Steamworks Documentation
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IGameNotificationsService Interface

[b]Example Response:[/b] [code=xml] { "response": { } } [/code] [b]Calling Example:[/b] [code] { "sessionid": "1234", "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" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } [/code] [section=EnumerateSessionsForApp]EnumerateSessionsForApp[/section] [code=http]GET https://partner.steam-api.com/IGameNotificationsService/EnumerateSessionsForApp/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": { [ { "sessionid": "123", "appid": "100", "title": { "token": "#TitleToken", "variables": [ { "key": "keyName", "value": "keyValue" } ] }, "time_created": "100000", // Unix time "time_updated": "200000", //Unix time "user_status": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } } [/code] [b]Calling Example:[/b] [code] { "steamid": "76561197960265729", "include_all_user_messages": "0", "include_auth_user_message": "1" } [/code] [section=GetSessionDetailsForApp]GetSessionDetailsForApp[/section] [code=http]GET https://partner.steam-api.com/IGameNotificationsService/GetSessionDetailsForApp/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.…

ISteamNetworkingUtils Interface

Note: dedicated servers hosted in known data centers do *not* need to call this, since they do not make routing decisions. However, if the dedicated server will be using P2P functionality, it will act as a "client" and this should be called. [subsection=GetRelayNetworkStatus]GetRelayNetworkStatus[/subsection] [code]ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails );[/code] Fetch current status of the relay network. …

[subsection=EstimatePingTimeBetweenTwoLocations]EstimatePingTimeBetweenTwoLocations[/subsection] [code=cpp]int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 );[/code] Estimate the round-trip latency between two arbitrary locations, in milliseconds. This is a conservative estimate, based on routing through the relay network. …

IUserReviewsService

[/td][/tr] [tr=k_EUserReviewsAppReviewsFilter_Updated][td][b]k_EUserReviewsAppReviewsFilter_Updated[/b][/td][td]2[/td][td]Most recently updated.[/td][/tr] [tr=k_EUserReviewsAppReviewsFilter_Funny][td][b]k_EUserReviewsAppReviewsFilter_Funny[/b][/td][td]3[/td][td]Most votes for funny.…

[/td][/tr] [tr=k_EUserReviewsPurchaseType_NonSteamPurchase][td][b]k_EUserReviewsPurchaseType_NonSteamPurchase[/b][/td][td]2[/td][td]Only reviews by users who did not purchase the app on Steam.[/td][/tr] [/table]…

Season Passes

[docimg=AddPackage.JPG]AddPackage.JPG[/docimg] Next, add the DLC to your Season Pass package by clicking + Add Applications. [docimg=AddPackage2.JPG]AddPackage2.JPG[/docimg] Search for the DLC application in the field provided*. *In some cases you may be prevented from adding DLC to a Season Pass package. …

[/olist] Valve assistance is required to retire a Season Pass as described in options 2 & 3 above—so please read [doclink=/store/retire_app]Removing a Product from Steam[/doclink] and reach out via a ticket when you know your plans for each individual DLC contained in your Season Pass. …

ISteamUtils Interface

[b]Returns:[/b] [apitype]steam_api::uint32[/apitype] [subsection=GetIPCountry]GetIPCountry[/subsection] [code=cpp]const char * GetIPCountry();[/code] Returns the 2 digit ISO 3166-1-alpha-2 format country code which client is running in. e.g "US" or "UK". This is looked up via an IP-to-location database. …

[/td][/tr] [tr=k_ESteamHardwareTypeSteamMachine][td][b]k_ESteamHardwareTypeSteamMachine[/b][/td][td]2[/td][td]Running on a Steam Machine.[/td][/tr] [tr=k_ESteamHardwareTypeSteamFrame][td][b]k_ESteamHardwareTypeSteamFrame[/b][/td][td]3[/td][td]Running on a Steam Frame.…

Sale Page Tools - Section Types

[docimg=sectionType_Links.jpg]sectionType_Links.jpg[/docimg] [section]News And Events[/section] These are events posted via the Steam Events & Announcements tool [b]Carousel of three items[/b] [docimg=sectionType_Events.jpg]sectionType_Events.jpg[/docimg] [b]Section of two items[/b] [docimg=sectionType_Events_2.jpg]sectionType_Events_2.jpg[/docimg] [section]Dev/Publisher Home Page or Community Group Widget[/section] This will display a section with the selected Steam Curator or developer/publisher homepage, along with a 'follow' button and any linked social media accounts. …

