[/list] [docimg=frontpagecalendar1.png]frontpagecalendar1.png[/docimg] [i]The Personal Calendar on the Steam Store front page.[/i] [docimg=standalonecalendar1.png]standalonecalendar1.png[/docimg] [i]The dedicated Personal Calendar page.…
This applies whether you are launching a full release or moving from [url=https://partner.steamgames.com/doc/store/earlyaccess]Early Access[/url] to 1.0. Once your game becomes eligible, it can start appearing on the calendar within about a day. …
[/i]) [/list] [b]Seamlessness[/b] [list] [*][b]no device compatibility warnings[/b]: the app must not present the user with information that the Frame software (ie., specific Linux distribution) or hardware (ie., GPU) is unsupported. [*][b]launchers[/b]: for games with launchers, those launchers also must meet the requirements listed here, including full navigability with a controller. ([i]Recommendations: We recommend strongly against requiring the user to navigate a launcher to play your game.[/i]) [/list] [subsection]Proton Requirements[/subsection] Proton is a Windows compatibility layer. …
. [*]The library will update to show which package(s) grant access to the ability to play.[/list] [section]Full Release of your Game[/section] [callout][b]You still need to click the "big green button" to release your game for all users[/b]. …
Advance Access is only available for the full release of the game. [h4]Q: Will Steam grant advance access to other content in the package such as pre-order bonus DLCs and soundtracks? …
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. …
[/callout] [section=ingame]Managing In-game Translation[/section] You can also tell customers what language your product supports in-game. There are options for Subtitles, Interface, or Full Audio for each language. [docimg=ingame.PNG]ingame.PNG[/docimg] [i]Example of in-game language options on Steam[/i] If a game supports multiple languages, but the language specific content is small, it isn't necessary to break the content into distinct depots. …
You can use the same tools and testing methods with a retail unit that you can with a devkit. [b]I wasn't able to get a devkit. Can I skip the line to get my retail unit early?[/b] Probably not this way, but we are working on a way to extend the devkit program beyond launch. More on this soon. [b]When I'm putting together a system for testing, do I need to use an AMD CPU or will an Intel CPU work just as well?[/b] While you can use any CPU, if possible it's better to use an AMD CPU to get the closest environment for Steam Deck testing. …
[b]Q: How often can I change the price of my product?[/b] A: To protect user expectations about a newly released game, we ask that price changes wait until after 30 days from release. …
[b]Q: What prices should I set for currencies I am not familiar with?[/b] A: We suggest prices in the Propose Pricing tool, relative to a selected USD price, which you may accept or adjust at your discretion. …
This will allow you connect and deploy to the headset. [i]Tip: If you are developing on Windows, WinSCP is a nice tool for transferring files to/from the device.[/i] [section=RemotePlay]See the headset view remotely[/section] You can use Steam Link to view the headset's view remotely. Using the iOS or Android app just connect to [b]frame[/b]. On desktop you can open [b]Steam > Settings > Remote Play[/b] and then next to [b]frame[/b] you'll see [b]Connect[/b]. …
In general, we try to improve customer communication by posting discounts on Steam that are either 1) in reference to a base price that has been in place for at least 30 days , or 2) in reference to a bona fide launch price that [i]will be[/i] in place after the conclusion of a special introductory offer. Steam's specific discounting rules are as follows: [subsection]30-Day Release Cooldown[/subsection] A product cannot be discounted for 30 days [i]following[/i] its release, including both its Early Access release (if applicable) and its Full Release. …
[/list] [subsection]30-Day Price Increase Cooldown[/subsection] A product cannot be discounted for 30 days following a price increase in [i]any[/i] currency. There are no exceptions to this rule, but keep in mind it only applies to [i]increasing[/i] a product's base price. …
[docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…
[docimg=getting_started_select_game_bp.png]getting_started_select_game_bp.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…
You can use these rounds regardless of whether your product is in Early Access or fully released. [i]NOTICE: Update visibility rounds will typically not show up during major seasonal sale events such as the Steam Summer Sale, due to storefront display changes during the sale events.[/i] [section]How Update Rounds Work[/section] [olist] [*] When you have a major update that you'd like to communicate to customers, simply click the 'Start Update Round' button on your applications' Marketing admin page. [*] You will be prompted to enter a short description and select a recent community announcement where customers will be able to learn more about your update. …
[callout] [list] [h3][b]Recommended Setup[/b][/h3] [*][b][u]PC Cafés - Patrons log in with their personal Steam account for the full Steam experience[/u][/b] This setup lets users experience Steam at your location in exactly the same way as they would at home. …
Since commercial game licenses are purchased with the individual station account, you will also not have access to the Café server features and content cache. [i]VR Arcades may also refer to the recommended setup model.[/i] [h4][url=https://partner.steamgames.com/doc/sitelicense/licensees/gettingstarted/licensemodelvr]Setup instructions for the VR arcade model can be found here.…
Users must own the product and have at least two hours worth of playtime in it before they can redeem Steam Points for emoticons or static profile backgrounds. [b][i]There is also a separate set of assets and items available for direct sale via Points Shop. You can add those items after you've already shipped Trading Cards. See [doclink=marketing/pointsshopitems]Points Shop Items[/doclink] for information on this topic. [/i][/b] [section]Templates[/section] Valve has provided a set of PSD templates to assist with the creation of Trading Cards. You can download them [url=https://steamcdn-a.akamaihd.net/steam/partner/tradingcards/tradingcard_templates.zip]here[/url]. …
