Steamworks Documentation
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UTM Analytics

[docimg=utm-example-update-2023.png]utm-example-update-2023.png[/docimg] [subsection]Privacy[/subsection] To protect customer privacy, the information provided is kept at a summary view with no personal data included. This allows you to learn how your campaigns are performing while also protecting customer privacy. Here are more details on how Steam protects customer privacy: [list] [*]Steam IDs or other personal information will never be included or available [*]We only provide visit and conversion data in total numbers [*]We exclude showing unique UTM parameter combinations in the breakdown table when visits for those combinations do not meet minimum thresholds. [*]Some users will not be tracked based on their browser configuration or cookie preferences [/list] [subsection]Required Steamworks Permissions[/subsection] Access to your UTM Analytics report is limited to Steamworks accounts with the "View Marketing Traffic Data" rights for your game. …

ISteamGameServer Interface

[b]NOTE:[/b] This is required for all game servers and can only be set before calling [api]ISteamGameServer::LogOn[/api] or [api]ISteamGameServer::LogOnAnonymous[/api]. [subsection=SetPasswordProtected]SetPasswordProtected[/subsection] [code=cpp]void SetPasswordProtected( bool bPasswordProtected );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bPasswordProtected[/b][/td][td]bool[/td][td]Enable ([b]true[/b]) or disable ([b]false[/b]) password protection.…

[/td][/tr] [tr=k_unServerFlagPassworded][td][b]k_unServerFlagPassworded[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]0x10[/td][td]This game server is password protected.[/td][/tr] [tr=k_unServerFlagPrivate][td][b]k_unServerFlagPrivate[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]0x20[/td][td]This game server shouldn't be listed on master server and won't enforce authentication of users that connect to the server. …

Applications

Additional builds can be listed under the beta tab or hidden using a password. Password-protected branches are not visible to any account without the password.[/td] [/tr] [/table] This can be visualized like this: [docimg=app_trans2.png]app_trans2.png[/docimg] …

Content Survey

[section]Content Survey Sections[/section] The content survey contains three primary sections that all must be completed prior to submitting the game to the [url=https://partner.steamgames.com/doc/store/review_process]Review Process[/url] [subsection]1) General Content[/subsection] The first part of the content survey includes a range of topics that may be present in your game. Finishing this section will generate ratings for several regional rating boards that will be displayed on your storepage once the game releases. …

Enhanced Rich Presence

Some games are played in rounds that are determined by time, or by players remaining, and so that information is most useful to display. Other multiplayer games are finished once an objective is met and showing progression towards that goal can be useful. Knowing which game mode or map your player is on can also be useful in helping the player's friends make a decision on how to engage with the player. …

Steamworks API Reference

Higher performance API that relays data through the Valve network and protects player IP addresses.[/td][/tr] [tr][td][api]ISteamNetworkingUtils[/api][/td][td]Misc networking utilities useful when using [api]ISteamNetworkingSockets[/api][/td][/tr] [tr][td][api]ISteamRemotePlay[/api][/td][td]Functions for getting information about Steam Remote Play sessions.…

steam_gameserver.h

[/td][/tr] [tr=eServerModeAuthenticationAndSecure][td][b]eServerModeAuthenticationAndSecure[/b][/td][td]3[/td][td]Authenticate users, list on the server list and VAC protect clients.[/td][/tr] [/table]…

steam_api.h

[/td][/tr] [tr=k_EAppType_Franchise][td][b]k_EAppType_Franchise[/b][/td][td]0x400[/td][td]A hub for collections of multiple apps, eg films, series, games.[/td][/tr] [tr=k_EAppType_Video][td][b]k_EAppType_Video[/b][/td][td]0x800[/td][td]A video component of either a Film or TVSeries (may be the feature, an episode, preview, making-of, etc.)…

[/td][/tr] [tr=k_EResultHardwareNotCapableOfIPT][td][b]k_EResultHardwareNotCapableOfIPT[/b][/td][td]67[/td][td]The users hardware does not support Intel's Identity Protection Technology (IPT).[/td][/tr] [tr=k_EResultIPTInitError][td][b]k_EResultIPTInitError[/b][/td][td]68[/td][td]Intel's Identity Protection Technology (IPT) has failed to initialize.…

Creating Bundles Across Multiple Developers/Publishers

Any changes to the text or artwork does not require any approval. Artwork and text is not protected from change. Only the owner of the bundle can make those changes. Be thoughtful about which bundles you include your games in; as those invited do not have input via Steam to the description or artwork. [*][b]Q. …

ISteamNetworkingMessages Interface

Sessions automatically time out when communications are idle, but you can terminate them early to free up resources, when you know you are finished. [subsection=AcceptSessionWithUser]AcceptSessionWithUser[/subsection] [code=cpp]bool AcceptSessionWithUser( const SteamNetworkingIdentity &identityRemote );[/code] Call this in response to a [apitype]ISteamNetworkingMessages::SteamNetworkingMessagesSessionRequest_t[/apitype] callback. …

