Enabling a preload is recommended in these cases: [list] [*]Games with large file sizes [*]Extremely anticipated games [/list] Before enabling the preload, ensure that your most up to date build has been uploaded to Steam. You [i]can[/i] update your game's build normally during a preload if necessary. Preload updates are delivered as a delta patch from the previous build in the same way they are after release. …
You can check what depots are included in a package via the following steps: [olist] [*] Navigate to your [i]App Admin[/i] page [*] From the View Associated Items section, click [i]All Associated Packages, DLC, Demos and Tools.[/i] [*] Click on the title of the Package you're attempting to download [*] Review the [i]Depots Included[/i] section [*] Use the [i]Add/Remove Depots[/i] to ensure the correct set of Depots are assigned to the Package [/olist] There are a number of discussion threads about this that may also assist: [list] [*] [url=steamcommunity.com/groups/steamworks/discussions/0/864972621123948611]Empty folder after installing the game[/url] [*] [url=steamcommunity.com/groups/steamworks/discussions/0/540742667593104506]Unity Builds for PC/Mac/Linux[/url] [*] [url=steamcommunity.com/groups/steamworks/discussions/0/540742667672176633]Preparing Content for Mac Packaging[/url] [/list] [h4]Running steamcmd.exe results in the following error: "SteamUpdater: Error: Steam needs to be online to update. …
Note that this does not disable the demo, it just removes the visible button from your full game's store page. [b]Q: How do I remove a Demo entirely from the Steam store?[/b] A: Please see [doclink=#disabling]Disabling Your Demo[/doclink] above [b]Q: Can I disable the store page for my demo?…
Any links that lead to the previous demo's store page, will automatically redirect to the full game's store page. [b]Q: If I disable my demo and re-enable it later, can I still send wishlist notifications?[/b] A: Wishlist notifications may only be triggered once, within 14 days of the demo releasing to players for the first time. …
If your game is published by a different company, that publisher may have to link the game to their Creator Homepage themselves. [*][h4]Q: Can I link different developer or publisher names to the same Creator Homepage?[/h4] A: Yes. This might be useful if you have multiple game studios that you present as a single brand. [*][h4]Q: Do I need to do anything special to add new releases to my page?…
In those cases, we would ask that you use something different. [*][h4]Q: What if I can't find a product on my creator page?[/h4] A: If a product is not being associated with your creator homepage, it's likely one of two problems. …
Learn more [doclink=webapi/IUserReviewsService#GetAppReviews]here[/doclink]. [section]Frequently Asked Questions[/section] [b]Q. I'm a game developer. Can I respond to reviews?[/b] A. Yes, when you post in the comments of reviews on your product, your comment will be flagged as being from the developer. Additionally, you can use the specific provided area to leave a developer comment that will appear more prominently. [b]Q. I'm a developer. Can I delete reviews of my product?[/b] A. Not directly. If you find abusive reviews, you can flag them. The review will continue to be listed on your store page until a moderator deletes the review or removes the flag. …
[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 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". …
We recommend that you only white-list properties that you are fine with an untrusted client setting (i.e. the user can spoof messages to set the value to whatever they want). Currently you can modify up to 100 items for a user in each call. …
[/code] The description on the web would then look like: [code] This rocket launcher has been fired 100 times. [/code] Replacement tokens (i.e. strings that match this regular expression "%([a-zA-Z0-9.-_]+)%") that have no corresponding dynamic property are automatically stripped. …
It is similar to customers playing games from their Steam Library through [doclink=features/remoteplay][/doclink] on another computer. [b]Do I need to do anything special to my game to make it compatible with Steam Cloud Play services?[/b] Fortunately there is very little work to get your game working on a Steam Cloud Play Service. …
Visit this knowledge base article [url]https://nvidia.custhelp.com/app/answers/detail/a_id/5023[/url] for a list of supported countries [b] How do I sign up as a customer to play my supported Steam games on GeForce NOW?[/b] You can sign up as a customer [url=https://www.nvidia.com/en-us/geforce-now/?…
[/list] [section]Frequently Asked Questions[/section] [list] [h4]Q. Can I gate access or limit content for Free to Keep players? [/h4] [b]A: [/b]No. The point of a Free to Keep promotion is to give away the entire game in its standard format. …
Trading cards will not drop for customers who own the game through a Free to Keep package. [h4]Q. I have a multiplayer game with lower player counts, and I want to get more users in my game! [/h4] [b]A: [/b]In our experience, a Free to Keep promotion generally doesn't give you the results you're looking for. …
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. …
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. …
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.…
Note that if you wish for branch contents to remain private, you should set your branch password [i]before[/i] setting a build live on the branch. [docimg=betapassword_2.png]betapassword.png[/docimg] To test game content from branches other than Default, right-click on the game in the Steam client and select [b]Properties[/b]. …
