Steamworks Documentation
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Taxes FAQ

Why does my tax information show two withholding rates - one for royalty copyright and one for royalty film?[/h4] [b]A.[/b] These are separate tax rates that are applied depending on the content type of your sales. The royalty copyright rate will apply to US sourced sales on games and related DLCs. The royalty film rate will apply to US sourced sales on film and video. These rates do not accumulate for a higher rate of withholding and only one rate will be applied depending on the type of sales. [*][h4]Q. …

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.…

How to debug Windows games on Steam Deck and Steam Machine

Follow the instructions below to learn how you can debug your game's Windows binaries (running via Proton) on a Steam Deck or Steam Machine. You'll need to bundle the Windows debug runtime with your game when you upload it to your developer kit, and Visual Studio & remote debugging tools running on your Windows development box. …

This will create a [code-inline]build/windows/bin/Debug[/code-inline] directory that contains the [code-inline]imgui[/code-inline] executable, the required Windows debug DLLs and the data assets. …

steam_api.h

You can add an optional comment by calling [api]steam_api::SteamAPI_SetMiniDumpComment[/api] before you call this function. [callout=red,fixed][b]NOTE:[/b] This only supports 32bit Windows.[/callout] [b]Example:[/b] [code=cpp]#ifdef _WIN32 #include <Windows.h> void MiniDumpFunction( unsigned int nExceptionCode, EXCEPTION_POINTERS *pException ) { // You can build and set an arbitrary comment to embed in the minidump here, // maybe you want to put what level the user was playing, how many players on the server, // how much memory is free, etc... …

[/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.)…

Creating and using InstallScripts

Values are: [list] [*] Windows 3.11 [*] Windows 95 [*] Windows 98 [*] Windows ME [*] Windows NT [*] Windows 2000 [*] Windows XP [*] Windows 2003 [*] Windows Vista [*] Windows 7 [*] Windows 2008 [*] Windows 2012 [*] Windows 2012 R2 [*] Windows 8 [*] Windows 8.1 [*] Windows 10 [/list] [/list] [b]64 bit Example[/b] This example will run the appropriate installer for the 32 or 64 bit installer. …

All of the [url=https://docs.microsoft.com/en-us/windows/win32/shell/csidl]standard environment variables available on Windows[/url] can be used, along with a few others specific to an install script. …

Developing for SteamOS and Linux

The following information is based on the experience of the Valve Linux team. For those with Windows development tool experience, the easiest route to Linux development is Visual Studio on Windows and [url=https://marketplace.visualstudio.com/items?…

See [doclink=features/drm][/doclink] for more information. [b]Q: How does driver performance compare between Ubuntu and Windows?[/b] [b]A:[/b] Proprietary Nvidia drivers are comparable to Windows in terms of stability, performance, and features. Proprietary drivers for both AMD and Intel are also available but their current performance and stability are lower than equivalent Windows drivers. …

What games can run standalone on Steam Frame

We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. Steam Frame natively runs a Snapdragon 8 Gen 3 (Arm64) chip on [url=https://store.steampowered.com/steamos]SteamOS[/url] (Linux Arch-based) and includes a range of compatibility layers for other Operating Systems and architectures. [subsection]Windows via Proton[/subsection] Windows games can be run via [url=https://github.com/ValveSoftware/Proton/]Proton[/url]. Proton is a compatibility layer that allows Windows games to run on Linux by using a modified version of Wine and a collection of high-performance graphics API implementations such as [url=https://github.com/doitsujin/dxvk]dxvk[/url] which translates DirectX to Vulkan (Steam Frame's native graphics API). …

Platforms

[subsection]Microsoft Windows[/subsection] Steam officially supports Windows 7 and above. As of January 2019, [url=https://support.steampowered.com/kb_article.php?ref=1558-AFCM-4577]Steam no longer supports Windows XP and Windows Vista[/url]. Visit the [url=http://steamcommunity.com/groups/steamworks/discussions/14/]Steamworks Development Discussions - Windows[/url]. …

