Steamworks Documentation
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Legal Attribution

Steam dan logo Steam adalah merek dagang dan/atau merek dagang Valve Corporation yang terdaftar di AS dan/atau negara lain. ©2026 Valve Corporation. Steamworks dan logo Steamworks adalah merek dagang dan/atau merek dagang Valve Corporation yang terdaftar di AS dan/atau negara lain. …

ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

In-Game Actions File

The file is in a standard Valve format called KeyValues, which is a simple & easily read format. You might also find it useful to download one of our In-Game Actions File Templates or the Portal 2 IGA for a reference. …

This is useful in some edge cases where your game relies on e.g. a finicky input stack seven layers deep that never [i]quite[/i] treats simulated mouse events from your application layer the same as those directly generated by the operating system. [code] "Button" { "simple_click" "#simple_click" "fancy_click" "#fancy_click, mouse_button LEFT" } [/code] This causes the game to emit a true, operating-system-level left mouse button event every time the "fancy_click" action is fired. …

Steam Inventory Item Tags

Tags that do not have at least an English localization string will be ignored by inventory features. The values used in the item definition should be short, simple text tokens. These tokens are used as a key to identify the localized strings in each language. The tokens will never be shown to the user directly. …

The tags will be returned in the provided string buffer, delimited by the [code-inline];[/code-inline] character. A simple way to assign tags would be to define them in the generating item definition--basically anything in the [code-inline]tags[/code-inline] field for [code-inline]generator[/code-inline] or [code-inline]playtimegenerator[/code-inline] item definitions would be copied over wholesale to any created item. …

Steamworks SDK

. [*] [b]SteamPipeGUI.zip[/b] - A [doclink=sdk/uploading#steampipe_gui_tool]SteamPipe GUI Tool[/doclink] for Windows to make uploading simple products even easier. [/list] [/list] Older versions of the Steamworks SDK may contain other tools which are no longer used.…

Steam Workshop

This is best suited for supporting a larger number of items, mods, or maps in your game, that are either simple or complex in nature. You will likely need to do more work ahead of time to make an appropriate editor or validation tool to make sure that authored content will function properly in your game. …

[/b] A Ready-To-Use workshop makes it easier to support a large number of items, mods, or maps in your game, that are either simple or complex in nature. By building the creation and editing tools up front, you enable customers to do more with your game. [*] [b]Want authors to be able to update content any time.…

Steam Inventory Web Functions

Given the other field values (appid, cart, total, sandbox, return, lang) you should be able to replicate the 'auth' value; if your generated 'auth' value does not match, your code likely has errors which will prevent checkout from working. [section=BuyItem]BuyItem[/section] BuyItem is a simple structured web page that allows a user to buy an in-game item using a simple Steam purchase UI. [subsection]URI construction[/subsection] Construct a URI for your item as follows, and direct the player to it: [code-inline]https://store.steampowered.com/buyitem/{appid}/{itemdefid}/{quantity}[/code-inline] [subsection]Parameters[/subsection] [list] [*] [b]appid[/b]: The ID of the application associated with the item. [*] [b]itemdefid[/b]: The ItemDef ID to present for purchase. …

Game Soundtracks on Steam

. [*]A single [doclink=store/application/depots]depot[/doclink] containing your soundtrack audio as MP3s. You can upload your depot contents as a simple ZIP file. See [doclink=store/application/soundtrackapp#simpledepots][/doclink] for a guide. [*]Basic metadata describing the content of your album (artist, etc.). …

[b]Q: Does the revenue for my associated game soundtrack count towards total revenue for the game for purposes of calculating revenue share?[/b] A: Yes. [section=simpledepots]Simple Soundtrack Depots[/section] While soundtracks have access to the same advanced [doclink=store/application/depots]depot[/doclink] configuration tools and settings, the average soundtrack is much simpler than the average game. …

