Steamworks Documentation
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Importing HTML

The event editor supports importing a subset of HTML directly into BBCode. Use the import HTML icon on the editor's toolbar. [section]HTML Supported[/section] This is the list of support HTML that we convert to their equivalent bbcode [list] [*]<a href="[i]url[/i]">[i]text[/i]</a> turns into URLs [*]<img src="[i]url[/i]"> turns into an image [*]<b></b>, <strong></strong> turns into bold [*]<i></i>, <em></em> turns into italics [*]<u></u>, <span></span> turns into underline [*]<p>, <br> turns into new lines [*]<h1> ... …

ISteamHTTP Interface

Requires the method such as GET or POST and the absolute URL for the request. Both http and https are supported, so this string must start with "http://" or "https://" and should look like "http://store.steampowered.com/app/10/" or similar. …

[/td][/tr] [/table] Set a request header value for the HTTP request. Must be called before sending the request. A full list of standard request fields are available here on [url=https://en.wikipedia.org/wiki/List_of_HTTP_header_fields#Request_fields]wikipedia[/url]. …

Web API Overview

The URI format of each API request is: [code]https://api.steampowered.com/<interface>/<method>/v<version>/[/code] Most methods support a list of required and optional parameters. Depending on the method, these parameters must be passed in as GET or POST params in the request. …

The "key" and "format" fields should still be passed as separate parameters, as before. POST requests are supported as well. You can identify if a WebAPI is a "Service" by the name of the interface; if it ends in "Service" like [webapi]IPlayerService[/webapi], then it supports this additional method of passing parameter data. …

