[section]Best Practices[/section] DLC can be a great way to offer value to the customers that are interested in investing deeper in the product, it can also have non-monetary costs of customer perception that are harder to measure. It might not be a good idea to launch with a DLC on day 1 as customers may perceive that the full game was ready to release but you chose to take away content from the game to make more money through a paid DLC. …
We recommend that you provide custom pricing for each currency in which you expect your customers to transact regularly. Note that the [code-inline]amount[/code-inline] you pass needs to be in the format that matches the [code-inline]currency[/code-inline] code you pass. …
[/td][/tr] [/table] Tells Steam to refund a user for a purchase. Refunds can only be made for the full value of the original order. This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. …
Custom engines are welcome to build for a wide range of platforms with the large variety of compatibility tools Steam now has available but we recommend either targeting Android 10 or Linux Arm64. …
[subsection]OpenXR[/subsection] See [doclink=steamhardware/steamframe/input][/doclink] for details. [subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. …
[callout]For more details on managing localization of your game and store presence on Steam, please see [doclink=store/localization][/doclink][/callout] There are two primary levels of support for languages on Steam: [olist] [*][b]Full Platform Support[/b] - This set of languages is available for players to select within Steam to run the Steam client in and browse the store in. …
Please see [url=https://store.steampowered.com/news/group/4145017/view/3325361214990632478]New Language Support announcement[/url] for details. [/olist] [section=supported_languages]Full Platform Supported Languages[/section] These are the languages fully supported on Steam. …
The currencies listed as "live" below are currently available to customers on Steam. Currencies listed without being Live are ones where we collect prices and plan to release at some point in the future. …
[subsection]Region Groups[/subsection] In areas where Steam does not support local pricing, you may still offer a different, usually discounted, USD price. [b]USD_CIS[/b] We recommend a discounted USD price in the Commonwealth of Independent States and affiliated countries where we don't have local pricing. …
[subsection]Add a link from your demo menu screen[/subsection] You can direct customers to the full app from your demo by utilizing the Steam Overlay. The in-app overlay allows you to put a link to the store page right in your app. …
[b]Q: Can my demo users play Steam multiplayer with my full game users?[/b] A: Steam currently doesn't support multiplayer matchmaking between the full game and the demo. [b]Q: What if my demo consists of literally the same files as the full game?…
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. …
[/callout] [section=ingame]Managing In-game Translation[/section] You can also tell customers what language your product supports in-game. There are options for Subtitles, Interface, or Full Audio for each language. [docimg=ingame.PNG]ingame.PNG[/docimg] [i]Example of in-game language options on Steam[/i] If a game supports multiple languages, but the language specific content is small, it isn't necessary to break the content into distinct depots. …
For sale landing pages, there is a robust set of tools that provide a lot of power and customization. Described here are the minimum set of requirements for a basic page. << [doclink=marketing/event_tools/sales/tools]Back to full sale page tools[/doclink] >> [doclink=store/assets]Go to full graphical asset list [/doclink] Sales page Events are made up of two parts: [olist] [*][b]The announcement[/b] - This is the part of the event that shows up as 'news' on your group's page and in the News Hub for any users that follow your group or developer homepage. [*][b]The landing page[/b] - The sale event page itself that features the games, broadcasts, and/or events that you configure. …
[/list] See full [doclink=marketing/event_tools/sales/tools]sale page documentation[/doclink] …
You can create these packages by going to the “All Associated Packages, DLC, Demos And Tools” page and hitting the green “Create Standard Packages” button up top. You can also send us a note to get help any time, via the Support button at the top of this page. [b]Q: What currencies does Steam support?[/b] A: A full list of currencies can be found in the [url=https://partner.steamgames.com/doc/store/pricing/currencies]Supported Currencies[/url] page, which also includes information on which currencies support pricing and purchasing in partial unit amounts, how they're reported and in what increments. …
Please see [doclink=/marketing/advertising]Advertising on Steam[/doclink] for details. [b]Q: Does Steam pricing support "paywall" games?[/b] A: No. Steam does not support models where a customer is blocked and needs to pay to continue playing. …
[callout]Reminder: you will want to double check that you've setup localization tokens in the action manifest for each language supported by your game [/callout] [subsection]Step 3 - Find your configuration[/subsection] Next you will run the following Steam URL to dump the configuration into your OS-specific documents folder, ex: My Documents on Windows (replace [code-inline][your app id][/code-inline] with your title's AppID): Windows Commandline: [code] start steam://dumpcontrollerconfig?…
