[subsection]In-Game Purchases (Microtransactions)[/subsection] Microtransactions offer customers the option to purchase additional content while playing a game. With the Steam Microtransaction APIs, your Steam game can support all kinds of in-game purchases, including items, virtual currency, or any other content you’d like to offer. …
You will pass that information using the InitTxn API. We recommend entering pricing in your database in every supported currency so that users will see a price displayed in a currency they are familiar with. Otherwise, customers may see a price displayed in a currency they aren’t familiar with and will cancel the purchase out of caution. …
The player can remap any physical input to any other physical input -- such as making the "A" button simulate the keyboard "Enter" key, make a full pull of the left analog trigger simulate a mouse click, etc. This mode works with [i]any[/i] supported input device, not just the Steam Controller. …
[subsection]Steam Input API[/subsection] The Steam Input API is the application programming interface developers use to talk directly to the SIC in Native mode. The API is not necessary in order to support Legacy mode. You can find full documentation for that here: [api]ISteamInput[/api]. [subsection]Controller Configuration[/subsection] Players can set up fully customized input mappings for any game in their library, using native mode, legacy mode, or even a mix of both. …
[/section] As of Unreal 5.6, you can run on Android with Steam Frame using Unreal's built in OpenXR support, with no custom code changes. This does NOT work on earlier versions of the engine. However, because of a memory allocation issue, your project will need to have C++ code in it, and you'll need to use the Binned2 allocator as outlined in the documentation under "Common Problems.…
VRS will always take priority if enabled, so please disable it if you wish to run with Dynamic Resolution. [section]Adding Steamworks Support for Android[/section] Support for running applications with Steamworks support enabled is available. To enable it, ensure that the plugin is enabled by going to [b]Window > Plugins[/b] in the Editor and making sure [b]Online Subsystem Steam[/b] is enabled. …
[section]Remote Play on TV[/section] If you have checked this feature, that means you have full controller support for your game, and have verified that the UI elements and font sizes work well for viewing at a distance on a TV. …
Adjust the layout and size of each button as desired. For more information see the [url=https://support.steampowered.com/kb_article.php?ref=4022-PFJX-8276]introduction support article[/url] and the more detailed [url=https://steamcommunity.com/sharedfiles/filedetails/?…
[/olist] [*]We understand that partners are excited to talk about large updates and seasonal events, and customers are often excited to see these reflected in the game capsules. While this content is not allowed in base capsule assets (see rule #1 above), we do support this use case through Capsule Artwork Overrides with the following constraints: [olist] [*][b]Must use Artwork Overrides[/b] - When including text on a graphical asset, this MUST be uploaded as an Artwork Override with a length limit of 14 days. [*][b]Must localize any text[/b] - Any text included on a graphical asset MUST be localized into at least the same set of languages supported by the game. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. …
Press review quotes, press review scores, and special awards each have dedicated spaces on Steam store pages where it can be presented consistently and where customers can expect to find that information. You can check out our [doclink=store/accolades]Store Page Accolades documentation[/doclink] for details. …
If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. Animated assets can be a maximum of 12 seconds in duration. …
To add alt text, navigate to your store page editor, select the 'Description' tab and click the blue button right above the 'Upload Custom Image' section. Alt text will also export/import along with your other store page text on the 'Localization' tab. [section=error]Asset Error[/section] We currently support the following file types for extra assets: PNG, JPG, GIF, WEBP, MP4, and WEBM. …
Developers can now indicate which accessibility features they support, and these will be displayed on the Steam store page for those games. Additionally, players can specifically search for games that support these features. …
[/list] [subsection=subtitles]Subtitle Options[/subsection] [h4]Why is this tag important to players?[/h4] Basic subtitle support can be insufficient for players with impaired vision. Providing options for background opacity, text color and size can allow players to customize the subtitles for their comfort. …
Also known as MTX, in-app purchases, or IAP. [section]Overview[/section] Steam provides world class support for in game purchases, whether that is items, in-game currency, or anything else that you can think up, you can use the Steam Microtransaction APIs to provide customers with more choices. …
If you’re viewing in-game transactions as an opportunity to halt your customer’s enjoyment to ask for money, they’ll be inclined to abandon the product over time. Paying money to eliminate frustration is not a sustainable business model, and the marketplace is competitive enough that customers have lots of better alternatives for their time and money. [*] [h4]Build systems wherein customer purchases make your game better for other customers.…
When you make major updates to your application, add new content, release new DLC, or ship new features, is a great time to remind new and existing customers about your product. We've built a feature for doing exactly that. With Update Visibility Rounds, we've dedicated space on the front page of the Steam store to highlighting products where the developer has a major update they would like to tell customers about. …
[/i] [section]How Update Rounds Work[/section] [olist] [*] When you have a major update that you'd like to communicate to customers, simply click the 'Start Update Round' button on your applications' Marketing admin page. [*] You will be prompted to enter a short description and select a recent community announcement where customers will be able to learn more about your update. …
