Steamworks Documentation
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Daily Deals

[/list] [h4]Q: It's 10AM PT and my Daily Deal is not showing up. What should I do?[/h4] A: Please reach out to us right away via the partner Help tool: https://help.steampowered.com/wizard/HelpWithPublishing [h4]Q: I received an invite for a Daily Deal, but...[/h4] [olist] [*][b] I can't redeem it[/b] A: You may not have the correct permissions to schedule a Daily Deal. You'll need [url=https://partner.steamgames.com/doc/gettingstarted/managing_users]Manage Pricing & Discounts[/url] permissions. …

ISteamMatchmakingServers Interface

[/td][/tr] [tr][td][b]iServer[/b][/td][td]int[/td][td]The index of the server to get the details of, from 0 to [api]ISteamMatchmakingServers::GetServerCount[/api].…

[subsection=RequestLANServerList]RequestLANServerList[/subsection] [code=cpp]HServerListRequest RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iApp[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]The app to request the server list of.…

Distributing Open Source Applications on Steam

[/subsection] Generally, any license that has a so-called “copyleft” element will be problematic when combining code with the Steamworks SDK. The best-known example is GPL. [subsection]But I saw a GPL-licensed application on Steam![/subsection] This can happen if the author of the code that is GPL-licensed has given the permission to do so. The author can of course always (a) decide to grant Valve a different license than the author grants everyone else or (b) decide that what the Steamworks SDK does is just a communication with a service that does not invoke the copyleft requirement of the GPL. [subsection] I am using code that is (Insert Acronym Here) licensed. Can I use it?[/subsection] We don’t know and don’t have the resources to do a due diligence review of your code base. …

Game Soundtracks on Steam

These correspond to the "track", "title", "artist", and "album" fields in ID3 tags. [b]Q: What tools/reporting do I have about my soundtrack sales?[/b] A: The same set of tools and reporting for games, DLC, and software apply to soundtracks. [b]Q: I'm already selling my soundtrack content as DLC. Can I use the new soundtrack system? How do I convert?[/b] A: There is a helper tool on the partner site to transition content from the old format to the new format. …

steam_api.h

[/td][/tr] [tr=k_EChatRoomEnterResponseNotAllowed][td][b]k_EChatRoomEnterResponseNotAllowed[/b][/td][td]3[/td][td]General Denied - You don't have the permissions needed to join the chat.[/td][/tr] [tr=k_EChatRoomEnterResponseFull][td][b]k_EChatRoomEnterResponseFull[/b][/td][td]4[/td][td]Chat room has reached its maximum size.[/td][/tr] [tr=k_EChatRoomEnterResponseError][td][b]k_EChatRoomEnterResponseError[/b][/td][td]5[/td][td]Unexpected Error.…

[/td][/tr] [tr=k_EResultDataCorruption][td][b]k_EResultDataCorruption[/b][/td][td]53[/td][td]Operation canceled because data is ill formed or unrecoverable.[/td][/tr] [tr=k_EResultDiskFull][td][b]k_EResultDiskFull[/b][/td][td]54[/td][td]Operation canceled - not enough disk space.[/td][/tr] [tr=k_EResultRemoteCallFailed][td][b]k_EResultRemoteCallFailed[/b][/td][td]55[/td][td]The remote or IPC call has failed.…

Taxes FAQ

[/b] For non-U.S. persons, a TIN may be an Employer Identification Number (EIN) for individuals and businesses or an Individual Taxpayer Identification Number (ITIN) for individuals only. [*][h4]Q. If I’m an individual, can I choose to apply for an EIN or ITIN?[/h4] [b]A.[/b] Yes, an individual can apply for either an EIN or ITIN. [*][h4]Q. How do I obtain a US TIN?[/h4] [b]A.[/b] An Employer Identification Number (EIN), for individuals (you need to indicate you are a sole proprietor) and businesses, may be obtained over the telephone by calling (267) 941-1099. …

