Steamworks Documentation
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Game Servers

You can get and interact with the users favorite servers with: [list] [*] [api]ISteamMatchmaking::GetFavoriteGameCount[/api] [*] [api]ISteamMatchmaking::GetFavoriteGame[/api] [*] [api]ISteamMatchmaking::AddFavoriteGame[/api] [*] [api]ISteamMatchmaking::RemoveFavoriteGame[/api] [/list] [section]Shipping your game server[/section] If you want to allow your community to host dedicated servers then special considerations may have to be taken when giving them access to the dedicated server files. …

Followers

[section]What following does[/section] There are two specific things that happen for a player that follows your game: [list] [*]When you post an event or announcement, those posts will appear in the activity feed for players that follow your game. Here is a link to your own activity feed for reference: https://steamcommunity.com/my/home [*]When you post an event or announcement, those posts will appear in the News Hub for players that follow your game. [/list] [section]How to see the number of followers[/section] When a player hits the button to follow your game, they are also technically joining a mostly hidden game group. …

Steam Workshop Item Tags

By default, all tags submitted by the game to Steam will show up listed for customers to see in the right-hand column of your application's Workshop home page. These tags are defined with [doclink=api/ISteamUGC#SetItemTags]ISteamUGC::SetItemTags[/doclink] when an item is uploaded from your game or submission tool. [docimg=tags_public.jpg]tags_public.jpg[/docimg] [section]Overriding Tags[/section] You can override the list of tags by specifying the specific tags and category titles that you wish to be visible. You can also add admin tags that are not visible to normal users. …

Updating Your Game - Best Practices

This is useful for getting word out to new and existing customers about your update. This also lists your title on a page of recently updated products. To use the Update Visibility Round, you will first need to post a Steam Community Announcement with details about your update. Check out the [doclink=marketing/visibility#update]Steam Update Visibility Round[/doclink] documentation for more details. [/list] …

Developer, Publisher, and Franchise Sale Pages

If you're seeking curated placement, be sure to reach out at least three months in advance to allow enough time to complete all tasks. [/list] [section]Sale Page Visibility On Steam[/section] Steam will also promote your Developer / Publisher / Franchise Sale in a few places across the Store. …

You can set these up in the 'Sale' tab of the Event Editor under 'Store Page Banner'. [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. …

Supported Currencies

The currencies listed as "live" below are currently available to customers on Steam. Currencies listed without being Live are ones where we collect prices and plan to release at some point in the future. …

These countries are: Bangladesh, Bhutan, Nepal, Pakistan, and Sri Lanka. Unless otherwise noted: [list] [*] Amount can result in a partial "dollar" value (e.g. 150 cents for $1.50). [*] Amount entered into the partner site or sent to the [webapi]ISteamMicroTxn/InitTxn[/webapi] API must be expressed using the hundredths value ("cents", "pence", etc.) of the selected currency ("dollar", "pound", etc.). …

Store and Platform Traffic Reporting

And your game can also appear to players in various places across the platform like friends lists or notifications, simply because those players have friends that are playing your game. It can be challenging to know where and how often your game is appearing to players and to understand the value you get out of distributing your game on Steam. …

[/list] [section]Frequently Asked Questions[/section] [b]Q. Can I track conversions from external marketing campaigns?[/b] A. Yes, you can use our UTM solution to measure conversions to wishlists, purchases, or activations. …

Livestreaming a Game Demo to the Steam Store

[/list] The Steam Broadcast servers will prevent streaming of content which the Steam user account is not permitted to play. This is a general safeguard to prevent unintentionally leaking game content via Steam broadcast. …

If you want to play the demo app then use a different Steam account than the one used for broadcasting. [/list] [subsection]Streaming Software[/subsection] There are many existing software packages that let you stream your game to a platform like Steam. …

Steam Inventory Item Tags

[code] <tag_list>: <tag_pair> { ";" <tag_pair> } <tag_pair>: <category_token> ":" <tag_token> [/code] [subsection]Item Tag Example[/subsection] [code] "tags":"class:elf;farms:potato;rarity:legendary;type:character;handed:ambi" ... …

