Steamworks Documentation
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ISteamParties Interface

[/td][/tr] [/table] Get the number of locations in which you are able to post a party beacon. Use this to size your result list for a call to [api]ISteamParties::GetAvailableBeaconLocations[/api]. [b]Returns:[/b] bool [subsection=GetAvailableBeaconLocations]GetAvailableBeaconLocations[/subsection] [code=cpp]bool GetAvailableBeaconLocations( SteamPartyBeaconLocation_t *pLocationList, uint32 uMaxNumLocations );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pLocationList[/b][/td][td][apitype]steam_api::SteamPartyBeaconLocation_t[/apitype]*[/td][td]Output list of available beacon locations.[/td][/tr] [tr][td][b]uMaxNumLocations[/b][/td][td][apitype]uint32[/apitype][/td][td]The maximum number of entries to put into the above list. Should be >= the result from GetNumAvailableBeaconLocations.[/td][/tr] [/table] Get the list of locations in which you can post a party beacon. …

ISteamVideo Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. [list] [*] [apitype]steam_api::k_EResultOK[/apitype] if the call is successful. [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] if the app ID provided is not a video app ID or if the user does not own a license for it. [/list][/td][/tr] [tr][td][b]m_unVideoAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]The App ID provided in the original call to [api]ISteamVideo::GetVideoURL[/api].…

Getting Started for Players

Now, let's go back to the three global configurations from the previous. The first two are fairly straight-forward: [list] [*] The [b]Big Picture Configuration[/b] is your input bindings for navigating Big Picture mode with a controller. [*] The [b]Desktop Configuration[/b] is your input bindings for navigating the Desktop with a controller. [*] The [b]Guide Button Chord Configuration[/b] requires a bit more explanation. [/list] A "chord" is a combination of button inputs -- you might be familiar with the keyboard chords "Ctrl+C" and "Ctrl+F" for "copy" and "find.…

Roadmaps

[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. …

As long as you are still working on improving your game, customers find this level of information valuable. [*]While it's suggested that you use an image to convey your roadmap to your customers, it's not strictly required. You can use text to describe your plans. [/list]…

Steam Screenshots

After receiving this callback you should then check the result, and if it was successful, you can then use the [apitype]ISteamScreenshots::ScreenshotHandle[/apitype] provided to set tags with: [list] [*] [api]ISteamScreenshots::SetLocation[/api] [*] [api]ISteamScreenshots::TagUser[/api] [*] [api]ISteamScreenshots::TagPublishedFile[/api] [/list] If you want to take a screenshot either with your own button, or automatically at some point, such as the end of a round, you can do that programmatically with [api]ISteamScreenshots::TriggerScreenshot[/api] or by writing the RGB bytes out with [api]ISteamScreenshots::WriteScreenshot[/api], or by adding a file from the disk with [api]ISteamScreenshots::AddScreenshotToLibrary[/api]/[api]ISteamScreenshots::AddVRScreenshotToLibrary[/api].…

Connecting adb to Lepton

[section]Troubleshooting[/section] If you get an error, ensure: [list] [*] A Lepton development session is currently running [*] The Steam Frame is connected to the same network as your PC [*] Your router doesn't have "client isolation" enabled [*] You don't have multiple devices on the same network with the same hostname (2 different Steam Frames with the default hostname [b]frame[/b]) [/list] If you see: [code]cannot resolve host 'frame' and port 5555: No such host is known. (11001)[/code] You may need to use the headset's IP address instead. …

How to load and run games on Steam Frame

Under Devkits you'll find [b]Connect to devkit by IP[/b] where you can put in [b]frame[/b] or your custom hostname if you've changed it. Then click on the [b]Title Upload[/b] button. [list] [*][b]Name[/b]: This will be the name that appears in your Steam Library on the headset. [*][b]Local Folder[/b]: The location you want to upload files from. …

If you made a Linux or Windows build it should be the relative path (from the Local Folder) to the Linux binary or Windows executable (.exe) [*][b]Runtime[/b]: Select [b]Android[/b] if its an APK, [b]Steam Linux Runtime 3.0 ARM64 (Sniper)[/b] if you made a Linux ARM64 binary. [b]Steam Play (Proton)[/b] for Windows. [/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. …

Steam Voice

[section]Voice Chat Integration[/section] Voice chat in your game can be implemented using the following steps: [list] [*] [b]Recording[/b] First call [api]ISteamUser::StartVoiceRecording[/api] to begin recording the users microphone, this could be called whenever the user is pressing a push-to-talk hotkey or at the start of the gameplay session if the microphone should always be recording. …

Optionally you may want to use [api]ISteamUser::GetVoiceOptimalSampleRate[/api] to get the sample rate of the Steam Voice decompressor before calling [api]ISteamUser::DecompressVoice[/api], this will result in lower CPU usage, but may sound worse. [/list] [section]Example[/section] The [doclink=sdk/api/example][/doclink] has a high quality implementation of the Steam Voice API. You can find the relevant pieces in the [code-inline]voicechat.cpp/h[/code-inline] files. …

ISteamInventory Interface

[/list] If the call is successful then [code-inline]punItemDefIDsArraySize[/code-inline] will contain the number of item definitions available. …

[/td][/tr] [tr][td][b]dropListDefinition[/b][/td][td][apitype]ISteamInventory::SteamItemDef_t[/apitype][/td][td]This must refer to an itemdefid of the type "playtimegenerator". …

