Steamworks Documentation
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ISteamRemoteStorage Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]If specified, only returns details if the file is owned by the SteamID specified[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]✔[/td][td]ID of UGC file to get info for[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [/table] [section=SetUGCUsedByGC]SetUGCUsedByGC[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SetUGCUsedByGC/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.…

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

[/callout] [b]Configuration[/b] To enable the content cache or make any changes, go to "Settings" and select "Content Cache" from the drop down menu. [docimg=settings.png]settings.png[/docimg] When a game is launched for the first time in your network, the download request will be sent to the server machine. …

Step by Step: Stats

[b]What it does[/b] - This method basically wraps a call to [api]ISteamUserStats::RequestCurrentStats[/api] which is an asynchronous call to steam requesting the stats of the current user. This call needs to be made before you can set any stats or achievements. The initial call to this method is made in the constructor. You can call it again any time after that if you want to check on updated stats or achievements. …

[code=cpp] bool CSteamStats::StoreStats() { if ( m_bInitialized ) { // load stats for ( int iStat = 0; iStat < m_NumStats; ++iStat ) { Stat_t &stat = m_pStats[iStat]; switch (stat.m_eStatType) { case STAT_INT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_iValue ); break; case STAT_FLOAT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_flValue ); break; case STAT_AVGRATE: SteamUserStats()->UpdateAvgRateStat(stat.m_pchStatName, stat.m_flAvgNumerator, stat.m_flAvgDenominator ); // The averaged result is calculated for us SteamUserStats()->GetStat(stat.m_pchStatName, &stat.m_flValue ); break; default: break; } } return SteamUserStats()->StoreStats(); } } [/code] [h4]OnUserStatsReceived()[/h4] [b]Parameters[/b] - N/A [b]Returns[/b] - Nothing [b]What it does[/b] - This method is a callback that is called anytime you attempt to request stats. …

Steam Themed Sale Events

[subsection]Invitation Process[/subsection] From the resulting list of eligible games, we will send email invitations to the developers associated with each game. This invitation will go out to Steamworks users who have set "Receive Steamworks communications" permission for eligible games. Reference the [doclink=#faq]Frequently Asked Questions[/doclink] below to ensure your communication preferences are set to permit these communications, or for details on how to access key information if opted out. …

You can edit per user here: https://partner.steamgames.com/pub/users/ Note that accounts with this permission setting must also have completed or must newly complete the additional confirmation request sent via email authentication in order to fully enable permission. …

Developer, Publisher, and Franchise Sale Pages

Submit Your Page For Review[/subsection] Once you've got everything set up, you'll need to submit your sale page for review. The Events team will make sure that you're following all of the guidelines and potentially provide some light feedback on the page organization or art. …

[subsection]Additional Requirements[/subsection] Curated sale pages have additional asset requirements, and take extra time to set up due to localization requirements. 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. …

Transferring Applications

If you need to transfer a game or other application to another Steamworks partner account, it can be done entirely through a set of tools built into the Steamworks website. These tools manages the approval process and keeps a history of transfers. Transfers may be useful in cases such as when a game changes ownership, or if an individual forms a corporation and needs to move the game to be distributed under the new corporation. …

Please note that only the partner who has payment rights for the game will be able to set pricing and discounts for shared apps. [section]Transfer of Attached Data[/section] All data, including sales, wishlists, followers, user reviews, etc. are associated with the game and will always be associated with the game. …

ICloudService Interface

Modifying files includes uploading new files, uploading new versions of existing files, and deleting files from Steam Cloud. A set of file modification actions should be wrapped in a [b]Batch[/b]. Batches are used to communicate intent to the Steam Cloud for your set of modifications, and help reduce the likelihood of file conflicts. …

[subsection]BeginAppUploadBatch[/subsection] The first operation for a set of file modifications is to call [code-inline]BeginAppUploadBatch[/code-inline]. This call communicates the set of intended uploads and deletes to the SteamCloud, as well as information about the user's machine which is doing the update. …

Store Page Extra Asset Management

When you export videos, include color space information and if possible, set the color space to BT.709. This will guarantee that the final video's color matches the color you expect. [section]Localized Image Management[/section] If you are uploading images that contain text, you can now easily manage localized version of those images all together in an image group. …

Instead, you'll simply insert the same localized image group into every language that you've translated your post into, and Steam will show the correct image to the viewer depending on their language settings. [section]Accessibility Text[/section] For every image that you place in your written description of your store page, you can add alt text, which will be surfaced to players using screen readers. …

Applications

[section=types_of_applications]Types of Applications[/section] The following are the different types of applications that you can create on Steam. You can set the type of your app on the [url=https://partner.steamgames.com/apps/view]General Application Settings[/url] section of the App Admin panel. …

ISteamClient Interface

NOT THREADSAFE - Ensure that no other threads are accessing Steamworks API when calling! [subsection=SetLocalIPBinding]SetLocalIPBinding[/subsection] [code=cpp]void SetLocalIPBinding( uint32 unIP, uint16 usPort );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The local IP to bind to.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port to bind to.[/td][/tr] [/table] Set the local IP and Port to bind to. This must be set before calling [api]ISteamClient::CreateLocalUser[/api]! [subsection=SetWarningMessageHook]SetWarningMessageHook[/subsection] [code=cpp]void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pFunction[/b][/td][td]SteamAPIWarningMessageHook_t[/td][td]Function pointer to the callback function.…

