Steamworks Documentation
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Sales and Marketing

[/td] [/tr] [tr] [td][doclink=marketing/visibility]Visibility on Steam[/doclink][/td] [td]Prominent visibility of products on the front page of the Steam Store is a careful balancing act. We want to show products that customers are interested in buying and are going to be happy with, while also giving new games and software a chance to find their audience.[/td] [/tr] [tr] [td][doclink=marketing/wishlist]Wishlists[/doclink][/td] [td]Email notifications may be sent to customers based on a variety of trigger actions related to your game, software, or video on Steam. These triggers may change in the future, but this is a description of current set of features.…

DLC Visibility

This offers lists for Top Selling, New Releases, Upcoming, and discounted and provides for ways to customize additional ways of organizing the DLC. [docimg=browse_page_example_1.png]browse_page_example_1.png[/docimg] [subsection]Default Appearance[/subsection] This browse page will automatically list your DLC with a couple of default logic. Here is a general idea of what happens by default: [list] [*]The page will first list out the items that you specified to appear on your base game's store page. [*]If those items of DLC all have at least 4 screenshots, then we’ll display all those items of DLC in big sections on the browse page, which shows the short description, price, and 4 screenshots. [*]If not all the items have at least 4 screenshots, then we fall back to just showing a row of capsules. [/list] [subsection]Customization[/subsection] You can customize these pages with a similar set of options that you have for configuring your [doclink=store/creator_homepage]developer or publisher homepages[/doclink]. …

IStoreService Interface

The number of results is limited, so multiple requests should be made to obtain the full list. The results are returned in order of [code-inline]appid[/code-inline], subsequent requests should pass the last appid returned by the previous request as the [code-inline]last_appid[/code-inline] parameter. …

Store and Platform Traffic Reporting

The traffic breakdown reports are designed to show you where your game is being surfaced to customers and which channels are directing players to your store page. Below is more information on how traffic reporting works on Steam. …

[subsection]Visits[/subsection] Visits are unique page loads of your product's store page. Customers frequently return to a product page multiple times from multiple origins before deciding to make a purchase, so the metrics captured here are intended to convey the variety of places where customers are finding your product and clicking to learn more. …

Steam Matchmaking & Lobbies

Lobbies are uniquely identified by Steam ID, like users or game servers. The Steamworks Example has a full working implementation of lobbies. [section]Matchmaking process flow[/section] The usual model for getting groups together to play is as follows: [olist] [*] User selects in the game that they want to play multiplayer, and what kind of multiplayer they want (rules, scenario, etc.) [*] The game searches for lobbies that have a similar same set of rules, using the lobby search API. [*] If a lobby is found, then the game joins that lobby; if no lobby is found, then it creates a new lobby [*] Users stay in a lobby until there are enough players ready to launch the game. …

The results are returned ordered by geographical distance and based on any near filters set. By default, we will not return lobbies that are already full, and the distance filter is set to [apitype]ISteamMatchmaking::k_ELobbyDistanceFilterDefault[/apitype] (nearby). To add filters, before you call [code-inline]RequestLobbyList[/code-inline] you need to call one or more of the filtering functions: [list] [*] [api]ISteamMatchmaking::AddRequestLobbyListStringFilter[/api] - Adds a string comparison filter. [*] [api]ISteamMatchmaking::AddRequestLobbyListNumericalFilter[/api] - Adds a numerical comparison filter. [*] [api]ISteamMatchmaking::AddRequestLobbyListNearValueFilter[/api] - Sorts the results closest to the specified value. [*] [api]ISteamMatchmaking::AddRequestLobbyListFilterSlotsAvailable[/api] - Filters to only return lobbies with the specified number of open slots available. [*] [api]ISteamMatchmaking::AddRequestLobbyListDistanceFilter[/api] - Sets the physical distance for which we should search for lobbies, this is based on the users IP address and an IP location map on the Steam backed. [*] [api]ISteamMatchmaking::AddRequestLobbyListResultCountFilter[/api] - Sets the maximum number of lobbies to return. …

Sale Page Section: Apps And Bundles

[section]Setting Up: Linked App List[/section] If your sale contains more than about 20 games, you may want to use the Linked App List to define the full set of games to include on your page. Once you have done that, you can then use specific filter criteria within each "Apps and Bundles" section to display different sets of games. …

Livestreaming

The developer/publisher is able to [list][*]Engage the target audience[/list] [list][*]Expand the fan base[/list] [list][*]Help existing players explore the full game[/list] [list][*]Infuse excitement into the community around updates[/list] [subsection]Steam Broadcast Features[/subsection] Broadcast is a complimentary service and is available to all partners at no additional cost. …

Managing Applications

[/list] [b]Potential disadvantages include:[/b] [list] [*]You will not be able to manage individual permissions - all Steamworks partners will have full access to manage the Application within their own Steamworks account. [/list] [section]FAQ[/section] Ultimately how you choose to manage Applications in your account is up to you. …