Steam Error Reporting

[callout=yellow][b]Note:[/b] Steam Error Reporting is nearing its End-Of-Lifetime and only limited support is available. Additionally, it is only available for Windows 32-bit applications.[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …

[section]Example[/section] [code=cpp] #ifdef _WIN32 #include <Windows.h> void MiniDumpFunction( unsigned int nExceptionCode, EXCEPTION_POINTERS *pException ) { // You can build and set an arbitrary comment to embed in the minidump here, // maybe you want to put what level the user was playing, how many players on the server, // how much memory is free, etc... …

Steam Inventory Schema

Elapsed time in minutes of a cool-down window before we will grant an item. (see [doclink=features/inventory/schema#PlaytimeDrops]Playtime Item Drops[/doclink] below)[/td][/tr] [tr][td]drop_max_per_window[/td][td]integer . …

This allows each item to have their own drop rate, max-per-window and cool-down window. Each playtime generator grant will be tracked separately if any of the drop settings are specified ('drop_interval', 'use_drop_window', 'drop_window', 'drop_max_per_window' ). …

Depots

[docimg=set_install_dir.png]set_install_dir.png[/docimg] [section=os_depots]Operating System Depots[/section] If your app supports multiple platforms, you should use separate depots to store the platform specific content. For example, if your app natively supports Windows and Linux, have any Windows-specific files in a depot that is marked just for Windows as a depot. Likewise, have any Linux-specific files in a depot that is marked just for Linux. You can then have any common set of files in a depot marked for both Windows and Linux, or All Oses if you like. If you see a warning on your app landing page about an Operating System Depot missing from a package, that means you have an OS selected in the store data, and the package is missing at least one depot that can be mounted for that OS. …

How to load and run games on Steam Frame

. [*][b]Start Command[/b]: If you made an APK put in the name of your APK. If you made a Linux or Windows build it should be the relative path (from the Local Folder) to the Linux binary or Windows executable (.exe) [*][b]Runtime[/b]: Select [b]Android[/b] if its an APK, [b]Steam Linux Runtime 3.0 ARM64 (Sniper)[/b] if you made a Linux ARM64 binary. [b]Steam Play (Proton)[/b] for Windows. [/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. …

How to load and run games on Steam Deck and Steam Machine

. [*]The tool can be started from the Steam Library, in the Software category. If you prefer to run it from the command line: [list] [*]On Windows, run [code-inline]windows-client/devkit-gui.exe[/code-inline] [*]On Linux, run [code-inline]devkit-gui.sh[/code-inline] from the top of the installation directory ( [code-inline]~/.steam/steam/steamapps/common/SteamOSDevkitClient/linux-client/[/code-inline] ). …

This will include a CEF debug console on the right side of the page. Once the CEF debug window opens, in the Console tab, enable Steam Console output by running the command [code-inline]EnableSteamConsole()[/code-inline]. After running this command, output normally shown in the Steam client [b]Console[/b] tab (when launched with [code-inline]-console[/code-inline]) will show up here highlighted as [b]SteamClient[/b]. …

Livestreaming a Game Demo to the Steam Store

[docimg=2020-03-10_22-11-39.png]2020-03-10_22-11-39.png[/docimg] [docimg=2020-03-10_22-13-24.png]2020-03-10_22-13-24.png[/docimg] [docimg=2020-03-10_22-23-22.png]2020-03-10_22-23-22.png[/docimg] [*] On the properties window for you new game capture, set the mode to 'Capture Specific Window' and choose in the window your running demo. You can close the properties window at this point as game is ready to capture. …

Stats and Achievements

[/list] [b]AVGRATE[/b] stats have the following additional properties: [list] [*] Window - The size of the "sliding window" used to average your data. [/list] An [b]AVGRATE[/b] stat is one that is automatically averaged by Steam. …

Just keep in mind that you must consistently use that unit as your base for "dSessionLength", as well as the Window property. [subsection]Getting stats for other users[/subsection] You can use [api]ISteamUserStats::RequestUserStats[/api] to get the stats for another user. …

