Steamworks Documentation
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ISteamMicroTxn Interface

The agreementid can be retrieved using [webapi]ISteamMicroTxn/GetUserAgreementInfo[/webapi]. [b]Response:[/b] [list] [*] [code-inline]response[/code-inline] [list] [*] [code-inline]result[/code-inline] - Result of the operation. …

[/list] [/list] [/list] [section=GetUserInfo]GetUserInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserInfo/v2/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Steamworks Web API [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Top Sellers Lists

[subsection]Home page Top Sellers List[/subsection] This list appears on the [url=https://store.steampowered.com/]Steam home page[/url], showing the top 10 items selling on Steam right now. …

However, all users can click through to see the global Top-Sellers list.…

Store Page, Building and Editing

snr=2___ ]More Info[/url] [*]Changes to Store Page Written Descriptions- [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4201376568915048836]More Info[/url] [list][*]No links to other websites - This means that you cannot use your store page to link to any other website, including social media pages. …

If you have related products, you can set up bundles, franchises, or developer homepages.[/list] [/list] [subsection]Under "Special Settings" Tab[/subsection] [list][*]Pinned Bundles - Manage the order of the first bundles that appear on your store page - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Related Games that you make - Control which developer, publisher, or franchise is highlighted below each game’s written description - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [*] Feature a DLC - Highlight one item of DLC at the top of the DLC list in a bigger way - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [/list] [section]Store Beta Mode[/section] When you are initially creating your store page, or when editing an existing store page, you can see most of your changes in beta mode before making those changes public. …

Changing Your Game's Name

[subsection]Where Your Game Name is Defined[/subsection] Your game's name is defined in three main locations: [list] [*][b]Store info[/b] - On the "Basic Info" tab under "Edit Store". This name is used within the Steam store, including search results. [*][b]Steamworks Info[/b] - On the "General Application Settings" tab under Steamworks Settings. This name is used within the Steam library and the Steam Community. [*][b]Package Info[/b] - Each store package that sells your game. This is used to present your purchase option shown on your store page and during the checkout process. …

ISteamNetworkingSockets Interface

(But the messages are not grouped by connection, so they will not necessarily appear consecutively in the list; they may be interleaved with messages for other connections.) [section=functions_connection_info]Connection info[/section] [subsection=GetConnectionInfo]GetConnectionInfo[/subsection] [code=cpp]bool GetConnectionInfo( HSteamNetConnection hConn, SteamNetConnectionInfo_t *pInfo );[/code] Returns basic information about the high-level state of the connection. …

(It should be at least k_cbMaxSteamDatagramGameCoordinatorServerLoginSerialized.) [/list] On a successful exit: [list] [*] k_EResultOK is returned [*] All of the remaining fields of pLoginInfo will be filled out. [*] *pcbSignedBlob contains the size of the serialized blob that has been placed into pBlob. …

ISteamWebAPIUtil Interface

Provides miscellaneous Web API related functionality through utility methods. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetServerInfo]GetServerInfo[/section] [code=http]GET https://api.steampowered.com/ISteamWebAPIUtil/GetServerInfo/v1/[/code] This call has no additional parameters. [section=GetSupportedAPIList]GetSupportedAPIList[/section] [code=http]GET https://api.steampowered.com/ISteamWebAPIUtil/GetSupportedAPIList/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td][/td][td]The Steamworks Web API authentication key which is required to receive restricted methods.[/td][/tr] [/table] Gets the list of supported API calls. This is used to build this documentation.…

IGameServersService Interface

[b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetAccountList]GetAccountList[/section] [code=http]GET https://api.steampowered.com/IGameServersService/GetAccountList/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

[/td][/tr] [tr][td][b]server_steamids[/b][/td][td]uint64[/td][td]✔[/td][td][/td][/tr] [/table] Gets a list of server IP addresses given a list of SteamIDs…

