Steamworks Documentation
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Virtual Reality

[table] [tr][td][doclink=features/steamvr/info]Overview[/doclink][/td] [td]Overview of SteamVR.[/td] [/tr] [tr][td][doclink=features/steamvr/settings][/doclink][/td] [td]Explains launch options and Steamworks settings for distributing Virtual Reality applications on Steam.[/td] [/tr] [tr][td][doclink=features/steamvr/input][/doclink][/td] [td]Overview of the SteamVR Input and Skeletal systems.…

Working with a publisher

This documentation is a collection of resources and FAQs on the ways that working with a publisher might impact how your game is set up and managed within Steamworks. [section]General Resources[/section] How should you choose whether or not to work with a publisher? …

Moderated by Connor Malone from Valve[/sup] [section]Game Access Within Steamworks[/section] When multiple entities (such as a developer team and a publishing company) need access to the same application within Steamworks, some special configuration will be necessary to make sure the right permissions are defined. For a complete break-down on the ways access can be set up, please see [doclink=gettingstarted/managing_apps]Managing Applications[/doclink].…

Release Options

This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. This is a great way to start building an audience and providing customers the ability to add your game to their wishlist in anticipation of your launch. …

[section]Pre-Purchase[/section] Pre-Purchases are not a self-served feature and will need to be set up by Valve. We normally don't recommend pre-purchase launches since spreading out sales across a few weeks during a pre-purchase can make it difficult for your game to have a successful launch day on Steam. …

How to debug Windows games on Steam Deck and Steam Machine

[subsection]Remote debugging process startup: "early attach" support:[/subsection] The remote debug service can be configured to wait for the user to attach before launching the title. This allows you to set a breakpoint in WinMain or other initialization code. This requires that you first install a Microsoft extension in Visual Studio on your development host: https://marketplace.visualstudio.com/items?itemName=vsdbgplat.MicrosoftChildProcessDebuggingPowerTool [docimg=child-process-debug-extension.png]child-process-debug-extension.png[/docimg] Once the extension is installed, enable child process debugging per the documentation (Debug > Other Debug Targets > Child Process Debugging Settings) Check "Wait for a debug client to attach" in your devkit tool, and upload your title. Launch your title normally. …

Testing On Steam

For more information on editing packages, please see [doclink=store/application/packages][/doclink]. [section=external]External Testing Options - Setting up closed or open testing[/section] Setting up pre-release testing is easy and free on Steam, and can be configured to small private tests or large public tests, or any combination. …

If you’re interested in releasing a beta version of your game that any customer can buy, check out [doclink=store/earlyaccess]Early Access[/doclink]. There are two common ways of setting up testing for external audiences: [olist] [*]Using the Steam Playtest feature. [*]Using the main game's App ID with release override keys. …

IPublishedFileService Interface

Use the "next_cursor" value returned in the response to set up the next query to get the next set of results.[/td][/tr] [tr][td][b]numperpage[/b][/td][td]uint32[/td][td][/td][td](Optional) The number of results, per page to return.…

That value will correspond to [api]ISteamRemoteStorage#EWorkshopFileType[/api][/callout] [section=SetDeveloperMetadata]SetDeveloperMetadata[/section] [code=http]POST https://partner.steam-api.com/IPublishedFileService/SetDeveloperMetadata/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

Changing Your Game's Name

This name is used within the Steam store, including search results. [*][b]Steamworks Info[/b] - On the "General Application Settings" tab under Steamworks Settings. This name is used within the Steam library and the Steam Community. [*][b]Package Info[/b] - Each store package that sells your game. …

Release Process

[docimg=MarkAsReady_2.png]MarkAsReady_2.png[/docimg] [section]Release Yourself When Ready[/section] Once your store page has been approved and it's presence has been set to "coming soon" for a least 2 weeks and the build is reviewed, you will be able to release your game. You will need to use the green "Release App" button that appears on the top of your product landing page in Steamworks at the time you wish to release your title. …

[docimg=ReleaseOptions_2.png]ReleaseOptions_2.png[/docimg] After you click "Release App", you'll see a summary of actions that the release process will do, including publishing the store package, setting a launch discount live if you chose to have one, setting the game to playable and released and applying the release timestamp of "NOW". …

Autogrant Packages

[section]Managing Autogrants[/section] Previously autogrants were assigned at a partner level, with only Valve admins being able to add or remove them after they were set. This meant it was impossible for you to have some accounts with access to an autogrant package while restricting it from others. Everyone in your partner got all autogrants, regardless of what Steamworks access they had on the appID in the package. It also meant that if you wanted to remove an autogrant, you had to contact someone at Valve. But we recently changed it so autogrants are set at a group level instead. With this change, we've also made it so you can add or remove autogrant packages when managing your groups. …

Updating Game Build

In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. See [doclink=store/application/builds#Managing_Uploaded_Builds]Managing Uploaded Builds[/doclink] above for a refresher on managing your build branches. [section]Set Your Build Live[/section] Once you've uploaded and tested your build, you're ready to make it live for players. To do so, you'll need to switch your desired build to be the new 'default' build. …

Steam Input Gamepad Emulation - Best Practices

\n" ); break; } } else { // Device is not a controller through Steam Input - use your normal controller ID logic continue; } } } free(devices); } [/code] [section]Setting the Steamworks Settings[/section] The first step is to setup which controllers will use Steam Input in the Opt-in section on the Steamworks settings under Application->Steam Input. For a standard game w/ Xbox controller support we recommend checking all checkboxes other than Xbox: [docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] If your game has flight stick or racing wheel support you'll want to uncheck the box for Generic/DirectInput controllers because Steam doesn't support remapping those devices. …