Step by Step: Achievements

To fully enable achievements and complete your release checklist, you also need to check the [b]Steam Achievements[/b] option under [b]Supported Features[/b] in your store page's basic info. To pass the release checklist, every achievement must have a name in each of the languages you've configured, and must have an icon. …

[/b] Set names are shown to players in many places, including in the Steam Client. [*] [b]Localize set names[/b] for each language your game supports, using the set localization CSV or the editor. [*] [b]Test with developer-only sets[/b] before releasing new achievements to players. …

Store Graphical Assets

[b]Design:[/b] For best results, please use the key art and logo that is being used for any retail boxes or marketing. The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. [list][*][color=#ca5029]Do not include quotes or other strings of text beyond the title of your game. …

[b]Design:[/b] For best results, please use the key art and logo that is being used for any retail boxes or marketing. The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. [list][*][color=#ca5029]Do not include quotes or other strings of text beyond the title of your game. …

Reporting and Payments

[section]Regions/Territories[/section] In various parts of the Financial site, we refer to regions under the following designations: [list] [*][doclink=#4]Africa[/doclink] [*][doclink=#5]Asia[/doclink] [*][doclink=#6]Eastern Europe[/doclink] [*][doclink=#7]Latin America[/doclink] [*][doclink=#8]Middle East[/doclink] [*][doclink=#9]North America[/doclink] [*][doclink=#10]Oceania[/doclink] [*][doclink=#11]Other[/doclink] [*][doclink=#12]Central Asia[/doclink] [*][doclink=#13]South Asia[/doclink] [*][doclink=#14]South East Asia[/doclink] [*][doclink=#15]Western Europe[/doclink] [/list] [b]Below is the full list of territories for each region:[/b] [subsection]Africa[/subsection] [list][*]Angola [*]Burkina Faso [*]Burundi [*]Benin [*]Botswana [*]Congo, The DRC [*]Central African Republic [*]Congo [*]Cote d Ivoire [*]Cameroon [*]Cape Verde [*]Djibouti [*]Algeria [*]Western Sahara [*]Eritrea [*]Ethiopia [*]Gabon [*]Ghana [*]Gambia [*]Guinea [*]Equatorial Guinea [*]Guinea-Bissau [*]Kenya [*]Comoros [*]Liberia [*]Lesotho [*]Libya [*]Morocco [*]Madagascar [*]Mali [*]Mauritania [*]Mauritius [*]Malawi [*]Mozambique [*]Namibia [*]Niger [*]Nigeria [*]Reunion [*]Rwanda [*]Seychelles [*]Sierra Leone [*]Senegal [*]Somalia [*]Sao Tome And Principe [*]Eswatini [*]Chad [*]Togo [*]Tunisia [*]Tanzania, United Republic of [*]Uganda [*]Mayotte [*]South Africa [*]Zambia [*]Zimbabwe [*]Sudan [*]South Sudan[/list] [subsection]Asia[/subsection] [list][*]China [*]Hong Kong [*]Japan [*]Korea, Republic of [*]Mongolia [*]Macau [*]Taiwan[/list] [subsection]Eastern Europe[/subsection] [list][*]Albania [*]Bosnia And Herzegovina [*]Bulgaria [*]Czech Republic [*]Estonia [*]Georgia [*]Greece [*]Croatia [*]Hungary [*]Lithuania [*]Latvia [*]Montenegro [*]North Macedonia [*]Poland [*]Romania [*]Serbia [*]Slovenia [*]Slovakia (Slovak Republic)[/list] [subsection]Latin America[/subsection] [list][*]Antigua And Barbuda [*]Anguilla [*]Argentina [*]Aruba [*]Barbados [*]Bermuda [*]Bolivia [*]Brazil [*]Bahamas [*]Belize [*]Chile [*]Colombia [*]Costa Rica [*]Dominica [*]Dominican Republic [*]Ecuador [*]Falkland Islands (Malvinas) [*]Grenada [*]French Guiana [*]Guadeloupe [*]South Georgia And South S.S. [*]Guatemala [*]Guyana [*]Honduras [*]Haiti [*]Jamaica [*]Saint Kitts And Nevis [*]Cayman Islands [*]Saint Lucia [*]Martinique [*]Montserrat [*]Mexico [*]Nicaragua [*]Panama [*]Peru [*]Puerto Rico [*]Paraguay [*]Suriname [*]El Salvador [*]Turks And Caicos Islands [*]Trinidad And Tobago [*]Uruguay [*]Saint Vincent And The Grenadines [*]Venezuela [*]Virgin Islands (British) [*]Virgin Islands (U.S.) [*]Bonaire, Sint Eustatius And Saba [*]Curacao [*]Sint Maarten, Dutch Part[/list] [subsection]Middle East[/subsection] [list][*]United Arab Emirates [*]Bahrain [*]Egypt [*]Israel [*]Iraq [*]Jordan [*]Kuwait [*]Lebanon [*]Oman [*]Palestine, State of [*]Qatar [*]Saudi Arabia [*]Turkey [*]Yemen [/list] [subsection]North America[/subsection] [list][*]Canada [*]St. …

