Steamworks Documentation
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Steam Branding Guidelines

Valve further reserves the right to object to unfair uses or misuse of its trademarks or other violations of applicable laws. [i]Valve also reserves the right to approve any communication using the Steam brand before its distribution.[/i] [/list] [section]Legal Attribution[/section] Use the Steam logo with the "®" servicemark. …

ISteamRemoteStorage Interface

[subsection=GetFileNameAndSize]GetFileNameAndSize[/subsection] [code=cpp]const char * GetFileNameAndSize( int iFile, int32 *pnFileSizeInBytes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iFile[/b][/td][td]int[/td][td]The index of the file, this should be between 0 and [api]ISteamRemoteStorage::GetFileCount[/api].…

[b]Example:[/b] [code=cpp]int32 fileCount = SteamRemoteStorage()->GetFileCount(); for ( int i = 0; i < fileCount; ++i ) { int32 fileSize; const char *fileName = SteamRemoteStorage()->GetFileNameAndSize( i, &fileSize ); // Do something with fileSize and fileName }[/code] [subsection=GetFileSize]GetFileSize[/subsection] [code=cpp]int32 GetFileSize( const char *pchFile );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchFile[/b][/td][td]const char *[/td][td]The name of the file.…

Steam Inventory Item Accessories

Example - [code=json] "accessory_tag": "sticker", [/code] For this ItemDef, a per-item tag whose category is "sticker" will be treated as an attached accessory. The [i]value [/i]of the per-item tag will be the ItemDefID of the accessory item. Recall that per-item tags persist for the life of an item, including through ownership changes. …

Performance Assessment Overlay (VR titles)

[b]Additional warnings[/b] are displayed if the game is not submitting depth buffers and motion vectors. [i]These criteria do not affect the assignment of a badge for your title. We strongly recommend submitting both motion vector and depth suitable for reprojection. This will not automatically throttle your application, but will enable users to optionally run at higher refresh rates using improved reprojection techniques.[/i] The depth and motion vectors shall be passed with the OpenVR or OpenXR API below. [table] [tr] [td]OpenVR (Depth-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L191]VRTextureWithPoseAndDepth_t[/url][/td] [/tr] [tr] [td]OpenVR (Depth+Motion-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L202]VRTextureWithMotion_t[/url][/td] [/tr] [tr] [td]OpenXR (Depth-assisted reprojection)[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_KHR_composition_layer_depth.html]XR_KHR_composition_layer_depth[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Vendor-agnostic[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_EXT_frame_synthesis.html]XR_EXT_frame_synthesis[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Oculus[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_FB_space_warp.html]XR_FB_space_warp[/url][/td] [/tr] [/table] You can visualize the depth or motion vectors submitted by using the [doclink=steamframe/debugging#GameTextures]Draw Performance Assessment Game Textures in Headset[/doclink] option. …

Upcoming Steam Events

[/td][/tr] [tr][td]Apr 12 Apr 19[/td][td]Racing Fest[/td] [td][url=https://partner.steamgames.com/optin/sale/racing_2027]Registration details[/url][/td] [td]Games about going [i]fast[/i]. Like, really, really fast. Faster than other people, faster than the computer, faster than the you of yesterday. [doclink=marketing/upcoming_events/themed_sales/racing_2027]More info[/doclink]. …

OpenVR

You can read more about making an OpenVR driver [url=https://github.com/ValveSoftware/openvr/wiki/Driver-Documentation]here[/url]. [section]FAQ[/section] [b]Q.How can I make an OpenVR driver?[/b] [b]A.[/b] You can find information on making drivers in the OpenVR GitHub repository here: [url]https://github.com/ValveSoftware/openvr/wiki/Driver-Documentation[/url]. …

Common Redistributables

You can also force Steam to reinstall common redistributables by deleting the following registry key: [list] [*] [b]32-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\Apps\CommonRedist [*] [b]64-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam\Apps\CommonRedist [/list] A subkey is created in this key for each common redistributable which has been installed, so you can delete individual subkeys to test various partially-installed states as well. [section=SeeInstallScript]What If I Need Something Else?[/section] If you believe your game or application is using a redistributable which is not listed in the app admin, but might be used by many other apps, please let us know in the [url=steamcommunity.com/groups/steamworks/discussions/]Steamworks Development Group[/url], and we might be able to get it added. …

