Steamworks Documentation
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IPublishedFileModerationService Interface

[section=GetAllApprovalRequests]GetAllApprovalRequests[/section] [code=http]GET https://partner.steam-api.com/IPublishedFileModerationService/GetAllApprovalRequests/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=ProcessApprovalRequest]ProcessApprovalRequest[/section] [code=http]POST https://partner.steam-api.com/IPublishedFileModerationService/ProcessApprovalRequest/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.…

Browsing Configurations

The developer can upload configuration for multiple different controller types -- such as PlayStation 4 controller, Steam Controller, and Xbox 360/One controllers, and on the first run, Steam will detect your device and select the appropriate configuration. [callout=red] [b]NOTE:[/b] By default, all configurations for controller models other than the one you're currently using are hidden, but you can select "Show Other Controller Types" to force them to appear. It generally isn't a good idea to try to use a configuration meant for another physical device, however. …

Events and Announcements Tools

This is important for a few reasons: [list] [*]This categorization will not only impact [b]where and how[/b] the event shows up, but also help players understand the event’s[b] functional context[/b]. Not every type of event needs to be presented in the same way to players, so we’ve designed the system to accommodate everything from small patch notes to the biggest update of the year. [*]Some types of events (such as livestreams or in-game discounts) have end dates, so selecting that type of event will allow you to specify when the promotion ends, and prompt the event to stop appearing. …

[subsection]Editor[/subsection] Once you've picked a category, you'll find a robust set of tools to create and customize your event. This includes a new type of header image at the top of your event (which gets used in a few other places), and a snappy preview mode that lets you quickly switch between editing and previewing your event detail page. …

Developing for SteamOS and Linux

How do I solve this problem?[/b] [b]A:[/b] Many popular libraries such as SDL, OpenAL, FreeType and Fontconfig are all included in the [url=https://github.com/ValveSoftware/steam-runtime]Steam Linux Runtime[/url] for your convenience. …

In terms of Linux performance, it differs depending on the video card and driver type being used, e.g. such as open-source vs. proprietary. Typically, proprietary drivers out-perform open-source drivers and have a larger feature set. …

ISteamNews Interface

[section=GetNewsForApp]GetNewsForApp[/section] [code=http]GET https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID to retrieve news for[/td][/tr] [tr][td][b]maxlength[/b][/td][td]uint32[/td][td][/td][td]Maximum length for the content to return, if this is 0 the full content is returned, if it's less then a blurb is generated to fit.…

Change history: [list] [*] [b]Version 2[/b] - Removes element names from arrays [/list] [section=GetNewsForAppAuthed]GetNewsForAppAuthed[/section] [code=http]GET https://partner.steam-api.com/ISteamNews/GetNewsForAppAuthed/v2/[/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.…

Frequently Asked Questions

Here you can stay up to date with popular café titles, see what's being played in arcades around the world and access available special offers. In order to view and purchase the commercial game licenses, you must be logged in with a Steam account that has previously signed the PC Café Agreement. …

Matchmaking based on skill

If you have multiple measures of skill, you can add multiple near filters, with the near filters set earlier taking precedence in the sort order of the search results. You can also specify mininum or maximum values for the skill to find. [section]Dealing with low numbers of search results[/section] A common problem with other matchmaking systems is that a search can result in a low number of results, where it's hard to find any game let alone a well-matched one. …

Events and Announcements Visibility Stats Reporting

The 'Featured Event' position is a highlighted event that appears just below the Play or Install button on this page. In order for an event to be shown here, you need to enable "Display as a Featured Event on the Library Game Detail page" on the visibility tab of your event. …

Steam Community Items

For example, if there are 6 main maps for a game you might do a set featuring the 6 maps, or character classes, weapon types, etc. You must set the minimum playtime required to earn a card under the badge's card drop settings. Images Required: [list][*][b]Type:[/b] Large Card Images [b]Format:[/b] 1920px x 1080px JPG, smaller than 350KB. [b]Description:[/b] These act as "zoomed in" versions of the smaller card image. They must be thematically similar to the small image. [*][b]Type:[/b] Small Card Images [b]Format:[/b] 206px x 184px PNG [b]Description:[/b] These act as a view into the large image and will have the card title and frame overlaid onto it automatically. [*][b]Type:[/b] Game Logo [b]Format:[/b] 206px x 44px transparent PNG, must be legible on both dark and light backgrounds. …

