Steamworks Documentation
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Bundles

[/section] [subsection]A better experience for your best fans[/subsection] Past Collector Packs were a bad deal for customers that already own one or more of the products in the pack. Either it made bad economic sense for those customers to purchase the pack, or they just felt bad about doing so since it looks like they were paying for products they already have. …

Instead, these Bundles will just show the user the items they are able to purchase. So if a customer was in Germany, they would be purchasing a bundle and automatically get the low violence version of a game where customers in other countries would be purchasing the same bundle and automatically get the regular version of the game. …

Age Ratings in Indonesia

Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…

If you are unsure whether your game has a IGRS rating, please check on their [url=https://igrs.id/]official IGRS website[/url]. [b]Q. Will this affect customers who already own a license to my game?[/b] A. No. If your game does not have an age rating this will affect the visibility of your game on the Indonesian Steam storefront but Indonesian customers who already own a license will be able to continue to access and play it without restrictions. …

Profile Features

. [*] Display game achievements in their Achievement Showcase. [/list] Games that do not have these profile customization options do not count towards Game Collector or Achievement Collector totals. Steam automatically enables profile customization features as games reach certain player and sales metrics that give confidence that a reasonable number of customers that are engaged with your game. …

Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. We do not find that lack of profile customization options is a major factor for customers who are deciding whether to buy your game. In general this mainly affects games whose [i]only [/i]value is in profile features (trading cards, emoticons, etc). …

Steam Frame Debugging

The Steam Frame runs on SteamOS, which is a gaming focused Linux distribution based on Arch. This means you have a full computer available to clearly debug what's going on with your application. [section]Developer Mode[/section] To connect to the headset via [b]ssh[/b], [b]adb[/b], or [b]rdp[/b] you first need to enable [b]Developer Mode[/b] as described in the [doclink=steamframe/setup][/doclink]. …

That means after connecting over adb you have access to: [list] [*][b]adb logcat [/b]- Realtime steam of logs from the device [*][b]adb shell[/b] - access the android instance's command line [*][b]adb bugreport[/b] - Downloads a zip full of crash dumps and logs [/list] [subsection]RenderDoc with Lepton Development over adb[/subsection] If you’re developing an Android application the standard Android workflow should be fine with the exception of connecting over adb first. …

Steam Personal Calendar

[section]Eligibility Requirements[/section] To be eligible to appear on the Personal Calendar, your game needs a visible [url=https://partner.steamgames.com/doc/store/coming_soon]Coming Soon page[/url] with a [b]specific release date[/b]. This applies whether you are launching a full release or moving from [url=https://partner.steamgames.com/doc/store/earlyaccess]Early Access[/url] to 1.0. Once your game becomes eligible, it can start appearing on the calendar within about a day. …

[subsection]Changing Your Release Date[/subsection] You can still change your release date after your game has appeared on the calendar, whether it's a full release or an Early Access to 1.0 launch. [b]However, if you delay your release date by more than 24 hours once your game is within two weeks of launch your game will be removed from the calendar. …

Creating and Configuring Deluxe Packs

[section]Parts of a Deluxe Edition[/section] A Deluxe Edition is typically comprised of the base game plus some additional content. In most cases you will also want to provide a path for customers to upgrade from your base game to add on the Deluxe Edition content. This section describes common components of Deluxe Editions. …

This configuration is most commonly used in multiplayer games where everyone in the game or on the server needs access to all assets in order for them to be rendered. [*] [b]DLC contains deluxe content[/b] - In this configuration, the deluxe content files will be included in a separate depot that is granted to customers that have bought or activated the deluxe edition. This is the easiest to configure, and is great for cases where you want to distribute an art book or soundtrack, or any content that consists mainly of content delivered to the customer's hard drive. …

Steamworks SDK

[section]The Latest Steamworks SDK[/section] You can download the latest version of the Steamworks SDK [url=https://partner.steamgames.com/downloads/list]here[/url]. [section]Getting started[/section] The full list of features provided through the SDK is as follows. [list] [*] [b]glmgr[/b] - The "ToGL" DirectX to OpenGL compatibility layer for macOS. …

Coming Soon

[/list] [section]Benefits[/section] Once your store page is visible to customers, it can help you build awareness for your product and generate excitement among potential customers. As soon as you have product branding, screenshots, and a description of your game, you can put up a 'Coming Soon' page to start utilizing the tools available on Steam. …

[b]Activates Community Hub:[/b] Once your store page is visible to customers, it will also enable the Community Hub. This gives you a place to post announcements, share artwork, and gives your audience a place to share their enthusiasm and discuss your upcoming release. …

Branches (Betas)

If a password is specified they will be required to put in the password before they have access to the branch, including its name. 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. …

[docimg=CurrentBetaExample.jpg]CurrentBetaExample.jpg[/docimg] [section]Default Branch[/section] The default branch is the version of your game delivered to your customers on Steam. Prior to release, this is the version that your testers will download by default. Once your game is live, there is nothing special you need to do to deliver your default build to your customers. …

