[section=GetAppList]GetAppList[/section] [code=http]GET https://api.steampowered.com/ISteamApps/GetAppList/v2/[/code] Deprecated - this API can no longer scale to the number of items available on Steam. Please use [doclink=webapi/IStoreService#GetAppList]IStoreService/GetAppList[/doclink] instead. …
When type_filter is blank or not used, all apps are returned. Version 2 will output the app name. [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …
See [apitype]steamnetworkingtypes::SteamNetworkingConfigValue_t[/apitype] for more about why this is preferable to setting the options "immediately" after creation. [subsection=CreateListenSocketP2P]CreateListenSocketP2P[/subsection] [code=cpp]HSteamListenSocket CreateListenSocketP2P( int nLocalVirtualPort, int nOptions, const SteamNetworkingConfigValue_t *pOptions );[/code] Like [api]ISteamNetworkingSockets::CreateListenSocketIP[/api], but clients will connect using [api]ISteamNetworkingSockets::ConnectP2P[/api]. …
Make sure and check SteamNetworkingFakeIPResult_t::m_eResult [subsection=CreateListenSocketP2PFakeIP]CreateListenSocketP2PFakeIP[/subsection] [code=cpp]HSteamListenSocket CreateListenSocketP2PFakeIP( int idxFakePort, int nOptions, const SteamNetworkingConfigValue_t *pOptions );[/code] Create a listen socket that will listen for P2P connections sent to our FakeIP. …
Note that the expected item definition id should match the target item's item definition id. [code] SteamItemInstanceID_t inputItems[2] = { unPaintCanItemDefID, unHatItemDefID }; uint32 inputQuantities[2] = { 1, 1 }; SteamItemDef_t outputItems[1] = { unHatItemDefID }; uint32 outputQuantity[1] = { 1 }; SteamInventoryResult_t resultHandle; SteamInventory()->ExchangeItems( &resultHandle, outputItems, outputQuantity, 1, inputItems, inputQuantities, 2 ); [/code] If you wanted to have a tool that just removed a tag, you can define something like this "Paint Stripper.…
Trading Cards). [subsection=cards]Cards[/subsection] [docimg=card2.png]Steam Trading Cards[/docimg] The amount of trading cards must be between 5 and 15 cards, based on the theme of the game. Sets are usually 6-10 cards, less for shorter games. …
Once set as ready for review, your cards will automatically appear in our queue to review by Valve. This process typically takes 2-3 days and any necessary feedback will be provided to you via the tool. [subsection]Trading cards for free apps[/subsection] Free apps may only have trading cards if the app has in-app purchases. …
Remember: Seasonal Sales are exempt from Discount Cooldowns created by other discounts, so the Nov 15-22 launch discount would not prevent the game from joining the Dec 17 Winter Sale, even though they are within 30 days of each other. [subsection]Example 2: Joining Multiple Featuring Events with One Discount[/subsection] Later next Spring, things are going well and Bass Ain't Bitin' 2 is invited to three featuring events in the month of June! …
One potential solution would be the following: [list] [*] On September 1st, Bass Ain't Bitin' 2 sets up a 14-day discount on its current Early Access prices. At the same time, it also announces that it intends to increase prices at the end of this sale. …
Examples of Roadmap assets: [docimg=arcraidersroadmap]arcraidersroadmap[/docimg] [docimg=spacemarine2roadmap.jpg]spacemarine2roadmap.jpg[/docimg] [docimg=percentagebasedapproach]percentagebasedapproach[/docimg] [section]Setting up a Roadmap[/section] To start, navigate to your game's app landing page, and click on "Edit Store Page". …
This is the best choice for highly competitive games (such as Dota 2) or games with persistent servers that keep running even after all players leave (such as Team Fortress 2). You can read more about it in the [doclink=features/multiplayer/game_servers][/doclink] documentation.…
[/td][/tr] [tr=k_EGameIDTypeShortcut][td][b]k_EGameIDTypeShortcut[/b][/td][td]2[/td][td]The game ID is a shortcut.[/td][/tr] [tr=k_EGameIDTypeP2P][td][b]k_EGameIDTypeP2P[/b][/td][td]3[/td][td]The game ID is a P2P file.…