[/list] [table] [tr] [td][docimg=Cozy_MM_cropped.jpg]Cozy_MM_cropped.jpg[/docimg][/td] [td][docimg=Games_Made_In_Germany_MM_cropped.jpg]Games_Made_In_Germany_MM_cropped.jpg[/docimg][/td] [/tr] [/table] [section]FAQ[/section] [*][h4]Q: I was invited to join a Third-Party Sales Event by someone outside my organization. Should I participate?[/h4] [b]A:[/b] This is up to you. …
If your event is a discount event (for example, a publisher sale), you'll want to design your sale page such that the elements that the discounted offers should be presented at the top of the sale page, above any non-discounted items, such as demos, Follow buttons or Coming Soon games. [*][h4]Q: Some of my participants will be announcing new games [i]during[/i] my event? Can I feature their Coming Soon pages on my Sale Page once they've been revealed?[/h4] [b]A:[/b] Yes, this is fine, but if you want to add a game to your sale page before its Coming Soon store page has been released, you'll need to use the 'Add by ID' button since the game's name wont appear in search yet. …
https://partner.steamgames.com/healthcheck/missingratingforgermany/ [section]Frequently Asked Questions[/section] [b]Q. When do I need to complete this questionnaire by?[/b] A. You can complete the questionnaire at any time. Games without a German age rating will be hidden from customers in Germany starting November 15, 2024. To ensure that we can resolve any questions that may arise from the information we receive as part of your questionnaire without your game going offline in Germany, we recommend that you submit your questionnaire in advance of this deadline. [b]Q. If I fill out the questionnaire, is my game guaranteed to remain available in Germany?[/b] A. No. There are certain kinds of content that are not allowed for sale to customers in Germany. …
It must be a frame from the video itself, and must be 1920x1080 .jpg or .png [b]Best practices:[/b] Try to get a frame that is representative of unique content in your trailer, and avoid text. [section]Frequently Asked Questions[/section] [h4]Q. Can I release my game while a trailer is encoding?[/h4] A. No, you cannot release your game while a trailer is in the process of converting. …
Note: Deletion / re-submission will move the trailer to the back of the queue. [h4]Q. What do I do if my trailer processing ended with an error?[/h4] A. The most common reason for a trailer to fail is the resolution of the video. …
Touch menus can be configured in many different ways in both behavior and appearance, and can be adorned with custom labels and icons (provided by either Valve, the developer, or the player). Here's an example of a touch menu in [i][url=http://store.steampowered.com/app/268500/XCOM_2/]XCOM 2[/url][/i], binding the numeric hotkeys: [docimg=xcom2_touch_menu_button_ex.png]xcom2_touch_menu_button_ex.png[/docimg] Touch menus are available in both native and legacy mode, but can only be driven by a trackpad. …
To create a Publisher Web API key: [olist] [*] As a user with administrative rights in your Steamworks account, visit your groups list by going to [b]Users & Permissions[/b], then [b]Manage Groups[/b]. [*] Select an existing group or create a group. [i]We recommend creating a dedicated group to control Web API key game access.[/i] [*] Ensure the applications associated with the group are correct before creating a key. [*] Select [b]Create WebAPI Key[/b]. [*] Select the set of desired key permissions. [*] Select [b]Save Changes[/b] [*] The newly created key will display in the right-hand sidebar of that page. …
[b]See Also:[/b] [api]ISteamUserStats::DownloadLeaderboardEntries[/api], [api]ISteamUserStats::UploadLeaderboardScore[/api] [b]Example:[/b] [code=cpp]void OnLeaderboardScoresDownloaded( LeaderboardScoresDownloaded_t *pCallback ) { for ( int i = 0; i < pCallback->m_cEntryCount; i++ ) { LeaderboardEntry_t leaderboardEntry; int32 details[3]; // We know that we store this many initially. …
[b]See Also:[/b] [api]ISteamUserStats::GetAchievementName[/api] [b]Example:[/b] [code=cpp]int numAchievements = SteamUserStats()->GetNumAchievements(); for ( int i = 0; i < numAchievements; ++i ) { const char *achName = SteamUserStats()->GetAchievementName( i ); if ( achName ) { printf( "%s", achName ); } }[/code] [subsection=GetNumberOfCurrentPlayers]GetNumberOfCurrentPlayers[/subsection] [code=cpp]SteamAPICall_t GetNumberOfCurrentPlayers();[/code] Asynchronously retrieves the total number of players currently playing the current game. …
[list] [table] [tr] [th]Example:[/th] [th]This Store Page Banner:[docimg=StorePageBannerExample.png]StorePageBannerExample.png[/docimg][/th] [th]Links Customers to this Sales Event:[docimg=FranchisePageExample.png]FranchisePageExample.png[/docimg][/th] [/tr] [/table] [/list] [section=FAQ]FAQ[/section] [*][h4]Q: I am a franchiser, but don't publish games directly on Steam. Can I host a Franchise Sale?[/h4] [b]A:[/b] Yes, though it's a slightly different process for third-parties that aren't part of the Steamworks ecosystem. …
Our most successful sale pages are ones that have a diverse representation of the catalog, are organized in a way to help customers find what they might want to play (not focused on the newest thing), and feel intentionally designed. [*][h4]Q: I want to run a sale page for an upcoming Seasonal Sale, or an ad-hoc page for all of my June discounts. Can I do that?[/h4] [b]A:[/b] No. …
If your game is eligible for a marketing message, we will reach out to you to notify you and set that up. [h4]Q: Can I change my capsule art to reflect Advance Access?[/h4] A: No, you should not change your capsule art to include any banners indicating Advance Access status. Steam will appropriately inform our users of the status of advance access during the period and before the period. [h4]Q: Can I do a pre-purchase/Advance Access for an game that's launching into [doclink=store/earlyaccess]Early Access[/doclink]?[/h4] A: No. …