We have not yet deployed relays in any third party hosting companies, however we are interested in doing this. [section]Simple Connection Flow to Dedicated Server Without Game Coordinator[/section] If you don't have your own central matchmaking / login service (we sometimes call this the "game coordinator") that assigns players to servers, or just want to keep things as simple as possible, then you can connect to a dedicated server in a known data center using [api]ISteamNetworkingSockets::CreateListenSocketP2P[/api] and [api]ISteamNetworkingSockets::ConnectP2P[/api]. …
[section]Ticket-Based Server Connection Flow[/section] If you do have your own game coordinator service, it is recommended to use a ticket-based connection flow. It's usually only a bit more work compared to a simple P2P-style connection flow, and it offers two important advantages: [list] [*] You only issue tickets to players who should be allowed to attempt to connect, so unwanted connection attempts do not even reach your server. [*] Once a player has a ticket, they can connect to the server even if they lose connection to Steam, the server loses its connection to Steam, the player's computer crashes and reboots, etc. …
[/list] [*] Use the [doclink=features/inventory/webfunctions#BuyItem]simple Steam purchase web UI[/doclink] by linking to [code-inline]https://store.steampowered.com/buyitem/:appid/:itemdefid/[/code-inline]. …
Please ensure that any images are smaller than 5MB and remember that any text included in images will also need to be translated and re-uploaded when you localize your store page. For this reason, its best to keep it simple and use textless images. [subsection]Description Best Practices[/subsection] Craft this section to best fit your product's particular marketing strategy and target audience. …
At grant time, any complex item types are expanded repeatedly until only simple itemdefs remain. [h4]Displaying contents in the item description[/h4] While generators cannot appear directly in a player's inventory, there are items that may be linked to a generator. …
To sell an item with a random component (a chest), you should define the chest item as a simple [code-inline]item[/code-inline] type. Then create a generator item that accepts the chest as input for an exchange recipe. After purchase, the player can choose to "open" the chest, at which time you can call [api]ISteamInventory::ExchangeItems[/api] to execute the generator. …
If you change the ItemDef, accessories already in user inventories will be updated as well. A simple sticker definition: [code=json] { "appid": 480, "name": "Blue Star", "description": "A blue star sticker with mysterious powers", "icon_url": ... …
More information on how that is setup can be found here: https://partner.steamgames.com/doc/api/ISteamFriends#richpresencelocalization [*][b]Once you have hooked up the data appropriately, run the game and make sure you are logged into the Steam on the web and then you can test to see if it's working and what will be displayed here: https://steamcommunity.com/dev/testrichpresence[/b] [/list] Below is a code sample to show how simple it is to set this up. [b][i]Code Snippet[/i][/b] [code] /*--------------------------- SAMPLE -------------------*/ const char *pchStatus; if ( bWinning && cWinners > 1 ) { pchStatus = "Tied"; } else if ( bWinning ) { pchStatus = "Winning"; } else { pchStatus = "Losing"; } SteamFriends()->SetRichPresence( "gamestatus", pchStatus ); bool bDisplayScoreInRichPresence = true; if ( bDisplayScoreInRichPresence ) { char rgchBuffer[32]; sprintf_safe( rgchBuffer, "%2u", uMyScore ); SteamFriends()->SetRichPresence( "score", rgchBuffer ); } SteamFriends()->SetRichPresence( "steam_display", bDisplayScoreInRichPresence ? …
[section]Example: Repeat "Down" on Hold[/section] Have you ever played, say, a menu-driven RPG and gotten frustrated that you had to repeatedly push "down" to scroll through a list of hundreds of items, one at a time? Activators let you define simple macros like, "If I hold DOWN for 1 second, repeat DOWN every 0.1 seconds thereafter until release." Ta-da! Now you can scroll through that list in a jiffy just by holding down the button, even though the developers never implemented it! …