For the [code-inline]tag_generator_values[/code-inline] field, it is a list of [code-inline]tag_token:chance[/code-inline] separated by the ";" character. If chance is omitted it defaults to 1.…

Removing a product from Steam

It’s not OK to continue selling Steam keys if the game is no longer listed on the Steam store. You will need to get a list of unsold keys from each of your retailers and ban them using the [url=https://partner.steamgames.com/partnerbatchbancdkeys/]Ban CD Key Tool[/url] [*][b]Communicate the change to your customers[/b] - It’s important to explain the situation to your customers. …

The store page for the game remains accessible, but is removed from listings in the store. …

ISteamTimeline

(See [api]ISteamTimeline::AddRangeTimelineEvent[/api] to add events that happened over time.) Examples could include: [list] [*]picking up a new weapon or ammo [*]scoring a goal [/list] The game can nominate an event as being suitable for a clip by passing [code-inline]k_ETimelineEventClipPriority_Standard[/code-inline] or [code-inline]k_ETimelineEventClipPriority_Featured[/code-inline] to [code-inline]ePossibleClip[/code-inline]. …

[/td][/tr] [/table] Use this to mark an event [b][color=#ffd55f](A)[/color][/b] on the Timeline that takes some amount of time to complete. Examples could include: [list] [*]a boss battle [*]an impressive combo [*]a large team fight [/list] The game can nominate an event as being suitable for a clip by passing [code-inline]k_ETimelineEventClipPriority_Standard[/code-inline] or [code-inline]k_ETimelineEventClipPriority_Featured[/code-inline] to [code-inline]ePossibleClip[/code-inline]. …

OAuth

During your initial setup you will need to contact Valve with the following information: [list] [*]What permissions you need the user to obtain. The required permissions are listed below with each API call. Note that if you are not planning on supporting cross-platform Cloud sync or Workshop support, we will not provide you with a Client ID. [*]The token lifetime. [*]The redirect URI to send the user back to after completing authentication/authorization. [/list] In return, Valve will assign a [b]Client ID[/b] for your implementation. To authenticate a user, redirect the user to [code]https://steamcommunity.com/oauth/login?…

Setup instructions for the VR arcade model

[h3]Create and add your dedicated VR accounts[/h3] [callout] [list] [*]First, please go ahead and create one Steam account per VR station that will be used at the location. Create the [url=https://store.steampowered.com/join]new Steam accounts here[/url]. …

Adding the station's account to your licensed master account is required in order to view and purchase commercial licenses with the individual station's Steam account. [/list] [/callout] [h3]Purchase games for commercial use on Steam[/h3] [callout] Only games specifically mentioned for commercial use on Steam can be offered to your customers and patrons. …

Unreal Engine

[/list] [*]For consistency during development, you may also want to change the default Windows API to [b]Vulkan [/b]as well. [*]Change the default anti-aliasing method for mobile to [b]MSAA[/b] in [b]Project Settings > Engine - Rendering[/b], and set [b]MSAA sample count[/b] (Default Settings) to [b]4x MSAA[/b]. [*]Under the [b]Edit > Plugins[/b] menu, locate the [b]Steam Frame OpenXR Extension[/b] in the list, and enable it. [*](Optional, but recommended) Disable the [b]Android File Server[/b], which will speed up deployment and development times [/list] Depending on the needs of your project, other features can be disabled to save rendering performance, such as disabling Custom Depth if not needed. …

Currently unimplemented [*][b]xr.VRS.SteamFrame.ForceDynamicFoveationBucket[/b] - Used at runtime to force the Dynamic Foveation to use settings from a specified bucket for testing purposes. [/list] [i]Note that currently because of the binning size, it can be hard to see the effect of gaze tracked foveation.[/i] [subsection]Runtime Foveation Testing Variables (Legacy only)[/subsection] [list] [*][b]xr.VRS.SteamFrame.EnableTestFoveation[/b] - When set to 1, foveation parameters will lock to the values set below. …

