. [*] [api]steamnetworkingtypes[/api] is a header that has many common types and utilities. [*] [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] is a service for relaying your game traffic over the Valve backbone. …
This API works best when used with [doclink=features/multiplayer/matchmaking][/doclink], depending on the types of packets you could route everything through one player that is acting as the host (typically the lobby owner) or game server, or send everything out directly to each player. …
[section]Creating[/section] To distribute your dedicated game server through Steam, there are a few necessary configurations to be made. [olist] [*] Create a new App ID of type TOOL that will be used solely for the dedicated server for the game. You can do this yourself by visiting the "All Associated Packages, DLC, Demos and Tools" section for your app and clicking "Create new Tool" button. [*] Inside that new App, click Edit Steamworks Settings. …
[section]Releasing[/section] Your dedicated server has a release checklist similar to other types of products in Steamworks. You'll need to complete the required items listed on the right-hand side of your app landing page for the tool. …
[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.…
[section]Configuring Location of Broadcast Player[/section] By default, broadcasts will appear at the very top of your sale page. But you can add a 'broadcast' type section to your page (further instructions below) to display livestreams in a specific spot on your page (if, for example, you wish to show more information above the broadcast player). This 'broadcast' type section will automatically include livestreams from games that are part of your sale and from specific accounts that you approve. …
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. …
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. …
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. …
[section=GetAppList]GetAppList[/section] [code=http]GET https://partner.steam-api.com/IStoreService/GetAppList/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]Any web API key.[/td][/tr] [tr][td][b]if_modified_since[/b][/td][td]uint32[/td][td][/td][td]Return only items that have been modified since this date.…
[/td][/tr] [/table] Returns a list of all apps available on the Steam Store. The type of items returned can be filtered using the [code-inline]include_games[/code-inline], [code-inline]include_dlc[/code-inline], [code-inline]include_software[/code-inline], [code-inline]include_videos[/code-inline], and [code-inline]include_hardware[/code-inline] flags. …
[section]Before you start[/section] In order to make use of this feature, you will need to: [list] [*]Review the [doclink=store/promo]rules and guidelines[/doclink] for the type of event you are running. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…
[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.…
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. …
[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. …
[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. …
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". …
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. …
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. …
[subsection]Option 2: Request keys[/subsection] Additionally, you can request keys for a package called "Dev Comp" that will grant immediate access to your application. To learn more about the different types of packages and requesting keys, please see [doclink=store/application/packages][/doclink]. [subsection]Dev Comp Packages - Important Configuration Note[/subsection] As a Steamworks developer, you have a special type of packages attached to your publisher group. …
You can get around this in one of two ways: [olist] [*] You can initiate the friend request from a non-limited account. [*] You can activate a Dev Comp type key for your game on one of the new accounts, which will grant the game to that account and will de-limit that account and allow you to send friend requests from it. …
You can create an independent soundtrack from your main partner landing page, the same way you would create a new game. [/list] Both types of soundtracks are fundamentally similar: they are a collection of MP3s and metadata that can optionally include other components, including high-quality/lossless audio files, associated artwork, etc. …
We recommend these be in a subdirectory like "FLAC". [*]On the [b]Depots[/b] page, create a new depot and set its type to [b]Optional high-quality/uncompressed audio[/b]. [*]Save your depot configuration changes. [*]Publish the depot configuration changes. …
After a user purchases or activates a package, the contents of that package dictate which applications or depot contents the user has permission to download and launch. [section]Types of packages[/section] Any new application created in the Steamworks system will by default be included in a new package with which that application can be sold via Steam and can have keys generated against it. [list] [*] [b]Store + CD-Key Package (Default)[/b]: All new applications in the Steamworks system come with this type of package by default. This lets you sell your app in the Steam store as well as generate CD Keys that unlock the exact same content if you wish. [*] [b]Store Package[/b]: This is a package that can only be sold on the Steam store [*] [b]CD Key Package[/b]: This is a package that can only have CD Keys generated against it [*] [b]Release Override "Beta Testing" Package[/b]: This package is automatically created along with your Application. …
[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.…