Common Redistributables

[section=using]Using Common Redistributables[/section] Using common redistributables is very simple. Simply head to the [url=https://partner.steamgames.com/apps/installer/]Redistributables[/url] tab which is available under the "Installation" tab in the Steamworks App Admin panel and check the checkboxes for the redistributables which your game or application requires. …

Steam HTML Surface

The Steamworks Example demonstrates implementing and using some of these callbacks in [code-inline]htmlsurface.h/.cpp[/code-inline]. To complete a simple HTML Surface implementation, a CallBack for [api]ISteamHTMLSurface::HTML_NeedsPaint_t[/api] must be implemented to retrieve the image data for rendering. …

Bringing Mobile Games to Steam

If you have ways that your players can create content that improves other players’ experiences, then you can create a tighter connection between players and benefit from a larger pool of content available in your game. This can range from simple things like encouraging screenshot-moments or much more complex things like a level editor or ship builder that shares creations to the [doclink=features/workshop]Steam Workshop[/doclink].…

Sale Page Section: Apps And Bundles

With this method, you define the set of games at the top of the sale page editor tools and then use filters for app sections to display different sets of titles for each section. [subsection]3. Directly adding games[/subsection] The most simple way to display games within a app section is to add them individually to the section itself. To do this, find the "Add Individual Apps" area. …

Steam Tags

The Tag Wizard helps set these weights with a Suggest Prioritization feature. This is a very simple algorithm that moves high-information tags like sub-genres to the top, and redundant or low-information tags (like “indie” or “singleplayer”) to the bottom. It’s just meant as a simple starting point. It’s not guaranteed to be accurate because it has no knowledge of what your game is actually like. Feel free to try it as a starting point, and override it as you see fit. …

Templates for In-Game Actions Files

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "Button" { "Action_Select" "#Action_Select" "Action_Up" "#Action_Up" "Action_Down" "#Action_Down" "Action_Left" "#Action_Left" "Action_Right" "#Action_Right" "Action_Cancel" "#Action_Cancel" "Action_Menu" "#Action_Menu" } "StickPadGyro" { "Move" { "title" "#Action_Move" "input_mode" "joystick_move" } } } } "action_layers" { "BattleControls" { "title" "#Layer_Battle" "Button" { "Battle_ToggleMulti" "#Battle_ToggleMulti" "Battle_Pause" "#Battle_Pause" "Battle_Skip" "#Battle_Skip" } } } "localization" { "english" { "Set_GameControls" "General Controls" "Layer_Battle" "Battle Controls" "Action_Move" "Move" "Action_Select" "Select/Interact" "Action_Cancel" "Cancel/Back" "Action_Menu" "Menu" "Action_Up" "Up" "Action_Down" "Down" "Action_Left" "Left" "Action_Right" "Right" "Battle_ToggleMulti" "Toggle multiple targets" "Battle_Pause" "Pause" "Battle_Skip" "Skip Character" } } } [/code] [section=adventure] Point-and-click Adventure[/section] A simple point-and click adventure game where you point to a location on the screen and tell your character to move there, examine something, or interact with it. …