Steam Timelines

"[code-inline]steam_0[/code-inline]", "[code-inline]steam_1[/code-inline]", etc. You can also upload custom icons for your product on the Steamworks site. Default set of icons: [no_glow] [table] [tr] [th]Icon[/th][th]Name[/th][th]Description[/th] [/tr] [tr] [td][docimg=marker_2.png][/docimg][/td][td]steam_marker[/td][td]Marker[/td] [/tr] [tr] [td][docimg=achievment_1.png][/docimg][/td][td]steam_achievement[/td][td]Achievement[/td] [/tr] [tr] [td][docimg=attack_1.png][/docimg][/td][td]steam_attack[/td][td]Attack[/td] [/tr] [tr] [td][docimg=bolt_1.png][/docimg][/td][td]steam_bolt[/td][td]Bolt[/td] [/tr] [tr] [td][docimg=bookmark_1.png][/docimg][/td][td]steam_bookmark[/td][td]Bookmark[/td] [/tr] [tr] [td][docimg=bug.png][/docimg][/td][td]steam_bug[/td][td]Bug[/td] [/tr] [tr] [td][docimg=cart.png][/docimg][/td][td]steam_cart[/td][td]Cart[/td] [/tr] [tr] [td][docimg=caution.png][/docimg][/td][td]steam_caution[/td][td]Caution[/td] [/tr] [tr] [td][docimg=chat.png][/docimg][/td][td]steam_chat[/td][td]Chat[/td] [/tr] [tr] [td][docimg=checkmark.png][/docimg][/td][td]steam_checkmark[/td][td]Checkmark[/td] [/tr] [tr] [td][docimg=chest.png][/docimg][/td][td]steam_chest[/td][td]Chest[/td] [/tr] [tr] [td][docimg=circle.png][/docimg][/td][td]steam_circle[/td][td]Circle[/td] [/tr] [tr] [td][docimg=combat.png][/docimg][/td][td]steam_combat[/td][td]Combat[/td] [/tr] [tr] [td][docimg=completed.png][/docimg][/td][td]steam_completed[/td][td]Completed[/td] [/tr] [tr] [td][docimg=crown.png][/docimg][/td][td]steam_crown[/td][td]Crown[/td] [/tr] [tr] [td][docimg=death.png][/docimg][/td][td]steam_death[/td][td]Death[/td] [/tr] [tr] [td][docimg=defend.png][/docimg][/td][td]steam_defend[/td][td]Defend[/td] [/tr] [tr] [td][docimg=diamond.png][/docimg][/td][td]steam_diamond[/td][td]Diamond[/td] [/tr] [tr] [td][docimg=edit.png][/docimg][/td][td]steam_edit[/td][td]Edit[/td] [/tr] [tr] [td][docimg=effect.png][/docimg][/td][td]steam_effect[/td][td]Effect[/td] [/tr] [tr] [td][docimg=explosion.png][/docimg][/td][td]steam_explosion[/td][td]Explosion[/td] [/tr] [tr] [td][docimg=fix.png][/docimg][/td][td]steam_fix[/td][td]Fix[/td] [/tr] [tr] [td][docimg=flag.png][/docimg][/td][td]steam_flag[/td][td]Flag[/td] [/tr] [tr] [td][docimg=gem.png][/docimg][/td][td]steam_gem[/td][td]Gem[/td] [/tr] [tr] [td][docimg=group.png][/docimg][/td][td]steam_group[/td][td]Group[/td] [/tr] [tr] [td][docimg=heart.png][/docimg][/td][td]steam_heart[/td][td]Heart[/td] [/tr] [tr] [td][docimg=info.png][/docimg][/td][td]steam_info[/td][td]Info[/td] [/tr] [tr] [td][docimg=invalid.png][/docimg][/td][td]steam_invalid[/td][td]Invalid[/td] [/tr] [tr] [td][docimg=minus.png][/docimg][/td][td]steam_minus[/td][td]Minus[/td] [/tr] [tr] [td][docimg=pair.png][/docimg][/td][td]steam_pair[/td][td]Pair[/td] [/tr] [tr] [td][docimg=person.png][/docimg][/td][td]steam_person[/td][td]Person[/td] [/tr] [tr] [td][docimg=plus.png][/docimg][/td][td]steam_plus[/td][td]Plus[/td] [/tr] [tr] [td][docimg=purchase.png][/docimg][/td][td]steam_purchase[/td][td]Purchase[/td] [/tr] [tr] [td][docimg=question.png][/docimg][/td][td]steam_question[/td][td]Question[/td] [/tr] [tr] [td][docimg=ribbon.png][/docimg][/td][td]steam_ribbon[/td][td]Ribbon[/td] [/tr] [tr] [td][docimg=screenshot.png][/docimg][/td][td]steam_screenshot[/td][td]Screenshot[/td] [/tr] [tr] [td][docimg=scroll.png][/docimg][/td][td]steam_scroll[/td][td]Scroll[/td] [/tr] [tr] [td][docimg=square.png][/docimg][/td][td]steam_square[/td][td]Square[/td] [/tr] [tr] [td][docimg=star.png][/docimg][/td][td]steam_star[/td][td]Star[/td] [/tr] [tr] [td][docimg=starburst.png][/docimg][/td][td]steam_starburst[/td][td]Starburst[/td] [/tr] [tr] [td][docimg=timer.png][/docimg][/td][td]steam_timer[/td][td]Timer[/td] [/tr] [tr] [td][docimg=transfer.png][/docimg][/td][td]steam_transfer[/td][td]Transfer[/td] [/tr] [tr] [td][docimg=triangle.png][/docimg][/td][td]steam_triangle[/td][td]Triangle[/td] [/tr] [tr] [td][docimg=trophy.png][/docimg][/td][td]steam_trophy[/td][td]Trophy[/td] [/tr] [tr] [td][docimg=view.png][/docimg][/td][td]steam_view[/td][td]View[/td] [/tr] [tr] [td][docimg=x.png][/docimg][/td][td]steam_x[/td][td]X[/td] [/tr] [/table] [/no_glow] [section=example]Example Code[/section] Below is a code sample for integrating Steam Timeline with Left 4 Dead. …

Unity

[i]Requirements: OpenXR[/i] [*][b]Valve Utils: Settings for Unity's Foveated Rendering[/b] - This provides access to the Unity feature for Foveated Rendering. It supports eye-tracking and allows a greater range of Unity and OpenXR versions than are supported by the official plugin. [url=https://docs.unity3d.com/6000.2/Documentation/Manual/xr-foveated-rendering.html]Unity documentation[/url] [i]Requirements: Unity 2022.3+, Unity OpenXR Plugin v1.9.1+, URP, Vulkan[/i] [*][b]Valve Utils: Settings for Unity's Multiview Render Regions[/b] - This provides access to the Unity feature for Multiview Render Regions. …

Example file path: C:\Program Files\Unity\Hub\Editor\2022.3.13f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\platform-tools\adb.exe[/callout] [section=Steamworks]Steamworks .NET[/section] The main branch of https://github.com/rlabrecque/Steamworks.NET includes Android support, but is not in a release yet. For now you can you can add the package to Unity via the git url: https://github.com/rlabrecque/Steamworks.NET.git?…