Artwork Overrides

Artwork Overrides allow you to upload bespoke capsule images to market something specific in your game, and then have those special images automatically expire after a set timespan. Artwork Overrides are the only way to include text about major game updates, tournaments, or other time-sensitive events on your capsules. …

No marketing copy asking a user to take an action (eg. no "Prepurchase Now" or "Wishlisting now available" text) Please see [doclink=store/assets/rules]Graphical Asset Rules[/doclink] for more details and important rules on what can and cannot be included in your graphical asset capsules. [/callout] [section]Setting up[/section] Artwork Overrides are configured from your store page Graphical Assets tab. [olist] [*]Begin by uploading your normal default capsule images—check the [doclink=store/assets]Store Assets documentation[/doclink] for detailed instructions. [*]Once you have default images uploaded, you can create an Artwork Override. …

Game Notifications

[subsection]What Steam will manage[/subsection] Steam will manage notifying users in a game session based on the states provided by the game and the specific settings that the user has selected for the game. An alert will be displayed in the Steam client and the web browser for the user when action is required for a game. …

[section=Localization]Localization[/section] Localization is provided by the game developer through a localization tool that is part of the application configuration. You are responsible for setting each language translation for every string entered into the localization tool. Any strings that are not translated to a player’s language will be rendered in English. …

Sale Page Tools

This series of documentation describes the set of tools for building and running sale events on Steam. [subsection]Hosting events on Steam[/subsection] If you are looking for information on hosting a sale event on Steam, please see [doclink=store/promo/organizers][/doclink] [subsection]Getting Started With Sale Editor Tools[/subsection] The best place to start with familiarizing yourself with the sale page editing tools is this overview page here: [doclink=marketing/event_tools/sales/tools][/doclink] For more details on various topics within the sale page editors, please see the following documentation: [list] [*][doclink=marketing/event_tools/sales/groups][/doclink] [*][doclink=marketing/event_tools/sales/livestream][/doclink] [*][doclink=marketing/event_tools/sales/minimum][/doclink] [*][doclink=marketing/event_tools/sales/sections][/doclink] [/list] …

Events and Announcements Review Step

[/subsection] This quick review process checks to help properly categorize your event and to confirm that any necessary mature content settings are appropriately applied. While awaiting moderation, you'll see this note on your event detail page where the visibility stats appear: [docimg=ModerationNote.jpg]ModerationNote.jpg[/docimg] Please note that if you make edits to your post, it will re-enter the moderation queue. …

Steam Deck Verified Landing Pages

This page displays the first trailer available on the game's store page, based on any language or country restrictions set for the trailers. [docimg=Example_1.png]Example_1.png[/docimg] [subsection]See your game's page[/subsection] By adding the appID to the end of a URL, you can easily view and share this page for any of your games that are Steam Deck Verified. …

ISteamRemotePlay Interface

[b]Returns:[/b] [apitype]steam_api::uint32[/apitype] The number of events copied to pInput, or the number of events available if pInput is nullptr. [subsection=SetMouseVisibility]SetMouseVisibility[/subsection] [code=cpp]void SetMouseVisibility( RemotePlaySessionID_t unSessionID, bool bVisible );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID[/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…

[subsection=SetMousePosition]SetMousePosition[/subsection] [code=cpp]void SetMousePosition( RemotePlaySessionID_t unSessionID, float flNormalizedX, float flNormalizedY );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unSessionID [/b][/td][td][apitype]ISteamRemotePlay::RemotePlaySessionID_t[/apitype][/td][td]The session to affect.…

Onboarding - Identification Documents Best Practices

Getting documents correct the first time will help speed up the process of verifying your identity for setting up your Steamworks partner account. Here are some best practices to help guide you. [section]Taking a good selfie[/section] Many of our identity validation steps involve sending us a photo of yourself holding your legal identity document. …

ISteamRemoteStorage Interface

[subsection=SetCloudEnabledForApp]SetCloudEnabledForApp[/subsection] [code=cpp]void SetCloudEnabledForApp( bool bEnabled );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bEnabled[/b][/td][td]bool[/td][td]Enable ([b]true[/b]) or disable ([b]false[/b]) the Steam Cloud for this application?…

This is typically accomplished with a checkbox within your in-game options. [subsection=SetSyncPlatforms]SetSyncPlatforms[/subsection] [code=cpp]bool SetSyncPlatforms( const char *pchFile, ERemoteStoragePlatform eRemoteStoragePlatform );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchFile[/b][/td][td]const char *[/td][td]The name of the file.…

Events and Announcements Visibility

However, when the user goes to your library page, we also look for any event with the "Featured Event" flag set. We will show the newest of those above all of the chronologically displayed events. It will appear there until the user has seen it, at which point it will stay there for 48 hours before moving to the correct spot in the chronological list. [b]Enabling "Featured Event" flag[/b] To force your event to be pinned to the top of your game's library page, select the "Options" tab for your event and toggle on the setting labeled "Display as a Featured Event on the Library Game Detail page?" [section]Exceptions[/section] For the most part, all events appear in all places, but there are some exceptions for certain kinds of events that don't make sense to show to players in certain contexts. …

Steam Users

For some locations, such as VR Arcades, they typically use their own set of accounts to provide access to games. In those situations, there is no exchange or connection made between the organization's system and your Steam account.…

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