[section]Valve OpenXR Utilities Package[/section] These features, with the exception of the interaction profile, are mostly simple interfaces to enable existing Unity functionality. For help with the features themselves please see the linked Unity documentation pages. …
If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. Support for 3D rendering is provided using OpenGL. …
We cite specific examples in the Steam Dev Days presentation, but a good starting point is a product designed around a simple concept: "I celebrate when the player next to me makes a purchase." This is feasible for games of all genres and styles, and we encourage you to run experiments around such products in your own games. [*] [h4]Allow your users to create value for one another.…
[no_glow] [url]https://youtu.be/YwBD0E4-EsI[/url] [/no_glow] [section=requirements]Requirements[/section] Your game does not need to do anything special for the Game Recording to work, however the experience can be enhanced by adding some simple API calls to your game. 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. …
[list] [*] [api]ISteamMatchmaking::GetLobbyMemberData[/api] [*] [api]ISteamMatchmaking::SetLobbyMemberData[/api] [/list] [section]Communication within a lobby[/section] To send information around within a lobby (chat messages, game start signals, etc.) you need to call [api]ISteamMatchmaking::SendLobbyChatMsg[/api], this sends a simple binary message to all users in the lobby. Lobby members need to listen for the callback [api]ISteamMatchmaking::LobbyChatMsg_t[/api]. …
[b]Example:[/b] [code=cpp]SteamInput()->StopAnalogActionMomentum( controller1Handle, moveHandle );[/code] [subsection=TriggerSimpleHapticEvent]TriggerSimpleHapticEvent[/subsection] [code=cpp]void TriggerSimpleHapticEvent( InputHandle_t inputHandle, EControllerHapticLocation eHapticLocation, uint8 nIntensity, char nGainDB, uint8 nOtherIntensity, char nOtherGainDB );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller to affect.…
This API call will be ignored for incompatible controller models. [b]Example:[/b] [code=cpp]SteamInput()->TriggerSimpleHapticEvent( controller1Handle, k_EControllerHapticLocation_Both, 128, 0, 128, 0 );[/code] [subsection=TriggerVibration]TriggerVibration[/subsection] [code=cpp]void TriggerVibration( InputHandle_t inputHandle, unsigned short usLeftSpeed, unsigned short usRightSpeed );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller to affect.…
[section=callbacks]Callbacks[/section] Callbacks are one of the most important aspect of Steamworks, they allow you to retrieve data asynchronously from Steam without locking up your game. The goal of the callbacks are to provide a simple, light-weight, type-safe, thread-safe method of raising asynchronous events to any object registered as a listener. Callbacks are usually triggered via an event that happens from Steam such as when ever a friend logs on or off, or the asynchronous result of some API functions. …
It's by no means critical to understand exactly how the Steamworks API works but it's fairly simple and can be useful in planning out how to code your game with Steam integration in mind. When you link to [code-inline]steam_api[64][.dll/.so/dylib][/code-inline] it provides access to a [doclink=api/steam_api]small number of C functions[/doclink] which are prefixed with the [code-inline]S_API[/code-inline] macro, these functions are all exposed in [code-inline]steam_api.h[/code-inline] and [code-inline]steam_gameserver.h[/code-inline]. …
If you broke a feature or introduced a new bug, it's probably as simple as getting to work on fixing it and weathering the storm of negativity. If it's something that is unrelated to the product or provided service, the abnormal period of volume will be removed from the overall score. …