Partial Depot Update Instructions

Once done, follow these steps to upload and deploy the new files: [list] [*]Login to the Steamworks website [*]Select the game you would like to update [*]Select [b]Edit Steamworks Settings[/b] [*]Select [b]SteamPipe[/b] > [b]Web Uploads[/b] [*]Find the depot you need to update [*]Select [b]Choose File[/b] and select the zip file [*]Select [b]Merge With Baseline[/b] from the associated dropdown [*]Select [b]Upload[/b] [*]Once uploaded, you should see a green status message and a new Commit line should appear. [*] Enter a build note, leave the branch setting at [b]"None"[/b] and select [b]Commit[/b]. [*] Select [b]SteamPipe[/b] > [b]Builds[/b] [*] Find your new build and set it live on a private test branch with [b]"Preview Changes"[/b] [*] After testing your game with these new files, set it live on the [b]"Default"[/b] branch [/list] …

Profile Features

Players on Steam can highlight content from their favorite games in various ways: [list] [*] Collect, trade and market [doclink=marketing/tradingcards]Steam Trading Cards[/doclink]. [*] Collect, trade, market and display emoticons and backgrounds on their profiles. [*] Craft badges to increase Steam XP and display on their profiles. [*] Use game emoticons in chat and posts on the Steam Community. [*] Include the game in their Game Collector showcase. [*] Display in-game items in the "Item Collector" and "Items To Trade" showcases. [*] Display game achievements in their Achievement Showcase. [/list] Games that do not have these profile customization options do not count towards Game Collector or Achievement Collector totals. …

Steam Playtest

You can configure this in the Friend Invites option.[/list] Example: You have configured your Friend Invites to 3 invites for each player, and you have 5,000 current players with access to your playtest. …

[/callout] Before you can reset your Steam Playtest the following pre-requisites must be met: [list] [*] The playtest app must be deactivated (indicated by Playtest Status: Not Playable on the dashboard) [*] Store visibility must be set to Hidden [*] Signup type must be set to Limited [*] Friend invites must be paused or disabled [*] The playtest app cannot be part of a package that contains other apps [*] All playtest store page settings and Steamworks settings must be published [/list] When you reset a Steam Playtest the following actions are performed: [list] [*] All product keys for the playtest app are disabled (including keys that have not been activated) [*] Pending friend invites are archived [*] Playtest participants and players waiting for access are removed from the playtest. …

Season Passes

[section]Season Pass Guidelines[/section] When a Season Pass is made available for purchase on Steam, it must include the following information: [list][*]A complete list of all DLC included in the Pass. (e.g. listing each of the four DLCs included in a Pass). [*]A basic description of the content that’s included in each DLC. …

Of course, a date that’s more precise is also fine (e.g. June, 2025 or June 1st, 2025).[/list] [u]A Season Pass must include at least one released DLC when it is made available for purchase*[/u] *with the exception of Season Passes included in a Pre-Purchase of a deluxe edition. …

Frequently Asked Questions

There are two things that need to be done for streaming to surface. One the Game must permit the Streaming account via white list. Two, the streamer must indicate the game's appid in their [url=https://steamcommunity.com/broadcast/upload]broadcast/upload[/url] settings page. The white list can be setup in two ways, the first is the preferred method, by [url=https://partner.steamgames.com/doc/marketing/event_tools]creating a broadcast event[/url] and adding the streaming accounts via the event's 'broadcasting' tab. …

Creating and Configuring Deluxe Packs

This section describes common components of Deluxe Editions. To create a Deluxe Edition, you will need: [list] [*] [b]A DLC appID[/b] - This DLC item will actually contain the deluxe content or be used to check ownership in the case where the content is included in the base application's depots. …

Please see [doclink=store/application/bundles][/doclink] for more details. [/list] [section]Configuring a Deluxe Edition[/section] There are two main ways that Deluxe Editions can be configured. It will depend on what is right for the content and nature of your game: [olist] [*] [b]DLC as ownership check [/b] -In this configuration, the base application includes all the necessary content, including any deluxe content. …

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