The developers involved need to coordinate among themselves, in whatever way that is most convenient to them. [*][b]Q. Someone I don't know invited me to collaborate on a bundle, what should I do?[/b] A. You can safely ignore any bundle participation invitations that you don't want to act on. [*][b]Q. How do I create a new secret URL?[/b] A. Each time your bundle opens for new games to be added or for edits, a new secret URL will be generated. …
issueid=902]we'd love to hear from you[/url]. [section]FAQ[/section] [b]Q. So I can ship whatever I want as long as I complete these surveys?[/b] A. No. Products on Steam must adhere to the [url=https://partner.steamgames.com/doc/gettingstarted/onboarding#5]content rules[/url], regardless of whether it is disclosed in these surveys. These surveys will help us identify whether or not your product requires any updates. [b]Q. I've updated content in my game, but I can't update certain results in my survey?[/b] A. Once your build and store page are approved for release, some questions in the survey cannot be edited without first contacting [url=https://help.steampowered.com/wizard/HelpWithPublishing?…
[b]Polish:[/b] ©2026 Valve Corporation. Steam oraz logo Steam są znakami handlowymi i/lub zarejestrowanymi znakami handlowymi Valve Corporation w Stanach Zjednoczonych i/lub innych krajach. ©2026 Valve Corporation. Steamworks oraz logo Steamworks są znakami handlowymi i/lub zarejestrowanymi znakami handlowymi Valve Corporation w Stanach Zjednoczonych i/lub innych krajach. [b]Portuguese:[/b] ©2026 Valve Corporation. …
[*][h4]Where do I find the commercial game licenses?[/h4] Commercial game licenses and special offers can be found on the [url=https://store.steampowered.com/pccafe/]PC Café Games page[/url] on Steam. …
[/h4] We will have no limit on the number of PCs that the pool of commercial game licenses can be used across so as long they are all on the same network where the authorized Café Server is located. [*][h4]How do I set up the Steam PC Café Server and enable content cache?[/h4] Instructions on how to set up the server and frequently asked questions around it can be found [url=https://partner.steamgames.com/doc/sitelicense/licensees/gettingstarted/licensemodelpc]here[/url]. [*][h4]How can I add my VAT ID to my license agreement?…
To share financial viewing rights, please see [doclink=gettingstarted/managing_apps/sharing][/doclink]. [h4]Q. My transferred game is in a bundle that I don't want it to be in. How do I remove it from the old bundle?[/h4] A. Please [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=901]send us a ticket[/url] and we can help remove the game from the bundle. [h4]Q. I created my app a while ago and am transferring it to a new entity. Will there be a waiting period before I can release it?[/h4] A. …
[section]Associating Update Events with your Build[/section] Associate any Update News event with a specific build, which is required to make that event accessible to players from the Downloads view via a[i] PATCH NOTES[/i] link. To do so, click the [i]Link to Build[/i] button on the [i]Description[/i] tab of your event's edit view, then select the branch you'd like to associate with the event. …
\n", pCallback->m_nResultsReturned, pCallback->m_nTotalResultCount ); for ( int i = 0; i < pCallback->m_nResultsReturned; ++i ) { printf( " %d: %lld\n", i, pCallback->m_rgSteamID[i].ConvertToUint64() ); } m_nFollowersParsed += pCallback->m_nResultsReturned; // There are more followers! …
[/td][/tr] [tr][td][b]iMessage[/b][/td][td]int[/td][td]The index of the message. This should be the [code-inline]m_iMessageID[/code-inline] field of [apitype]ISteamFriends::GameConnectedClanChatMsg_t[/apitype].…
[/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. …
[/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. …
[/list] [b]Q: Can I participate in sale events if my product recently launched?[/b] A: Generally, you cannot submit a discount within 30 days of release or 30 days from when the launch discount ends. …
To figure out if a demo is the right thing for your game, please check out the [url=https://partner.steamgames.com/doc/store/application/demos]Demos Documentation[/url]. [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. …
[/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.…
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. …
[/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. …
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). …
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! …
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. …
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. …
It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. *[i]referring here to all compatible models, including but not limited to the DUALSHOCK 4 model[/i] [docimg=ds4_controller.png]ds4_controller.png[/docimg] The PlayStation 4 controller has all the same physical features available to XInput controllers, as well as: [list] [*] A central trackpad [*] An internal gyroscope [*] A programmable LED light bar [/list] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The PlayStation 4 controller features four standard face buttons labeled with a SQUARE, a CROSS, a TRIANGLE, and a CIRCLE. …
[docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". …
In this case, the SIC just serves as a really fancy input mapper that [i]any[/i] player can use for [i]any[/i] game on Steam. The player can remap any physical input to any other physical input -- such as making the "A" button simulate the keyboard "Enter" key, make a full pull of the left analog trigger simulate a mouse click, etc. This mode works with [i]any[/i] supported input device, not just the Steam Controller. Legacy mode is great for working with games that never supported the API, but there are limitations to it. …