Steamworks Documentation
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How to load and run games on Steam Deck and Steam Machine

Click the [b]Register[/b] button to the right to register this devkit with the tool. This sets up a ssh key on the device and grants you full control. [*][b]On your Steam Deck/Machine[/b]: Approve the pairing request from your PC. [*]If you don't see anything in the devkit tool UI, check to make sure your Dev PC and Steam Deck/Machine are on the same LAN. …

[/list] [docimg=dev-kit_landing.png]dev-kit_landing.png[/docimg] [i]In the screenshot above, [code-inline]callisto530[/code-inline] is a registered devkit. [/i] [section]Uploading a game build to Steam Deck or Steam Machine[/section] Click the [b]Title Upload[/b] tab to configure a game for upload from your dev PC to the Steam Deck/Machine. …

Languages Supported on Steam

[callout]For more details on managing localization of your game and store presence on Steam, please see [doclink=store/localization][/doclink][/callout] There are two primary levels of support for languages on Steam: [olist] [*][b]Full Platform Support[/b] - This set of languages is available for players to select within Steam to run the Steam client in and browse the store in. …

[table] [tr] [th]English Name[/th] [/tr] [tr] [td]Afrikaans[/td] [/tr] [tr] [td]Albanian[/td] [/tr] [tr] [td]Amharic[/td] [/tr] [tr] [td]Armenian[/td] [/tr] [tr] [td]Assamese[/td] [/tr] [tr] [td]Azerbaijani[/td] [/tr] [tr] [td]Bangla[/td] [/tr] [tr] [td]Basque[/td] [/tr] [tr] [td]Belarusian[/td] [/tr] [tr] [td]Bosnian[/td] [/tr] [tr] [td]Catalan[/td] [/tr] [tr] [td]Cherokee[/td] [/tr] [tr] [td]Croatian[/td] [/tr] [tr] [td]Dari[/td] [/tr] [tr] [td]Estonian[/td] [/tr] [tr] [td]Filipino[/td] [/tr] [tr] [td]Galician[/td] [/tr] [tr] [td]Georgian[/td] [/tr] [tr] [td]Gujarati[/td] [/tr] [tr] [td]Punjabi (Gurmukhi)[/td] [/tr] [tr] [td]Hausa[/td] [/tr] [tr] [td]Hebrew[/td] [/tr] [tr] [td]Hindi[/td] [/tr] [tr] [td]Icelandic[/td] [/tr] [tr] [td]Igbo[/td] [/tr] [tr] [td]Irish[/td] [/tr] [tr] [td]Kannada[/td] [/tr] [tr] [td]Kazakh[/td] [/tr] [tr] [td]Khmer[/td] [/tr] [tr] [td]K'iche'[/td] [/tr] [tr] [td]Kinyarwanda[/td] [/tr] [tr] [td]Konkani[/td] [/tr] [tr] [td]Kyrgyz[/td] [/tr] [tr] [td]Latvian[/td] [/tr] [tr] [td]Lithuanian[/td] [/tr] [tr] [td]Luxembourgish[/td] [/tr] [tr] [td]Macedonian[/td] [/tr] [tr] [td]Malayalam[/td] [/tr] [tr] [td]Maltese[/td] [/tr] [tr] [td]Maori[/td] [/tr] [tr] [td]Marathi[/td] [/tr] [tr] [td]Mongolian[/td] [/tr] [tr] [td]Nepali[/td] [/tr] [tr] [td]Odia[/td] [/tr] [tr] [td]Persian[/td] [/tr] [tr] [td]Quechua[/td] [/tr] [tr] [td]Scots[/td] [/tr] [tr] [td]Serbian[/td] [/tr] [tr] [td]Punjabi (Shahmukhi)[/td] [/tr] [tr] [td]Sindhi[/td] [/tr] [tr] [td]Sinhala[/td] [/tr] [tr] [td]Slovak[/td] [/tr] [tr] [td]Slovenian[/td] [/tr] [tr] [td]Sorani[/td] [/tr] [tr] [td]Sotho[/td] [/tr] [tr] [td]Swahili[/td] [/tr] [tr] [td]Tajik[/td] [/tr] [tr] [td]Tamil[/td] [/tr] [tr] [td]Tatar[/td] [/tr] [tr] [td]Telugu[/td] [/tr] [tr] [td]Tigrinya[/td] [/tr] [tr] [td]Tswana[/td] [/tr] [tr] [td]Turkmen[/td] [/tr] [tr] [td]Urdu[/td] [/tr] [tr] [td]Uyghur[/td] [/tr] [tr] [td]Uzbek[/td] [/tr] [tr] [td]Valencian[/td] [/tr] [tr] [td]Welsh[/td] [/tr] [tr] [td]Wolof[/td] [/tr] [tr] [td]Xhosa[/td] [/tr] [tr] [td]Yoruba[/td] [/tr] [tr] [td]Zulu[/td] [/tr] [/table] [section]Frequently Asked Questions[/section] [*][h4]Q: What if my game doesn't include any of the "Full Platform Supported" languages?[/h4] [b]A:[/b] If your game doesn't include any of the "Full Platform Supported" languages, you'll need to make sure you enter your store written descriptions, art capsules, etc. under "English" in the store editor drop-downs. …

