. [*]The Logo must stand alone and may not be combined with any object, including but not limited to other logos, words, graphics, photos, slogans, numbers, design features, or symbols. [*]Valve reserves the right, in its sole discretion, to modify guidelines regarding the Steam trademark, and may request that third parties modify or delete any use of the Logo that, in Valve's sole judgment, does not comply with these guidelines or might otherwise impair Valve's rights in the Steam trademark. …
[url=https://store.steampowered.com/points/shop/c/stickers](Click here to see examples live in the Points Shop.)[/url][/h4] Sticker sets have been designed and animated in the past by the following animators (feel free to reach out to them for their availability and interest!): [list][*]Julia Simas / juliassimas@gmail.com / [url]http://juliasimas.com[/url] [*]Andre Dias / andrefld2@gmail.com / [url]www.instagram.com/andrefld2[/url] [*]Rodrigo Estravini / rodrigo.estravini@gmail.com / [url]https://www.instagram.com/rodrigoestravini[/url] [*]Marina Nakagawa / marina.nakagawa620@gmail.com / [url]marinanakagawa.com[/url] [*]Deanna Reilly / reilly@deanna.ie / [url]https://deanna.ie/work[/url] [*]Renan Kogut / renan.kogut@gmail.com / [url]www.renankogut.com[/url] [*]Mike Mirandi / michaelmirandi@gmail.com / [url]https://mikemirandi.com/[/url] [*]Junaid Chundrigar / Jun@imajunation.com / [url]imajunation.com[/url] [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/chickenGIF.gif[/img] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/stickers_showcase.gif[/img] [section=gameprofile][b]Game Profiles[/b][/section] [h4]A Game Profile is a bundle of profile items that are themed together. …
[/list] [subsection]Audio Guidelines[/subsection] All startup movies contain audio as well as video. Audio should be designed to complement the small Steam Deck speakers output and not too loud that it overwhelms the user on startup. [list] [*]Audio files should be in a 16-bit 48kHz format. [*]Final output should be -12 dB peak and -14 LUFS average volume. [*]Avoid too many mid-low frequencies and consider a HPF starting around 40-80Hz. [*]Consider adding fades at the start and finish of the audio file to avoid any click or hard cut at the end of the startup video. …
Note that these discounts are not exempt from the standard 30-day cooldown, so our participants should plan their discounts accordingly. [subsection]3. Design & Build Your Custom Event[/subsection] If your proposal is approved, the Events Team will enable the event tools so you can stage a Sale Page and start inviting participants. …
Use the [doclink=/resources/Sales_Feature_Beta]Sales Page Editor documentation[/doclink] to aid your sale page design, and consult the [doclink=store/broadcast]Livestreaming documentation[/doclink] if you plan to include video content. You can reply to your open ticket at any time with questions. …
Scale set by developer.[/td][/tr] [/table] ReportPlayerCheating is designed to gather community reports of cheating, where one player reports another player within the game. It is intended for unreliable data from peers in the game ( semi-trusted sources ). …
(Unused)[/td][/tr] [/table] Requests a game ban on a specific player. This is designed to be used after the incidents from [webapi]ICheatReportingService/ReportPlayerCheating[/webapi] have been reviewed and cheating has been confirmed. …
Not every type of event needs to be presented in the same way to players, so we’ve designed the system to accommodate everything from small patch notes to the biggest update of the year. [*]Some types of events (such as livestreams or in-game discounts) have end dates, so selecting that type of event will allow you to specify when the promotion ends, and prompt the event to stop appearing. …
As such, respect and prioritize how you[i] talk about[/i] your game as highly as the nuts-and-bolts programming. Communications deserve the same creative energy as in-game design. Work collaboratively when writing announcements - everyone working on the product should have input into what you are communicating to players. [*][b]Pair announcements with updates[/b] Product updates are a prime use case for announcements. …
This should give you fine-grained control to implement the testing rollout plan you have designed for your game. Most developers will find using Playtest keys easier and safer to work with than Release State Override keys for their base game. …
[b][h4]Q: Can I charge for access to my Playtest?[/h4][/b] A: No - the design of Steam Playtest is for free signups. And since Playtests can be deactivated at any time, it’s not OK to monetize them with in-game transactions, or sell access. …
. [*][b][doclink=#without_vision]Playable without Vision[/doclink][/b]: Players can play the game fully without ever being able to see the screen. Either your game is designed around gameplay that doesn't require vision (e.g. sound), or your support for screen readers or narration is complete enough to experience the entire game. …
