Steamworks Documentation
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Custom Engines

If you would like to bind to Frame Controller specific buttons or have Frame Controller specific offsets you can use the Steam Frame Controller OpenXR Interaction Profile or use the Frame Controller OpenVR Controller type: [b]frame_controller[/b]. [subsection]OpenXR[/subsection] See [doclink=steamhardware/steamframe/input][/doclink] for details. …

Distributing Source Engine Games / Mods

While you should include all the necessary Source Engine dlls and content from the base Source game that you need for your mod to run, Source Engine mods must be configured to require ownership of the base game in order to play. This needs to be configured by Valve. [*] [h4]Q. I wish to use Steam achievements in my mod. How do I do that?[/h4] [b]A.…

Steam Inventory Item Store

As an example, you can see in the screenshot above that the developers of Rust have customized their Steam Item Store page with a custom background and tabs for easily finding different types of items. [subsection]Naming your store[/subsection] You can enter a name for your store and localized versions of that name for display in different languages. …

Suggesting default user settings for your game

[/callout] The file must contain a dictionary named [b]steam_frame[/b] and one or more of the following entries: [table] [tr] [th]Name[/th] [th]Value / Type[/th] [th]Corresponding Video -> Per-Application Video Settings menu entry[/th] [th]Behavior when not specified[/th] [/tr] [tr] [td]preferResolution[/td] [td]<integer>, width component[/td] [td]Resolution Per Eye[/td] [td]Use 1728x1728[/td] [/tr] [tr] [td]preferMinRefreshRate[/td] [td]<integer>[/td] [td]Frame Limit / Refresh Rate Override[/td] [td]Use 72 Hz[/td] [/tr] [tr] [td]preferHalfFramerate[/td] [td]true, false[/td] [td]Frame Limit / Throttling Behavior[/td] [td]No throttling[/td] [/tr] [tr] [td]preferMotionSmoothingMode[/td] [td]"off", "on", "alwaysOn"[/td] [td]Motion Smoothing[/td] [td]Use global setting under Video -> Motion Smoothing[/td] [/tr] [/table] [callout=red]JSON syntax can be prone to errors. …

Visibility on Steam

. [*] Depending on each users' preferences, your title may not be included in a queue. Titles can be filtered out based on associated tags or the type of product it is. [*] When the user then clicks through their 'New Releases Queue', they will land on your store page and it counts as a view in our system. …

[section]Main Capsule Visibility[/section] This area features games and software from a variety of sources and also allows for user-customization to exclude or include particular types of content. By default, the main capsule can include one or more popular new releases, top sellers, Early Access titles, personalized recommendations, software, or DLC for products the user has in their library. …

Review Process

You'll need to click "Mark as ready for review" to communicate to Valve that you have completed the necessary release checklist items and are ready for review. Please see our [doclink=store/types][/doclink] documentation for more information how to release your product on Steam. [subsection]Review once; Update any time[/subsection] Once your game has been reviewed and approved, there is no need to go through review again. …

General Concepts

[subsection]Steam Input API[/subsection] The Steam Input API is the application programming interface developers use to talk directly to the SIC in Native mode. The API is not necessary in order to support Legacy mode. You can find full documentation for that here: [api]ISteamInput[/api]. [subsection]Controller Configuration[/subsection] Players can set up fully customized input mappings for any game in their library, using native mode, legacy mode, or even a mix of both. …

Library Assets

[b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. [b]Design:[/b] This image should contain only your game's logo type (your game's title, rendered in the special font or lettering that you have established) and optionally a logomark (an icon that stands alongside your game's title) together on a transparent background. …

Steam Inventory Item Dynamic Properties

If you configure your dynamic properties on the Steam Inventory Service page under the "Item Dynamic Properties" section and set the "type" field, then integers and floats will be replaced with 0 instead, and bool properties will be replaced by "false". …

Embeddable Widgets

This is great way to link the previous posting that is part of a series or another type of past event that is related to the current event. [code] https://steamcommunity.com/games/<appid or vanity>/announcements/detail/<gid> https://steamcommunity.com/ogg/<appid>/announcements/detail/<gid> https://steamcommunity.com/gid/<official game group's 64-bit steamid>/announcements/detail/<gid> [/code] You can find the URL by hitting the 'Share' button on that previous event. …