Enhanced Rich Presence

For example, in Dota 2 there are parties of up to 5 people, so we will show the party that is being played with, not the full team of 5 that is match-made by the game. In Counter-Strike, though, 2 friends may be playing on a server together, but rather than showing the whole server as part of the party, only the mutual friends who are playing together are placed in the same Steam Player Group. …

More information on how that is setup can be found here: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization [*][b]Once you have hooked up the data appropriately, run the game and make sure you are logged into the Steam on the web and then you can test to see if it's working and what will be displayed here: https://steamcommunity.com/dev/testrichpresence[/b] [/list] Below is a code sample to show how simple it is to set this up. [b][i]Code Snippet[/i][/b] [code] /*--------------------------- SAMPLE -------------------*/ const char *pchStatus; if ( bWinning && cWinners > 1 ) { pchStatus = "Tied"; } else if ( bWinning ) { pchStatus = "Winning"; } else { pchStatus = "Losing"; } SteamFriends()->SetRichPresence( "gamestatus", pchStatus ); bool bDisplayScoreInRichPresence = true; if ( bDisplayScoreInRichPresence ) { char rgchBuffer[32]; sprintf_safe( rgchBuffer, "%2u", uMyScore ); SteamFriends()->SetRichPresence( "score", rgchBuffer ); } SteamFriends()->SetRichPresence( "steam_display", bDisplayScoreInRichPresence ? …

Getting your game ready for Steam Deck and Steam Machine

All recommendations here are targeted at meeting customer expectations around input and display, improving performance, and taking full advantage of the new opportunities provided by the Steam Deck and Steam Machine. While the recommendations here are disproportionately valuable to Deck/Machine customers, they are also all[b] valuable for PC gamers in general,[/b] many of whom only play with controllers, only play in their living room, etc. …

[list] [*] In your game code: set your camera-angles-per-mouse-pixel ratio to 0.022 degrees per pixel. i.e. one mouse dot will turn your camera 0.022 degrees. [*] Set your default user mouse sensitivity to 2.5x. [*] These are the standards used in Source 2 engine games. …

Step by Step: Stats

[code=cpp] class CSteamStats { private: int64 m_iAppID; // Our current AppID Stat_t *m_pStats; // Stats data int m_iNumStats; // The number of Stats bool m_bInitialized; // Have we called Request stats and received the callback? …

[code=cpp] CSteamStats::CSteamStats(Stat_t *Stats, int NumStats) : m_iAppID( 0 ), m_bInitialized( false ), m_CallbackUserStatsReceived( this, &CSteamStats::OnUserStatsReceived ), m_CallbackUserStatsStored( this, &CSteamStats::OnUserStatsStored ) { m_iAppID = SteamUtils()->GetAppID(); m_pStats = Stats; m_iNumStats = NumStats; RequestStats(); } [/code] [h4]RequestStats()[/h4] [b]Parameters[/b] - None [b]Returns[/b] - a bool representing if the call succeeded or not. …

