. [*] Set the correct language, OS or architecture. [*] Choose the correct DLC from the dropdown box to associate this depot with the DLC. [*] Click Save Changes. Note that the Steam client will not know about the new depot until you have published your changes. [*] Add the depots to any packages which need to contain your depot (e.g. …
[/list] [/olist] Additional Notes: [list] [*]If you check the box “Disable Steam automatically downloading this DLC,” a player who owns the DLC can manually choose to install it from their library, even if your game does not make use of the ISteamApps:InstallDLC API. [*] It is possible for a user to initiate the download of the DLC from the Steam Client UI via the Properties ->DLC tab. [*] You can also use [api]ISteamApps::UninstallDLC[/api] to remove the DLC content if needed. …
Let's go into general controller settings first: [docimg=controller_settings_desktop.png]controller_settings_desktop.png[/docimg] If you are using a PlayStation 4, Xbox One, Xbox 360, or generic controller, make sure you have the corresponding configuration support boxes checked. Also make sure your controller(s) is/are plugged in. All detected controllers compatible with the configurator will show up on this screen. …
[docimg=bpsteamclient.PNG]bpsteamclient.PNG[/docimg] Click the gear icon to adjust settings: [docimg=getting_started_bp_settings.png]getting_started_bp_settings.png[/docimg] Then click "Controller Settings": [docimg=getting_started_bp_settings_controller.png]getting_started_bp_settings_controller.png[/docimg] If you are using a PlayStation 4, Xbox One, Xbox 360, or generic controller, make sure you have the corresponding configuration support boxes checked: [docimg=getting_started_ds4_xb_config.png]getting_started_ds4_xb_config.png[/docimg] Also make sure your controller(s) is/are plugged in. …
. [*] Then go to the 'Edit Store' section for your app and find the Item Store tab. [*] Check the box to enable your Item Store. There are a few ways you can customize your store (see below for details), but they are all optional. [/list] Once enabled for your own game, you can easily open your Item Store page from within your game by launching the Steam Overlay and passing it this page’s URL. …
You'll then click "Publish Now" and will be prompted with a confirmation dialog box. Once complete click "Release Now" and the release process will begin. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
[list] [*] right-clicking the game in the Steam Library [*] choosing "Properties" [*] selecting "Game Versions & Betas" [*] entering the password in the "Private Versions" text box and hitting "Check Code" [*] selecting the newly-appearing "local" entry under "Selected Game Version" above [/list] …
[/td][/tr] [tr][td][b]filter[/b][/td][td]int32[/td][td][/td][td][webapi]IUserReviewsService#EUserReviewsAppReviewsFilter[/webapi]. Sort order of the results. Defaults to k_EUserReviewsAppReviewsFilter_Helpful, which widens [code-inline]day_range[/code-inline] until it finds results, so it will always return reviews. …
[/td][/tr] [tr][td][b]received_for_free[/b][/td][td]bool[/td][td]True if the author checked the box saying they got the app for free.[/td][/tr] [tr][td][b]written_during_early_access[/b][/td][td]bool[/td][td]True if the review was written while the app was in Early Access.…
[docimg=ArtworkOverride_Config.jpg]ArtworkOverride_Config.jpg[/docimg] [*]With your new temporary artwork override selected from the drop-down, you can drag and drop your images into the blue upload box and click Upload. You’ll see your new custom images in the page below. Then, publish your changes and your capsule art will automatically override during your selected timespan. …
This should be sent as a [code-inline]key=<your key here>[/code-inline] parameter with the requests. [h4]Store the order[/h4] Store each order for later reference in your system. Use a unique 64-bit Order ID to reference the transactions within Steam. …
The response key that carries these values is usually called [code-inline]status[/code-inline]. [list] [*] [code-inline]Init[/code-inline] - Order has been created but not authorized by user. [*] [code-inline]Approved[/code-inline] - Order has been approved by user. [*] [code-inline]Succeeded[/code-inline] - Order has been successfully processed. [*] [code-inline]Failed[/code-inline] - Order has failed or been denied. [*] [code-inline]Refunded[/code-inline] - Order has been refunded and product should be revoked by the game. …
You do this under the "Edit Store Page > Special Settings". Once you've added your demo there, make sure the box is checked that says "display above purchase options" to make it show up prominently on your store page. [*] [b]Plan ahead for Build Review[/b] - Build review takes time, so make sure you set aside enough time for Steam to review your build and for you to address any feedback provided by review. …
Click “Edit Store Page” and navigate to the “Basic Info” tab. [*]5. Find the "Cloud Play" section and select two boxes “Enable your game to run streamed from the Cloud, hosted by Valve, and the following service providers:” and “NVIDIA GeForce NOW.” [*]6. …
This wizard steps through a series of screens to help you build a well-rounded tag profile for your title. The wizard also provides an opportunity to order your title's tags for weighting purposes. Many tags can be applied to your game, but only the top 20 are visible to users and used by Steam to influence visibility of your title in the store. …
Tags are ordered on your game page by the amount of weight each has on your game, as a result of your own sorting in the Tag Wizard. This can be modified over time as a number of players apply particular tags to your game. …
