[/td] [/tr] [/table] This can be visualized like this: [docimg=app_trans2.png]app_trans2.png[/docimg] …
The way the grouping is determined will depend on your game and what makes the most sense to show. 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. …
[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. This is why the default "Dots per 360 setting" is 6545. 360degrees / ( 0.022 * 2.5 ) = 6545.45' [/list] [/list] [subsection]Graphics[/subsection] [list] [*][b]Vulkan API[/b]: We recommend targeting Vulkan as your primary graphics API for best performance and battery life. …
[/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …
[/list] Sample PHP to generate "auth" value: [code=php] define( 'SECRET_ITEMCART_KEY', '11111111111111111111111111111111' ); $appid = '234560'; $cartstring = '1001,1006*2'; $totalstring = 'USD499'; $sandbox = '0'; // or '1' $returnurl = 'http://mystore.com/checkout.php?fromsteam=1&cartid=BA13522FE31&result=[RESULT]&orderid=[ORDERID]&steamid=[STEAMID]&name=[USERNAME]&cc=[CURRENCY]&auth=[AUTH]'; $auth = hash_hmac( "sha1", "$appid\n$cartstring\n$totalstring\n$sandbox\n$returnurl", SECRET_ITEMCART_KEY ); [/code] Sample PHP to validate return URL: [code=php] hash_hmac( "sha1", str_replace( $_GET['AUTH'], "", $_SERVER["REQUEST_URI"] ), SECRET_ITEMCART_KEY ) === $_GET['AUTH'] [/code] The authentication code in the sample HTML form is computed as if the Itemcart secret key is all ones (32 characters long). …
[section]Overview[/section] On Steam, you have the option to ship your game as Free to Play (otherwise known as F2P). Free to Play games are free for customers to download. Sometimes they also contain in-game purchases to monetize content. Free to Play games don’t require you to enter pricing because the game is a free license. …
Note that this package will never become visible, but is important for our system to recognize the game as free. [docimg=Setup2.png]Setup2.png[/docimg] You can also change a game from paid to free. For more details, please see [doclink=#switching]Switching from paid to free[/doclink] [section]Selling Content for your Game[/section] Whether your game is Free to Play or paid, you have two ways to sell content for your game: DLC or in-game purchases (microtransactions). …
To enable the interaction profile you must request to use the extension: [code]XR_VALVE_frame_controller_interaction[/code] Then you can suggest bindings for the interaction profile path: [code]/interaction_profiles/valve/frame_controller_valve[/code] You can use the following paths: [code] "/user/hand/right/input/a/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/a/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/b/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/x/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/y/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/menu/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/right/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/right/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/right/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/right/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT "/user/hand/left/input/dpad_up/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_up/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_left/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_down/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/dpad_right/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/view/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/system/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/bumper/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/squeeze/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/trigger/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/trigger/value", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/touch", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/click", XR_ACTION_TYPE_BOOLEAN_INPUT "/user/hand/left/input/thumbstick/x", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick/y", XR_ACTION_TYPE_FLOAT_INPUT "/user/hand/left/input/thumbstick", XR_ACTION_TYPE_VECTOR2F_INPUT "/user/hand/left/input/grip/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/input/aim/pose", XR_ACTION_TYPE_POSE_INPUT "/user/hand/left/output/haptic", XR_ACTION_TYPE_VIBRATION_OUTPUT [/code] [subsection=openvr]OpenVR Bindings[/subsection] You can bind to the Steam Frame Controllers like you would any other OpenVR controller type. …
[code] Left Controller "/user/hand/left/input/dpad_up": click, touch "/user/hand/left/input/dpad_down": click, touch "/user/hand/left/input/dpad_left": click, touch "/user/hand/left/input/dpad_right": click, touch "/user/hand/left/input/view": click, touch "/user/hand/left/input/bumper": click, touch "/user/hand/left/input/trigger": click, touch, value 1d "/user/hand/left/input/grip": click, touch, value 1d "/user/hand/left/input/thumbstick": click, touch, value 2d "/user/hand/left/input/system": click, touch Right Controller "/user/hand/right/input/a": click, touch "/user/hand/right/input/b": click, touch "/user/hand/right/input/x": click, touch "/user/hand/right/input/y": click, touch "/user/hand/right/input/menu": click, touch "/user/hand/right/input/bumper": click, touch "/user/hand/right/input/trigger": click, touch, value 1d "/user/hand/right/input/grip": click, touch, value 1d "/user/hand/right/input/thumbstick": click, touch, value 2d "/user/hand/right/input/system": click, touch [/code] [section]HMD[/section] It is unlikely that you will have a reason to need the hmd name, but if you do, its [b]controller_type[/b] is [code-inline]"frame_hmd"[/code-inline]. …
Submit Your Sale Page for Review[/subsection] When your Sale Page is complete, click 'Request Review' in the ‘Sale’ tab of the Sale Event Editor. Reviews typically take 2–3 business days, during which the team will ensure your event complies with the [doclink=/store/promo/organizers#10]Event Hosting Rules[/doclink]. …
[/td][/tr] [tr][td]2 Weeks Out[/td][td][b]Submit Sale Page & Assets[/b][/td][td]Finalize your sale page and submit it for review. If your event has been chosen for curated featuring, submit your layered PSD files to the Steam Events Team via the asset portal link shared in your ticket.…
