[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. …
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. …
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. …
[code=cpp] class CSteamAchievements { private: int64 m_iAppID; // Our current AppID Achievement_t *m_pAchievements; // Achievements data int m_iNumAchievements; // The number of Achievements bool m_bInitialized; // Are we ready to use the API? …
[h4]How many sets can I create?[/h4] Up to 40, including the base game set. …
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. …
[/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.[/i] Players can browse releases day by day and click through to the store page of any game that catches their eye. [section]Eligibility Requirements[/section] To be eligible to appear on the Personal Calendar, your game needs a visible [url=https://partner.steamgames.com/doc/store/coming_soon]Coming Soon page[/url] with a [b]specific release date[/b]. …
[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. …
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. …
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. …
Being able to determine if input comes from a real mouse vs a controller is an important part of good UX practices. [*] You should [i]either[/i] rely on the configurator to provide sensitivity (ie you don't filter incoming Steam Input data), [i]or[/i] you should use a dedicated sensitivity option for Steam Input that's distinct from the system mouse. …
[/olist] [section=iga]Step 1 - Creating an In-Game Actions File[/section] Start by downloading the starting [url=https://steamcdn-a.akamaihd.net/steam/partner/controller/game_actions_X.vdf]in-game actions (IGA) file[/url]. Place it in your [i]"<Steam Install Directory>\controller_config"[/i] directory (create the directory if it doesn't exist). Rename the file to the following: [i]"game_actions_X.vdf"[/i], where X is your game's Steam AppID. …
. [*] 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. …
I guess Steam has added support for // a new controller. Let's get the closest value that was supported by the SDK we built against buttonOrigin = SteamInput()->TranslateActionOrigin( k_ESteamInputType_Unknown, buttonOrigin ); } // Replace this with a function from the game that returns your art for a button int glyphTextureID = getHardCodedButtonGlyphTexture( buttonOrigin ); [/code] [subsection]Using RawInput For Device Detection[/subsection] Some games will use RawInput to support more than 4 controllers or will use it to determine if they have PlayStation controllers connected. …
void YourFunction() { PRAWINPUTDEVICELIST devices = NULL; UINT i, j, device_count = 0; if ((GetRawInputDeviceList(NULL, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!device_count)) { return; /* oh well. */ } devices = (PRAWINPUTDEVICELIST)malloc(sizeof(RAWINPUTDEVICELIST) * device_count); if (devices == NULL) { return; } if (GetRawInputDeviceList(devices, &device_count, sizeof(RAWINPUTDEVICELIST)) == -1) { free(devices); return; /* oh well. */ } for (i = 0; i < device_count; i++) { RID_DEVICE_INFO rdi; char devName[MAX_PATH]; UINT rdiSize = sizeof(rdi); UINT nameSize = MAX_PATH; rdi.cbSize = sizeof(rdi); if ( devices[i].dwType == RIM_TYPEHID && GetRawInputDeviceInfoA( devices[i].hDevice, RIDI_DEVICEINFO, &rdi, &rdiSize ) !…
[subsection=CheckForPSNGameBootInvite]CheckForPSNGameBootInvite[/subsection] [code=cpp]void CheckForPSNGameBootInvite( unsigned int iGameBootAttributes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]iGameBootAttributes[/b][/td][td]unsigned int[/td][td][/td][/tr] [/table] Deprecated - PS3 only. …
This should almost always be [apitype]ISteamMatchmaking::LobbyChatMsg_t[/apitype]::[code-inline]m_ulSteamIDUser[/code-inline].[/td][/tr] [tr][td][b]iChatID[/b][/td][td]int[/td][td]The index of the chat entry in the lobby. This should almost always be [apitype]ISteamMatchmaking::LobbyChatMsg_t[/apitype]::[code-inline]m_iChatID[/code-inline].…
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. …
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. …
[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.…
[docimg=pointsGIFsquare.gif]pointsGIFsquare.gif[/docimg] [b]WHY SHOULD I CREATE ITEMS FOR THE POINTS SHOP?[/b] The Steam Points Shop represents a way for fans to show off art from your game in their profile, friends list, and chat. …
[/url] [section][b]Animated Profile Backgrounds[/b][/section] [h4]Visible in your Steam profile. Create 1-4 of these, ideally. Should be a looping .mp4 [i]and[/i] .webm under 4MB. The files should have a fade to black baked into the bottom of them for a smooth transition to black on the profile bottom. …
[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 ( !…
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. …
. [*]A game can only be included in at most one featured Publisher/Developer Sale and one featured Franchise sales per calendar year. [/list] [*][h4]Q: How can I know more about upcoming third-party events? / Does Steam keep a list of upcoming third-party events? / Can Steam introduce me to third-party event organizers?…
If your primary contact for the event isn't available, other people in that contact info link may be able to help. [*][h4]Q: There is an upcoming third party event, or one that's live right now, that I think my game would be a good fit for. How can I be added?[/h4] [b]A:[/b] Please reach out to the event organizer. [/list] [section]Have Questions?…