Wishlists

[/introblock] [section]Overview[/section] Once your game has a publicly visible store page listed within Steam, players may begin adding your game to their wishlist. Prior to the release of your game, this gives you a place to point your fans and interested players where they can take action to express their interest and keep track of your game. …

[subsection]Promotional Discounts[/subsection] When you run a discount on your game, a notification e-mail or mobile push notification will be issued to users with your game on their wishlist, as long as you meet the following criteria: [list] [*]Any type of discount at or above 20%, whether a curated feature spot, a weeklong deal, or a custom configured discount [*]Discounts must, at a minimum, affect the lowest priced package for a game. …

Creating a retail and "Gold Master" disk

The user will then be asked to select a language from a dropdown listing each supported language. These localized configuration files can override any value defined in [code-inline]setup.ini[/code-inline], and also define the strings shown to a user for each language. …

When testing on a machine which does not have Steam installed, you will need to: [list] [*] Create the directory you plan to install Steam into [*] Place a copy of the [code-inline]steam_dev.cfg[/code-inline] that points to your local content server in this new directory [*] Select your new directory when installing Steam through your gold master [/list] When you have a final version of your gold master, you should test it on computers WITH and WITHOUT Steam installed to check both install paths. …

SteamVR

[section]Features[/section] SteamVR lets users manage several areas of their VR experience, including: [list] [*]Room Setup - Define your play area [*]Device Status and Management - Update Firmware, Pair new devices, change audio settings, mirroring, and customize features like [url=https://steamcommunity.com/games/250820/announcements/detail/1705071932992003492]Motion Smoothing[/url] [/list] [subsection]System Report[/subsection] System Reports are a useful tool when troubleshooting your hardware, and you may need to generate one for customer support. …

Touch Menus

Touch menus and radial menus draw from the exact same source files. [section]Further Reading[/section] [list] [*] [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] [*] [doclink=features/steam_controller/input_source][/doclink] [*] [doclink=features/steam_controller/input_source_modes][/doclink] [*] [doclink=features/steam_controller/mode_shifting][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/radial_menus][/doclink] [/list] …

Recurring Subscriptions

Please see [doclink=features/microtransactions/recurring_billing][/doclink] for details on getting this set up. [b]General Experience:[/b] [list] [*] The game is typically a free-to-play, but could also work with a standard purchaseable game. [*] From within the game, a user would find a purchase option to sign up for a recurring subscription. This would be configured and managed by the developer. [*] Developer-operated Service interfaces with Steam to initiate a subscription, with a renewal period/amount defined. [*] User must approve through the Steam client. [*] Service keeps track of when time runs out for their subscription. [*] When subscription is expired, Service make a ProcessAgreement WebAPI call to charge the next period. [*] Service is not allowed to charge more than the agreed amount in the period (so if the user agreed to $20 a month, they cannot charge more than $20 each month – but may charge less). [*] User is only allowed to cancel this type of subscription. [/list] [b]Configuration:[/b] Please see [doclink=features/microtransactions/recurring_billing][/doclink] for details on getting this set up. …

Creating Bundles Across Multiple Developers/Publishers

[subsection=changes]Changes and Approvals[/subsection] Steam requires all games to explicitly approve their addition and any subsequent change to the game list, bundle name or discount percentage that are made after their addition to a bundle. This is to prevent a potential miscommunication among the bundle participants. …

The user will receive the bundle discount for purchasing Game B and will not be charged for Game A, nor will they receive an extra copy Game A. [/list] …

Step by Step: Leaderboards

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

bIOFailure) { m_nLeaderboardEntries = min(pCallback->m_cEntryCount, 10); for (int index = 0; index < m_nLeaderboardEntries; index++) { SteamUserStats()->GetDownloadedLeaderboardEntry( pCallback->m_hSteamLeaderboardEntries,index,&m_leaderboardEntries[index],NULL,0); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. [subsection]Defines and Globals[/subsection] The following is the list of includes that are needed to build with Leaderboards and a global pointer to our helper object. …

Input Source Modes

[/td][/tr] [tr][td]Scroll Wheel List 3 Binding[/td][td]Digital input/action[/td][td]You can assign a button or key to be sent to the game when the third item is reached.…

[/td][/tr] [tr][td]Wrap List[/td][td]Off, On[/td][td]When selected, the list will restart once either end is reached. Otherwise, the list will cease once either extreme is hit.…

Coming Soon

When you post information about your game, you can use your Coming Soon page on Steam to start collecting feedback and let customers add your game to their [doclink=marketing/wishlist]Wishlist[/doclink]. Some things to consider: [list] [*]You may want to wait to start showing off your game publicly until you are pretty confident on your art direction and core feature set. …

Players who wishlist your game two years ahead of release can be just as likely to purchase as someone who wishlisted two weeks ahead of release. [/list] [section]Benefits[/section] Once your store page is visible to customers, it can help you build awareness for your product and generate excitement among potential customers. …

Legal Attribution

This legal attribution must be provided unless some alternative attribution is provided by Valve: [list]©2026 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.[/list] Use the Steamworks logo with the "™" servicemark. This legal attribution must be provided unless some alternative attribution is provided by Valve: [list]©2026 Valve Corporation. …

Explain Your Editions

[docimg=gold_edition.png]gold_edition.png[/docimg] [subsection]Compare Editions Asset Guidelines[/subsection] [list][*]Be sure to upload localized versions of the asset. [*]Avoid including information like Release date and pre-purchase messaging in your edition comparison asset. …

Legal text should be moved to the section in Steamworks dedicated to this. [/list] [docimg=comparison.jpg]comparison.jpg[/docimg]…

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