[subsection=GetTicketAppID]SteamEncryptedAppTicket_GetTicketAppID[/subsection] [code=cpp]S_API AppId_t SteamEncryptedAppTicket_GetTicketAppID( uint8 *rgubTicketDecrypted, uint32 cubTicketDecrypted );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]rgubTicketDecrypted[/b][/td][td]uint8 *[/td][td]The decrypted ticket to check.[/td][/tr] [tr][td][b]pcubTicketDecrypted[/b][/td][td]uint32 *[/td][td]The size of [code-inline]rgubTicketDecrypted[/code-inline] in bytes.…
[section=constants]Constants[/section] These are constants which are defined for use with SteamEncryptedAppTicket. [table] [tr][th]Name[/th][th]Type[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_nSteamEncryptedAppTicketSymmetricKeyLen][td][b]k_nSteamEncryptedAppTicketSymmetricKeyLen[/b][/td][td]int[/td][td]32[/td][td]The length of a key used with [api]SteamEncryptedAppTicket::BDecryptTicket[/api].…
This configuration is most commonly used in multiplayer games where everyone in the game or on the server needs access to all assets in order for them to be rendered. [*] [b]DLC contains deluxe content[/b] - In this configuration, the deluxe content files will be included in a separate depot that is granted to customers that have bought or activated the deluxe edition. …
[subsection]Best Practices[/subsection] You're going to encounter reviews of all types. Some will be tremendously helpful and constructive, while others may represent frustrating or incomplete assessments of a product. …
Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …
[section=GetAssetID]GetAssetID[/section] [code=http]GET https://partner.steam-api.com/IEconMarketService/GetAssetID/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.…
[section=GetPopular]GetPopular[/section] [code=http]GET https://partner.steam-api.com/IEconMarketService/GetPopular/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.…
[subsection]Visual Studio remote debugging with Proton:[/subsection] Please consult the Proton documentation: https://github.com/ValveSoftware/Proton/blob/bleeding-edge/docs/DEBUGGING-WINDOWS.md NOTE: In order to obtain complete backtraces when remote debugging or processing minidumps, make sure to configure the Proton symbol store. Visual Studio's remote debugging tools are not distributed with Proton. …
Currently the devkit will search for the installed debugging tools from Visual Studio 2019 and Visual Studio 2017. In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. …
[subsection]Header File[/subsection] We first define a structure to hold our stats data received from steam, define stat types in a handy enum and then provide a macro for creating stats objects. This data maps directly to what is found on the [url=https://partner.steamgames.com/apps/stats/]Stats Configuration[/url] page. [code=cpp] #define _STAT_ID( id,type,name ) { id, type, name, 0, 0, 0, 0 } enum EStatTypes { STAT_INT = 0, STAT_FLOAT = 1, STAT_AVGRATE = 2, }; struct Stat_t { int m_ID; EStatTypes m_eStatType; const char *m_pchStatName; int m_iValue; float m_flValue; float m_flAvgNumerator; float m_flAvgDenominator; }; [/code] Next we define a helper class that will wrap all of the Steam Stats API calls as well as creating all of the [doclink=sdk/api#callbacks]Steam callbacks[/doclink]. …
[subsection]Header File[/subsection] We first define a structure to hold our achievement data received from Steam and provide a macro for creating objects of that type. This data maps directly to what is found on the [url=https://partner.steamgames.com/apps/achievements/]Achievement Configuration[/url] page. …
[/td] [/tr] [/table] [subsection]Reordering Sets[/subsection] Click [b]Reorder Sets[/b] in the toolbar, then drag and drop your sets to choose the order players will see them. The base game set can't be moved. [subsection]Deleting a Set[/subsection] Open the set's menu and choose [b]Delete set[/b]. …
[/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. After uploading, the game will also appear in your Steam Library, under [b]Library > Non-Steam > Devkit Game: (Your Game Title)[/b]. …
[section=SetItemPaymentRules]SetItemPaymentRules[/section] [code=http]POST https://partner.steam-api.com/IWorkshopService/SetItemPaymentRules/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.…
[section=GetItemDailyRevenue]GetItemDailyRevenue[/section] [code=http]GET https://partner.steam-api.com/IWorkshopService/GetItemDailyRevenue/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.…
Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…
[subsection=SetVolume]SetVolume[/subsection] [code=cpp]void SetVolume( float flVolume );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]flVolume[/b][/td][td]float[/td][td]The volume percentage to set from [b]0.0[/b] to [b]1.0[/b].…