Steam Frame Debugging

[/olist] [section=RenderDoc]RenderDoc[/section] The easiest way to use RenderDoc to capture frames from Windows, Linux, or Android applications on Steam Frame is to connect from your Desktop PC using Remote Desktop and launch RenderDoc directly on the Frame. …

Ideally we'd want to see tracking go from working to broken within the capture window so we can see the moment something goes wrong. If tracking recovers, it's also useful to include that recovery in the dataset. …

Steam Cloud

[table] [tr][th]Root[/th][th]Supported OSes[/th][th]Corresponding Path[/th][/tr] [tr][td]App Install Directory[/td][td]All[/td][td][Steam Install]\SteamApps\common\[Game Folder]\[/td][/tr] [tr][td]SteamCloudDocuments[/td][td]All[/td][td]Platform specific path, e.g. on Linux: ~/.SteamCloud/[username]/[Game Folder]/[/td][/tr] [tr][td]WinMyDocuments[/td][td]Windows[/td][td]%USERPROFILE%\My Documents\[/td][/tr] [tr][td]WinAppDataLocal[/td][td]Windows[/td][td]%USERPROFILE%\AppData\Local\[/td][/tr] [tr][td]WinAppDataLocalLow[/td][td]Windows[/td][td]%USERPROFILE%\AppData\LocalLow\[/td][/tr] [tr][td]WinAppDataRoaming[/td][td]Windows[/td][td]%USERPROFILE%\AppData\Roaming\[/td][/tr] [tr][td]WinSavedGames[/td][td]Windows[/td][td]%USERPROFILE%\Saved Games\[/td][/tr] [tr][td]MacHome[/td][td]macOS[/td][td]~/[/td][/tr] [tr][td]MacAppSupport[/td][td]macOS[/td][td]~/Library/Application Support/[/td][/tr] [tr][td]MacDocuments[/td][td]macOS[/td][td]~/Documents/[/td][/tr] [tr][td]LinuxHome[/td][td]Linux[/td][td]~/[/td][/tr] [tr][td]LinuxXdgDataHome[/td][td]Linux[/td][td]$XDG\_DATA\_HOME/[/td][/tr] [/table] A note regarding the Windows %USERPROFILE% paths: The corresponding paths listed above are the default locations. It is now possible for the user to configure their Windows installation so that these folders are in different locations (not necessarily under %USERPROFILE%). Steam uses the necessary Windows APIs to find the current location of these folders, whether they are default or customized. [*] [h4]Subdirectory[/h4] Subdirectory path to the clouded files relative to the Root. …

Common Redistributables

You can also force Steam to reinstall common redistributables by deleting the following registry key: [list] [*] [b]32-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\Apps\CommonRedist [*] [b]64-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam\Apps\CommonRedist [/list] A subkey is created in this key for each common redistributable which has been installed, so you can delete individual subkeys to test various partially-installed states as well. …

Broadcast Moderation and Adding Moderators

[subsection]Chat only view[/subsection] To help with dedicated moderation tasks, you can open any broadcast chat in it's own window. There are two ways to get to this view: [list] [*]By using this URL format: [code]https://steamcommunity.com/broadcast/chatonly/<steamID of the broadcaster>[/code] The SteamID used here is the 64-bit Steam ID. A quick way to view your 64-bit Steam ID is to visit this URL: https://steamcommunity.com/broadcast/moderators (Your Steam ID will be appended to the end of this URL when you visit this site.) [*]Or, navigate to http://steamcommunity.com/broadcast/upload and then click on Broadcast Chat to open a new window to display all of the chat on your broadcast. [/list] To open moderation menu on the chat only page, click the arrow on the right-hand side of any line of chat. …

Application Settings for Virtual Reality

The following controller profiles should have customized bindings, due to the difficulty in automatically rebinding them: [list] [*] HTC Vive wands [*] Valve Index controllers [*] Windows Mixed Reality controllers [/list] If you build with OpenVR, your application will automatically support any current and future OpenVR-supported head-mounted displays (HMDs), such as the HTC Vive, Oculus Rift, or Windows Mixed Reality family of devices. …

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