Steamworks Documentation
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Testing On Steam

[section=Overview]Overview[/section] In order to properly test your application on Steam, you should understand how Steam delivers files to the user. Before getting started you should be familiar with all of the concepts outlined in the [doclink=store/application][/doclink] documentation. …

The DLC has an AppID, and that AppID needs to be in a Dev Comp package that you own (or acquired with a Key) in order to test. Some DLCs contain content and others are just used as a license check by the game to determine features to unlock. You can toggle the ownership (license) on and off using the Steam Console (launch Steam.exe -console), and then using the command [code-inline]enable_license[/code-inline] [section]Adding Friends to Test[/section] If you need to add brand-new Steam accounts to your friends list in order to test multiplayer functionality in your game, you will need to take an extra step. …

Game Soundtracks on Steam

When available, this metadata will be used to determine the playback order of tracks. For multi-disc soundtracks, track numbers must be unique across disks. For example, "disc 1, track 1" might have track ID 1 and "disc 2, track 1" might have track ID 10. [h4]Track Numbering[/h4] The Steam Music Player determines play order from the filenames, not the metadata. If your soundtrack's play order is important, the track number should be included at the start of the filename. …

Tip - Renaming a live exe

[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …

Steam Themed Sale Events

Some games have a particular mode, or portion of the game that matches a theme. However, in order to be eligible, a game must be primarily about the theme. For example, an adventure game that includes a racing mini-game would not be eligible for the Racing Sale. …

Do I need to register my game before entering a discount?[/b] A. Yes, you need to do the following things in order: [olist] [*]Follow the link in the invitation email, or click the opt-in link provided in each event's dedicated documentation. …

Managing Your Steamworks Account

[/td] [/tr] [tr] [td] [b]Manage Users[/b] [/td] [td] User can add and manage permissions for other users. You must already have this permission in order to grant it to other users. [/td] [/tr] [tr] [td] [b]View Financials[/b] [/td] [td] User can view financial details for all Applications in the partner account. …

Once enabled, the user will need to confirm their email address in order to start receiving emails. [doclink=gettingstarted/managing_users/communication]Click here for details [/doclink] [/td] [/tr] [/table] [subsection]Group Permissions[/subsection] Group-level permissions are assigned for an individual within a permissions group. …

Events and Announcements Visibility

. [*] You can always manage homepage visibility from the Events and Announcement Dashboard [/list] [callout]Don't fret, those "hidden" events are not deleted. They continue to appear in chronological order within your game's Library Detail page and anywhere the Steam players engage with a past event. Players can scroll to see those older events.…

[/list] [section]Featured Event[/section] On your game page in the library, we usually show events in chronological order with the newest at the top. However, when the user goes to your library page, we also look for any event with the "Featured Event" flag set. …

DLC Visibility

. [*][b]Your Game's Store Page[/b] - Your base game's store page lists the available DLC in an order that you can specify [*][b]Your Game's DLC Browse Page [/b]- Each game automatically has a page that displays all of the available DLC, whether that is a single item or hundreds of items. [*][b]Store DLC Hub[/b] - A dedicated DLC Hub is currently an experiment in Steam Labs, where players can explore DLC for the games they play. …

[docimg=doc_store_dlc_gamePageList.jpg]doc_store_dlc_gamePageList.jpg[/docimg] You can control which items and in which order they appear on your store page, by modifying the list of DLC in your edit store admin on the "Special Settings" tab. You can also highlight one item of DLC at the top of the DLC list in a bigger way. …

User Permission: Receive Steamworks Communication

The user will need to click the button in the email and confirm their email address in order to start receiving emails. [/olist] …

Steam Workshop Item Tags

You can also add admin tags that are not visible to normal users. In order for these tags to work for filtering content, any tags entered should exactly match the name of the tag that is published by your game. …

ISteamMatchmaking Interface

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

[/td][/tr] [tr][td][b]nIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]nConnPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port used to connect to the server, in host order.…

Advance Access (Beta)

[h4]Q: Can my game use Advance Access if it's the only Pre-Purchase incentive?[/h4] A: No, in order to use Advance Access, the Pre-Purchase incentive must contain additional value beyond just the Advance Access time period. [h4]Q: Can all editions of my game have Advance Access?…