[subsection=VolumeHasChanged_t]VolumeHasChanged_t[/subsection] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_flNewVolume[/b][/td][td]float[/td][td][/td][/tr] [/table] [section=enums]Enums[/section] These are enums which are defined for use with ISteamMusic. …
. // // Note that you must set your compiler flags correctly to enable structured exception // handling in order for this particular setup method to work. if ( IsDebuggerPresent() ) { // We don't want to mask exceptions (or report them to Steam!) …
When your official configurations have been posted they will appear in the "Custom Configuration" section: [docimg=steamworks_steam_input_branch_settings.png]steamworks_steam_input_branch_settings.png[/docimg] For each configuration you can get a direct link, see what controller type it is for, control which beta branches it is available on, or remove it entirely. If you create a new official configuration, you can use the remove / add functions in this section to replace an existing one. …
[docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. [subsection]Updating your official configurations[/subsection] There are two ways to update your configuration. …
[section=AuthenticateUser]AuthenticateUser[/section] [code=http]POST https://partner.steam-api.com/ISteamUserAuth/AuthenticateUser/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]Should be the users steamid, unencrypted.…
[/td][/tr] [/table] [section=AuthenticateUserTicket]AuthenticateUserTicket[/section] [code=http]GET https://partner.steam-api.com/ISteamUserAuth/AuthenticateUserTicket/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[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]ticket[/b][/td][td]string[/td][td]✔[/td][td]Convert the binary ticket data from GetAuthTicketForWebApi into a hexadecimal string and pass that string in as this parameter.…
[section=CreateSession]CreateSession[/section] [code=http]POST https://partner.steam-api.com/IGameNotificationsService/CreateSession/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.…
Steam makes it easy to patch your game or add content at any time that you need to in order to best serve your audience on your schedule. Feel free to update as often as you need to, but remember that players who have your game installed will need to download each update before they can launch the game again, so be considerate if your updates are large in size. …
Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …
[section=ItemVoteSummary]ItemVoteSummary[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemVoting/ItemVoteSummary/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.…
[section=UserVoteSummary]UserVoteSummary[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemVoting/UserVoteSummary/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.…
. [*] [api]steamnetworkingtypes[/api] is a header that has many common types and utilities. [*] [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] is a service for relaying your game traffic over the Valve backbone. …
This API works best when used with [doclink=features/multiplayer/matchmaking][/doclink], depending on the types of packets you could route everything through one player that is acting as the host (typically the lobby owner) or game server, or send everything out directly to each player. …
[section]Creating[/section] To distribute your dedicated game server through Steam, there are a few necessary configurations to be made. [olist] [*] Create a new App ID of type TOOL that will be used solely for the dedicated server for the game. You can do this yourself by visiting the "All Associated Packages, DLC, Demos and Tools" section for your app and clicking "Create new Tool" button. [*] Inside that new App, click Edit Steamworks Settings. …
[section]Releasing[/section] Your dedicated server has a release checklist similar to other types of products in Steamworks. You'll need to complete the required items listed on the right-hand side of your app landing page for the tool. …
[subsection]SteamCmd on macOS[/subsection] To enable SteamCmd on macOS you must complete the following steps: [olist] [*] From the terminal, browse to the tools\ContentBuilder\builder_osx [*] Run chmod +x steamcmd [*] Type bash ./steamcmd.sh [*] SteamCmd will then run and update to the latest build, leaving you in the SteamCmd prompt [*] Type exit and press return to exit the prompt [/olist] You can then follow the rest of this documentation (substituting paths as appropriate) to create depot and app config files for uploading your content to Steam. …
Follow these steps so that your initial login token is properly saved: [olist] [*] Run "steamcmd.exe +login <username> on the machine that will be preforming the build" [*] Enter your password, and the SteamGuard token [*] Type "info", and you should see your account listed as connected [*] Type "quit" [*] For each future run, do not enter a password. …