Steamworks Documentation
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Step by Step: Stats

[section]Introduction[/section] The following is a quick step by step guide to integrating very basic Steam Stats into your application in under 10 minutes and under 10 lines of code integrated into your code base. The [doclink=sdk]Steamworks SDK[/doclink] comes with a great example application called [doclink=sdk/api/example]Spacewar[/doclink] that shows off the full breadth of Steam features and should be your first stop to see all Steam features in action. …

Developer/Publisher Homepage Tools Update

(Note: You can change the settings to only show the newest events from the last X weeks.) [docimg=NEWS.png]NEWS.png[/docimg] [*][b]Carousel or grid of games[/b] - The basic building blocks for showcasing games. …

User Authentication and Ownership

. [*] The secure server must make an HTTPS request to [code-inline]partner.steam-api.com[/code-inline] and call the [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] web method, passing the user's session ticket as a hex encoded UTF-8 string. Please note that this method allows either a [url=https://steamcommunity.com/dev]Steam Web API Key[/url] or a [doclink=webapi_overview/auth#publisher-keys]Web API Publisher Key[/doclink] that is associated with the AppID for the provided ticket to be passed in. …

[subsection]Linking From In-game[/subsection] Session Tickets can be used to verify a user's identity between a game client and a secure, backend server using the Steamworks Web API: [list] [*] The client must retrieve a session ticket by calling [api]ISteamUser::GetAuthTicketForWebApi[/api]. [*] To guarantee a valid ticket, the client must wait for the [api]ISteamUser::GetTicketForWebApiResponse_t[/api] callback. [*] The client must send its session ticket to the secure server. [*] The secure server must make an HTTPS request to [code-inline]api.steampowered.com[/code-inline] and call the [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] web method, passing the user's session ticket as a hex encoded UTF-8 string. Please note that this method requires a [doclink=webapi_overview/auth#publisher-keys]Web API Publisher Key[/doclink] that is associated with the AppID for the provided ticket. [*] If the user's ticket is valid, [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] will return the user's 64-bit SteamID. …

Top Sellers Lists

[subsection]Home page Top Sellers List[/subsection] This list appears on the [url=https://store.steampowered.com/]Steam home page[/url], showing the top 10 items selling on Steam right now. [docimg=content_HomeTopTab.jpg]content_HomeTopTab.jpg[/docimg] [subsection]Search Results[/subsection] The home page top sellers lists links to complete lists, which are shown in the [url=https://store.steampowered.com/search/?…

Steam Audio

[/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. …

Steamworks API Overview

. [*] [b]macOS[/b] [code-inline]libsteam_api.dylib[/code-inline] provides both the x64 and arm64 version of the Steam API. You must link this in your Xcode project and add it to a Copy Files build phase with destination "Executables" to copy it into your application bundle. …

The Steam client will automatically try to reconnect, and clients running an app receive priority, so the typical reconnect time is under 10 seconds, although in some rare cases may be up to 5 minutes. The Steamworks API is versioned through a COM-like mechanism, where a string name and version of an interface are passed into [code-inline]steamclient.dll[/code-inline] which then returns the correct version of the interface to the caller. …

IGameNotificationsService Interface

[b]Example Response:[/b] [code=xml] { "response": { "sessionid": "10" } } [/code] [b]Calling Example:[/b] [code] { "context": "31415926" "title": { "token": "#MyToken", "variables": [ { "key": "username", "value": "SteamUser" } ] }, "users": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } } ] } [/code] [section=UpdateSession]UpdateSession[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/UpdateSession/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.…

[b]Example Response:[/b] [code=xml] { "response": { } } [/code] [b]Calling Example:[/b] [code] { "sessionid": "10" } [/code] [section=DeleteSessionBatch]DeleteSessionBatch[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/DeleteSessionBatch/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.…

IGameInventory Interface

[/list] [/list] [b]Example code[/b] [code] curl --request POST \ --header "Content-Type: application/x-www-form-urlencoded" \ --form appid=30400 \ --form 'itemdefs=[{"appid":"30400","itemdefid":"418","type":"item","display_type":"bag","name":"Bag of Stuff","description":"This bag contains stuff.…

