Steamworks Documentation
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ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

Steam Inventory Schema

(see [doclink=features/inventory/schema#PlaytimeDrops]Playtime Item Drops[/doclink] below)[/td][/tr] [tr][td]drop_limit[/td][td]integer . Limits for a specific user the number of times this item will be dropped via [api]ISteamInventory::TriggerItemDrop[/api]. Setting to zero will prevent any future drops of this item. (see [doclink=features/inventory/schema#PlaytimeDrops]Playtime Item Drops[/doclink] below)[/td][/tr] [tr][td]drop_interval[/td][td]integer . …

Steam Inventory Service

However because the client can't be trusted (and the keys in a client can always be captured by an attacker) you can't give users specific items in this scheme. Rather you select certain items that can be dropped, and configure a drop frequency. At appropriate times, the game client invokes [api]ISteamInventory::TriggerItemDrop[/api]. Steam servers manage the playtime and drop frequency per-player. …

Depending on your game, a check at the beginning of each game or level might be appropriate. [*] [b]Grant Test Items[/b] Use [api]ISteamInventory::GenerateItems[/api] to add specific items to the current players account for development purposes. [*] [b]Grant User a Playtime Drop (optional)[/b] At appropriate times (typically the end of a match/phase) call [api]ISteamInventory::TriggerItemDrop[/api] to see if the user has earned a new drop. [*] [b]Sell Items (optional)[/b] To add microtransaction support, define prices in your itemdefs. …

Steam Community Items

You must set the minimum playtime required to earn a card under the badge's card drop settings. Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. …

[/list] [subsection]Booster Packs[/subsection] [docimg=booster1.png]booster1.png[/docimg] Once a user has received their allotted trading card drops for a product, they become eligible for a Booster Pack. A Booster Pack grants 3 additional cards and are granted randomly to players of your game. …

Depots

Thus the first depot in the list has the lowest priority. To change the depot order, you can drag and drop the depot entries around. To change fields, just click them. The UI of the [b]Depots[/b] page allows you to configure 4 different requirements. …

Set the install directory on the [b]General[/b] section under the [b]Installation[/b] drop-down for your application's Steamworks Settings. [docimg=set_install_dir.png]set_install_dir.png[/docimg] [section=os_depots]Operating System Depots[/section] If your app supports multiple platforms, you should use separate depots to store the platform specific content. …

Artwork Overrides

[docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. You’ll see your new custom images in the page below. …

User Permission: Receive Steamworks Communication

To grant this permission to a user within your Steamworks account, please follow these steps: [olist] [*]Select "Users & Permissions" drop-down and click "Manage Users". Or use this link: https://partner.steamgames.com/pub/users [*]Hover over the row with the user you wish to apply the permission to and click the edit symbol on the far right. [*]In the pop-up dialog, tic the box for "Receive Steamworks Communication" and click save. [*]This will send an invitation to the user. …

Steam Workshop Item Tags

To specify your tags to show, select the 'tags' option from the Workshop drop-down within your game's Steamworks metadata configuration site. [docimg=tags_menu.jpg]tags_menu.jpg[/docimg] It will be on a page with a URL like this: [code]https://partner.steamgames.com/apps/workshoptags/<appid>[/code] [section]Frequently Asked Questions[/section] [b]Q. …

Free to Keep (100% Discount)

While the reviews will be readable by other players, it will not factor into your game's review score. [h4]Q. Do Free to Keep players get trading card drops?[/h4] [b]A: [/b]No. Trading cards will not drop for customers who own the game through a Free to Keep package. [h4]Q. I have a multiplayer game with lower player counts, and I want to get more users in my game! …

Advance Access (Beta)

When unlocked, these achievements will pop up in the corner of the players' window and will be marked within an achievement page for that player. [h4]Q: Will Trading Cards drop for a player during Advance Access?[/h4] A: No, Cards will not drop during advance access, but playtime accrued during advancd access will count towards drops once the game has officially released fully. …

