to learn more about each field. The example below shows 5 launch options, 2 for Windows, 2 for macOS and 1 for Linux. Launch option 3 will only be shown on Windows if the user also owns the DLC specified. [docimg=updatedlaunchoptions_3.png]updatedlaunchoptions_3.png[/docimg] [*] Go to the [url=https://partner.steamgames.com/apps/depots/]Depots[/url] page and add depots as needed for this app. …
[subsection=steampipe_gui_tool]SteamPipe GUI Tool[/subsection] If you're running on Windows and would prefer a GUI tool to help create these config files and upload your builds you can use the SteamPipeGUI which is available in the tools folder of the Steamworks SDK. …
To switch to a custom branch in the Steam client, right-click on the game from the library page and select "Properties". In the properties window select the [b]Game Versions & Betas[/b] tab on the left. Your beta should be listed in the right pane. [docimg=rimworld_new_branch_exmpl.png]rimworld_new_branch_exmpl.png[/docimg] As soon as a tester or customer has selected the branch, the Steam client will start downloading the branch, replacing their currently installed branch. …
. [*]Right-click on the entry "SteamVR" and in the resulting popup menu click on the entry "Properties". [*]A new window with multiple tabs will open. Select the tab "Installed Files" and click on the button labeled "Browse...". [*]The directory containing the SteamVR Runtime will open. …
This means you can start of with a fairly restrictive filter then expand the scope with successive searches. This expands the window of time, leading to an increased chance of having a good match occur, while still leaving control in the hands of the game for how long it should make a user wait before letting them play. …
This means you must be getting paid for either all platforms or Windows. [*]Have an SDA and NDA signed with the capability to publish new apps on Steam. [*]Be an Admin OR Actual Authority of your Steamworks partner group. [*]The Application must not be banned or retired on Steam. [*]Your Steamworks account must not be banned. …
[docimg=steam_controller_gyro.png]steam_controller_gyro.png[/docimg] [subsection=BLE]BLE FW Update[/subsection] The Windows FW update tool installing the BLE FW image or rolling back to production FW can be found here: [docfile=Steam_Controller_FW_Update_Tool_5b0f21bd.zip]Steam Controller FW Update Tool[/docfile]…
[list=1] [*] [b]0[/b] - Normal wrap (most protection) [*] [b]6[/b] - Compatibility mode (disables obfuscation) [*] [b]32[/b] - Skip debugger check [*] [b]38[/b] - compatibility mode and also skip debugger check (least protection) [/list] [/list] Example run_build.bat script to login, apply DRM, build and upload the build to Steam (where App ID is 480): [code] builder\steamcmd.exe +login mysteamaccount +drm_wrap 480 "D:\src\steamworkssdk\steamworksexample\release\steamworksexample.exe" "D:\src\steamworkssdk\tools\ContentBuilder\content\windows_content\SteamworksExample.exe" drmtoolp 0 +run_app_build ..\scripts\app_build_480.vdf +quit [/code] [section=manual]Manual Steam DRM Wrapper[/section] To quickly wrap an exe with the Steam wrapper use the Steamworks App Data Admin page to wrap the primary game exe. …
[/td][/tr] [tr][td][b]platforms_to_sync[/b][/td][td]string[/td][td]✔[/td][td]List of platforms for which this file is valid. Possible values: All, Windows, MacOS, linux, Android, iPhoneOS, Switch. Case-insensitive.[/td][/tr] [tr][td][b]upload_batch_id[/b][/td][td]uint64[/td][td]✔[/td][td]The [code-inline]batch_id[/code-inline] returned by [code-inline]BeginAppUploadBatch[/code-inline] above[/td][/tr] [/table] Call this API to initiate uploading a new file (or new version of an existing file) to Steam Cloud for the user. …
Note that for list parameters, such as "platforms_to_sync", the syntax when used as a GET param is as follows: [code=http]&platforms_to_sync[0]=macos&platforms_to_sync[1]=windows[/code] In a JSON-encoded field in a POST param, it is as follows: [code]"platforms_to_sync": ["macos", "windows"][/code] The response data: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]unique file id (not needed)[/td][/tr] [tr][td][b]timestamp[/b][/td][td]uint32[/td][td]epoch timestamp for this change[/td][/tr] [tr][td][b]url_host[/b][/td][td]string[/td][td]Host FQDN you will upload the file to[/td][/tr] [tr][td][b]url_path[/b][/td][td]string[/td][td]path for request. …
Currently the only operating systems that support the magnifier are Windows and Steam OS. [subsection]Power/System Options[/subsection] [docimg=legacy_power.png]legacy_power.png[/docimg] This lets you issue various system commands. …