Uploading to Steam

[section=Managing_Updates]Managing Updates[/section] After your app releases to customers, your customers will be receiving the build marked as the Default build. When uploading a new build it's always a good idea to test it before shipping it to your customers, for more information on how to successfully do this see [doclink=store/testing][/doclink]. …

Each build will merge itself with the already existing install image. [subsection]Customizing a Retail install disk[/subsection] See [doclink=sdk/goldmaster]Customizing a gold master[/doclink] for more details on customizing your retail install disk. …

Trailers

You want to think about the context of where your trailer will appear. For example, the customer may be going through their Discovery Queue and looking at games that are recommended to them, and you may have less than 10 seconds to make an impression. Or the customer may be watching your trailer without any audio. You will want to think about how long it takes for the customer to learn about your product, and if they can learn about it without audio. …

Activators

[/td][/tr] [/table] These settings are specific to certain activation types: [table] [tr][th]Name[/th][th]Values[/th][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Interruptable[/td][td]Off, On[/td][td]Regular Press, Release Press[/td][td]Interruptable activators can be paused or stopped by other activators. For example, a long press activator can interrupt a full press activator so the full press only fires if the long press doesn't. If not interruptable, it ignores the other activator in regards to behavior.…

Best Practices, Marketing

. [*][b]Publish Your [doclink=store/coming_soon]Coming Soon Page[/doclink] as soon as possible[/b] - As soon as you begin talking about your game publicly, you should launch your Coming Soon page to start collecting feedback and let customers [doclink=marketing/wishlist]Wishlist[/doclink] your game. [*][b]Add features and tools that make sense for your game and your customers[/b] – There are many features that are available for you to use on Steamworks, but it may not be valuable for you to implement all of them to your game. Figure out what features are valuable for your goals and your customers. [*][b]Launch day is the starting line not the finish line[/b] – It's very likely that the game you launch on launch day is not the best it can be. …

Developer/Publisher Homepage Tools Update

The powerful sale-page editing tools that we've been developing for years is now available for customizing developer, publisher, and franchise homepages. With these tools, you have more control over how you organize and display your games. …

[docimg=Homepage_Valve_ListOfLists.png]Homepage_Valve_ListOfLists.png[/docimg] [*][b]Custom background artwork[/b] - You can style your entire page by uploading a custom background artwork. Or you can provide artwork in the background of each individual section. [*][b]YouTube video embeds[/b] - Show off your latest trailer, orgame update. [*][b]Text and image blocks[/b] - Tell players more about your company, development team, or more about each featured game. [*][b]Titles or title images[/b] - Break up your page with section titles to better highlight sets of games or different franchises. …

Frequently Asked Questions

We have seen partners run continuous streams that go longer than a couple days. Its up to you to decide when are the best times to reach your customers with the live content. Also consider that Steam customers are around the world. Sometimes after major events, it might be valuable to replay past content so that all your potential customers and fans can see it. [*][h4]Q. …

You must include banner or update title so that it indicates that the Stream is NOT live. This is prevent customer confusion. Often streaming partners will put a banner 'Re-Broadcast' on the top right of their video. [*][h4]Q. Will Steam automatically re-broadcast my content?…

Applications

[/td] [/tr] [tr] [td][b]Demo[/b][/td] [td]Steam has the option to provide free demos for your customers so that they can try the game before purchasing. Demos are created through the main App and will appear as a button on the main game's store page. …

Once your title is live, the "Default" branch is the build that is delivered to customers. 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.…

Updating Game Build

Check out the [doclink=sdk/uploading]SteamPipe Documentation[/doclink] for details. Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …

This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …

Top Sellers Lists

[/b] A: No- we don’t have an editorial team picking games for Top Sellers, Popular New Releases, Popular Upcoming, or other storefront charts. Those are all based on player data. [b]Q: Will every customer see my game if it’s a top selling title?[/b] A: The top selling list respects each player’s content preferences, and customers can filter out certain categories of content from the store if they wish. …

[/b] A: The default store front page view is territory-specific, so customers might see different games depending on what’s popular in their area. However, all users can click through to see the global Top-Sellers list.…

Homepage Example

This section will then automatically populate with the titles we've made, sorted in order of revenue. [section]Customized Tags[/section] [docimg=custom_tags_01.jpg]custom_tags_01.jpg[/docimg] You can also customize the tags that are shown in the left-most column of your tabbed area. …

Seasonal Sales

The front page will refresh the options regularly throughout the sale to display fresh games for customers who are browsing often. The goal is to get every featured title a chance to maximize their visibility for the entirety of the sale, and not just a 24-hour period (which is what the featuring used to be) and to make it easy for customers to find the great games and great deals. …

However, if your 30-day Price Introduction Cooldown ends during a seasonal sale, you could choose to join the sale already in progress by manually entering a custom discount once your cooldown ends (i.e., 30 days or more from your release date or price increase). In any case, there are always future opportunities to put your game on discount, so you shouldn't feel pressured to change your release date or pricing updates for the sake of a seasonal sale event. …

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