Use SDL version 2.0.8 or above, if possible[/b] If you're using [url=https://www.libsdl.org/]SDL[/url] (Simple DirectMedia Layer), one of the most popular cross-platform game libraries for handling things like input, make sure you're using the latest version, or at least version 2.0.8 or above. …
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 [doclink=features/steam_controller/iga_examples]In-Game Actions File Templates[/doclink] or the [url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/portal2_actions.vdf]Portal 2 IGA[/url] for a reference. …
[/code] [subsection]Triggering Achievements[/subsection] Triggering an achievement is as simple as a single call passing along the achievement identifier. [code=cpp] ... if (g_SteamAchievements) g_SteamAchievements->SetAchievement("ACH_WIN_100_GAMES"); ... …
[/olist] For example, you can turn on the Bulk Move mode, use the search box to filter achievements by api name, then click the checkbox in the column headers to select all visible achievements in a group to move. This workflow is relatively simple and can save quite a bit of time. The editor will warn you before a move that could affect players: [list] [*] Moving achievements from a visible set to a hidden or unreleased set will hide them from players who have already unlocked them. [*] Moving achievements into a set that players have progress in may break completion for those players. …
[h5]Level of integration[/h5]No game integration required. Complexity of posts can vary from simple text to richly formatted with images, videos, and tables. [/introblock] We've been hard at work expanding Steam’s Events and Announcements system to enable integrated, eye-catching communications with your players. …
Each of these methods takes a different approach to generating each of the supported currencies based on the USD price point you have chosen: [olist] [*][b]Exchange rate conversion only[/b]- This method uses a simple currency exchange rate at the time indicated. [*][b]Purchasing power conversion only[/b]- This method uses public data about the purchasing power of customers within a given country and/or region. [*][b]Multi-variable conversion[/b]- This method takes into account multiple factors for each currency, including local purchasing power, the expected cost of comparable entertainment goods, and exchange rate. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EControllerActionOrigin_None][td][b]k_EControllerActionOrigin_None[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EControllerActionOrigin_A][td][b]k_EControllerActionOrigin_A[/b][/td][td]1[/td][td](Valve Steam Controller) digital face button A[/td][/tr] [tr=k_EControllerActionOrigin_B][td][b]k_EControllerActionOrigin_B[/b][/td][td]2[/td][td](Valve Steam Controller) digital face button B[/td][/tr] [tr=k_EControllerActionOrigin_X][td][b]k_EControllerActionOrigin_X[/b][/td][td]3[/td][td](Valve Steam Controller) digital face button X[/td][/tr] [tr=k_EControllerActionOrigin_Y][td][b]k_EControllerActionOrigin_Y[/b][/td][td]4[/td][td](Valve Steam Controller) digital face button Y[/td][/tr] [tr=k_EControllerActionOrigin_LeftBumper][td][b]k_EControllerActionOrigin_LeftBumper[/b][/td][td]5[/td][td](Valve Steam Controller) digital left shoulder button (aka "left bumper")[/td][/tr] [tr=k_EControllerActionOrigin_RightBumper][td][b]k_EControllerActionOrigin_RightBumper[/b][/td][td]6[/td][td](Valve Steam Controller) digital right shoulder button (aka "right bumper")[/td][/tr] [tr=k_EControllerActionOrigin_LeftGrip][td][b]k_EControllerActionOrigin_LeftGrip[/b][/td][td]7[/td][td](Valve Steam Controller) digital left grip paddle[/td][/tr] [tr=k_EControllerActionOrigin_RightGrip][td][b]k_EControllerActionOrigin_RightGrip[/b][/td][td]8[/td][td](Valve Steam Controller) digital right grip paddle[/td][/tr] [tr=k_EControllerActionOrigin_Start][td][b]k_EControllerActionOrigin_Start[/b][/td][td]9[/td][td](Valve Steam Controller) digital start button[/td][/tr] [tr=k_EControllerActionOrigin_Back][td][b]k_EControllerActionOrigin_Back[/b][/td][td]10[/td][td](Valve Steam Controller) digital back