Action Manifest Files

[section]Overview[/section] Custom configuration files can be included directly within your game depots for a number of benefits: [list] [*]Official configurations can be checked into Perforce or other revision control tools [*]Managing configurations between different branches of your game or between a public and private AppID is easier [*]Updates are atomic rather than being done via two publishing steps in Steamworks [/list] [section]Format[/section] The action manifest file is an extension of the [doclink=features/steam_controller/iga_file][/doclink] which includes an extra section containing a list of official configurations broken out by type: [code] "Action Manifest" { "configurations" { } "actions" { } "localization" { } } [/code] For information about the action and localization sections please see the [doclink=features/steam_controller/iga_file][/doclink] documentation. [subsection]Configuration List[/subsection] In the controller configuration section the configurations are listed by controller type, then by priority for loading. The "path" value is listed relative to the Action Manifest file's location on-disk. [code] "Action Manifest" { "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } "1" { "path" "steam_controller_motion_controls.vdf" } } } "actions" { } "localization" { } } [/code] Supported controller type strings: [table] [tr][td]Steam Deck Controller[/td][td]controller_neptune[/td][/tr] [tr][td]Steam Controller[/td][td]controller_steamcontroller_gordon[/td][/tr] [tr][td]Xbox 360[/td][td]controller_xbox360[/td][/tr] [tr][td]Xbox One[/td][td]controller_xboxone[/td][/tr] [tr][td]Xbox One Elite Controller[/td][td]controller_xboxelite[/td][/tr] [tr][td]PlayStation 3 Controller[/td][td]controller_ps3[/td][/tr] [tr][td]PlayStation 4 Controller[/td][td]controller_ps4[/td][/tr] [tr][td]DualSense Controller[/td][td]controller_ps5[/td][/tr] [tr][td]DualSense Edge Controller[/td][td]controller_ps5_edge[/td][/tr] [tr][td]Nintendo Switch Pro Controller[/td][td]controller_switch_pro[/td][/tr] [tr][td]Nintendo Switch 2 Pro Controller[/td][td]controller_switch2_pro[/td][/tr] [tr][td]Nintendo Joy-Con (L)[/td][td]controller_switch_joycon_left[/td][/tr] [tr][td]Nintendo Joy-Con (R)[/td][td]controller_switch_joycon_right[/td][/tr] [tr][td]Nintendo Joy-Con Pair[/td][td]controller_switch_joycon_pair[/td][/tr] [tr][td]Remote Play Touch Controller[/td][td]controller_mobile_touch[/td][/tr] [tr][td]Generic Gamepads[/td][td]controller_generic[/td][/tr] [/table] [section]Setting up an Action Manifest File[/section] There are two main ways to setup your action manifest file, either starting from scratch or using an existing IGA file. …

Managing Applications

[section]Overview[/section] An important part of managing your Steamworks Partner account is deciding who has access to your Applications, and what type of access you'd like to give them. The configuration you choose may differ based on your relationship of individual users and teams involved. …

[/b] You can sign up as a limited Steamworks account by following [url=https://partner.steamgames.com/newpartner/?signup_type=6&force_new=1]this link[/url]. This sign-up process includes just the NDA and a collection of company or individual contact information. …

Release Process

Approved titles will not release themselves -- you need to use these controls yourself at the moment you wish your product to be released. You can check our [doclink=store/types][/doclink] documentation for more information on the types of releases we support. [docimg=ReleaseOptions_2.png]ReleaseOptions_2.png[/docimg] After you click "Release App", you'll see a summary of actions that the release process will do, including publishing the store package, setting a launch discount live if you chose to have one, setting the game to playable and released and applying the release timestamp of "NOW". …

Steam Hardware and Proton

For the Epic Online Services version of EAC, see instructions [url=https://dev.epicgames.com/docs/services/en-US/GameServices/AntiCheat/index.html#linuxwine/protonsupport]here[/url]. For the Kamu version of EAC, follow these steps in order: [olist] [*]Go into the SDK Configuration settings menu on the EAC partner site and enable Linux as a client platform. [*]Go into the Client Module Releases menu on the EAC partner site, choose the Unix platform, and activate a module. …

UTM Analytics

At this time only app and sale pages are supported. We hope to expand support for additional page types in the future. [h4]Q. Do UTM links get recorded if the store page opens an age gate?[/h4] A. Yes, the UTM click event is recorded for the app when the age gate page is shown. …

This includes mobile devices and tablets. We do not currently display which types of devices customers are using when they visit the store page via a UTM link click. If a user signs in to Steam on their mobile device where they clicked the UTM link, then subsequently makes a wishlist or purchase on a computer we will recognize that as a conversion. …

Steam Keys

v=V0tRQgNiQMo[/url] [b]Developers launching their first game on Steam must wait three weeks after the creation of an AppID before they can request Steam keys.[/b] [section]Types of Keys[/section] You can request three types of Steam Keys: Default Release, Release State Override, and dev comp. Steam keys are always requested from a specific Steam package. [list] [*] [b]Default Release (or standard release)[/b] This is the most common type of key on Steam, which is usually tied to a Steam store or retail Steam Key package. These keys are appropriate for retail boxes or sales on other digital stores. …

ISteamWebAPIUtil Interface

[section=GetSupportedAPIList]GetSupportedAPIList[/section] [code=http]GET https://api.steampowered.com/ISteamWebAPIUtil/GetSupportedAPIList/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]The Steamworks Web API authentication key which is required to receive restricted methods.…

IBroadcastService Interface

[section=PostGameDataFrame]PostGameDataFrame[/section] [code=http]POST https://partner.steam-api.com/IBroadcastService/PostGameDataFrame/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.…

Google Analytics

. [*][b]Geographic breakdown[/b], which adds the ability to see regional breakdowns for the visitors to your store page [*][b]Visitor device category[/b], adding a split of device types for each campaign to let you see how your mobile vs. desktop audiences are learning about your game. [*][b]New vs. returning users[/b] are now break-out stats that help you see the percentage of visits to your store page that come from new versus returning players.…

Livestreaming a Game Demo to the Steam Store

They are discovered by users via search, the [url=https://store.steampowered.com/demos/]Demo Content Hub[/url], or being part of Steam Next Fest type events. Demos can have their own separate store page or not, but either way they also appear as a button on the full game's store page. …

[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]. …

ISteamGameServerStats Interface

[section=GetGameServerPlayerStatsForGame]GetGameServerPlayerStatsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamGameServerStats/GetGameServerPlayerStatsForGame/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.…

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