Steam Datagram Relay

The client should install their certificate using [api]ISteamNetworkingSockets::SetCertificate[/api] [*] It is highly recommended that you also distribute the network configuration to clients at this time as well. …

In development, you will leave SDR_POPID blank. When SDR_LISTEN_PORT and SDR_POPID is blank, the POPID is set to the special 3-character code "dev". In general, authentication is disabled for servers in the "dev" environment. …

Steamworks API Overview

[/list] [/list] [section=initialization_and_shutdown]Initialization and Shutdown[/section] [subsection=SteamAPI_Init]SteamAPI_Init[/subsection] After you have the Steamworks API set up within your project you can start using it by calling [api]steam_api::SteamAPI_Init[/api] function to initialize the API. This will set up the global state and populate the interface pointers which are accessible via the global functions which match the name of the interface. …

Each callback consists of a struct containing a unique identifier and a small set of data. The callbacks are declared in the [code-inline]ISteam*.h[/code-inline] header files, grouped with the interface that it most closely belongs to. …

Steam Input

For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. [subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?v=7I4SiAiKqqk[/url] [url=http://cdn.akamai.steamstatic.com/apps/steamdevdays/slides2016/SteamController.pdf]Slides - PDF[/url] [url=http://www.gamasutra.com/blogs/LarsDoucet/20161012/283057/Steam_Dev_Days_Steam_Controller.php]Slides - HTML[/url] And for a specific applied example and case study, you should read this article: [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] With those two things under your belt, you're ready to dig into the nitty-gritty details of this document! [section=TableOfContents]Table of Contents[/section] [b]Hold my hand a little:[/b] [olist] [*] [doclink=features/steam_controller/getting_started_for_players]Getting Started as a [b]Player[/b][/doclink] [*] [doclink=features/steam_controller/getting_started_for_devs]Getting Started as a [b]Developer[/b][/doclink] [/olist] [b]Give me all the nerdy details:[/b] [olist] [*] [doclink=features/steam_controller/concepts][/doclink] [*] [doclink=features/steam_controller/device][/doclink] [*] [doclink=features/steam_controller/iga_file][/doclink] [*] [doclink=features/steam_controller/action_manifest_file][/doclink] [*] [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/browse_configs][/doclink] [*] [doclink=features/steam_controller/activators][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/radial_menus][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [*] [doclink=features/steam_controller/action_set_layers][/doclink] [*] [doclink=features/steam_controller/legacy_mode][/doclink] …

Updating Your Game - Best Practices

Whether you have a small bug you need to fix or a major content addition, Steam has a robust set of tools to announce your update and get it into the hands of your players. What follows is a general set of practices to consider when making an update, along with some best practices that we at Valve have learned from the major updates we've made with our own products and by learning from the many other products that are available via Steam. …

[section]Set Your Build Live[/section] Once you've uploaded and tested your build, you're ready to make it live for players. To do so, you'll need to switch your desired build to be the new 'default' build. …

Sale Page Tools - Section Types

See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- This document explains the various types of sections you can use on your sale page to display different content. …

Make sure you save your custom title separately, by clicking "Save Title" next to it. [*][b]Section Subtitle[/b] - Most sections also support a subtitle too if you need to explain anything more about a given section. [*][b]Background Settings[/b] - You can customize the background color of each section, and even provide an image if you wish. This can help set each section apart from the others. [*][b]Tab Settings[/b] - If you have tabs turned on for your page, you can specify which tabs each section should appear under. …

Steam Tags

Some store filters prioritize the first 15 tags, so be sure that these are sorted in order of relevance to your title. The Tag Wizard helps set these weights with a Suggest Prioritization feature. This is a very simple algorithm that moves high-information tags like sub-genres to the top, and redundant or low-information tags (like “indie” or “singleplayer”) to the bottom. …

Note that this is not a direct reflection of the [i]More Like This[/i] algorithm's results, but rather, a strictly tag-driven comparison of title similarity. So, as a recap, start setting tags and their weight by using the Tag Wizard. Customers will also tag your game and those tags will be mixed in with the tags you had set with the Tag Wizard. …

Steam Frame Standalone Compatibility Review Process

The default controller configuration must provide users with the ability to access all content. Players must not need to adjust any in-game settings in order to enable controller support or this configuration. [*][b]controller glyphs[/b]: when using Steam Frame's physical controls, on-screen glyphs must either match Frame button names, or match Xbox 360/One button names. …

On Frame, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Frame's Linux-based OS. …

Points Shop Items

[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!)…

This image will be used to represent your startup movie in a user's inventory and in Steam client settings. [list] [*]No alpha is permitted. [*]No animation is permitted - it must be a single frame image. [*].png, .jpg and .webp are all accepted. …

IPlayerService Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The player we're asking about[/td][/tr] [tr][td][b]include_appinfo[/b][/td][td]bool[/td][td]✔[/td][td]true if we want additional details (name, icon) about each game[/td][/tr] [tr][td][b]include_played_free_games[/b][/td][td]bool[/td][td]✔[/td][td]Free games are excluded by default. If this is set, free games the user has played will be returned.[/td][/tr] [tr][td][b]appids_filter[/b][/td][td]uint32[/td][td]✔[/td][td]if set, restricts result set to the passed in apps[/td][/tr] [/table] Returns a list of games owned by the player if their owned games/game details are visible to you. …

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