Unless others noted below, requests should be HTTP POST requests presented as form data and should set this header: [code]Content-Type: application/x-www-form-urlencoded[/code] [Section=RetrieveSteamID]Retrieving the User's SteamID[/Section] Once you have an OAuth token for a user, you can make a server to server call to securely get the SteamID for the user associated with that token by calling: [code]https://api.steampowered.com/ISteamUserOAuth/GetTokenDetails/v1/?…
However, the Steam Input configurator is able to fix this; the player may set a threshold that distinguishes a "full pull" from a "soft pull." [docimg=ds4_controller_l2_r2.png]ds4_controller_l2_r2.png[/docimg] [subsection=DPAD]Dpad[/subsection] [b]Digital[/b] The PlayStation 4 controller features a fairly standard digital pad, or Dpad. …
Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.[/i] [section]Gyro[/section] [docimg=input_gyro.png]input_gyro.png[/docimg] The Steam Controller, PlayStation 4 controller and the recently added PS5 (DualSense) feature internal gyroscopes which allow for motion controls, aim assist, etc. …
You can easily paste in your bullet list of notes, switch to the 'publish' tab and hit publish. On top of that, there are various optional settings if you want to provide more information or include images of things that have changed, but are not needed in order to post your patch notes. …
These can be used to generate direct analog motion with many different user settings, but they can also be made to emulate other devices, such as mice, joysticks, trackballs, etc. Some of their most powerful features come from using them in concert with the steam overlay to create on-screen radial menus and touch menus (see [doclink=features/steam_controller/input_source_modes][/doclink]). …
Please see [url=https://partner.steamgames.com/doc/gettingstarted/managing_apps/transfer]documentation regarding app transfers[/url] for more information. [subsection]Q. Who can set pricing and discounts for the shared Application?[/subsection] A. The partner that has payment rights for the shared Application is the only partner that will be able to enter pricing or add discounts to the shared Application's packages.…
Two additional pieces of data will need to be supplied beyond what is needed for regular in-game purchasing: [list] [*] usersession - This should be set to "web" indicating the user will be authenticating the transaction through a browser. [*] ipaddress - The public IP address of the user. [/list] When usersession is set to WEB, the InitTxn request will return an additional steamurl parameter. This is a unique URL that you can redirect the user's web session to and identifies the transaction created by this API call. [*] [b]Step 4[/b] Your purchasing server redirects the user's web session to the Steam URL returned in the InitTxn API call. …
[/td][/tr] [tr][td][api]ISteamGameServerStats[/api][/td][td]Functions to allow game servers to set stats and achievements on players.[/td][/tr] [tr][td][api]ISteamHTMLSurface[/api][/td][td]Interface for rendering and interacting with HTML pages.…
[olist] [*] Select the game you want to add DRM to on your App Admin page [*] Select Edit Steamworks Settings in the Technical Tools Section of the App Admin page [*] From the Security Tab, select DRM. [*] Upload the primary game exe - See the automated wrapper section above for more information on the tool execution options. [*] Download the exe back to your local machine [*] Rename the exe back to the original name [*] Copy it to the source location for your Content Tool depots [*] Build a new version of your depot [*] Test that depot on your local content server [/olist] [section=other_drm]Using the Steam Wrapper with Other DRM[/section] The Steam wrapper can and should be used in combination with other DRM solutions. …
Use Steam’s “Smart Section” sorting whenever possible to help with this.[/list] [subsection]Get Permission & Set Expectations[/subsection] [list] [*][b]7) Steam Approval is Required[/b] - Use of sale page tools and any on-Steam promotion are subject to approval by the Steam Events Team. [*][b]8) Secure Third-Party Approval & Manage Expectations [/b] - As always, Steam requires you respect the intellection property (IP) rights of others and secure appropriate permissions to include any games, assets, or IP in your event. …
Remind your participants of any last-minute things they need to be aware of or to set live on the day of the event[/td][/tr] [tr][td]Day 0[/td][td][b]Event Launch![/b][/td][td]Your event begins![/td][/tr] [/table] [section]Example Assets[/section] Here are some example assets we've received from past events. …
Note: If you have multiple apps in a single package (this is uncommon), you can see in the Sales & Activations Reporting portal as to which app the sales of that package are being attributed. [subsection]Global and country-specific[/subsection] For a set of most popular countries on Steam, we generate country-specific top sellers lists as a default so the lists can pick up on regional differences in customer interests. …
Once your game becomes eligible, it can start appearing on the calendar within about a day. [b]Tip:[/b] To maximize your visibility, set your release date at least 60 days in advance to be eligible to appear on the dedicated calendar page, and at least three weeks in advance to be eligible to appear on the front page. …
[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.[/td][/tr] [/table] Set the rich presence data for an unsecured game server that the user is playing on. This allows friends to be able to view the game info and join your game. …
[/list] [subsection=GetGameBadgeLevel]GetGameBadgeLevel[/subsection] [code=cpp]int GetGameBadgeLevel( int nSeries, bool bFoil );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nSeries[/b][/td][td]int[/td][td]If you only have one set of cards, the series will be [b]1[/b].[/td][/tr] [tr][td][b]bFoil[/b][/td][td]bool[/td][td]Check if they have received the foil badge.…
. [*] lang - is an optional ICU language code ('en' for English) that sets the default language on the checkout page. This optional field is not authenticated. [/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …
We recommend a PlayStation 4 or 5 controller, but any controller will allow you to get started.The PlayStation controllers offer the closest set of controls in that they have a built-in gyro and they have trackpad. If your game intends to make use of Steam Deck specific inputs, of course you'll need a Deck to really dial in those controls. …
They'll also allow for a more ergonomic interaction between the cursor controls and the rest of the inputs. Touch interfaces often require a set of different affordances that may or may not make sense for your particular game, so it's going to depend on the genre and style of interface you're targeting. …
Before using Encrypted Application Tickets, you must generate a private key for each title. You can do this by navigating to Edit Steamworks Settings for your application and selecting 'SDK Auth' from the 'Security' drop-down. This key will be associated with your title's AppID and any downloadable content for that title. …
If the user does not own the current AppID, then [code-inline]m_eAuthSessionResponse[/code-inline] field of the [api]ISteamUser::ValidateAuthTicketResponse_t[/api] will be set to [api]steam_api::k_EAuthSessionResponseNoLicenseOrExpired[/api]. After receiving a user's Session Ticket and passing it to [api]ISteamUser::BeginAuthSession[/api] then, [api]ISteamUser::UserHasLicenseForApp[/api] can be used to determine if the user owns a specific piece of downloadable content. …
. [*][b]June 14[/b] - [b]Steam Next Fest: June 2027 begins at 10am PDT[/b]; set your demo live (or opt out if your plans have changed) before 10am PDT. [*][b]June 21[/b] - Steam Next Fest: June 2027 concludes. [*][b]June 21[/b] - Steam Next Fest: June 2027 Wrap-Up (featuring games with the most played demos of the Fest) launches. …
[list] [*] [b]response[/b] [list] [*][b]success[/b] - True if the method was successful. If the asset server is returning false, it should set error to a string that explains why. [*][b]error[/b] - a string describing why this call failed. This message will be recorded in the error log, which is available under the Economy tab on the Steamworks site. [*][b]failed [/b] - an array of item definition IDs that were successfully updated by this call. …
[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …
These triggers may change in the future, but this is a description of current set of features. Discount e-mails typically send within a few hours of your product's release or discount. In high volume e-mail periods, time to notification will be longer. …