Steamworks Documentation
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Downloadable Content (DLC)

The fraudsters’ goal is to move the any available contents of the DLC to another account, either owned by the fraudster or a player who is paying for those goods outside of the system. Alternatively, fraudsters may attempt to sell the entire account, again while being paid outside of the system. As such, we do not recommend including in-game currency or tradable items in DLC. …

Steam Playtest

You can also provide links to your preferred feedback or communication system directly in a community Announcement. [section]Resetting Your Steam Playtest[/section] In some cases it can be beneficial to playtest with a completely new group of testers. …

We recommend you use an announcement from the [url=https://partner.steamgames.com/doc/marketing/event_tools]Steam Events and Announcements[/url] system to let players know when the Playtest is playable. [b][h4]Q: If I'm using the Friend Invite system for my playtest, how will a user be notified if they receive a playtest invite from a friend?…

ISteamNetworkingSockets Interface

Once we make an attempt and fail, we will not automatically retry. In this respect, the behavior of the system after trying and failing is the same as before the first attempt: attempting authenticated communication or calling this function will call the system to attempt to acquire the necessary resources. …

Send it to your backend and don't share it directly with clients. [section]FakeIP system[/section] A "FakeIP" is essentially a temporary, arbitrary identifier that happens to be a valid IPv4 address. The purpose of this system is to make it easy to integrate with existing code that identifies hosts using IPv4 addresses. …

Getting Started for Developers

It may be acceptable to skip mouse-like input in Twin Stick or Sports titles where the joystick position is used for directional aim. [*] Avoid using the the system mouse ("os_mouse" option) unless you have a good reason to need it. Being able to determine if input comes from a real mouse vs a controller is an important part of good UX practices. [*] You should [i]either[/i] rely on the configurator to provide sensitivity (ie you don't filter incoming Steam Input data), [i]or[/i] you should use a dedicated sensitivity option for Steam Input that's distinct from the system mouse. …

An IGAS describes all the actions a player can take within some game context - such as when the player is in a vehicle, or on foot, or navigating the menu system. For each IGAS, the Steam Input configuration UI will provide a tab that allows a player to customize how those actions are bound to the controller. …

In-Game Actions File

Your game will not be able to distinguish these mouse events from those generated by your operating system. You do this by adding the value [code-inline]"os_mouse"[/code-inline] and assign it a value of 1. Here's an example: [code] "StickPadGyro" { "Mouse" { "title" "#Action_Mouse" "input_mode" "absolute_mouse" "os_mouse" "1" } } [/code] [b]AnalogTrigger Actions[/b] AnalogTrigger actions are 1-D analog actions which can be bound on triggers. …

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. …

Reporting and Payments FAQ

Where does the revenue from this package accrue?[/b] A. The Additional Revenue Share system will attribute revenue from this package to the parent app for the DLC, so long as the parent app is a Game or Application. [*] [b]Q. I created a package that has more than one Game or Application app in it, how does Steam decide which app accrues additional revenue share?[/b] A. The Additional Revenue Share system has no way of knowing which app is more important in this case. If your app has recorded significant revenue since October 1st, 2018 (>$1,000,000 USD) please reach out to the Steam Finance team and we will update the reporting relationship for this package manually. …

Homepage Example

[section]"Our Franchises" Section[/section] [docimg=our_franchises_01.jpg]our_franchises_01.jpg[/docimg] Franchises are an extension of the homepage system. See [doclink=store/franchise_pages]Franchise Pages documentation[/doclink] for more information on setting up a franchise homepage. …

Events and Announcements Visibility Stats Reporting

In other words, we do not count users multiple times if they revisit the page or view the same event from a different location. This system tracks unique logged-in users only. [section]Event Impression Locations[/section] Here is a quick run-down of what each location refers to: [list] [*][b]Library Home Page Impressions[/b] - This is when your event appears in the row of "What's New" section at the top of the Steam Library Home. …

Review Process

[/b] This means that your product must successfully launch in all supported operating systems listed on the store page. [*] [b]All supported features listed on the store page will need to be implemented in the current build.…

Steam Inventory Service

Check out this presentation from Steam Dev Days 2016 for an implementation overview, details on the specific problems that the Inventory Service solves for developers, and demonstration on how partners are already using the system to serve their customers. https://www.youtube.com/watch?v=jDfhPTSOLis [section=ImplementationOverview]Implementation Overview[/section] [olist] [*] [b]Create Item Definitions[/b] You'll need to start by creating and uploading some [doclink=features/inventory/schema]item definitions[/doclink] (ItemDefs). …