ISteamNetworkingMessages Interface

Once all open channels to a user have been closed, the open session to the user will be closed, and any new data from this user will trigger a [apitype]ISteamNetworkingMessages::SteamNetworkingMessagesSessionRequest_t[/apitype] callback [subsection=GetSessionConnectionInfo]GetSessionConnectionInfo[/subsection] [code=cpp]ESteamNetworkingConnectionState GetSessionConnectionInfo( const SteamNetworkingIdentity &identityRemote, SteamNetConnectionInfo_t *pConnectionInfo, SteamNetConnectionRealTimeStatus_t *pQuickStatus );[/code] Returns information about the latest state of a connection, if any, with the given peer. …

[code] struct SteamNetworkingMessagesSessionFailed_t { /// Detailed info about the session that failed. /// SteamNetConnectionInfo_t::m_identityRemote indicates who this session /// was with. SteamNetConnectionInfo_t m_info; }; [/code] …

Steam Matchmaking & Lobbies

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. …

Lobby metadata can be downloaded separately for all lobbies, which your game can then use to either show a list of lobbies for a user to pick from, or the game can automatically decide which search result to join [/list] [section]More Questions?…

Participating in Third-Party Sales Events

[/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?…

How can I be added?[/h4] [b]A:[/b] Please reach out to the event organizer. [/list] [section]Have Questions?[/section] https://help.steampowered.com/en/wizard/HelpWithPublishing?issueid=927 …

Steam Input Devices

Developers should familiarize themselves with all of these devices since the player base uses the full range of devices. If you're interested in finding out more info about the distribution of controllers used with Steam you can find more info in this [url=https://steamcommunity.com/games/593110/announcements/detail/1712946892833213377]blog post[/url] [section=ListDevices]Supported Devices[/section] Steam Input supports all the major controllers that players use with Steam. We constantly update Steam with support for new devices so you don't have to! These are the major devices that we currently support. [list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…

ISteamNews Interface

[/td][/tr] [tr][td][b]enddate[/b][/td][td]uint32[/td][td][/td][td]Retrieve posts earlier than this date (unix epoch timestamp)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td]# of posts to retrieve (default 20)[/td][/tr] [tr][td][b]feeds[/b][/td][td]string[/td][td][/td][td]Comma-seperated list of feed names to return news for[/td][/tr] [/table] Get the news for the specified app. Publisher only version that can return info for unreleased games. …

They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Removes element names from arrays [/list] [b]NOTE:[/b] This call requires the publisher API key that owns the specified App ID to use this method. …

Suggesting default user settings for your game

Example [b]vrpreferences.json[/b]: [code=json] { "steam_frame": { "preferResolution": 2160, "preferMinRefreshRate": 90, "preferHalfFramerate": true, "preferMotionSmoothingMode": "off" } } [/code] This example file suggests: [list] [*]A default resolution of 2160x2160 [*]A default display refresh rate of 90 Hz [*]A default frame throttling to 1/2 (Frame Limit to 45 FPS) [*]A default override to disable Motion Smoothing [/list] To validate that the [b]vrpreferences.json[/b] is picked up by SteamVR, the [b]vrserver.txt[/b] log file can be searched: [code=plain] [Info] - [Settings] Loading app-provided preferences from '/home/steamos/.local/share/Steam/steamapps/common/<game folder>/vrpreferences.json' [/code] Parsing errors will be reported in this log, for example: [code=plain] [Info] - Parsing of JSON file "/home/steamos/.local/share/Steam/steamapps/common/[...]/vrpreferences.json" failed: * Line 5, Column 3 4: "preferMinRefreshRate": 120, 5: } 6: } Missing '}' or object member name Tue Jul 28 2026 11:05:56.126069 [Info] - [Settings] No or invalid application preferences settings at '/home/steamos/.local/share/Steam/steamapps/common/[...]/vrpreferences.json' [/code] To fully validate that all preferences are being picked up, use [b]VR Settings -> Video -> Per-Application Video Settings[/b], press [b]Reset to Default[/b] and check the defaulted settings against the specified preferences.…

ISteamUserStats Interface

This function must be used in cojunction with [api]ISteamUserStats::GetNumAchievements[/api] to loop over the list of achievements. In general games should not need these functions as they should have the list of achievements compiled into them. …