You will still need to set the store page live. [h4]Q: What happens with retail keys I've ordered for the Advance Access Package?[/h4] A: If you have keys for the advance access edition of the game, Valve will need to manually set those keys as usable during that advance access period. …

Curators and Curator Connect

[/list] [section]Frequently Asked Questions[/section] [h4]Q. Does my game have to be released in order to use Curator Connect?[/h4] [b]A.[/b] Your game needs to have at least a 'coming soon' page publicly visible before you can send copies of your game to Steam Curators. …

[/b] You must have "Generate CD Keys" permission within Steamworks in order to access the Curator Connect feature. If you have that permission, you will see a link under the "Marketing" section on your app landing page in Steamworks. …

ISteamMatchmakingServers Interface

[subsection=PingServer]PingServer[/subsection] [code=cpp]HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

[subsection=PlayerDetails]PlayerDetails[/subsection] [code=cpp]HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

Setup instructions for the VR arcade model

Adding the station's account to your licensed master account is required in order to view and purchase commercial licenses with the individual station's Steam account. [/list] [/callout] [h3]Purchase games for commercial use on Steam[/h3] [callout] Only games specifically mentioned for commercial use on Steam can be offered to your customers and patrons. …

Updating Game Build

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. …

Pre-Purchasing on Steam

[section]Overview[/section] Our experience with pre-purchases (or pre-orders) is that they tend to be ineffective unless it’s a heavily anticipated, heavily marketed title, and even then we encourage titles to have short pre-purchase periods on Steam. …

ISteamUGC Interface

[subsection=CreateQueryUserUGCRequest]CreateQueryUserUGCRequest[/subsection] [code=cpp]UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unAccountID[/b][/td][td][apitype]steam_api::AccountID_t[/apitype][/td][td]The Account ID to query the UGC for. …

([apitype]ISteamUGC::k_EUserUGCList_VotedOn[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedUp[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedDown[/apitype], [apitype]ISteamUGC::k_EUserUGCList_WillVoteLater[/apitype], [apitype]ISteamUGC::k_EUserUGCList_Subscribed[/apitype])[/td][/tr] [tr][td][b]eMatchingUGCType[/b][/td][td][apitype]ISteamUGC::EUGCMatchingUGCType[/apitype][/td][td]Used to specify the type of UGC queried for.[/td][/tr] [tr][td][b]eSortOrder[/b][/td][td][apitype]ISteamUGC::EUserUGCListSortOrder[/apitype][/td][td]Used to specify the order that the list will be sorted in.…

Unreal Engine

In your project’s DefaultGame.ini, add the following to disable the built-in runtime-provided VRS provider: [code] [/Script/OpenXRHMD.OpenXRHMDSettings] bIsFBFoveationEnabled=false [/code] There are a few other CVars that can be modified in settings or runtime order to tweak the performance and characteristics of foveated rendering: [list] [*][b]xr.VRS.SteamFrame.FoveationLevel[/b] - When greater than 0, foveation will be enabled. …

[/i] [section]Dynamic Resolution[/section] The Steam Frame Unreal Engine integration also supports Dynamic Resolution, which allows the runtime to request that Unreal runs at a specific resolution in order to balance framerate and visual quality. When enabled, the runtime will suggest a maximum resolution to Unreal, which will allocate a render target of that size. …

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!…

When you ship your own game through Steam this file will not be needed as Steam will auto-detect your AppID when the game is launched. [*] [b]The application has failed to start because steam_api.dll was not found. Re-installing the application may fix this problem.[/b] In order to run successfully [code-inline]steam_api.dll[/code-inline] must be located in the same directory as the example game executable. …

Steam Inventory Web Functions

. [*] cart - is item definition index numbers separated by commas, with optional xN or *N quantity suffix. Order does not matter. Duplicates are treated as additional quantity. [*] total - is the expected total cost of the cart. Checkout will fail if this does not match. …

Optional substitution fields described below. [*] auth - is the HMAC-SHA1 authentication code computed from the five preceding values in order, separated by newlines, using your Itemcart Secret Key. See sample PHP at end of document. Your secret key is visible from the Economy tab of your app's Steamworks configuration page. [*] lang - is an optional ICU language code ('en' for English) that sets the default language on the checkout page. …

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