Developer Refund Reporting

So you are likely to see higher rates following a discount where sales of the game may have dropped back to lower levels but some number of the players that purchased during the sale are seeking refunds. [subsection]Refund Reasons[/subsection] When viewing refunds, you can look at details of what players had to say when they requested a refund. …

steamnetworkingtypes.h

[code]const int k_nSteamNetworkingSend_NoDelay = 4;[/code] If the message cannot be sent very soon (because the connection is still doing some initial handshaking, route negotiations, etc), then just drop it. This is only applicable for unreliable messages. Using this flag on reliable messages is invalid. [code]const int k_nSteamNetworkingSend_UnreliableNoDelay = k_nSteamNetworkingSend_Unreliable|k_nSteamNetworkingSend_NoDelay|k_nSteamNetworkingSend_NoNagle;[/code] Send an unreliable message, but if it cannot be sent relatively quickly, just drop it instead of queuing it. …

[/list] If a message is dropped for these reasons, k_EResultIgnored will be returned. NOTE: The Nagle algorithm is not used, and if the message is not dropped, any messages waiting on the Nagle timer are immediately flushed. …

Free Weekends

[/h4] [b]A:[/b] Eligible games can run a Free Weekend once per calendar year. [h4]Do Free Weekend players get trading card drops?[/h4] [b]A: [/b]No. Trading cards will not drop for a player unless they have purchased the game on Steam or activated a key for the game. …

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. …

Steam Workshop

This inventory service will also be necessary for selling these items or for managing random drops or other events that trigger drops of items to customers. [*] [b]Adding Payment Rules[/b] - Once you are ready to start selling your items, Steam will need to know which Workshop items are associated with which item definitions in your item server or in the [doclink=features/inventory]Steam Inventory Service[/doclink]. …

Or you can use the [doclink=features/inventory]Steam Inventory Service[/doclink], which also includes a customizable Item Store to easily list and sell items. [*] [b]Random item drops[/b] - This will require an item server (or you can use the [doclink=features/inventory]Steam Inventory Service[/doclink]) to manage the drops and to keep a record of ownership for each item. [*] [b]Bundled as DLC[/b] - This typically involves less overall infrastructure, but will require that you work out payment terms on your own with the Workshop contributors. …

Getting Started

[callout] [list] [h3][b]Recommended Setup[/b][/h3] [*][b][u]PC Cafés - Patrons log in with their personal Steam account for the full Steam experience[/u][/b] This setup lets users experience Steam at your location in exactly the same way as they would at home. They can earn achievements, rewards, game saves, item drops and even buy things in game. This model will require you to run a Steam PC Café Server on a secure computer at your location(s). …

SteamVR

[url=https://steamcommunity.com/games/250820/announcements/detail/1256913672017157095]Read the launch announcement for SteamVR Home here[/url] [subsection]SteamVR Collectibles[/subsection] SteamVR Collectibles are 3D items granted to players based on ownership and playtime of VR games. Developers can create custom items that will drop to players to be used as decoration in SteamVR Home environments. Currently SteamVR Collectibles need to be manually imported by Valve. …

ISteamInventory Interface

[b]See Also:[/b] [api]ISteamInventory::GetNumItemsWithPrices[/api], [api]ISteamInventory::GetItemsWithPrices[/api], [api]ISteamInventory::GetItemPrice[/api] [subsection=SendItemDropHeartbeat]SendItemDropHeartbeat[/subsection] [code=cpp]void SendItemDropHeartbeat();[/code] Deprecated. [subsection=SerializeResult]SerializeResult[/subsection] [code=cpp]bool SerializeResult( SteamInventoryResult_t resultHandle, void *pOutBuffer, uint32 *punOutBufferSize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]resultHandle[/b][/td][td][apitype]ISteamInventory::SteamInventoryResult_t[/apitype][/td][td]The inventory result handle to serialize.…

[/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". …

Sale Page Section: Apps And Bundles

You'll either type in the game name or appID and select the game from the drop-down. [section]Options for display of games[/section] These options can be combined in a variety of ways to achieve the look you are going for. …

Licensees

[h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. This means that they can earn XP, badges, collect game drops, or even make in-game purchases within your business just as they would at home. This brings the full Steam experience to your organization and your customers. …

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