[subsection]Bundle list on your store page[/subsection] Up to three bundles can appear on your game's store page, appearing just below your other purchase options. [b]Default order[/b] - By default, bundles are ordered by price starting with the least expensive bundle for the user viewing the page. [b]Overriding the order[/b] - The game developer can override the order that bundles appear by pinning one or more bundles via the store page editor. …
Yes, please check out the new [url=https://partner.steamgames.com/doc/store/application/bundles/collaborative]Collaborative Bundles[/url] feature. [*][b]Q. Can I change the display order of the packages included in the bundle?[/b] A. Yes, you can drag and drop the order of the packages in your bundle to change the order in which they are displayed on the bundle store page. [*][b]Q. …
Here are the things you'll need to think about: [olist] [*][b]Organize past versions[/b] - The order of your build versions (a.k.a. beta branches) is key! Start by organizing past versions of your game, setting and keeping a deliberate order to your beta branches. To do this, you will need to order your Steam branches on the Steamworks site by visiting the SteamPipe > Builds page. From there you can re-order the branches you've created from oldest to newest. …
Without any other changes, all owned depots are mounted by default in the order listed. The depot's name can be anything and is not part of the mounting rules. The depot order defines the mounting order, and files in depots that were mounted later override files in depots that were listed earlier. Thus the first depot in the list has the lowest priority. To change the depot order, you can drag and drop the depot entries around. To change fields, just click them. The UI of the [b]Depots[/b] page allows you to configure 4 different requirements. …
It is guaranteed that reliable messages to the same host on the same channel will be be received by the remote host (if they are received at all) exactly once, and in the same order that they were sent. NO other order guarantees exist! In particular, unreliable messages may be dropped, received out of order with respect to each other and with respect to reliable data, or may be received multiple times. …
(You can use [api]GetSessionConnectionInfo[/api] to get the details.) In order to acknowledge the broken session and start a new one, you must call [api]CloseSessionWithUser[/api], or you may repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. …
[section]Overview[/section] Steam supports persistent leaderboards with automatically ordered entries. These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. Each Steamworks title can create up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted. …
If there is no name entered, the leaderboard will not appear. [*]Sort Method - Set the order for the leaderboard sorting. For positional based leaderboards, use Ascending. For high-score, use Descending. [*]Display Type - Determines the types of data to be displayed with the leaderboard. …
[docimg=set_game_bundled.png]set_game_bundled.png[/docimg] And in the text box below, input the relative path to the Action Manifest file VDF inside of your game install folder [docimg=setup_path.png]setup_path.png[/docimg] [callout]Note: if your game is multi-platform, make sure the path is consistent across the different versions of your game[/callout] [/list] [subsection]Step 4.3 - Opting Controllers into Steam Input[/subsection] Next, you should set up what kind of controllers use Steam Input - if you are using Steam Input API you'll want to make sure to check the "Any Future Devices" option to make sure new controllers work by default without you having to adjust settings after support ships in Steam. [docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. [subsection]Step 4.4 - Publishing[/subsection] Finally you will want to hit "Save" at the bottom of the page and then publish your app changes in the partner site as usual. …
If you're interested in these features without those caveats please consider adding [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You can query the type of controller currently from Steam in order to show device specific glyphs but you are limited to the types supported by your current Steamworks SDK. If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …
For a standard game w/ Xbox controller support we recommend checking all checkboxes other than Xbox: [docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] If your game has flight stick or racing wheel support you'll want to uncheck the box for Generic/DirectInput controllers because Steam doesn't support remapping those devices. [subsection]Selecting a configuration[/subsection] You can choose to create your own configuration or pick from one of our premade templates. …
[/list][section]Installation/use of SteamVR in an environment without internet access[/section] Many enterprise or government users are unable to use the Steam client to access the SteamVR Runtime, particularly due to restricted internet access behind corporate firewalls or on PCs without any internet connection. In order to address this issue you can download one initial copy of the SteamVR Runtime onto a PC with full internet access and then copy it manually onto the target PC(s). …
Copy this entire directory onto a portable medium of your choice (e.g. a USB thumb drive) and copy it again onto the target PC that does not have access to the internet. [*]In order to run SteamVR you should start the file "vrstartup.exe" [*]SteamVR should now be running on the new PC and support any application that is built using the OpenVR SDK, the SteamVR Unity Plugin or the VR tools within Unreal Engine. …