We're continuing to improve Proton compatibility, and our goal is to get as close to full coverage as possible. To test your game’s Proton compatibility, you will need a Linux environment. You can install Linux and Steam on a machine to test, or request a developer kit once they are available (limited quantities). …
If you cannot find the Linux module in the status dashboards, please contact EAC support. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …
An "input source" is a region of the controller that can be thought of as a larger modular unit. This refers to a [i]physical[/i] region of the controller rather than a virtual or abstract input mode. This section provides a detailed breakdown of the different kinds of input sources known to the configurator, see [doclink=features/steam_controller/concepts#input_sources]Input Sources[/doclink] in the "General Concepts" page for a high-level overview. …
Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. …
Only the owner of the shared apps can revoke the app share. [/olist] [subsection]Q. Can I share financial access to the shared apps?[/subsection] A. Yes. When creating an app share invite, you can [i]optionally [/i]grant access for the receiving Steamworks account to see financial data for the shared applications. …
If an invite expires, the sender would need to create a new app share invite to reinitiate a share. [subsection]Q. What if I need the other party to get paid for the application?[/subsection] A. You will need to transfer the application to the other Steamworks account. …
[section=preparing]Preparing For Next Fest[/section] [subsection=registration]How Do I Register?[/subsection] First things first: registration is done from the base game, [i][u]not[/u][/i] the demo. For a majority of titles, registration will be automatically available on the base game's App Landing Page. …
Please note that build review is only to validate that the game has the features you've promised and it runs—it is [i]not[/i] a full QA process, and will not catch or even look for most bugs. Be sure to do robust QA testing on your own! As with build changes across all of Steam, you are welcome to make changes to your demo build after passing build review. …
More information from Epic on how to set this up for your version of Unreal can be found in this [url=https://dev.epicgames.com/documentation/en-us/unreal-engine/getting-started-and-setup-for-android-projects-in-unreal-engine]guide[/url]. [b]Full branches with additional changes (recommended):[/b] https://github.com/Valve-VR/UnrealEngine/tree/5.7 https://github.com/Valve-VR/UnrealEngine/tree/5.6 https://github.com/Valve-VR/UnrealEngine/tree/4.27-plus [section]Do I need these changes?…
Currently unimplemented [*][b]xr.VRS.SteamFrame.ForceDynamicFoveationBucket[/b] - Used at runtime to force the Dynamic Foveation to use settings from a specified bucket for testing purposes. [/list] [i]Note that currently because of the binning size, it can be hard to see the effect of gaze tracked foveation.[/i] [subsection]Runtime Foveation Testing Variables (Legacy only)[/subsection] [list] [*][b]xr.VRS.SteamFrame.EnableTestFoveation[/b] - When set to 1, foveation parameters will lock to the values set below. …
Lobbies are uniquely identified by Steam ID, like users or game servers. The Steamworks Example has a full working implementation of lobbies. [section]Matchmaking process flow[/section] The usual model for getting groups together to play is as follows: [olist] [*] User selects in the game that they want to play multiplayer, and what kind of multiplayer they want (rules, scenario, etc.) [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. [*] If a lobby is found, then the game joins that lobby; if no lobby is found, then it creates a new lobby [*] Users stay in a lobby until there are enough players ready to launch the game. …
[section=friends]Friends, invites, and lobbies[/section] You can find out all the lobbies a user's friends are in with the friends API: [code] int cFriends = SteamFriends()->GetFriendCount( k_EFriendFlagImmediate ); for ( int i = 0; i < cFriends; i++ ) { FriendGameInfo_t friendGameInfo; CSteamID steamIDFriend = SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate ); if ( SteamFriends()->GetFriendGamePlayed( steamIDFriend, &friendGameInfo ) && friendGameInfo.m_steamIDLobby.IsValid() ) { // friendGameInfo.m_steamIDLobby is a valid lobby, you can join it or use RequestLobbyData() get its metadata } } [/code] You can invite a friend to a lobby with [api]ISteamMatchmaking::InviteUserToLobby[/api] That user will receive a chat dialog with a link to join the game. …
Unlike a [doclink=/store/application/demos]Demo[/doclink], which offers a separate demo build of your game via a separate demo app ID, Free Weekends grant players full access to your base game via its current app ID, albeit for a limited time. Free Weekends also differ from [doclink=store/freetoplay]Free to Play games[/doclink], which are always available at no cost. …
So the review is readable by other players, but not factored into your game's review score unless the user buys the game. [h4]How often can I run a Free Weekend?[/h4] [b]A:[/b] Eligible games can run a Free Weekend once per calendar year. [h4]Do Free Weekend players get trading card drops?…
Here's a download link for the [docfile=#library_controllersavedefaulttitle_0.vdf]#library_controllersavedefaulttitle_0.vdf[/docfile] file shown in the above screenshot, you might find it useful to compare that to the master [i]Defender's Quest[/i] IGA. [section]IGA Format[/section] The IGA file takes the form of a VDF document, which is Valve's own data format for creating structured object data with key/value string pairs. …
This is useful in some edge cases where your game relies on e.g. a finicky input stack seven layers deep that never [i]quite[/i] treats simulated mouse events from your application layer the same as those directly generated by the operating system. …