= -1 ) { printf( "AchievementInfo - name: %s, percent: %f, unlocked: %d", achName, achPercent, achUnlocked ); // Do something like add/update this info in your local achievement object or display it to the user. …

Branches (Betas)

The most common use of a beta branch is for testing. Example if your title is currently live on Steam: [list] [*] You need to fix some issues that you're seeing pop up in [doclink=features/error_reporting]Error Reporting[/doclink], but you need a means of testing your fixes before updating the game for your customers. [*] You are not shipping any new content, so you don't mind if customers want to opt-in to your beta and play the version you are working on. [*] Here are the steps to set that up: [list] [*] Create a new branch in the Builds tab of your App Admin [*] Using the ContentBuilder tools in the Steamworks SDK, upload the build you wish to use for testing [*] Refresh your App Admin page and the latest build should appear at the top of the list labeled [b]Showing last 50 builds:[/b] [*] Select the branch from the "Set build live for branch..." dropdown menu. [*] Click on the "Preview Change" button for the build you selected. [*] Click on "Set Build Live Now" to immediately make your branch available in Steam. [/list] [/list] [section]Switching Branches from within your game[/section] Steam has a set of APIs that lets a game tell Steam to switch the user to a particular beta branch. …

IPartnerFinancialsService Interface

[b]Return values[/b][table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]results[/b][/td][td]CPartnerFinancials_DetailedSalesResult[/td][td]A repeating field containing detailed sales information[/td][/tr] [tr][td][b]key_request_info[/b][/td][td]CPartnerFinancials_KeyRequestInfo[/td][td]The key request details for this response[/td][/tr] [tr][td][b]package_info[/b][/td][td]CPartnerFinancials_PackageInfo[/td][td]The package id values for the response and their respective names[/td][/tr] [tr][td][b]app_info[/b][/td][td]CPartnerFinancials_AppInfo[/td][td]The app id values for the response and their respective names[/td][/tr] [tr][td][b]bundle_info[/b][/td][td]CPartnerFinancials_BundleInfo[/td][td]The bundle id values for the response and their respective names[/td][/tr] [tr][td][b]discount_info[/b][/td][td]CPartnerFinancials_DiscountInfo[/td][td]The discount details for the response[/td][/tr] [tr][td][b]combined_discount_info[/b][/td][td]CPartnerFinancials_CombinedDiscountInfo[/td][td]The combined discount details for the response[/td][/tr] [tr][td][b]game_item_info[/b][/td][td]CPartnerFinancials_GameItemInfo[/td][td]The app id and game item id values for the response and their respective descriptions and categories[/td][/tr] [tr][td][b]country_info[/b][/td][td]CPartnerFinancials_CountryInfo[/td][td]The country codes, names, and regions from the response[/td][/tr] [tr][td][b]partner_info[/b][/td][td]CPartnerFinancials_PartnerInfo[/td][td]The partner ids and names from the response[/td][/tr] [tr][td][b]max_id[/b][/td][td]int64[/td][td]The largest id returned from this result set. …

Provides overall summary values, as well as by-country and by-language summary amounts. To generate a list of AppIDs for your partner account, you can use [url=https://partner.steamgames.com/doc/webapi/ISteamApps#GetPartnerAppListForWebAPIKey]GetPartnerAppListForWebAPIKey[/url] with a [i]normal[/i] (ie. non-Financial permission) WebAPI key. …

Custom Engines

[subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. …

Make sure things like Android Studio are closed. [/list]…

ISteamUser Interface

[section=GetAppPriceInfo]GetAppPriceInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetAppPriceInfo/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

The provided Steamworks Publisher Key is used for both authentication and to generate the list of appids to check against. [section=GetFriendList]GetFriendList[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetFriendList/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API user authentication key.…

Steam Input Gamepad Emulation - Best Practices

This API will also return other non-gamepad devices and doesn't have a reliable index to directly map from Steam Input functions. Instead you can get this info by querying RIDI_DEVICENAME string from GetRawInputDeviceInfo() which is encoded with the USB VID/PID of real device, gamepad index, and Steam Input handle with the following format: \\.…

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 ) !…

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