[/td][/tr] [tr=k_EPositionBottomLeft][td][b]k_EPositionBottomLeft[/b][/td][td]2[/td][td]Bottom left corner.[/td][/tr] [tr=k_EPositionBottomRight][td][b]k_EPositionBottomRight[/b][/td][td]3[/td][td]Bottom right corner.…
The Actual Authority user of your Steamworks account must sign the new Steam Cloud Gaming Addendum by logging into Steamworks and clicking the following link to sign the Addendum: https://partner.steamgames.com/newpartner/signlatestsda/?agreement_type=13 [*]2. In Steamworks, you need to approve the games you would like to show up in GeForce NOW. Please take the following steps. [*]3. Search for the app you would like to approve for Cloud Play. …
ncid=pa-srch-goog-17521&gclid=Cj0KCQjwlN32BRCCARIsADZ-J4t5Mghorda2SVQEvLcf646QsSvUmynfi6yP8qJ_UGCnB2-KexbOhpcaAiMIEALw_wcB#product-matrix]HERE[/url] for NVIDIA GeForce NOW. [b]Will there be other cloud gaming services added to Steam Cloud Play?…
Subsequent calls should use the result_highwatermark from the prior call, and will only show the dates with new data since the prior call. [u][b]Step 2:[/b][/u] For each date returned by GetChangedDatesForPartner, make a call to GetDetailedSales. Each new date should start with a highwatermark_id value of 0. …
For example: - On June 1st, it would be good practice to query May 31st and June 1st data. - On June 2nd, it would be good practice to query June 1st and June 2nd, but re-querying May 31st should not provide any new or changed data. …
We start with the "recommended" section selected, where id Software (the developer) has posted their official configuration for DOOM. [docimg=browse_configs_2.png]browse_configs_2.png[/docimg] This is the one we currently have selected, which was selected for us by default when we started the game for the first time. …
They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the leaderboard name in XML. [/list] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
They will continue to be usable but it's highly recommended that you use the latest version. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the leaderboard name in XML. [/list] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
In high volume e-mail periods, time to notification will be longer. [b]Frequency limited to 2 weeks[/b] Customers who have been notified about an appID within the last 2 weeks (includes all forms of emails about the same appID) will be on e-mail cooldown, and will not receive additional communication until the cooldown period has passed. …
[h4]Q: Is there a cooldown on how often an email is sent for a particular product?[/h4] [b]A:[/b] Yes, there is a 1-2 week cooldown between wishlist emails. This can be extended during periods of high traffic (like seasonal sales). [h4]Q: Where can a user configure their e-mail preferences?…
You can call [apitype]ISteamInput::GetInputTypeForHandle[/apitype] to determine an individual controller's model type or implement separate mouse-style and joystick-style camera actions. [b] 3. Use SDL version 2.0.8 or above, if possible[/b] If you're using [url=https://www.libsdl.org/]SDL[/url] (Simple DirectMedia Layer), one of the most popular cross-platform game libraries for handling things like input, make sure you're using the latest version, or at least version 2.0.8 or above. …
Here's an example: [code] "localization" { "english" { "Title_Config1" "Official Configuration" "Description_Config1" "This config was created by the developers of Game X." "Title_Config2" "Official Southpaw Configuration" "Description_Config2" "This config was created by the developers of Game X, and is setup for Southpaw users.…