[/h4] Difficulty settings allow players to match their experience to their abilities and preferences. For example, difficulty designed to be engaging for a player with full mobility might be frustrating for a player with limited mobility. Players can look for this tag to know they can adjust their experience accordingly. …
[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } "CameraPan" { "title" "#Action_CameraPan" "input_mode" "absolute_mouse" } "CameraZoom" { "title" "#Action_CameraZoom" "input_mode" "absolute_mouse" } } "Button" { "click" "#Action_Click" "cancel" "#Action_Cancel" "select" "#Action_Select" "select_add_remove" "#Action_AddRemove" "select_type" "#Action_SelectType" "select_idle" "#Action_SelectIdle" "move_attack" "#Action_MoveAttack" "move_no_attack" "#Action_Move" "attack_target" "#Action_Attack" "assign_group" "#Action_AssignGroup" "add_remove_group" "#Action_AddRemoveGroup" "select_group" "#Action_SelectGroup" "group_0" "#Action_Group0" "group_1" "#Action_Group1" "group_2" "#Action_Group2" "group_3" "#Action_Group3" "group_4" "#Action_Group4" "group_5" "#Action_Group5" "group_6" "#Action_Group6" "group_7" "#Action_Group7" "group_8" "#Action_Group8" "group_9" "#Action_Group9" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "action_layers" { "title" "#Layer_UnitMenu" "Button" { "stop" "#Unit_Stop" "hold" "#Unit_Hold" "patrol" "#Unit_Patrol" "follow" "#Unit_Follow" "queue" "#Unit_Queue" "unit_ability_1" "#Unit_Ability1" "unit_ability_2" "#Unit_Ability2" } "title" "#Layer_BuildMenu" "Button" { "build_0" "#Build_0" "build_1" "#Build_1" "build_2" "#Build_2" "build_3" "#Build_3" "build_4" "#Build_4" "build_5" "#Build_5" "build_6" "#Build_6" "build_7" "#Build_7" "build_8" "#Build_8" "build_9" "#Build_9" } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Layer_UnitMenu" "Unit Menu" "Layer_BuildMenu" "Build Menu" "Action_MoveCursor" "Move Cursor" "Action_CameraPan" "Pan camera" "Action_CameraZoom" "Zoom camera" "Action_Click" "Click mouse" "Action_Cancel" "Cancel" "Action_Select" "Select" "Action_AddRemove" "Add/remove from selection" "Action_SelectType" "Select all units of type" "Action_SelectIdle" "Select idle worker" "Action_MoveAttack" "Attack-Move" "Action_Move" "Move (no attack)" "Action_Attack" "Attack target" "Action_AssignGroup" "Assign group" "Action_AddRemoveGroup" "Add/remove from group" "Action_SelectGroup" "Select group" "Action_Group0" "Group 0" "Action_Group1" "Group 1" "Action_Group2" "Group 2" "Action_Group3" "Group 3" "Action_Group4" "Group 4" "Action_Group5" "Group 5" "Action_Group6" "Group 6" "Action_Group7" "Group 7" "Action_Group8" "Group 8" "Action_Group9" "Group 9" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" "Unit_Stop" "Stop" "Unit_Hold" "Hold ground" "Unit_Patrol" "Patrol" "Unit_Follow" "Follow" "Unit_Queue" "Queue action/waypoint" "Unit_Ability1" "Ability 1" "Unit_Ability2" "Ability 2" "Build_0" "Build option 0" "Build_1" "Build option 1" "Build_2" "Build option 2" "Build_3" "Build option 3" "Build_4" "Build option 4" "Build_5" "Build option 5" "Build_6" "Build option 6" "Build_7" "Build option 7" "Build_8" "Build option 8" "Build_9" "Build option 9" } } } [/code] [section=4x] 4X Strategy[/section] This is a simple 4X strategy game, where you move units on a main map, colonize territory (whether that's planets or islands or cities), and engage in combat with other empires. Base actions such as "click", "cancel", "select", and "inspect" are always available in the base action set, whereas other actions come in via [doclink=features/steam_controller/action_set_layers]action set layers[/doclink] depending on context. …
[/list] See your list of eligible games here: https://partner.steamgames.com/optin/sale/nextfest_june_2027 [section=asset]Asset Kit[/section] Here you will be able to download a kit of images and templates to use in your own social media channels when telling your fans about your participation in Steam Next Fest. These images are designed to fit well with various social media channels and you are welcome to use these assets any time you are ready to let players know that you'll be part of Steam Next Fest. …
[/list] See your list of eligible games here: https://partner.steamgames.com/optin/sale/nextfest_feb_2027 [section=asset]Asset Kit[/section] Here you will be able to download a kit of images and templates to use in your own social media channels when telling your fans about your participation in Steam Next Fest. These images are designed to fit well with various social media channels and you are welcome to use these assets any time you are ready to let players know that you'll be part of Steam Next Fest. …