Steamworks API Overview

[section]Overview[/section] The Steamworks API allows your game to take full advantage of Steam by accessing all of the underlying systems provided through the API. This includes things such as pausing your game when the user opens the [doclink=features/overlay]Steam Overlay[/doclink], inviting friends to play, allowing players to unlock [doclink=features/achievements]Steam Achievements[/doclink], letting players compete on the [doclink=features/leaderboards]Steam Leaderboards[/doclink] and much more. …

Your game must show up in your Steam library. [*] Your App ID is not completely set up, i.e. in [code-inline]Release State: Unavailable[/code-inline], or it's missing default packages. [/list] If you're running into initialization issues then see the [doclink=sdk/api/debugging][/doclink] documentation to learn about the various methods of debugging the Steamworks API. …

Profile Features

This status does not impact how we promote your game on the store - visibility, search, and discovery options are all independent of the Community profile. [h4]Q. Does this mean Steam thinks my game is fake? Do you think I'm a bad actor?[/h4] [b]A.[/b] No. Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. We do not find that lack of profile customization options is a major factor for customers who are deciding whether to buy your game. In general this mainly affects games whose [i]only [/i]value is in profile features (trading cards, emoticons, etc). …

Steam Input

This includes the Steam controller and all third party devices supported by the system. This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. [subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?v=7I4SiAiKqqk[/url] [url=http://cdn.akamai.steamstatic.com/apps/steamdevdays/slides2016/SteamController.pdf]Slides - PDF[/url] [url=http://www.gamasutra.com/blogs/LarsDoucet/20161012/283057/Steam_Dev_Days_Steam_Controller.php]Slides - HTML[/url] And for a specific applied example and case study, you should read this article: [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] With those two things under your belt, you're ready to dig into the nitty-gritty details of this document! …

Bundles

To edit a bundle, you also need to have one of the following permissions on each app included in the bundle: Edit App Metadata, Edit App Marketing Data, Publish App Changes To Steam. [*][b]Q. Can I create a Steam Bundle with games that I do not have publishing rights for?[/b] A. Yes, please check out the new [url=https://partner.steamgames.com/doc/store/application/bundles/collaborative]Collaborative Bundles[/url] feature. [*][b]Q. Can I change the display order of the packages included in the bundle?[/b] A. Yes, you can drag and drop the order of the packages in your bundle to change the order in which they are displayed on the bundle store page. [*][b]Q. …

Curators and Curator Connect

[h4]Q. What happens when I send a copy of my game?[/h4] [b]A.[/b] When you send a copy of your game to a specific Curator, the game will appear in a dashboard to members of that Curator with permission to accept games via Curator Connect. …

[h4]Q. Can I send a pre-release copy of my game?[/h4] [b]A.[/b] Yes. The game you send to a curator will be immediately playable, regardless of whether it is available for sale yet. …

Steam DRM

See [doclink=#other_drm][/doclink], as there may be a conflict. [b]Q. Do I need to apply DRM to my exe every time I make a new build?[/b] [b]A.[/b] Yes, each build you intend to publish needs to be wrapped with the Steam wrapper. …

An Anti-virus vendor has detected my binary as having a virus after applying the Steam DRM wrapper. What can I do?[/b] [b]A.[/b] False positives like this can happen, as the DRM injection process is modifying your binary in the same way a virus might do. …

Documentation Home Page

[section]Welcome to Steamworks![/section] [i]Steamworks[/i] is a free suite of tools available to any developer to use in their game or software on Steam. [docsearch=big,centered][/docsearch] [linkblocks] [linkblock=gettingstarted] [h3]Getting Started[/h3] An overview of Steamworks, including features and usage guidelines. …