Steam Leaderboards

These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. Each Steamworks title can create up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted. For each leaderboard, a player can have one entry. …

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

[/i] To run a Steam PC Café Server, you just need a secure Windows 10 or later PC connected to the location's network. You will also be able to run it on Windows Server 2016 or later. If you are also using the PC Café Server as a content server cache we recommend that it has enough storage to support 1TB of content data. [*][i]Do the client machines have to be on the same network as the Steam PC Café Server?…

Wishlists

For example, if you have a $20 Regular and $30 Deluxe package for your game, just discounting the the Deluxe package would not trigger wishlist notification e-mails, you would also need to discount the Regular package. [*]Discounts must be over 8 hours in duration [*]Note: if an email is held up for over a week for whatever reason, we will stop trying to send that email. [/list] For more information on discounts, please see the [doclink=marketing/discounts][/doclink] documentation. …

Developing for SteamOS and Linux

. [*] [url=https://lttng.org/download]lTTng[/url] - a Linux tracing tool [*] [url=https://apitrace.github.io/]apitrace[/url] project - a set of tools for tracing and replaying OpenGL and OpenGL ES calls from your game [*] [url=http://www.rotateright.com/]Zoom[/url] - a CPU profiler with a powerful and friendly user interface [/list] [subsection]Linux APIs[/subsection] [url=https://www.khronos.org/vulkan/]Vulkan[/url] is the prefered library for high-performance graphics rendering. It is the open equivalent to DirectX12 and Metal. [url=http://www.opengl.org/documentation/]OpenGL[/url] was the older standard graphics rendering. A majority of games make direct calls to OpenGL but there are other games that use a translation method where legacy rendering code is translated into OpenGL calls. …

Error Codes & Responses

. [*] [b]Example[/b]: [code=xml] <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE appnews> <appnews> <appid>440</appid> <newsitems> <newsitem> <gid>1904306376092568991</gid> <title>Prince of Prolander Event </title> <url>http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991</url> <is_external_url>true</is_external_url> <author/> <contents><a href="http://rgl.gg/default.aspx"><img src="https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…

ISteamClient Interface

[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamClient. …

Sale Page Tools - Section Types

Be sure to watch the YouTube video, which explains sale page structure and how to use some of the sections [url]https://youtu.be/9xJ6Tb1RQuY[/url] [subsection]Default Section Types[/subsection] [list] [*][b]Apps and Bundles[/b] - These are apps, packages, or bundles. …

General Concepts

Standard joystick- and mouse- driven actions will usually have two axes, X and Y, but single-axis analog actions are possible too (such as those commonly bound to analog triggers); in this case the action data will still report two axes, but the Y axis will always be zero. …

ISteamNetworkingSockets Interface

Thus, if a lane has a unique priority value, the weight value for that lane is not relevant. Example: 3 lanes, with priorities { 0, 10, 10 } and weights { (NA), 20, 5 }. Messages sent on the first will always be sent first, before messages in the other two lanes. Its weight value is irrelevant, since there are no other lanes with priority=0. …

Notes: [list] [*] At the time of this writing, some code has performance cost that is linear in the number of lanes, so keep the number of lanes to an absolute minimum. 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255, which is a very large number and not recommended! [*] Lane priority values may be any int. …

Downloadable Content (DLC)

You can configure DLC to be downloaded and installed on-demand by following the steps below. [olist] [*] Create up to 10 DLCs that can be used as downloadable chunks. [list] [*]From the app package landing page, click "All Associated Packages, DLC, Demos And Tools", and use the "Add New DLC" button to add the DLCs. …

ISteamApps Interface

[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td]The number of builds to retrieve, the default is 10.[/td][/tr] [/table] Gets an applications build history. [b]NOTE:[/b] This call requires the publisher API key that owns the specified App ID to use this method. …

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