button[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_Touch][td][b]k_EControllerActionOrigin_LeftPad_Touch[/b][/td][td]11[/td][td](Valve Steam Controller) left haptic touchpad, in simple contact with a finger[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_Swipe][td][b]k_EControllerActionOrigin_LeftPad_Swipe[/b][/td][td]12[/td][td](Valve Steam Controller) left haptic touchpad, touch input on any axis[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_Click][td][b]k_EControllerActionOrigin_LeftPad_Click[/b][/td][td]13[/td][td](Valve Steam Controller) left haptic touchpad, digital click (for the whole thing)[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_DPadNorth][td][b]k_EControllerActionOrigin_LeftPad_DPadNorth[/b][/td][td]14[/td][td](Valve Steam Controller) left haptic touchpad, digital click (upper quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_DPadSouth][td][b]k_EControllerActionOrigin_LeftPad_DPadSouth[/b][/td][td]15[/td][td](Valve Steam Controller) left haptic touchpad, digital click (lower quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_DPadWest][td][b]k_EControllerActionOrigin_LeftPad_DPadWest[/b][/td][td]16[/td][td](Valve Steam Controller) left haptic touchpad, digital click (left quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_LeftPad_DPadEast][td][b]k_EControllerActionOrigin_LeftPad_DPadEast[/b][/td][td]17[/td][td](Valve Steam Controller) left haptic touchpad, digital click (right quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_Touch][td][b]k_EControllerActionOrigin_RightPad_Touch[/b][/td][td]18[/td][td](Valve Steam Controller) right haptic touchpad, in simple contact with a finger[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_Swipe][td][b]k_EControllerActionOrigin_RightPad_Swipe[/b][/td][td]19[/td][td](Valve Steam Controller) right haptic touchpad, touch input on any axis[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_Click][td][b]k_EControllerActionOrigin_RightPad_Click[/b][/td][td]20[/td][td](Valve Steam Controller) right haptic touchpad, digital click (for the whole thing)[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_DPadNorth][td][b]k_EControllerActionOrigin_RightPad_DPadNorth[/b][/td][td]21[/td][td](Valve Steam Controller) right haptic touchpad, digital click (upper quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_DPadSouth][td][b]k_EControllerActionOrigin_RightPad_DPadSouth[/b][/td][td]22[/td][td](Valve Steam Controller) right haptic touchpad, digital click (lower quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_DPadWest][td][b]k_EControllerActionOrigin_RightPad_DPadWest[/b][/td][td]23[/td][td](Valve Steam Controller) right haptic touchpad, digital click (left quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_RightPad_DPadEast][td][b]k_EControllerActionOrigin_RightPad_DPadEast[/b][/td][td]24[/td][td](Valve Steam Controller) right haptic touchpad, digital click (right quadrant)[/td][/tr] [tr=k_EControllerActionOrigin_LeftTrigger_Pull][td][b]k_EControllerActionOrigin_LeftTrigger_Pull[/b][/td][td]25[/td][td](Valve Steam Controller) left analog trigger, pulled by any amount (analog value)[/td][/tr] [tr=k_EControllerActionOrigin_LeftTrigger_Click][td][b]k_EControllerActionOrigin_LeftTrigger_Click[/b][/td][td]26[/td][td](Valve Steam Controller) left analog trigger, pulled in all the way (digital value)[/td][/tr] [tr=k_EControllerActionOrigin_RightTrigger_Pull][td][b]k_EControllerActionOrigin_RightTrigger_Pull[/b][/td][td]27[/td][td](Valve Steam Controller) right analog trigger, pulled by any amount (analog value)[/td][/tr] [tr=k_EControllerActionOrigin_RightTrigger_Click][td][b]k_EControllerActionOrigin_RightTrigger_Click[/b][/td][td]28[/td][td](Valve Steam Controller) right analog trigger, pulled in all the way (digital value)[/td][/tr] [tr=k_EControllerActionOrigin_LeftStick_Move][td][b]k_EControllerActionOrigin_LeftStick_Move[/b][/td][td]29[/td][td](Valve Steam Controller) left joystick, movement on any axis (analog value)[/td][/tr] [tr=k_EControllerActionOrigin_LeftStick_Cli…