[/td][/tr] [/table] These settings are specific to certain activation types: [table] [tr][th]Name[/th][th]Values[/th][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Interruptable[/td][td]Off, On[/td][td]Regular Press, Release Press[/td][td]Interruptable activators can be paused or stopped by other activators. For example, a long press activator can interrupt a full press activator so the full press only fires if the long press doesn't. If not interruptable, it ignores the other activator in regards to behavior.…
While Steam Frame is primarily designed for high quality game streaming from a PC, it's also a full PC running SteamOS, with standalone capabilities: games can be run entirely on the headset, not connected to anything. Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. …
[/i]) [/list] [b]Seamlessness[/b] [list] [*][b]no device compatibility warnings[/b]: the app must not present the user with information that the Frame software (ie., specific Linux distribution) or hardware (ie., GPU) is unsupported. [*][b]launchers[/b]: for games with launchers, those launchers also must meet the requirements listed here, including full navigability with a controller. ([i]Recommendations: We recommend strongly against requiring the user to navigate a launcher to play your game.…
Unlike a [doclink=/store/application/demos]Demo[/doclink], which offers a separate demo build of your game via a separate demo app ID, Free Weekends grant players full access to your base game via its current app ID, albeit for a limited time. Free Weekends also differ from [doclink=store/freetoplay]Free to Play games[/doclink], which are always available at no cost. …
Players who participated will still see your game listed in their Steam libraries, but they’ll only be able to uninstall it - continued play requires purchasing the full version. [docimg=FreeWeekend_Packages.jpg]FreeWeekend_Packages.jpg[/docimg] [section]Timing [/section] Free Weekends typically run from [b]Thursday at 10 AM Pacific[/b] to [b]Monday at 10 AM Pacific[/b]. …
[olist] [*]Select the "Description" tab [*]Scroll down to "Special Announcement Section" and add a new section [*]Select from the pre-defined string drop-down for "Roadmap" to give the section the title of Roadmap [*]Drag your roadmap image into the text field [*]Save and publish your store page [/olist] [docimg=roadmapsection.png]roadmapsection.png[/docimg] [section]Best Practices[/section] [list] [*]Upload an image that is at least 1600px wide. This will allow customers to click the asset to view the full-size image with greater detail. [*]Try to avoid making specific promises unless you are confident that you can deliver, regardless of sales performance or player feedback. …
To start a round: [olist] [*] Select your product from your Steamworks home page to go to that product's landing page [*] On the product landing page in Steamworks, click "Marketing & Visibility" [*] There, you will see a section for "Product Update Visibility Rounds" where you can start an update round [/olist] [subsection]Five Rounds to Start[/subsection] Each product will start with five rounds that can be used for this visibility. These five rounds are shared between Early Access and full release, so if you use them all during Early Access, you won't have any available for major updates after your product has fully launched. …
[callout] [list] [h3][b]Recommended Setup[/b][/h3] [*][b][u]PC Cafés - Patrons log in with their personal Steam account for the full Steam experience[/u][/b] This setup lets users experience Steam at your location in exactly the same way as they would at home. …
Where it makes sense, there are options on Steam to sell additional content as [doclink=store/application/dlc]DLC or expansions[/doclink] but the core game should be a full experience without requiring an additional purchase. [h4]User Generated Content[/h4] The PC brings some great opportunities for integrating user-generated content into the gameplay experience. …
[section]Pricing Types[/section] Steam supports multiple business models that games use to price content, whether it be the single purchase of a full game, DLC, in-game microtransactions or recurring subscriptions. This article focuses mostly on package pricing, which is the purchase option that shows up to customers on the game's Steam store page. …
If you would like to have a free demo to show off your game, you're welcome to do so. Your demo and full game can share files as well to continue game play. 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]. …
[subsection]Product Launches (Release or Early Access)[/subsection] When your game releases, either in Early Access or as Full Release, any user that has the game on their wishlist at that time will receive an e-mail and/or mobile push notification about the game being available. If your game has released in Early Access and then transitions to Full Release, another e-mail will be sent to users with the game on their wishlist at that time. For more information on preparing for release, please see the [doclink=store/releasing][/doclink] documentation. …
The number of results is limited, so multiple requests should be made to obtain the full list. The results are returned in order of [code-inline]appid[/code-inline], subsequent requests should pass the last appid returned by the previous request as the [code-inline]last_appid[/code-inline] parameter. …
Background groupings allows you to configure background visuals that span one or more section of your sale page. These backgrounds span the full width of the page, and let you apply various formatting of images and/or gradient colors. [section]Before you start[/section] In order to make use of this feature, you will need to: [list] [*]Review the [doclink=store/promo]rules and guidelines[/doclink] for the type of event you are running. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