[/b] A: You can change the release date of your game up to two weeks prior to your specified date. Once you are within that two week window, your game will start showing up more in ‘upcoming releases’ lists. Once this visibility starts, you can no longer adjust your release date. …
[section]Building to Steam Frame[/section] For both Android and Linux builds you can use the [b]Export Project...[/b] button from the export preset window to create a distributable version of your game and use the [doclink=steamframe/loadgames]Steam DevKit Tool[/doclink] to upload these to your Steam Frame. …
This area will remain uncropped across scaling and resizing of the Steam client window. Artwork should extend across the entire template, but critical content should be within the safe area. For ex: a main character’s face should be entirely in the safe area or risk being cropped. …
. [*] [b]Turn on broadcast chat by default[/b] - When you set your live stream to appear on your store page, you can configure the chat window to be open by default. Do this and players will know that you are there and available to chat with them. Engage: take questions from the chat and answer them in your live stream. …
[/td][/tr] [tr][td][b]unPageSerial[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Incremented on each new page load, you can use this to reject draws while navigating to new pages.[/td][/tr] [/table] [subsection=HTML_NewWindow_t]HTML_NewWindow_t[/subsection] A browser has created a new HTML window. [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 callback is for.…
[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the pBGRA texture.[/td][/tr] [tr][td][b]unNewWindow_BrowserHandle[/b][/td][td][apitype]ISteamHTMLSurface::HHTMLBrowser[/apitype][/td][td]The handle of the new window surface.[/td][/tr] [/table] [subsection=HTML_OpenLinkInNewTab_t]HTML_OpenLinkInNewTab_t[/subsection] The browser has requested to load a url in a new tab. …
A workaround for web based games is to host an embedded Chromium inside a native application, with a D3D window and input forwarding to the embedded Chromium. That can be setup to render in offscreen mode, which then renders the resulting chromium texture each frame in the native app. …
The installer has also been designed to ensure compatibility with the installation portion of the Games for Windows certification. To get started, copy all files from the [code-inline]tools\goldmaster\disk_assets[/code-inline] folder in the SDK to your gold master's build output folder (See [doclink=sdk/uploading#Building_Retail_Install_Discs]building retail discs for Steam Pipe[/doclink]). …
[docimg=doc_event_store_page.jpg]doc_event_store_page.jpg[/docimg] And update type events will bring the 'last updated' button up to date with when the most recent update was made for the game: [docimg=doc_store_last_updated.jpg]doc_store_last_updated.jpg[/docimg] [*][b]Downloads view[/b] - If you have associated your update post with the latest build that you've set live, a player will see that in the Steam client's download window. [docimg=PatchNotesExample.jpg]PatchNotesExample.jpg[/docimg] [*][b]Store homepage "Recently Updated" section[/b] - If you use an [doclink=marketing/visibility/update_rounds]Update Visibility Round[/doclink], your Major Update can be shown on the homepage to players and wishlisters of your game. …
This can also be enabled by navigating to steam://open/console in a browser or through the Windows Run dialog. [*] [b]-debug_steamapi[/b] - Enables Steamworks API debugging. This is required if you are wanting to use [api]ISteamUtils::SetWarningMessageHook[/api]! …
[/olist] [docimg=Homepage_Valve_Lists2.png]Homepage_Valve_Lists2.png[/docimg] [section]Previewing a new homepage[/section] While using the editing tools, you can click 'live preview' in the upper-right corner of the editor to get a second window that shows your work in progress within the context of your homepage header. This should give you a pretty realistic representation of what your homepage will look like. …
[/td] [/tr] [/table] [subsection]Additional information for [b]VERIFIED/PLAYABLE[/b][/subsection] Next to the [b]VERIFIED/PLAYABLE[/b] status, the [b]Average Frame Time[/b] (in milliseconds) is displayed. This average is a rolling window of the last 32 frames. Next to the it, the [b]Target Frame Time[/b] (in milliseconds) is displayed. The target is calculated based on the minimum required display refresh rate and includes the required headroom for SteamVR. …