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "Button" { "Action_Interact" "#Action_Interact" "Action_MoveTo" "#Action_MoveTo" "Action_Examine" "#Action_Examine" "Action_Cancel" "#Action_Cancel" "Action_Menu" "#Action_Menu" "Action_Item" "#Action_Item" } "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } } } } "action_layers" { "MenuControls" { "title" "#Layer_MenuControls" "Button" { "Menu_Up" "#Menu_Up" "Menu_Down" "#Menu_Down" "Menu_Left" "#Menu_Left" "Menu_Right" "#Menu_Right" "Menu_Select" "#Menu_Select" "Menu_Cancel" "#Menu_Cancel" } } } "localization" { "english" { "Set_GameControls" "General Controls" "Layer_MenuControls" "Menu Controls" "Action_MoveCursor" "Move cursor" "Action_MoveTo" "Move to location" "Action_Interact" "Interact" "Action_Examine" "Examine" "Action_Cancel" "Cancel/Back" "Action_Menu" "Menu" "Action_Item" "Use Item" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Select" "Select" "Menu_Cancel" "Cancel" } } } [/code] [section=racing]Racing[/section] A simple racing game where you race manual transmission ("stick shift") cars. [code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "Button" { "Action_Gas" "#Action_Gas" "Action_Brake" "#Action_Brake" "Action_Clutch" "#Action_Clutch" "Action_ShiftUp" "#Action_ShiftUp" "Action_ShiftDown" "#Action_ShiftDown" "Action_Handbrake" "#Action_Handbrake" "Action_Pause" "#Action_Pause" } "StickPadGyro" { "Steer" { "title" "#Action_Steer" "input_mode" "joystick_move" } "Look" { "title" "#Action_Look" "input_mode" "absolute_mouse" } } } } "localization" { "english" { "Set_GameControls" "General Controls" "Action_Gas" "Gas" "Action_Brake" "Brake" "Action_Clutch" "Clutch" "Action_ShiftUp" "Shift Gear Up" "Action_ShiftDown" "Shift Gear Down" "Action_Handbrake" "Handbrake" "Action_Pause" "Pause" "Action_Steer" "Steer" "Action_Look" "Free look" } } } [/code] [section=platformer]Platformer[/section] A very simple platform game where you can move around, jump, hold down a button to run, and interact with environmental objects (e.g. pick up / throw). …

Explain Your Editions

There are more appropriate spots on Steam to show this information and this information can quickly become outdated. [*]Keep the asset as simple and easy to understand as possible. Avoid including unnecesary box art or key art. Keep in mind that due to the image size small text may be difficult to read. [*]Avoid including developer logos or unnecessary art [*]Remove unnecessary legal text. …

Input Sources

[section]Switch[/section] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group. All of its sub-inputs are simple digital buttons. Sub-inputs: [list] [*] Back button [*] Start button [*] Left Shoulder button [*] Right Shoulder button [*] Left Grip paddle [*] Right Grip paddle [/list] [section]Further reading[/section] [list] [*] [doclink=features/steam_controller/input_source_modes]Input Source Modes[/doclink] [*] [api]ISteamInput::EControllerSource[/api]. …

SteamPipe Local Content Server

[section]Setting Up Local Content Server[/section] First choose a simple, but high performance web server that only needs to serve static files. We are using the open source web server [url=https://github.com/cesanta/mongoose]mongoose[/url], since Apache download performance on Windows was too low (3MB/sec) and configuration is complicated. …

Uploading to Steam

Additionally, when adding new functionality / levels / etc, these can and likely should be placed in their own new pack files. Clients downloading this update will have a simple download of new files, avoiding any of the issues mentioned above with pack file modifications. When in doubt, you can use a local binary diff tool such as Beyond Compare to compare versions of your pack files. …

We just need a single build script for that, take a look at [code-inline]"simple_app_build.vdf"[/code-inline] included in the SDK : [code] "AppBuild" { "AppID" "1000" // your AppID "Desc" "This is a simple build script" // internal description for this build "ContentRoot" "..…

Steam Inventory Item Tools

The tags will be returned in the provided string buffer, delimited by the [code-inline];[/code-inline] character. [subsection]Simple Example[/subsection] Here is an example of a tool that can apply a "paint" color to another item. First, you'll need an item definition for the tool. …

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![/b] multi-player shooter game. It is a simple 2D game with support for up to 4 players and provides a perfect opportunity to showcase many of the APIs available in the Steamworks SDK. As you look through the code keep in mind that our goal was to write a simple, stripped-down game so we could showcase the Steamworks API as clearly as possible. You won't find any magnificent new graphics tech here; instead we hope you'll find clear examples of how deeply to integrate Steamworks functionality into your own projects. …

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