[table] [tr] [td]OpenVR (Depth-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L191]VRTextureWithPoseAndDepth_t[/url][/td] [/tr] [tr] [td]OpenVR (Depth+Motion-assisted reprojection)[/td] [td][url=https://github.com/ValveSoftware/openvr/wiki/IVRCompositor::Submit]IVRCompositor::Submit[/url] with [url=https://github.com/ValveSoftware/openvr/blob/v2.15.6/headers/openvr.h#L202]VRTextureWithMotion_t[/url][/td] [/tr] [tr] [td]OpenXR (Depth-assisted reprojection)[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_KHR_composition_layer_depth.html]XR_KHR_composition_layer_depth[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Vendor-agnostic[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_EXT_frame_synthesis.html]XR_EXT_frame_synthesis[/url][/td] [/tr] [tr] [td]OpenXR (Depth+Motion-assisted reprojection) Oculus[/td] [td][url=https://registry.khronos.org/OpenXR/specs/1.0/man/html/XR_FB_space_warp.html]XR_FB_space_warp[/url][/td] [/tr] [/table] You can visualize the depth or motion vectors submitted by using the [doclink=steamframe/debugging#GameTextures]Draw Performance Assessment Game Textures in Headset[/doclink] option. …
To help troubleshoot transient frame time issues with your game, you can look at the [b]perfcriteria.txt[/b] file in the SteamVR logs folder ([b]/home/steamos/.local/share/Steam/logs[/b], or accessible through the alias [b]cdl[/b] from a shell). The first 2 lines recapitulate the Application Name, Steam Application ID, target frame time, effective resolution, etc. The rest of the file is a list of frame times leading to the violation of the threshold set with the target frame time. …
Click 'Request Review' in the ‘Sale’ tab of the Sale Event Editor. Reviews typically take 2–3 business days, so be sure to plan this into your own timelines for launch. [subsection]5. Publish Your Event[/subsection] Once your sales event has been approved, you’re free to publish it whenever you’re ready. …
Upcoming games are welcome to be on the page, but the focus should be on discounted titles - a majority of your catalog, if not all of it, should be on discount. The discounts should be front and center. For partners with F2P games, there should be something special occurring in-game to celebrate the sale, whether that is an in-game event, in-game cosmetics, or something in between. …
[/td] [/tr] [/table] This can be visualized like this: [docimg=app_trans2.png]app_trans2.png[/docimg] …
The way the grouping is determined will depend on your game and what makes the most sense to show. For example, in Dota 2 there are parties of up to 5 people, so we will show the party that is being played with, not the full team of 5 that is match-made by the game. In Counter-Strike, though, 2 friends may be playing on a server together, but rather than showing the whole server as part of the party, only the mutual friends who are playing together are placed in the same Steam Player Group. …
[list] [*] In your game code: set your camera-angles-per-mouse-pixel ratio to 0.022 degrees per pixel. i.e. one mouse dot will turn your camera 0.022 degrees. [*] Set your default user mouse sensitivity to 2.5x. [*] These are the standards used in Source 2 engine games. This is why the default "Dots per 360 setting" is 6545. 360degrees / ( 0.022 * 2.5 ) = 6545.45' [/list] [/list] [subsection]Graphics[/subsection] [list] [*][b]Vulkan API[/b]: We recommend targeting Vulkan as your primary graphics API for best performance and battery life. …
[/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …
[/list] Sample PHP to generate "auth" value: [code=php] define( 'SECRET_ITEMCART_KEY', '11111111111111111111111111111111' ); $appid = '234560'; $cartstring = '1001,1006*2'; $totalstring = 'USD499'; $sandbox = '0'; // or '1' $returnurl = 'http://mystore.com/checkout.php?fromsteam=1&cartid=BA13522FE31&result=[RESULT]&orderid=[ORDERID]&steamid=[STEAMID]&name=[USERNAME]&cc=[CURRENCY]&auth=[AUTH]'; $auth = hash_hmac( "sha1", "$appid\n$cartstring\n$totalstring\n$sandbox\n$returnurl", SECRET_ITEMCART_KEY ); [/code] Sample PHP to validate return URL: [code=php] hash_hmac( "sha1", str_replace( $_GET['AUTH'], "", $_SERVER["REQUEST_URI"] ), SECRET_ITEMCART_KEY ) === $_GET['AUTH'] [/code] The authentication code in the sample HTML form is computed as if the Itemcart secret key is all ones (32 characters long). …