ISteamNetworkingMessages Interface

Networking API intended to make it easy to port non-connection-oriented code to take advantage of P2P connectivity and [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink]. [api]ISteamNetworkingSockets[/api] is connection-oriented (like TCP), meaning you need to listen and connect, and then you send messages using a connection handle. …

The difference is mainly in your responsibility to explicitly establish a connection and the type of feedback you get about the state of the connection. Both interfaces can do "P2P" communications, both support both unreliable and reliable messages, fragmentation and reassembly, and both can be used to take advantage of [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] to talk to dedicated servers. …

Transferring Applications

Once both parties have fully approved the app transfer, Valve will need to approve the transfer. Valve will do so as quickly as possible, usually within 2-7 business days. [olist][*]Transferer initiates the transfer. The existing manager of an app will: [list][*]enter the e-mail address of the recipient to initiate the transfer . [*]choose an effective date for the transfer, see more about the effective date below. [*]provide a reason for the transfer so Valve can more easily review and approve the transfer.…

Once both parties have fully approved the app transfer, Valve will respond to the request as quickly as possible. Usually within 2-7 business days. [h4]Q. Can I transfer multiple applications in one request? Can I transfer DLC?[/h4] A. Yes, you can select multiple applications and DLC to transfer in a single request. …

Application Settings for Virtual Reality

When using OpenXR, your input binding setup will dramatically affect how many users can buy and play your game. If your game submits a suggested input binding for Meta Quest 2 controllers, SteamVR will automatically rebind most controller types so they will work. The following controller profiles should have customized bindings, due to the difficulty in automatically rebinding them: [list] [*] HTC Vive wands [*] Valve Index controllers [*] Windows Mixed Reality controllers [/list] If you build with OpenVR, your application will automatically support any current and future OpenVR-supported head-mounted displays (HMDs), such as the HTC Vive, Oculus Rift, or Windows Mixed Reality family of devices. …

Licensees

. [*]Licensees will be able to use regional payment methods available on Steam, up to US$2,000 per day. [/list] [h4]Dynamic License Management[/h4] You can now offer your customers games on Steam using a dynamic pool of licenses. …

Coming Soon

[introblock=ComingSoon2.gif] [h5]In Brief[/h5]Set up a page with information about your game to start building an audience and giving players a place to learn more and add to their wishlist. …

How to upload Android APKs to Steam

[docimg=steamworks_settings.png]steamworks_settings.png[/docimg] [section]Step 2 - Set Supported Operating Systems[/section] Navigate to the [b]Application > General[/b] tab for your app, and check [b]Android [/b] under [b]Supported Operating Systems[/b]. …

Steam Inventory Schema

This must be lower than 1,000,000 for non-workshop items, and no bigger than 2,147,483,647.[/td][/tr] [tr][td]type[/td][td]Internal value. ('item' | 'bundle' | 'generator' | 'playtimegenerator' | 'tag_generator')[/td][/tr] [tr][td]bundle[/td][td](see [doclink=features/inventory/schema#SpecifyBundles]bundle or generator items[/doclink] below)[/td][/tr] [tr][td]promo[/td][td](see [doclink=features/inventory/schema#PromoItems]promo format[/doclink] below)[/td][/tr] [tr][td]drop_start_time[/td][td]UTC timestamp - prevent promo grants before this time, only applicable when promo = manual (see [doclink=features/inventory/schema#PromoItems]promo format[/doclink] below)[/td][/tr] [tr][td]exchange[/td][td](see [doclink=features/inventory/schema#ExchangeFormat]exchange format[/doclink] below)[/td][/tr] [tr][td]price[/td][td](see [doclink=features/inventory/schema#SpecifyPrices]price format[/doclink] below)[/td][/tr] [tr][td]price_category[/td][td]A preset price, where we handle the various currency values for you. …

There are three controls that will allow the following customization: (1) How long before a item drop? (2) How many items drops in a window? And, (3) How long is the cool-down window before we can grant another item drop? The same control exists per itemdef. …

Steam Deck FAQ

[/b] Yes, we're sending devkits around the world, including regions that are not part of the initial Steam Deck launch. [b]I've heard there are issues with the EV2 devkit hardware - are those fixed in the final version?[/b] Yes, that's the whole reason behind these engineering builds, is to test manufacturing and see if there are any issues that need to be fixed. …