Testing On Steam

You can assign a particular build to an alternative branch that users can opt in to via the Steam client. You can also password protect these branches if you wish to use them only with select individuals or within your own team. For more details, please see [doclink=store/application/branches]Branches Documentation[/doclink] [section=dlc]Testing DLC[/section] Testing a DLC is very similar to testing a game. …

Radial Menus

Here's a link to the configuration we're about to build: steam://controllerconfig/433340/1360133345 And here's the finished [doclink=features/steam_controller/iga_file]IGA file[/doclink] for the configuration we'll be creating: [docfile=slime_rancher_nested_radial_menus.vdf]slime_rancher_nested_radial_menus.vdf[/docfile] And here it is in action: [docimg=slime_rancher_0.png]slime_rancher_0.png[/docimg] This radial menu is bound to the left trackpad, and lets you select various in-game options such as "Open the Slimepedia", "Toggle radar", "Open the map", etc. …

Microtransactions (In-Game Purchases)

Here are some general suggestions as starting points for basic protection against easy forms of fraud: [olist] [*] Use in-game knowledge of a user’s history to limit actions that can contribute to fraud. …

Points Shop Items

. [*]Avoid too many mid-low frequencies and consider a HPF starting around 40-80Hz. [*]Consider adding fades at the start and finish of the audio file to avoid any click or hard cut at the end of the startup video. [/list] [subsection]Preview Image Guidelines[/subsection] A 1920x1200px still image must be provided from your startup movie. …

ISteamMatchmakingServers Interface

[/td][/tr] [tr][td]void[/td][td]PlayersRefreshComplete[/td][td][/td][td]Called when the server has finished responding to the player details request (ie, you won't get anymore AddPlayerToList callbacks)[/td][/tr] [/table] [b]Returns:[/b] [apitype]ISteamMatchmaking::HServerQuery[/apitype] Handle to the outstanding server query. …

[/td][/tr] [tr][td]void[/td][td]RulesRefreshComplete[/td][td][/td][td]Called when the server has finished responding to the rule details request (ie, you won't get anymore RulesResponded callbacks).[/td][/tr] [/table] [b]Returns:[/b] [apitype]ISteamMatchmaking::HServerQuery[/apitype] Handle to the outstanding server query. …

ISteamHTMLSurface Interface

It may be expecting a file with that name or that was the file the user previously uploaded.[/td][/tr] [/table] [subsection=HTML_FinishedRequest_t]HTML_FinishedRequest_t[/subsection] Called when a browser has finished loading a page. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unBrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the surface that this call was for.…

Steam Deck FAQ

[section]Wrap Up[/section] [b]Can you give us a more specific date for when SteamOS 3 will be available?[/b] We're focused right now on finishing things up for Steam Deck's launch, so there's no solid date for that as of yet. Most likely not until after Steam Deck ships to customers though. …

Uploading to Steam

. [*] A final manifest is generated for this depot version; each manifest is identified by a unique 64-bit manifest ID. [*] Once all depots have been processed, the MDS finishes this app build and assigns it a global BuildID. [*] After the build is done, there may be *.csm and *.csd files in the build ouput folder. …

Otherwise, the account doesn't need special rights, so anyone can build installer discs. [*] If you use Steam.exe, stop all other downloads. [*] Go to the console page and run the build_installer command: [code] build_installer sku_goldmaster.txt "D:\retail_disks" [/code] The build can take a while since all depots are re-downloaded the first time. [*] If you're building a GM using a local content server, run: [code-inline] @localcontentserver "webserver"[/code-inline] [code-inline] build_installer sku_goldmaster.txt "D:\retail_disks" local[/code-inline] The spew refers to 'Backup' since 'Retail install Disk' and local game backups are basically the same. [*] Once you see "Backup finished for AppID...", the install disk images are ready. You can find more details about the backup build in [code-inline]logs\backup_log.txt[/code-inline]. [*] There are new folders (Disk_1, Disk_2, and so on) in "D:\retail_disks", each not bigger than 640 MB, as specified with "disk_size_mb". …

Pricing

[b]Q: How often can I change the price of my product?[/b] A: To protect user expectations about a newly released game, we ask that price changes wait until after 30 days from release. If you accidentally submitted a major pricing error at launch that you need to correct quickly, we’re able to accommodate that. …

Steam Next Fest

To be eligible, please complete the following before registration closes: [list] [*]Finish registration and ensure that you meet the [doclink=marketing/upcoming_events/nextfest#eligibility]general eligibility criteria[/doclink] [*]Have at least one publicly visible trailer on your base game store page [*]Be on track to publish a publicly playable demo by the start of Next Fest [*]Review and update your store page with your latest assets, game descriptions, and tags [*]Be confident that you are ready for this Next Fest and will not need to cancel your registration [/list] If we reach out about using your trailer, you will have approximately two weeks to give us permission. …

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