Steam Audio

[/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. [subsection]Links[/subsection] [list] [*] [url=https://valvesoftware.github.io/steam-audio/downloads.html]Downloads & Documentation[/url] [*] [url=https://github.com/ValveSoftware/steam-audio]Source Code[/url] [*] [url=https://github.com/ValveSoftware/steam-audio/issues]Issue Tracker[/url] [*] [url=https://steamcommunity.com/app/596420/discussions/]Community Forum[/url] [/list]…

Franchise Pages

[docimg=FranchiseButtonExample.jpg]FranchiseButtonExample.jpg[/docimg] [subsection]In "More From Franchise" section[/subsection] Each game in the franchise will then have a new section below the system requirements that displays the other games in the franchise. Here is what it looks like on the Half-Life store page: [docimg=halflifefranchise.PNG]halflifefranchise.PNG[/docimg] Developers can control which developer, publisher, or franchise is highlighted below each game’s written description. …

Trailers

What do I do if my trailer appears to be stuck converting?[/h4] A. The trailer processing system works in a FIFO queue. If there is a long queue of trailers ahead of yours, then it may take a few hours to complete the conversion. …

ISteamUser Interface

This allows friends to be able to view the game info and join your game. When you are using Steam authentication system this call is never required, the auth system automatically sets the appropriate rich presence. [subsection=BeginAuthSession]BeginAuthSession[/subsection] [code=cpp]EBeginAuthSessionResult BeginAuthSession( const void *pAuthTicket, int cbAuthTicket, CSteamID steamID );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pAuthTicket[/b][/td][td]const void *[/td][td]The auth ticket to validate.…

This can be from [b]11025[/b] to [b]48000[/b], you should either use the rate that works best for your audio playback system, which likely takes the users audio hardware into account, or you can use [api]ISteamUser::GetVoiceOptimalSampleRate[/api] to get the native sample rate of the Steam voice decoder.…

Action Manifest Files

[subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. …

Steamworks API Overview

\n" ); return; } printf( "Number of players currently playing: %d\n", pCallback->m_cPlayers ); } [/code] [b]NOTE:[/b] If you can't use the CCallResult system, then you may be able to use [api]ISteamUtils::IsAPICallCompleted[/api], [api]ISteamUtils::GetAPICallResult[/api] and [api]ISteamUtils::GetAPICallFailureReason[/api] to track the status of a call result. …

[section=steam_game_servers]Steam Game Servers[/section] The Steamworks API includes support for running game servers as well as regular clients. A game server, in Steamworks API terms, is an entity in the system that normal users connect to to play multi-player games. This can be connecting over the Internet to a remote game server, or connecting locally to a game server that's in the same process as the client. …

Features And Tools, Marketing

Learn more: [doclink=marketing/upcoming_events/nextfest]Steam Next Fest[/doclink] [*][h3]Announcements[/h3] During development, leading up to release, and throughout the life of your game, you'll find the Steam Events and Announcements system to be a useful channel for keeping your players informed and gathering feedback. Use it to post development progress, share new artwork creations, or describe interesting features you are working on. …

Learn more: [doclink=marketing/utm_analytics]UTM Analytics [/doclink] [/list] [section]Tools & Resources outside of Steam[/section] While Steam has many tools and systems to help with discovery and awareness of your game, there are still a great many places outside of Steam that players rely on to learn about new games. …

Activators

[section]Activator Settings[/section] Let's break down all the settings available in the activator system. These settings are always available regardless of activation type: [table] [tr][th]Name[/th][th]Values[/th][th]Description[/th][/tr] [tr][td]Activation Type[/td][td]Regular Press, Double Press, Long Press, Start Press, Release Press, Chorded Press, None - Remove Activator[/td][td]Activators determine how the input responds to you. …

How to debug Windows games on Steam Deck and Steam Machine

When you upload a title with the Steam Play button checked, the devkit tool will copy the remote debugging tools from your Windows development host to the devkit system. Currently the devkit will search for the installed debugging tools from Visual Studio 2019 and Visual Studio 2017. In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. …

Developing for SteamOS and Linux

The following libraries provide support for other aspects of game development: [list] [*] [url=http://www.freetype.org/index.html]FreeType[/url] - font rendering (both vector-based and bitmap fonts) on Linux [*] [url=http://www.freedesktop.org/wiki/Software/fontconfig]Fontconfig[/url] - configuring and customizing font access [*] [url=http://www.radgametools.com/miles.htm]Miles Sound System[/url] - a middleware sound engine for Linux development [*] [url=http://www.radgametools.com/bnkmain.htm]Bink Video[/url] - a video codec designed for game developers [*] [url=http://www.webmproject.org/]WebM[/url] - an open media file format; used for recording Team Fortress 2 video instead of QuickTime. …

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