If you already have a well-optimized PCVR build, you may want to see if adjusting quality settings is sufficient for making framerate. We currently recommend targeting Android to take full advantage of optimizations tailored for mobile hardware. First, make sure you have turned on [b]Developer Mode[/b] as described in the [doclink=steamframe/setup][/doclink] this will let you deploy to the headset. …
This allows for foveated rendering, where the user’s gaze location is rendered at full resolution, while areas of the screen that are farther away are rendered at a lower resolution in order to save GPU time. There are two variants of VRS for Steam Frame devices:runtime-provided VRS, which allows the runtime to provide the application with a foveation map to use, and the Legacy VRS system, which allows for application-driven setting of the Fragment Density Map (FDM). …
For general information about communicating with customers, see our [doclink=marketing/community_moderation]Moderation Best Practices documentation[/doclink] and watch [url=https://www.youtube.com/watch?v=Fwv1G3WFSfI]Robin Walker’s full presentation[/url] from Steam Dev Days. [callout][b]Note[/b]: Customers expect to be able to download your game and future updates within the Steam client. …
It does mean, however, that reading feedback and being responsible for the community should be part of the dev team’s role, rather than delegated out to community managers or a separate PR team. Watch the [url=https://www.youtube.com/watch?v=Fwv1G3WFSfI]full Dev Days talk[/url] for specific examples and additional insights. [subsection]DLC or part of the base game?[/subsection] When you release new content for your game, you have a few options for how you can provide that content to players. …
Lobbies are uniquely identified by Steam ID, like users or game servers. The Steamworks Example has a full working implementation of lobbies. [section]Matchmaking process flow[/section] The usual model for getting groups together to play is as follows: [olist] [*] User selects in the game that they want to play multiplayer, and what kind of multiplayer they want (rules, scenario, etc.) [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. [*] If a lobby is found, then the game joins that lobby; if no lobby is found, then it creates a new lobby [*] Users stay in a lobby until there are enough players ready to launch the game. …
The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). To add filters, before you call [code-inline]RequestLobbyList[/code-inline] you need to call one or more of the filtering functions: [list] [*] [api]ISteamMatchmaking::AddRequestLobbyListStringFilter[/api] - Adds a string comparison filter. [*] [api]ISteamMatchmaking::AddRequestLobbyListNumericalFilter[/api] - Adds a numerical comparison filter. [*] [api]ISteamMatchmaking::AddRequestLobbyListNearValueFilter[/api] - Sorts the results closest to the specified value. [*] [api]ISteamMatchmaking::AddRequestLobbyListFilterSlotsAvailable[/api] - Filters to only return lobbies with the specified number of open slots available. [*] [api]ISteamMatchmaking::AddRequestLobbyListDistanceFilter[/api] - Sets the physical distance for which we should search for lobbies, this is based on the users IP address and an IP location map on the Steam backed. [*] [api]ISteamMatchmaking::AddRequestLobbyListResultCountFilter[/api] - Sets the maximum number of lobbies to return. …
[section]Setting Up: Linked App List[/section] If your sale contains more than about 20 games, you may want to use the Linked App List to define the full set of games to include on your page. Once you have done that, you can then use specific filter criteria within each "Apps and Bundles" section to display different sets of games. …
This means that they can earn XP, badges, collect game drops, or even make in-game purchases within your business just as they would at home. This brings the full Steam experience to your organization and your customers. Patrons can purchase in-game content or DLCs for games they're "checking out" while in the arcade. …
The developer/publisher is able to [list][*]Engage the target audience[/list] [list][*]Expand the fan base[/list] [list][*]Help existing players explore the full game[/list] [list][*]Infuse excitement into the community around updates[/list] [subsection]Steam Broadcast Features[/subsection] Broadcast is a complimentary service and is available to all partners at no additional cost. …
If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. Animated assets can be a maximum of 12 seconds in duration. …
Steam's specific discounting rules are as follows: [subsection]30-Day Release Cooldown[/subsection] A product cannot be discounted for 30 days [i]following[/i] its release, including both its Early Access release (if applicable) and its Full Release. There is one exception to this rule:[list] [*]A [b]Launch Discount [/b]is an optional introductory offer which allows a product to be on discount at its release. …
Rushing into a 50% or 75% discount weeks after your launch, or releasing with a very high launch discount, sends a bad message to customers who bought at full price and undermines the value of your title. [subsection]Time discounts to content updates[/subsection] When figuring out your discounting plan, try to make as big an event as possible, ideally tying the discount to a content update as well. …
[/list] [b]Potential disadvantages include:[/b] [list] [*]You will not be able to manage individual permissions - all Steamworks partners will have full access to manage the Application within their own Steamworks account. [/list] [section]FAQ[/section] Ultimately how you choose to manage Applications in your account is up to you. …