Steamworks Documentation
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Events and Announcements Visibility

You can control homepage visibility of older events in two ways: [list][*]When you publish a new event, we will present you a dialog showing the other events that are visible in the homepage and let you choose to hide older ones. [*] You can always manage homepage visibility from the Events and Announcement Dashboard [/list] [callout]Don't fret, those "hidden" events are not deleted. …

In these cases, users would likely only want to know the latest announcement. [/list] [section]Featured Event[/section] On your game page in the library, we usually show events in chronological order with the newest at the top. …

Steam Inventory Service

[/list] [*] Use the [doclink=features/inventory/webfunctions#BuyItem]simple Steam purchase web UI[/doclink] by linking to [code-inline]https://store.steampowered.com/buyitem/:appid/:itemdefid/[/code-inline]. …

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ISteamGameServerStats Interface

[b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. [list] [*] The specified stat exists in App Admin on the Steamworks website, and the changes are published. [*] [api]ISteamGameServerStats::RequestUserStats[/api] has completed and successfully returned its callback. [*] The type passed to this function must match the type listed in the App Admin panel of the Steamworks website. …

[/list] [section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. …

Steam Personal Calendar

[/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.…

DLC follows the same wishlist and player-behavior logic as all other products. [/list] [b]Weekend Releases[/b] The calendar currently shows Monday through Friday, since relatively few games launch on weekends (though this varies by time zone). …

Steam HTML Surface

The interface can be accessed through the [code-inline]SteamHTMLSurface()[/code-inline] interface pointer. Below is a list of the most commonly used methods in this API. Please refer to the API reference for details on interacting with the web page (scrolling, clicking links), using javascript, file dialogs, etc. …

Results in a [api]ISteamHTMLSurface::HTML_StartRequest_t[/api] as the request commences. [*] [api]ISteamHTMLSurface::AllowStartRequest[/api] You must call this in response to a [api]ISteamHTMLSurface::HTML_StartRequest_t[/api] callback. [/list] [subsection]CallBack Setup[/subsection] There are a series of callbacks that can be setup to determine when certain browser events occur (see [code-inline]isteamhtmlsurface.h[/code-inline] for a complete list). …

Steam Networking

An open-source version is available on [url=https://github.com/ValveSoftware/GameNetworkingSockets]github[/url]. [list] [*] [api]ISteamNetworkingMessages[/api] is a high level interface for sending messages to arbitrary peers. It is like UDP, in the sense that connection handles are not used. …

For there are many great articles on various networking topics around the internet. A few recommendations from us: [list] [*] [url=http://gafferongames.com/networking-for-game-programmers/]Gaffer on Games - Game Networking[/url] [*] [url=https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking]Source Multiplayer Networking on the Valve Developer Community[/url] [/list] See the [doclink=sdk/api/example][/doclink] for an example of using the [api]ISteamNetworkingSockets[/api] for client-server communication. …

User Reviews

The exception is sending a copy of your game to press or internet personalities to get previews or reviews. [*]Don’t ask customers to review your product from within your application. [/list] [section]How Reviews Are Displayed[/section] [list] [*][url=https://partner.steamgames.com/doc/store/earlyaccess]Early Access[/url]: Once a product fully releases from Early Access, reviews from the Early Access period will be marked on the store page. …

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. [b]Q. My game or software has changed a lot since it launched. …

Action Manifest Files

[section]Overview[/section] Custom configuration files can be included directly within your game depots for a number of benefits: [list] [*]Official configurations can be checked into Perforce or other revision control tools [*]Managing configurations between different branches of your game or between a public and private AppID is easier [*]Updates are atomic rather than being done via two publishing steps in Steamworks [/list] [section]Format[/section] The action manifest file is an extension of the [doclink=features/steam_controller/iga_file][/doclink] which includes an extra section containing a list of official configurations broken out by type: [code] "Action Manifest" { "configurations" { } "actions" { } "localization" { } } [/code] For information about the action and localization sections please see the [doclink=features/steam_controller/iga_file][/doclink] documentation. [subsection]Configuration List[/subsection] In the controller configuration section the configurations are listed by controller type, then by priority for loading. …

Packages

Developer Comp packages are also useful for testing with accounts which aren’t in your Steamworks partner group, and testing new Depot content on released products. [/list] [callout=red][b]Note:[/b] It is not possible to create packages that grant multiple copies of an application (e.g. "4-packs"). …

[callout=red][b]Note:[/b] If you remove an App ID but not all of the depots associated with that App ID from a package, the depot ID will be listed as "Unknown Depot". Leaving an "Unknown Depot" in a package can cause a mismatch of packages or grant content that you may not have intended to grant.…

Sale Page Tools - Background Groupings

[/list] [section]Using the Background Groupings[/section] [subsection]Enabling Groupings[/subsection] To start using groupings, you'll need to be in preview mode of your sale page. …

[/list] [subsection]Adding Sections to a Grouping[/subsection] Once you have defined a background grouping, you'll see a button to move the next content section into that grouping. …

Steam Leaderboards

[docimg=spacewar_leaderboards]spacewar_leaderboards[/docimg] The following fields must be completed to define a leaderboard: [list] [*]Name - Set this to be a name that makes sense as part of internal development. [*]Community Name - If the leaderboard is to be shown on the Community Hub, set the public facing name here. …

Once uploaded, Steamworks leaderboards are immediately updated to reflect the new score, and the new entry order can be retrieved through DownloadLeaderboardEntries.[/list] [section]Attaching User Generated Content[/section] After a score has been uploaded you have the option to attach user generated content for the entry. …