Event Type: Small Update / Patch Notes

[section=build]SteamPipe Builds and Patch Notes[/section] When submitting a new build for your game via SteamPipe, a small prompt will automatically appear to encourage you to also post a patch note for your customers. This prompt lets you easily submit your patch notes inlines at the point after submitting the build. Often developers will use this to write a bullet point list of the changes made. Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. [docimg=41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg]41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg[/docimg] You can always use the regular event editor to post the patch notes at a later time. …

ISteamInventory Interface

One of the primary scenarios for this call is to grant an item to users who also own a specific other game. This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use [api]ISteamInventory::AddPromoItems[/api] or [api]ISteamInventory::GrantPromoItems[/api]. …

It is suggested that you call this function only when you are about to display the user's full inventory, or if you expect that the inventory may have changed. [b]Returns:[/b] bool This function always returns [b]true[/b] when called by a regular user, and always returns [b]false[/b] when called from SteamGameServer. …

Artwork Overrides

[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. …

[/olist] Artwork Overrides work with localized assets just like normal capsule art, so you can even localize your bespoke capsules to make your event or update understandable to as many customers as possible. [section]Best Practices & Tips[/section] Some common scenarios you may encounter: [olist] [*]It can be a great idea to time your content updates and artwork overrides with a game discount. [*]If you are coordinating an artwork override with a discount, you should schedule your artwork override to start 5 minutes before the discount kicks off to ensure that your new artwork gets picked up and included in any wishlist email that goes out. [*]The Header capsule is used in the Daily Deal spot and in many lists throughout the store. [*]The Main capsule is used on wishlist emails. …

Steam Inventory Schema

The playtime grant is controlled by your application. There is no support for automatic grants based entirely on the users playtime. In other words, playtime is a condition for granting, while your application is the trigger for the grant evaluation. …

VLV100 is equivalent to $0.99 USD, and is converted to all supported currencies using Valve's conversion rates. The VLV conversion rates are carefully managed to adapt to currency movements over time. …

ISteamHTMLSurface Interface

[/td][/tr] [/table] Add a header to any HTTP requests from this browser. A full list of standard request fields are available here on [url=https://en.wikipedia.org/wiki/List_of_HTTP_header_fields]wikipedia[/url]. …

Custom cursors start from this value and up.[/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamHTMLSurface. …

ISteamUtils Interface

You probably want [api]ISteamApps::GetCurrentGameLanguage[/api] instead, this should only be used in very special cases. For a full list of languages see [doclink=store/localization/languages]Supported Languages[/doclink]. [b]Returns:[/b] const char * [b]See Also:[/b] [api]ISteamApps::GetCurrentGameLanguage[/api], [api]ISteamApps::GetAvailableGameLanguages[/api] [subsection=InitFilterText]InitFilterText[/subsection] [code=cpp]bool InitFilterText();[/code] Initializes text filtering, loading dictionaries for the language the game is running in. Users can customize the text filter behavior in their [url=https://store.steampowered.com/account/preferences#CommunityContentPreferences]Steam Account preferences[/url] [b]Returns:[/b] bool [b]true[/b] if initialization succeeds, [b]false[/b] if filtering is unavailable for the game's language, in which case [api]ISteamUtils::FilterText[/api]() will act as a passthrough. …

Steam PC Café Program

[/td][/tr] [tr][td][doclink=sitelicense/users][/doclink][/td][td]Click here if you are a PC Cafe or VR Arcade customer and would like more information.[/td][/tr]…

ISteamNetworkingSockets Interface

(The boundaries between the messages are maintained by the API.) [*] Both reliable and unreliable messages are supported. [*] Large messages are split into multiple packets, small messages are combined into fewer packets. [*] A robust ACK / reassembly / retransmission strategy. [*] Strong encryption and authentication. …

Eavesdropping / tampering requires hacking into the VAC-secured process. Impersonation requires access to the target's computer. [*] Supports relayed connections through the Valve network. This prevents IP addresses from being revealed, protecting your players and gameservers from attack. [*] Also supports standard connectivity over plain UDP using IPv4 or IPv6. …

Steam Inventory Item Dynamic Properties

For any Web API calls that return items as JSON, the [code-inline]dynamic_props[/code-inline] key will point to the full JSON object containing the dynamic item properties. [subsection]Modifying Item Properties[/subsection] From one of your secure servers, you can modify items using the [webapi]IInventoryService/ModifyItems[/webapi] Web API and your secure publisher key. …

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