Once all your trading card assets are uploaded, click the edit link beneath “Release State” to configure your card drop settings and mark your assets as ready for review. Once set as ready for review, your cards will automatically appear in our queue to review by a Valve designer. …
Submit the exe in compatibility mode by either selecting it in the drop down on the Steamworks page or using the appropriate flags in the automated drmtool. [section=FAQ]Frequently Asked Questions[/section] [b]Q. …
[olist] [*] To create a Steam store bundle, select "Bundles" from the "App & Packages" drop-down at the top of the Steamworks site. [*] From that page, you'll find a button for "Create New Bundle". Click that button. [*] You will be asked to name your bundle and enter a discount percentage. …
Can I change the display order of the packages included in the bundle?[/b] A. Yes, you can drag and drop the order of the packages in your bundle to change the order in which they are displayed on the bundle store page. [*][b]Q. Can Steam Bundles be refunded?…
You can always opt to make them disappear sooner, especially for long running events. [*] When dropping multiple teasers related to an upcoming launch or major event. In these case, when the new teaser is published, it is ideal to remove the old teaser. …
For Steam Frame, navigate to [b]Steam Settings > System > System Update Channel[/b], click the drop-down and select [b]Beta[/b]. [docimg=steamframe-os-branch-select.png]steamframe-os-branch-select.png[/docimg] [docimg=steamframe-os-beta-branch.png]steamframe-os-beta-branch.png[/docimg] For the Steam client, on your Desktop PC go to [b]Steam Settings > Interface > Client Beta Participation[/b] and select [b]Steam Beta Update[/b]. …
In the Editor, under the [b]Platforms[/b] drop down, ensure that the Android flavor is set to [b]Android (ASTC)[/b], and then select [b]Package Project[/b]. [callout]Your options when packaging are ASTC, ECT2, or Default. …
[subsection]Packaging and Deploying to Steam Frame[/subsection] Under the [b]Platforms[/b] drop down at the top of the Editor window, you should see [b]LinuxArm64[/b] as an option. Within that section, you'll also see an additional option for [b]Flavor Selection[/b]. …
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/MacPlatformButtons.jpg[/img] You can read more about Apple's plan to drop support of 32-bit Mac applications in the support article [url=https://support.apple.com/en-us/HT208436]HERE[/url]. If you're not familiar with Apple's 64-bit requirements or the notarization process in macOS you can read more about that [url=https://developer.apple.com/documentation/security/notarizing_your_app_before_distribution]HERE[/url]. …
[docimg=2020-03-10_22-25-10.png]2020-03-10_22-25-10.png[/docimg] [*] Go to the 'Stream' configuration tab. Choose 'Custom Streaming Server' from the Stream type drop-down. This is where you enter the [b]upload server[/b] and [b]upload token[/b] that is found on the [url=https://steamcommunity.com/broadcast/upload]broadcast upload settings page[/url]. …
Also note that accessory items support all the normal Inventory actions and drop methods - including defining price categories and selling them on the Item Store. [subsection]Using accessories[/subsection] To actually apply the sticker to an item, call the [doclink=api/ISteamInventory#ExchangeItems][/doclink] (crafting) method from the Steamworks SDK (or via the WebAPI from a trusted server). …
[/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. …
[/list] [subsection]Manage The Order Of Your Trailers[/subsection] Within the trailer management UI, you can drag and drop to reorder the list of videos to appear on your game's store page. The first two valid trailers will be shown to players before any screenshots, with any remaining trailers appearing after the list of screenshots. …
[/b] The Steam Deck will automatically run games in full-screen by default. However, if you drop to desktop, you can run games in windowed mode. [b]Do you plan to release SteamOS as a standalone, general-purpose operating system?…
[b]How do I make my game with multi-touch support work properly?[/b] If your game utilizes multi-touch support, there is a drop-down option on the partner site under "Steam Deck Touchscreen" called "Touch API Pass-through" that you will need to select in order for multi-touch input to work. …
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. In order to access this section of Steamworks, a user must have the "Manage Signing" permission for the relevant Application. …
More details can be found in [doclink=#account_linking][/doclink] above. [h4]Dropping in-game items for registering your third-party key[/h4] If you are using the [doclink=features/inventory]Steam Inventory Service[/doclink], make sure the item's itemdef is configured correctly as a promo item and call [api]ISteamInventory::AddPromoItem[/api] from the client. …
You can enter in copy for multiple languages by clicking the language drop down in the top right of any text editor inside the Steamworks partner portal. [callout]Tip: If you translate the content on your store page into languages that you are considering supporting, you can look at regional wishlists for your game to get a sense of where your game might be popular and which languages might warrant higher priority for translation of your game. …
[/h4] [b]A:[/b] If your game doesn't include any of the "Full Platform Supported" languages, you'll need to make sure you enter your store written descriptions, art capsules, etc. under "English" in the store editor drop-downs. English is Steam's fallback language and needs to have content, even if that content is actually another language. …
[subsection=P2PSessionConnectFail_t]P2PSessionConnectFail_t[/subsection] Called when packets can't get through to the specified user. All queued packets unsent at this point will be dropped, further attempts to send will retry making the connection (but will be dropped if we fail again). [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_steamIDRemote[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]User we were trying to send the packets to.…
Using this on the first packet sent to a remote host almost guarantees the packet will be dropped. This is only really useful for kinds of data that should never buffer up, i.e. voice payload packets[/td][/tr] [tr=k_EP2PSendReliable][td][b]k_EP2PSendReliable[/b][/td][td]2[/td][td]Reliable message send. …
[docimg=stream6.png]stream6.png[/docimg] [*]In the “Server” field, use the RTMP URL generated under the “Upload Server” field at http://steamcommunity.com/broadcast/upload/ [*]In the “Stream Key” field, enter the token provided at http://steamcommunity.com/broadcast/upload/ [*]In OBS, navigate to File-->Settings-->Output [docimg=stream7.png]stream7.png[/docimg] [*]Under Output Mode, select “Advanced” in the drop-down menu. [*]On the Streaming tab, enter Keyframe Interval to 2. [u]Note: This step is important. Without this setting your stream will fail to start.…
. [*]Localizing - To upload localized versions of a screenshot, drag and drop alternative versions on to an existing screenshot's thumbnail. Language name can be used as a suffix to hint to the UI which language this screenshot should be in (For example, foo_japanese.jpg) [*]Age Suitability and Mature Content - By default, your screenshots are [b]not marked[/b] as 'suitable for all ages'. …
[/h4] [b]A:[/b] From the upper-right corner in Steam, select your user name to activate the drop-down and select "Account Details." From there, you can select "Manage Email Preferences" to pick which types of communication you wish to receive. …
Here is a sample process that has worked well for us, which we honed by trying different approaches and listening to player feedback: [olist] [*][b]Tease the update[/b] - Tease the update (possibly in narrative form) 3-4 days in advance, drop hints, ignite speculation, and excite customers. You’re also providing resources for press coverage about your product. [*][b]Monitor forums and feedback[/b] - Monitor forums and feedback prior to the update actually shipping, and improve or tweak your content accordingly, or find out what elements your customers are most excited about, so you can feature them accordingly. [*][b]Highlight feature and gameplay changes[/b] - Highlight feature and gameplay changes in your pre-update communication to increase visibility, speculation, and excitement. …