Content Survey

If your game used AI services during development or incorporates AI services as a part of the product, this section will require you to describe that implementation in detail: [list][*][b]Pre-Generated:[/b] Any kind of content that ships with your game and is consumed by players that is created with the help of AI tools during development. …

[/list] [b]Q. My game connects to a Live-Generated AI service, which incurs ongoing costs for each input/output. What should I do?[/b] A. …

Error Codes & Responses

</p><br></contents> <feedlabel>TF2 Blog</feedlabel> <date>1495218420</date> <feedname>tf2_blog</feedname> <feed_type>0</feed_type> <appid>440</appid> </newsitem> </newsitems> <count>2385</count> </appnews> [/code] [/list] [*] [h4]VDF (Valve Data Format)[/h4] [list] [*] This is Valve's internal data format as used in the Source Engine games. …

</p><br>" "feedlabel" "TF2 Blog" "date" "1495218420" "feedname" "tf2_blog" "feed_type" "0" "appid" "440" } } "count" "2385" } [/code] [/list] [/list] A flexible solution should be used to parse Web API results as each method may return results in an arbitrary order. …

Steamworks Virtual Conference: Steam Deck - Nov 12th 2021

You can find the English broadcast of the conference on youtube: [url]https://www.youtube.com/watch?v=P6CUQeHIxDA[/url] Topics covered: [list] [*]Steam Deck Hardware [*]Steam on Deck [*]Proton Support [*]Steam Input [*]Steam Deck Verified [*]APU deep dive with AMD [/list] …

Events and Announcements Examples

[/list] [docimg=Library-Breakdown.jpg]Library-Breakdown.jpg[/docimg] [subsection]Hero Image and Game Logo[/subsection] The [b]hero image[/b] supplied for your game will act as the branding/header for your game details page and as a visual anchor representing where a user is within the Steam Client. …

In the rare case, you may want to change your hero image to reflect [b]major changes in your game[/b]. Some scenarios for updating your library hero image are: [list] [*]major content update [*]the start of a new game season [*]addition of a new game character [*]a long running seasonal event (a multi-week Halloween or Christmas update) [/list] [subsection]Cover Image[/subsection] Your [b]cover image[/b] is reused alongside the event Title and Summary when displaying previous events/announcements in the user's Activity Feed. …

Licensees

[section] Steam PC Café Features[/section] [h4]Licensed Use of Commercial Content[/h4] [list] [*]A [b]free license to offer Steam and SteamVR[/b] access to the public in your registered locations. [*][b]Access to purchase commercial game licenses for content offered on Steam[/b] from participating developers/publishers. …

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Broadcast Viewership Statistics

[subsection]Concepts[/subsection] On the broadcast history page, you will see a table with two type of rows: Broadcast Sessions and Upload Sessions. [list] [*] [b]Broadcast Session[/b] - This is created by Steam when you first start a live stream and will continue to exist for at least 5 minutes after you stop streaming. …

Therefore, if the same viewer watches two different upload sessions for the same broadcast session, they would only be counted as a single unique viewer. [/list] …

Getting Started for Developers

This means it allows any mix of mouse, keyboard, or gamepad input simultaneously. [*] When your game wants keyboard input (e.g. when naming avatars), you [doclink=features/steam_controller/getting_started_for_devs#6]use the API[/doclink] to automatically bring up the text entry UI. [*] Your game has no launchers that require mouse or KB input - or even better, no launcher at all. [/list] To ensure users have a good experience from the couch, we also recommend the following: [list] [*] Make your UI readable from several feet away. …

[section]Text Input[/section] On-screen text input is not technically part of the [apitype]ISteamInput[/apitype], but is found instead in [apitype]ISteamUtils[/apitype]. Some quick references: [list] [*] [apitype]ISteamUtils::ShowGamepadTextInput[/apitype] [*] [apitype]ISteamUtils::GetEnteredGamepadTextLength[/apitype] [*] [apitype]ISteamUtils::GetEnteredGamepadTextInput[/apitype] [/list] You might find these useful regardless of whether you're using Steam Input in any way. …

OpenXR Game Engine Integrations

Steam Frame supports development and deployment from Unity, Unreal Engine, Godot, and your own custom engine via OpenXR. See the pages below for information on your engine. [list] [*][doclink=steamframe/engines/unity][/doclink] [*][doclink=steamframe/engines/unreal][/doclink] [*][doclink=steamframe/engines/godot][/doclink] [*][doclink=steamframe/engines/custom][/doclink] [/list]…

Community and Client Icons

rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing with examples. [/td][/tr] [tr][td][b]Contents[/b][/td] [td][list] [*]Shortcut Icon [*]App Icon [/list][/td][/tr] [/table] [section=client_icon]Shortcut Icon [color=#ca5029]Required[/color][/section] [docimg=shortcut.png]shortcut.png[/docimg] [b]Usage:[/b] This icon is used when creating desktop shortcuts to launch your application. …

[docimg=mac_icon.jpeg]mac_icon.jpeg[/docimg] [/callout] [section=community_icon]App Icon [color=#ca5029]Required[/color][/section] [docimg=cs2.jpg]cs2.jpg[/docimg] [b]Usage:[/b] This image is used to represent your application in compact layouts where there isn't enough room for a larger capsule. For example, it is used in the library list view, "favorites" in chat, and notifications across the Steam client, mobile client, and Deck. The image is typically seen at a small size, but often on higher resolution screens. …

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