How to load and run games on Steam Frame

[subsection]Command-line arguments and environment variables[/subsection] You can set command-line options under the game's [b]Properties [/b]in Steam like you would for any other application. The text in this field gets appended to the launch command (i.e. [code-inline]MyGame <options>[/code-inline]). Environment variables on Linux are specified before the executable (e.g. …

UTM Analytics

https://www.youtube.com/watch?v=K-qmYY69kqI UTM Analytics in Steamworks provides insight into on how your UTM marketing campaigns are performing. You can use UTM parameters on a link with your Steam store page as the destination address, and Steamworks will provide insight into how that link is performing. …

We're evaluating how we measure total visits and will update this documentation if there are changes. [h4]Q: Can I use UTM to create an “affiliate program” or reward players?[/h4] A: An affiliate program is where someone receives something of value in exchange for promoting your game. …

Age Ratings in Indonesia

https://partner.steamgames.com/healthcheck/missingrequiredratings [section]The Indonesian Age-Rating System[/section] Age ratings in Indonesia are made up of 6 tiers of rating [list] [*]3+ [*]7+ [*]13+ [*]15+ [*]18+ [*]Refused Classification [/list] You can learn more by visiting the official IGRS website: https://igrs.id/rating-info [section]Frequently Asked Questions[/section] [b]Q. If I fill out the questionnaire, is my game guaranteed to remain available in Indonesia?[/b] A. No. There are certain kinds of content that are not allowed for sale to customers in Indonesia. …

Managing Your Steamworks Account

Does not grant permission to publish, or marketing tools like visibility rounds. [i]Note: This is a subset of the "Edit App Marketing Data" functionality.[/i][/td] [/tr] [tr] [td][b]View Marketing Traffic Data[/b][/td] [td]Grants permission to view traffic data from the "Marketing & Visibility" section of the App's landing page. …

Recurring Subscriptions

This should instruct them to visit their account page to update their payment information on file. [b]Q: How often should I try calling ProcessAgreement for a user that has previously failed?[/b] [b]A:[/b] We recommend making this call once a day for at most a week before giving up. …

Store and Platform Traffic Reporting

[/list] [section]Frequently Asked Questions[/section] [b]Q. Can I track conversions from external marketing campaigns?[/b] A. Yes, you can use our UTM solution to measure conversions to wishlists, purchases, or activations. …

Removing a product from Steam

We may offer refunds to Free-to-Play customers if they haven’t had the opportunity to get value out of their in-game purchases. [b]Q: What if I need to temporarily disable purchases or new installs of my game?[/b] A: If your game is in a state where you simply can’t handle more new customers, such as overloaded game servers, we can temporarily hide the purchase or play option on your store page. …

ISteamHTMLSurface Interface

[/td][/tr] [/table] Add a header to any HTTP requests from this browser. A full list of standard request fields are available here on [url=https://en.wikipedia.org/wiki/List_of_HTTP_header_fields]wikipedia[/url]. …

[/td][/tr] [tr][td][b]pchTarget[/b][/td][td]const char *[/td][td]The html link target type (i.e _blank, _self, _parent, _top ).[/td][/tr] [tr][td][b]pchPostData[/b][/td][td]const char *[/td][td]Any posted data for the request.…

Depots

[/callout] [docimg=AddingSharedDepot.png]AddingSharedDepot.png[/docimg] Shared depots will inherit properties of the Master App from which they originate i.e. Language, OS, Architecture and DLC. [docimg=sharedDepotProperties.png]sharedDepotProperties.png[/docimg] Once the depots are configured as shared, you can set the install folders to be the same between the two apps. …

Steam Next Fest - Tips

Please access all previous session recordings [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]via this YouTube playlist[/url]. [subsection=contact]Need Help?[/subsection] [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…

Steam Inventory Schema

The formula is provided in the [code-inline]exchange[/code-inline] field of the target item. The formula is specified as a set of one or more [i]recipes [/i] separated by semicolons. Each recipe is a set of required [i]material[/i] items, separated by commas. Required materials can be given explicitly by itemdefid, or by tag. …

steam_gameserver.h

[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…

Steam Audio

[/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. …

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