Non-game software may be accepted for distribution if it fits into one of the following categories: [list] [*] Animation & Modeling [*] Audio/Video Production [*] Design & Illustration [*] Photo Editing [*] Educational & Tutorials [*] Finance & Accounting [*] Player Tools [*] SteamVR Tools (Drivers, Overlays, Utilities) [/list] [section]Next Steps[/section] After you have completed onboarding, check out the rest of the documentation for information on managing your partner account, exploring the SDK, and setting up your first product on Steam.…
[/introblock] [section]Overview[/section] The Steam Workshop is designed as a place for your fans and community members to participate in the creation of content for your game. The form of this creation by community members can vary depending on the nature of the game and what kind of control you wish to have over the content in your game. …
v=SRyUpR4qOxU [h4]Video: UGC and Workshop in ARK: Survival Evolved[/h4] Here's a talk given by Jeremy Stieglitz of Studio Wildcard at Steam Dev Days 2016 on how leveraging User Generated Content via the Steam Workshop has helped foster a long and pro-active community for their title ARK: Survival Evolved. And some of the technical and design steps they took to make it happen. https://www.youtube.com/watch?v=faweKXUTKgQ [section]Workshop Branding Guidelines[/section] You are welcome to use Steam Workshop branding when promoting your Workshop. …
[section]Overview[/section] The Steam Input API is designed to allow you to easily enable [i]full support[/i] for Steam Input devices in your game. We define full support as the follows: [list] [*] Your game uses the proper controller-specific glyphs when showing in-game input prompts. [*] The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. [*] You've published an official configuration for the controllers you support. [*] Your game doesn't restrict the user's ability to customize their controls. …
The "Buttons" section contains IGAs that can only be bound to digital inputs (like the physical ABXY buttons, or a trackpad that's in ABXY mode, or a trigger that's not being used as an AnalogTrigger action). [subsection]Designing your IGA[/subsection] Take a minute to think about the functionality of your game - how many distinct modes does it contain? For each place where you want to have distinct controls you'll want to make an action set. …
[docimg=stream12.png]stream12.png[/docimg] This is where you will designate one or more Steam accounts as allowed to stream to your store page during the event. Add the account you intend to Stream with: [docimg=stream13.png]stream13.png[/docimg] [u]Important:[/u] The Steam account setting up the stream and the account that is streaming must be friends in order for it to be visible on this page. …
The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. …
Additionally, when your game launches and goes on sale, Steam may send reminder emails or other notifications to users that have wishlisted it. In general, Steam is designed to offer a personalized view to each player. Whether a game appears in sections like the Recommended by Tag or Curator, Interactive Recommender, Top Sellers, or Just Updated sections depends on what games the user likes, plays, where they're located in the world, what language they prefer, what their friends are playing, if they follow any Steam Curators, and so forth. …
We cite specific examples in the Steam Dev Days presentation, but a good starting point is a product designed around a simple concept: "I celebrate when the player next to me makes a purchase." This is feasible for games of all genres and styles, and we encourage you to run experiments around such products in your own games. [*] [h4]Allow your users to create value for one another.…
[section=overview]Overview[/section] Steam Timeline is a feature that exists within the [url=https://store.steampowered.com/gamerecording]Game Recording[/url] framework designed to make it easy for players to find, save and share gameplay moments. [no_glow] [url]https://youtu.be/YwBD0E4-EsI[/url] [/no_glow] [section=requirements]Requirements[/section] Your game does not need to do anything special for the Game Recording to work, however the experience can be enhanced by adding some simple API calls to your game. …
If you want the user to select from a list of friends to invite to a lobby, you can call [api]ISteamFriends::ActivateGameOverlayInviteDialog[/api]. This will activate the Steam in-game overlay to a dialog designed for inviting friends to the current lobby. [section=authentication]Authentication[/section] Any user in a Steam lobby is already fully authenticated with the Steam back-end. …
For a complete overview on Steam Curators, please see http://store.steampowered.com/about/curators/ [section]Curator Connect[/section] Curator Connect is designed to make it easy for you to send review copies to the Steam Curators with the right voice, personality, and audience for your game. …