, you could choose to join the sale already in progress by manually entering a custom discount once your cooldown ends (i.e., 30 days or more from your release date or price increase). …

[/h4] A: No, products cannot be discounted for 30 days after any currency price increase, within 30 days of release or 30 days from when the launch discount ends. For more information on pricing, see our [url=https://partner.steamgames.com/docadmin/edit/store/pricing]documentation here[/url]. …

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