[olist] [*]Select the "Description" tab [*]Scroll down to "Special Announcement Section" and add a new section [*]Select from the pre-defined string drop-down for "Roadmap" to give the section the title of Roadmap [*]Drag your roadmap image into the text field [*]Save and publish your store page [/olist] [docimg=roadmapsection.png]roadmapsection.png[/docimg] [section]Best Practices[/section] [list] [*]Upload an image that is at least 1600px wide. This will allow customers to click the asset to view the full-size image with greater detail. [*]Try to avoid making specific promises unless you are confident that you can deliver, regardless of sales performance or player feedback. When it comes to discussing your plans for future updates, it's better to err on the side of making less concrete promises instead of making promises that you have to go back and change (perhaps several times). [*]Roadmaps are useful to customers regardless of where you are in the development cycle (Early Access, fully released, older catalog). As long as you are still working on improving your game, customers find this level of information valuable. [*]While it's suggested that you use an image to convey your roadmap to your customers, it's not strictly required. …
v=Fwv1G3WFSfI]Robin Walker’s full presentation[/url] from Steam Dev Days. [callout][b]Note[/b]: Customers expect to be able to download your game and future updates within the Steam client. …
Steam makes it easy to deploy updated builds anytime you wish, so make use of it to iterate on your product and help customers with issues. When deploying an update, it's helpful to post an announcement in your Steam Community Hub so that customers can tell what has changed. …
Along the way, this gives you a sense of the level of interest by potential customers and a way of notifying interested customers when your game releases or goes on discount. https://youtu.be/AVo9fVPcls0 [section]Wishlist Notifications[/section] Email notifications may be sent to customers based on a variety of trigger actions related to your game, dlc, or software on Steam. …
This period may be extended in periods of high notification traffic (such as Steam seasonal sales). [b]Customer permissions impact their receipt of emails[/b] Customers must have verified their e-mail account to receive messages, and that some customers may have configured their e-mail preferences to not receive some or all of these kinds of e-mails. …
[/b] A: Yes, you will specify a specific intended release date, which is helpful for us to understand roughly when games intend to release even if you choose not to share that exact date with customers. We'll also use that calendar date to generate messages (like inviting you to participate in Steam Next Fest, or reminding you to submit your build for review prior to release!). …
[b]Q: Where can I learn more about release dates and coming soon mode on Steam?[/b] A: The full documentation can be found here. https://partner.steamgames.com/doc/store/coming_soon [b]Q: Can I set a release date for when my Early Access Game will transition to V1.0 Full Release?…
Full games/applications and DLC packages may both have install scripts. If you [doclink=#build]integrate your install scripts into your build[/doclink], you may have any number of install scripts. …
Any key under the "Registry" keyname will be treated as the full path to the registry key you want to create or open. Under that key, specify either a "string" or "dword" key. …
The server machine must allow TCP connections on that port. For a full list of other required ports and protocols for Steam see [url=https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711]here[/url]. [*][i]Can I turn off the auto logout feature in my network?…
We strongly recommend that you do not turn off this feature, as it is very valuable for customers that have left the PC without logging out of their Steam account. If you do choose to deactivate this feature, we recommend that you let your customers know. …
For instance, it can be tempting to use small discounts in an attempt to climb the Top Sellers list or gain more exposure in the early days of your title, but look carefully at how many customers are purchasing your product at full price before entering a discount. It's important for customers to feel good about their investment, so it's probably best to use discounts once you've settled into the tail of your sales curve. …
Rushing into a 50% or 75% discount weeks after your launch, or releasing with a very high launch discount, sends a bad message to customers who bought at full price and undermines the value of your title. [subsection]Time discounts to content updates[/subsection] When figuring out your discounting plan, try to make as big an event as possible, ideally tying the discount to a content update as well. …
[section]Overview[/section] The Steam Input API is designed to allow you to easily enable [i]full support[/i] for Steam Input devices in your game. We define full support as the follows: [list] [*] Your game uses the proper controller-specific glyphs when showing in-game input prompts. [*] The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. [*] You've published an official configuration for the controllers you support. [*] Your game doesn't restrict the user's ability to customize their controls. …
[docimg=steamworks_steam_input.png]steamworks_steam_input.png[/docimg] [*] Scroll to the section called "Steam Input Template". Select the "Custom Configuration (Bundled with Game)" option in the dropdown. (If you were not planning on adding native support and just want to select from common legacy mode presets, here is where you would do so). …
[/list] [section=FAQ]Frequently Asked Questions[/section] [b]NOTE:[/b] You may find additional answers on the customer facing support site such as this topic: [url=https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014]Steam Community Overlay does not Activate[/url]. …
[/b] Please refer to this [url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html#add-support-to-d3d11on12]Microsoft document[/url] on how to add Steam overlay support. [h4]Q. My game runs in a browser. Can the Overlay work in that?…
You focus on making an awesome game and describe it accurately to customers on your store page and Steam will work to show your game in appropriate places based on customers’ interests, preferences, and feedback. …
Get the community excited and build an audience. Put up a 'coming soon' page, and post announcements. Some customers may need to see your game dozens of times before it catches their attention. [b]Q. Can I pay for my game to show up to more customers?…