[/list] The results of a compatibility review will not affect whether your game is available to customers on Frame, but will affect how it is presented. [callout]Note: This review process only applies for games (both 2D and VR) running locally on Steam Frame, not games running on a PC streamed to Frame.[/callout] This process is a direct extension of the existing Steam Deck Compatibility Review process. …
We trust you'll target what makes most sense for your game and customers. [b]Performance[/b] [list] [*][b]2D titles[/b]: your game must run at a minimum 30 fps at 1280x720 during normal play. [*][b]VR titles[/b]: your game must run at a minimum of 72 fps at 1728x1728 during normal play. …
However, the maximum number of Release State Override (beta) keys you can request for this purpose is generally 2,500 total. [u]You should not promise more than 2,500 [b]Release State Override (beta) keys[/b] for your game during your crowdfunding campaign[/u]. …
After that, all Steam Key requests are reviewed on a case-by-case basis. Release State Override (beta) keys are generally limited to 2,500 total. [list][*]If you’d like to run a larger-scale beta test ahead of your game’s launch, please use the Steam Playtest feature. …
[Section=Getting Started]Getting Started[/Section] Steam's implementation is based upon [url=http://oauth.net/2/]OAuth 2.0[/url]. During your initial setup you will need to contact Valve with the following information: [list] [*]What permissions you need the user to obtain. …
[docimg=steam_controller_face.png]steam_controller_face.png[/docimg] [subsection=Joystick]Joystick[/subsection] [b]Analog, 2 axes[/b] (+ digital "click") The analog joystick is essentially identical to a traditional controller's, including digital "click the stick" functionality. …
[docimg=steam_controller_triggers.png]steam_controller_triggers.png[/docimg] [subsection=HapticTrackpads]Haptic Trackpads[/subsection] [b]Analog, 2 axes[/b] (+ digital "click") The haptic trackpads are perhaps the defining feature of the Steam Controller, as well as the most versatile physical inputs on the device. …
Once an application has been shared, the invite will be active for the next 2 weeks or until the share is completed if less than 2 weeks. An invite can be canceled at anytime by the sender through the App Share Tool or a Valve employee if requested by [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…
[table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] …
[section]Steam Deck™ Brand Guidelines and Logos[/section] Last Updated: May 2,2022 To ensure that Steam Deck™ branding and trademarks are used consistently across all marketing and communication materials, we have some guidelines that should be followed by all partners when using Steam Deck branding. …
The next time we open the radial menu, we will see this instead: [docimg=slime_rancher_2.png]slime_rancher_2.png[/docimg] Now we have options such as "Take screenshot", "Show keyboard", and volume controls. …
" [docimg=slime_rancher_add_layer_1.png]slime_rancher_add_layer_1.png[/docimg] We'll call it "System Options." [docimg=slime_rancher_add_layer_2_1.png]slime_rancher_add_layer_2_1.png[/docimg] Now that that's done, we return to our base configuration and "game controls" action set, then select the left trackpad and configure our basic radial menu: [docimg=slime_rancher_radial_menu_config_1.png]slime_rancher_radial_menu_config_1.png[/docimg] Everything is pretty normal except for Menu Button 5, which activates the action set layer. …
[section=PerformanceGraph]Performance Graph[/section] You can turn on the in-headset performance graph from the Quick Access Menu: click the Clock button in the lower right hand corner of the Dashboard, then the Performance button, scroll down to VR Settings and toggle [b]Show Perf Overlay In VR[/b]. [docimg=steamframe-perfgraph2.png]steamframe-perfgraph2.png[/docimg] The overlay is made of 2 parts: a colored history graph representing game frame times and some raw numbers. …
In other words, they mean that your game is making framerate. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. …
Of course, you'll need to update the name later before your game is announced and releases its Coming Soon store page. [*]Release State Override keys are limited to 2,500 per app. If you need more than 2,500 keys for a confidential playtest, then the probability of a leak is increasing to the point where you're likely "announcing" your product anyway. …
[docimg=friendinvite3.png]friendinvite3.png[/docimg] [docimg=friendinvite2.JPG]friendinvite2.JPG[/docimg] Like other Steam playtest options, everything can be configured in the dashboard. [docimg=invitefriends1.png]invitefriends1.png[/docimg] Using the dashboard, you can specify the number of invites each player gets: 1, 2, or 3 You can also enable friend invites or pause new friend invites anytime with a few clicks. …
[/td][/tr] [tr=k_ERemotePlayInputMouseButtonDown][td][b]k_ERemotePlayInputMouseButtonDown[/b][/td][td]2[/td][td]Mouse button down event.[/td][/tr] [tr=k_ERemotePlayInputMouseButtonUp][td][b]k_ERemotePlayInputMouseButtonUp[/b][/td][td]3[/td][td]Mouse button up event.…
[/td][/tr] [tr=k_ERemotePlayMouseWheelDown][td][b]k_ERemotePlayMouseWheelDown[/b][/td][td]2[/td][td]Mouse wheel scrolled towards the user.[/td][/tr] [tr=k_ERemotePlayMouseWheelLeft][td][b]k_ERemotePlayMouseWheelLeft[/b][/td][td]3[/td][td]Mouse wheel scrolled to the left.…
. [*]Once a game is registered, you can then enter discounts on the Sale Approvals page: https://partner.steamgames.com/promotion/discounts/dashboard/ [/olist] [b]Q. Can I participate with my free to play (F2P) game?[/b] A. While discounted released games will be featured most prominently—and unless otherwise noted in the event-specific documentation—F2P games are welcome to participate and will be included in a section for F2P games. F2P games are generally not eligible to appear in the official event trailer for Steam themed sale events. [b]Q. Can I participate with my unreleased game?…
[section]Special inputs[/section] In addition to emulating mouse, keyboard, and gamepad input, there are also a row of special bindings at the top: [docimg=legacy_mode_2.png]legacy_mode_2.png[/docimg] [subsection]Change Action Set/Layer[/subsection] [docimg=legacy_action_set.png]legacy_action_set.png[/docimg] This lets you activate Action Sets or [doclink=features/steam_controller/action_set_layers][/doclink] that you have defined yourself. …