Mouse Regions

If you want to additionally fire actions or mouse events you must specifically apply those bindings in your configuration. [subsection]Examples[/subsection] [i]The Banner Saga[/i] [docimg=banner_saga_mouse_regions.png]banner_saga_mouse_regions.png[/docimg] This game features tactical turn-based combat, and on this particular screen there is a HUD element in the lower left that lets you select different characters. By placing an oval-shaped mouse region in the lower left hand corner and binding it to the Steam controller trackpad, we can easily select a character just by swiping left or right and clicking. [i]Empires of the Undergrowth[/i] [docimg=empires_of_the_undergrowth.png]empires_of_the_undergrowth.png[/docimg] This is an insect-themed Real-Time Strategy game. …

Steam Subscriber Agreement

È necessario attivare il prodotto via Internet registrando un account di Steam e accettando l'SSA. Prima dell'acquisto leggi i termini dell'SSA all'indirizzo https://store.steampowered.com/subscriber_agreement/. Se non accetti i termini dell'SSA, dovrai restituire il gioco ancora chiuso al tuo rivenditore nel rispetto della sua politica per i resi. …

Ten produkt należy aktywować przez Internet, zakładając konto Steam i akceptując Umowę użytkownika Steam. Odwiedź stronę https://store.steampowered.com/subscriber_agreement/ i zapoznaj się z Umową użytkownika Steam przed dokonaniem zakupu. …

Action Set Layers

. [*] Calling [apitype]ISteamInput::ActivateActionSetLayer[/apitype] is cheap and can be safely called repeatedly (but see callout below) [callout=red] [h3]Careful with multiple layers![/h3] Just because you [i]can[/i] re-apply action set layers every frame doesn't mean you [i]should[/i], especially if you're using more than one layer. The last layer applied will override any conflicting information that came before, so take special care to apply them in the correct order. …

Pre-Purchasing on Steam

For these reasons, we do not support running a pre-purchase except in a few rare cases with partners with which we have a well-established relationship and that have a proven track record on Steam. [section]Coming Soon[/section] [i]What if we want to point customers to a Steam Store page prior to release?[/i] You can put up a Coming Soon page for your product well in advance of your release date. …

Community Moderation

Mousing over a post will reveal post-specific options, while the [i]Moderator Tools[/i] panel on the right side of the page contains broader options for thread management. [h4]Customizing Subforums[/h4] When your community hub goes live, three forums are created by default: [i]General Discussions[/i]: The landing page and primary forum in your discussion hub; [i]Trading[/i]: A dedicated forum where players can post trade offers and requests without spamming your main forum; [i]Reported Posts[/i]: A hidden forum where your moderators and developers can review content reported by your community. …

ISteamRemotePlay Interface

[b]Example:[/b] [code=cpp] bool BSteamRemotePlayToPhone() { uint32 unSessionCount = SteamRemotePlay()->GetSessionCount(); for ( uint32 iIndex = 0; iIndex < unSessionCount; iIndex++ ) { RemotePlaySessionID_t unSessionID = SteamRemotePlay()->GetSessionID( iIndex ); if ( !…

[b]Example:[/b] [code=cpp] // This can return false if the remote device doesn't provide device resolution information bool BGetSteamRemotePlayResolution( int *pnX, int *pnY ) { int nMaxResolutionX = 0, nMaxResolutionY = 0; uint32 unSessionCount = SteamRemotePlay()->GetSessionCount(); for ( uint32 iIndex = 0; iIndex < unSessionCount; iIndex++ ) { RemotePlaySessionID_t unSessionID = SteamRemotePlay()->GetSessionID( iIndex ); if ( !…

How to debug Windows games on Steam Deck and Steam Machine

In Visual Studio press [code-inline]Ctrl+Alt+P[/code-inline] to open the [i]Debug > Attach to Process[/i]. In Connection target set the IP and port of the msvsmon server, and then select the [code-inline]imgui.exe[/code-inline] process. …

In Visual Studio press [code-inline]Ctrl+Alt+P[/code-inline] to open the [i]Debug > Attach to Process[/i]. In Connection target set the IP and port of the msvsmon server, and then select the [code-inline]puzzle.exe[/code-inline] process. …

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