Season Passes

For example, "The Glitterlands Expansion". This doesn’t have to be a full product reveal for each piece of DLC – it’s fine if the full reveal comes later – but your Roadmap should give customers a good sense of the scope and timeline of all the content they’re purchasing via the Season Pass. …

[u]Note: You will need Valve's assistance to release a DLC without a store page. Please reach out to us directly.[/u] [b]Q. Can I release DLC in a Season Pass ahead of schedule?[/b] A. Of course! You can release DLC in a Season Pass any time before your indicated release date or window. …

ISteamNews Interface

[section=GetNewsForApp]GetNewsForApp[/section] [code=http]GET https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID to retrieve news for[/td][/tr] [tr][td][b]maxlength[/b][/td][td]uint32[/td][td][/td][td]Maximum length for the content to return, if this is 0 the full content is returned, if it's less then a blurb is generated to fit.[/td][/tr] [tr][td][b]enddate[/b][/td][td]uint32[/td][td][/td][td]Retrieve posts earlier than this date (unix epoch timestamp)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td]# of posts to retrieve (default 20)[/td][/tr] [tr][td][b]feeds[/b][/td][td]string[/td][td][/td][td]Comma-seperated list of feed names to return news for[/td][/tr] [/table] Get the news for the specified app. …

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID to retrieve news for[/td][/tr] [tr][td][b]maxlength[/b][/td][td]uint32[/td][td][/td][td]Maximum length for the content to return, if this is 0 the full content is returned, if it's less then a blurb is generated to fit.[/td][/tr] [tr][td][b]enddate[/b][/td][td]uint32[/td][td][/td][td]Retrieve posts earlier than this date (unix epoch timestamp)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td]# of posts to retrieve (default 20)[/td][/tr] [tr][td][b]feeds[/b][/td][td]string[/td][td][/td][td]Comma-seperated list of feed names to return news for[/td][/tr] [/table] Get the news for the specified app. …

Visibility on Steam

If you are in Early Access, you must wait two weeks after launch before starting an Update Round. [b]Q. How often can I use an Update Visibility Round?[/b] A. There is no limit to how much time must be between the use of your Update Rounds. You may use them all immediately one after the other if you wish. …

[b]Q. How can I get my game to show up to more customers?[/b] A. Steam automatically shows games to customers in different ways and many different places. …

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. …

Steam Controller (2015)

[docimg=steam_controller_shoulder_buttons.png]steam_controller_shoulder_buttons.png[/docimg] [subsection=ShoulderTriggers]Shoulder triggers[/subsection] [b]Analog, 1 axis[/b] (+ digital "full pull") The analog triggers on the Steam Controller have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull", similar to the triggers on the Nintendo GameCube controller. …

SteamVR for Enterprise / Government Use

In order to address this issue you can download one initial copy of the SteamVR Runtime onto a PC with full internet access and then copy it manually onto the target PC(s). In order to do so, follow these steps: [list][*]Install and open the [url=https://store.steampowered.com/about/]Steam Client[/url] on a PC with full internet access. [*]In the Steam Client, open the Library section and find the part of it labeled "Tools". [*]Find the entry "SteamVR" and install it. [*]Right-click on the entry "SteamVR" and in the resulting popup menu click on the entry "Properties". [*]A new window with multiple tabs will open. …

Onboarding - Identification Documents Best Practices

For this selfie to be valid, we need to be able to clearly see your whole face as well as the critical information that is visible in your document. Specifically: [list] [*]Show your full face, and you holding the same Identification document that you have previously provided [*]Please remove hats, glasses, and other facial obstructions if those items are not visible in your identification document [*]The ID itself must be clear and legible and all four corners and edges must be visible [*]Please send the images as a JPEG / Image file [/list] Examples: [docimg=Id_docs_example_composite2.png]Id_docs_example_composite2.png[/docimg]…

Steam Deck

Steam Deck is a next generation handheld gaming device - letting players take their Steam library with them to their couch or on the go. Steam Deck includes a high resolution display, full-size ergonomic controls, updated Steam UI, and enough horsepower to run current-gen games. You can learn about developing for Steam Deck, developer kits, and more by visiting the links below. …