_getcwd( rgchCWD, sizeof( rgchCWD ) ) ) { strcpy( rgchCWD, "." ); } char rgchFullPath[1024]; #if defined(_WIN32) _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s\\%s", rgchCWD, "steam_input_manifest.vdf" ); #elif defined(OSX) _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "steam_input_manifest.vdf" ); #else _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/%s", rgchCWD, "steam_input_manifest.vdf" ); #endif SteamInput()->SetInputActionManifestFilePath( rgchFullPath ); [/code]…
While Steam Frame is primarily designed for high quality game streaming from a PC, it's also a full PC running SteamOS, with standalone capabilities: games can be run entirely on the headset, not connected to anything. Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. …
([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.[/i]) [*][b]controller support[/b]: your game must support Steam Frame's physical controls. The default controller configuration must provide users with the ability to access all content. …
So we want to make sure that we're really optimizing for that platform first, but pretty soon that will be the Big Picture replacement. [b]Does Deck only support full screen mode?[/b] The Steam Deck will automatically run games in full-screen by default. However, if you drop to desktop, you can run games in windowed mode. …
[/i] [b]Will Steam Deck support the new Vulkan dynamic rendering feature?[/b] Yes. The Steam Deck hardware already supports this feature, and the work is already in progress to support dynamic rendering on the software side, with drivers that support the feature. …
Just add games to your license pool and they will be available to anyone running Steam on your network. [h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. This means that they can earn XP, badges, collect game drops, or even make in-game purchases within your business just as they would at home. This brings the full Steam experience to your organization and your customers. Patrons can purchase in-game content or DLCs for games they're "checking out" while in the arcade. …
All recommendations here are targeted at meeting customer expectations around input and display, improving performance, and taking full advantage of the new opportunities provided by the Steam Deck and Steam Machine. …
(Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …
Many successful developers have raised the price, and many have ultimately lowered the price. In general, try to think of things from an Early Access customer's point of view. How would they feel about this decision. You should aim to reward your early supporters and make them feel like their time and effort was worth it. …
You will still be able to run discounts, featured in promotions, and be organically recommended to other customers. However, you will not receive your full launch visibility until you are fully released. See [doclink=marketing/visibility]Visibility on Steam[/doclink] for more information. …
Click "Post As Coming Soon" to view options and to make your page live for customers. There is no option on your store page for customers to purchase or play your game at this stage. This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. …
Selecting "Publish Now" from the subsequent options will kick off your full release and will make your product immediately playable for customers. Your title will then appear in the store as fully released. …
For example, "The Glitterlands Expansion". This doesn’t have to be a full product reveal for each piece of DLC – it’s fine if the full reveal comes later – but your Roadmap should give customers a good sense of the scope and timeline of all the content they’re purchasing via the Season Pass. In the Content Release Description (Public), you should enter a text description of the DLC. You can also add supporting images. This information is public and customer-facing, so think about this as an opportunity to get customers interested in the content. …
[/section] Advance Access is a Pre-Purchase incentive, in which customers that Pre-Purchase a "Deluxe" package(s) of your game are given access to the game earlier than customers that Pre-Purchase the "Standard" (most basic) package. …
Please reach out to the Steam team directly, either through your contact or [url=https://help.steampowered.com/]Steam Support[/url]. They will help determine if your game is a good fit for Advance Access and if so, they will need to manually add that date into Steamworks. …
[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.…
[/b] Removing products available on Steam from the Deck/Machine store or library isn't a supported feature. These devices are an extension of Steam, so customers both expect and have access to the same store and library that they would on any other PC. …
Whether you choose to integrate our anti-cheat APIs or use your own solution, make sure you give your customers proper warning that such a system exists and that you have UI ingame that clearly explains the ban. For an introduction to anti-cheat and general best practices, we recommend that you watch the [url=http://steamcommunity.com/devdays]Steam Dev Days[/url] talk "Anti-Cheat for Multiplayer Games" ([docfile=AntiCheat.pdf]slides[/docfile]) https://www.youtube.com/watch?…
[/b] A: When a user is banned via the ICheatReportingService, the following happens: [list] [*] The account cannot join secure servers for the AppIDs they are banned. [*] The ban is publicly displayed on their Steam Community profile. [*] If the user is accessing the game via [url=https://support.steampowered.com/kb_article.php?ref=3784-QLBM-5731]Family Library Sharing[/url], the ban is also applied to the actual owner of the game. [*] The user will not be eligible for an automatic refund [/list] More details can be found in our customer facing FAQ: [url=https://support.steampowered.com/kb_article.php?…