In addition, anything installed outside of flatpak (via pacman for instance) may be wiped with the next SteamOS update. [url=https://help.steampowered.com/en/faqs/view/671A-4453-E8D2-323C]More on that here.[/url] [b]Will the fact that the system is Wayland-based cause any known performance hit to existing games or any missing functionality to be aware of?…

Suggesting default user settings for your game

Example [b]vrpreferences.json[/b]: [code=json] { "steam_frame": { "preferResolution": 2160, "preferMinRefreshRate": 90, "preferHalfFramerate": true, "preferMotionSmoothingMode": "off" } } [/code] This example file suggests: [list] [*]A default resolution of 2160x2160 [*]A default display refresh rate of 90 Hz [*]A default frame throttling to 1/2 (Frame Limit to 45 FPS) [*]A default override to disable Motion Smoothing [/list] To validate that the [b]vrpreferences.json[/b] is picked up by SteamVR, the [b]vrserver.txt[/b] log file can be searched: [code=plain] [Info] - [Settings] Loading app-provided preferences from '/home/steamos/.local/share/Steam/steamapps/common/<game folder>/vrpreferences.json' [/code] Parsing errors will be reported in this log, for example: [code=plain] [Info] - Parsing of JSON file "/home/steamos/.local/share/Steam/steamapps/common/[...]…

ISteamMusic Interface

[/td][/tr] [tr=AudioPlayback_Paused][td][b]AudioPlayback_Paused[/b][/td][td]2[/td][td]Steam Music is currently paused.[/td][/tr] [tr=AudioPlayback_Idle][td][b]AudioPlayback_Idle[/b][/td][td]3[/td][td]Steam Music is currently stopped.…

SteamVR for Enterprise / Government Use

PowerFormId=1b290fb6-bf33-4529-b6b4-0c05174271f7&env=na1&acct=8eb740d5-3d42-42a7-b032-df44d160f47f&v=2]commercial/government use license[/url]. A PDF copy for your prior review can be downloaded [docfile=2023STEAMVRCOMMERCIALINSTALLATIONLICENSE.pdf]here[/docfile]. …

Uploading to Steam

to learn more about each field. The example below shows 5 launch options, 2 for Windows, 2 for macOS and 1 for Linux. Launch option 3 will only be shown on Windows if the user also owns the DLC specified. …

The SteamPipe tools can be found within the SDK in the [code-inline]tools[/code-inline] folder which contains 2 relevant sub-directories. The [code-inline]ContentBuilder[/code-inline] directory is where your game content and SteamPipe build tools will live. …

Steamworks API Example Application (SpaceWar)

[section]Overview[/section] In order to help developers understand the usage of the Steamworks API we have included source code for a fully functional version of the classic [b]Spacewar![/b] multi-player shooter game. It is a simple 2D game with support for up to 4 players and provides a perfect opportunity to showcase many of the APIs available in the Steamworks SDK. …

If you browse the files within the Visual Studio solution explorer you'll see that the code has been broken up into Game and Engine code. You can ignore the code in the Engine folder - it supports basic 2D rendering via D3D and basic keyboard input. All of the important code documenting Steamworks API usage is files in the Game folder. …

Creating and using InstallScripts

Values are: [list] [*] Windows 3.11 [*] Windows 95 [*] Windows 98 [*] Windows ME [*] Windows NT [*] Windows 2000 [*] Windows XP [*] Windows 2003 [*] Windows Vista [*] Windows 7 [*] Windows 2008 [*] Windows 2012 [*] Windows 2012 R2 [*] Windows 8 [*] Windows 8.1 [*] Windows 10 [/list] [/list] [b]64 bit Example[/b] This example will run the appropriate installer for the 32 or 64 bit installer. …

For example: [code] "InstallScript" { "Registry" { "HKEY_LOCAL_MACHINE\\SOFTWARE\\MonkeyDime Studios\\Killer Banana Peel" { "dword" { "english" { "Language" "1" } "french" { "Language" "2" } "german" { "Language" "3" } "italian" { "Language" "4" } "spanish" { "Language" "5" } } } } } [/code] The install script gets the language from Steam's registry key, querying the value "Language". …

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