ISteamApps Interface

[subsection=BGetDLCDataByIndex]BGetDLCDataByIndex[/subsection] [code=cpp]bool BGetDLCDataByIndex( int iDLC, AppId_t *pAppID, bool *pbAvailable, char *pchName, int cchNameBufferSize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iDLC[/b][/td][td]int[/td][td]Index of the DLC to get between 0 and [api]ISteamApps::GetDLCCount[/api].…

[b]Returns:[/b] bool [b]true[/b] if the current App ID has DLC's associated with it and [code-inline]iDLC[/code-inline] falls between the range of 0 to [api]ISteamApps::GetDLCCount[/api], otherwise [b]false[/b]. [b]Example:[/b] [code=cpp]int32 DLCCount = SteamApps()->GetDLCCount(); for ( int i = 0; i < DLCCount; ++i ) { AppId_t appId; bool available; char name[128]; bool success = SteamApps()->BGetDLCDataByIndex( i, &appId, &available, name, 128 ); if ( success ) { // Do something with the DLC Data } }[/code] [subsection=BIsAppInstalled]BIsAppInstalled[/subsection] [code=cpp]bool BIsAppInstalled( AppId_t appID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]appID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]The App ID of the application to check.…

Steam Input Devices

Developers should familiarize themselves with all of these devices since the player base uses the full range of devices. If you're interested in finding out more info about the distribution of controllers used with Steam you can find more info in this [url=https://steamcommunity.com/games/593110/announcements/detail/1712946892833213377]blog post[/url] [section=ListDevices]Supported Devices[/section] Steam Input supports all the major controllers that players use with Steam. …

Livestreaming a Game Demo to the Steam Store

This document will outline the steps to successfully stream the gameplay from a free demo to your full game's Steam store page. Streaming a demo to the Steam store is different in a few area than streaming the base game. This document will outline those differences. …

Demos can have their own separate store page or not, but either way they also appear as a button on the full game's store page. Learn more about setting up a Demo [url=https://partner.steamgames.com/doc/store/application/demos]here[/url]. …

Steamworks SDK

[section]The Latest Steamworks SDK[/section] You can download the latest version of the Steamworks SDK [url=https://partner.steamgames.com/downloads/list]here[/url]. [section]Getting started[/section] The full list of features provided through the SDK is as follows. [list] [*] [b]glmgr[/b] - The "ToGL" DirectX to OpenGL compatibility layer for macOS. …

Wishlist Reporting

Within each app's details page on the Sales & Activation Reports Portal, you'll find a section for "Wishlists", which links to a full report and history of wishlist activity for your game. This page tracks additions, purchases, and deletions by users that have your game on their wishlist. …

ISteamNetworkingUtils Interface

[subsection=CheckPingDataUpToDate]CheckPingDataUpToDate[/subsection] [code=cpp]bool CheckPingDataUpToDate( float flMaxAgeSeconds );[/code] Check if the ping data of sufficient recency is available, and if it's too old, start refreshing it. Please only call this function when you [i]really[/i] do need to force an immediate refresh of the data. (For example, in response to a specific user input to refresh this information.) …

[b]IMPORTANT[/b]: This may be called from a service thread, while we own a mutex, etc. [i]Your callback function must be threadsafe and fast![/i] Do not make any other Steamworks calls from within the handler. [section]Fake IP[/section] The "FakeIP" system is useful for interfacing with code that assumes peers are identified using an IPv4 address. …

Events and Announcements Tools

. [*][b]Community hub[/b] - From the associated community hub, announcements will be featured in the main feed, as well as exclusively from the [i]News[/i] tab. [*][b]Steam Library detail page[/b] - With the new Steam Library, your game's improved Library page will show the recent events and announcements you've posted. …

Pay close attention to what elements of your announcements create interest and quality feedback, so that you can repeat those elements in future posts. [*][b]Treat announcements as an extension of your product[/b] So you've decided to create a product for public consumption. As such, respect and prioritize how you[i] talk about[/i] your game as highly as the nuts-and-bolts programming. Communications deserve the same creative energy as in-game design. …

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