Steam Cloud Play (Beta)

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. …

Steam Frame Debugging

[list] [*]Add your title with the SteamOS Devkit Client [*]Remote into your Steam Frame using the instructions in the Remote Desktop section above. [*]Then click the Application Launcher in the lower-left, type: renderdoc, and click to launch. [*]After launching, you can right-click on the icon and pin it for future ease of access. [*]From there you can [b]File > Attach to Running Instance[/b]. …

You can now close the dashboard if you'd like, then reproduce whatever tracking issue you want to capture. [*]When you're finished, open the same settings window and click [b]STOP[/b] to end the capture. [*]Then to get the files you'll want to ssh into the headset: [b]ssh steamos@frame[/b] [*]Run this command to zip up the latest dataset: [code]zip -r latestDataset.zip "$(ls -td /home/steamos/.config/openvr/config/cv/xrservice/datasets/ | head -n 1)"[/code] [*]Exit ssh (just type [b]exit[/b]) [*]Download the zip from your headset into your current directory with scp: [code]scp steamos@frame:/home/steamos/latestDataset.zip[/code] [*]Then upload to your favorite file host and email us a link to the file. …

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

[callout] [h3]Frequently Asked Questions[/h3] [/callout] [list][*][i]Are there any special requirements for the type of hardware I use for the Steam PC Café Server?[/i] To run a Steam PC Café Server, you just need a secure Windows 10 or later PC connected to the location's network. …

Getting your game ready for Steam Deck and Steam Machine

[b]Note: We are currently working on updated APIs to help game developers detect the type of hardware their game is running on.[/b] More on that soon, but we would like to emphasize that while providing default graphics options for specific hardware (like Steam Deck) is fine, we recommend against restricting access to settings based on specific hardware. …

Web API Overview

All requests should be sent using HTTP 1.1 and use a secure TLS connection when possible. The Content-Type must be [code-inline]application/x-www-form-urlencoded[/code-inline] and the POST parameters must be in the body of the request in standard form urlencoding format. …

Steam Remote Play

You can find out more about connected devices using the [doclink=api/ISteamRemotePlay][/doclink] If you have optimized your game for remote play on various types of devices, or your game works well with Remote Play Together, you can check the appropriate feature checkboxes in the Basic Info section of the Store Page admin on the partner site, and your game will show up when customers search for games that work well for those use cases. …

Publishers

You can also tick the "Commercial License" option under "Show selected types" when using the filter to search the Steam store. On the game's store page, the commercial license price will be displayed right under the regular purchase option. [*][h4]Are commercial licenses refundable?…

Hosting Third-Party Sales Events

Head to the [doclink=store/promo/creatorpages]Creator Page documentation[/doclink] for more information on those types of events. Here's a small sample of some the creative event ideas we've seen third-parties bring to Steam: [*][b]Gaming Showcase / Award Shows[/b] - for example [url=https://store.steampowered.com/sale/thegameawards2023]The Game Awards[/url], [url=https://store.steampowered.com/sale/gamescom-2024]gamescom[/url] or [url=https://store.steampowered.com/sale/paxaus]PAX[/url]. …

If you're proposing a Publisher, Franchise, or Developer sale, those need to be hosted by the Creator Home associated with your group. If you're proposing any other type of event, you'll need to [url=https://steamcommunity.com/actions/GroupCreate]create a new Community Group[/url] to host the event. …

Steam Timelines

The calls are primarily used to pass information to the Steam Timeline UI [callout][b]NOTE:[/b] The overlay is automatically disabled for 'Software' app types. If you need the overlay enabled, you can do so by: [olist] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/olist] [/callout] [section=activating]Integrating Steam Timeline functionality in your app[/section] The Steam Timeline API calls can be found here: [api]ISteamTimeline[/api] [section=icons]Timeline Icons[/section] Steam Timelines includes a set of icons ready to use for your game. …

Developer, Publisher, and Franchise Sale Pages

[/olist] [section=rules]Rules & Guidelines[/section] [subsection]Eligibility[/subsection] Games are eligible to appear in one sale event per type every calendar year. For example, Portal would be eligible for both a Portal Franchise Sale as well as a Valve Publisher Sale. If your game was worked on by multiple developers, multiple publishers, or sits across multiple franchises, you'll need to select which one makes the most sense for your title. …

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