Virtual Reality

[section]Overview[/section] Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. This section provides information about how to develop SteamVR applications and additional requirements for distributing them on Steam. …

[/td] [/tr] [tr][td][doclink=features/steamvr/openvr][/doclink][/td] [td]Overview of OpenVR, engine support and driver creation.[/td] [/tr] [/table] [section]Additional Help[/section] Need development help? Want to learn more about how to get a VR devkit? …

Distributing Source Engine Games / Mods

We may do this again in the future under exceptional circumstances, but because of the associated support burden and risk of leaks, our default answer is to develop based on the SDK. [*] [h4]Q: Can I sell my mod on Steam / outside of Steam? …

[/b] The best way to contact us with questions about shipping your mod is by filing a support ticket on https://help.steampowered.com. [/list] [section=TF2FAQ]Team Fortress 2 Mods FAQ[/section] [list] [*] [h4]Q. Where do I get the TF2 SDK?…

OAuth

The required permissions are listed below with each API call. Note that if you are not planning on supporting cross-platform Cloud sync or Workshop support, we will not provide you with a Client ID. [*]The token lifetime. [*]The redirect URI to send the user back to after completing authentication/authorization. …

If you include the state parameter, it will be passed back to the redirect URI after the user has confirmed or denied access. Note that the authorization code grant type is also supported, by using the response_type=code during login. If the user grants access, they will be redirected back to you at [code]http://redirect/uri/here#access_token=token_here&token_type=steam&state=whatever_you_want[/code] The token should be treated as an opaque string. …

Store Page, Building and Editing

[/callout] [subsection]Under "Basic Info" Tab[/subsection] [list][*]Accessibility support on Steam - Helping players find games that feature accessibility support - [url=https://store.steampowered.com/news/group/4145017/view/536595840131663918]More Info[/url] [*] Controller Support for your game - Describe the devices supported by your game - [url=https://store.steampowered.com/news/group/4145017/view/3684558162504860650]More Info[/url] [*] Expanded Social Media Links - More ways for players to find their way to your social media platforms - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Anti-Cheat Declaration - Share anti-cheat information about your game - [url=https://store.steampowered.com/news/group/4145017/view/4547038620960934856]More Info[/url] [/list] [subsection]Under "Description" Tab[/subsection] [list][*]New Visual Editor - See exactly how your game description will look as you work, with a real-time preview of your text, images, and other formatting. - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/7126472323852954169?…

ICloudService Interface

Batches are used to communicate intent to the Steam Cloud for your set of modifications, and help reduce the likelihood of file conflicts. A full batch sequence will look like the following: [list] [*] [code-inline]BeginAppUploadBatch[/code-inline] call, listing the intended uploads and deletes [*] 0 or more [b]uploads[/b], using the sequence: [list] [*] [code-inline]BeginHTTPUpload[/code-inline] [*] HTTP [code-inline]PUT[/code-inline] operation to upload the file [*] [code-inline]CommitHTTPUpload[/code-inline] [/list] [*] 0 or more [b]deletes[/b], using [code-inline]Delete[/code-inline] [*] [code-inline]CompleteAppUploadBatch[/code-inline] [/list] Note that you must call [code-inline]CompleteAppUploadBatch[/code-inline] whether or not all uploads and/or deletes complete successfully. …

IGameInventory Interface

[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appid of game[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The asset ID to operate on[/td][/tr] [tr][td][b]contextid[/b][/td][td]uint64[/td][td]✔[/td][td]The context to fetch history for[/td][/tr] [tr][td][b]actorid[/b][/td][td]uint32[/td][td]✔[/td][td]A unique 32 bit ID for the support person executing the command[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! [section=SupportGetAssetHistory]SupportGetAssetHistory[/section] [code=http]GET https://partner.steam-api.com/IGameInventory/SupportGetAssetHistory/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

Steam Networking

It is higher performance and uses a higher-quality reliability layer. It also supports ordinary UDP connectivity. An open-source version is available on [url=https://github.com/ValveSoftware/GameNetworkingSockets]github[/url]. …

Because it is very similar to UDP, it may be the easiest API to port existing UDP code. However, unlike raw UDP, the API supports messages larger than a single packet, and reliable message delivery. Traffic is relayed through the Valve backbone, or a direct connection may be established when appropriate. [*] [api]ISteamNetworkingSockets[/api] is a lower-level connection-handle-oriented interface for sending and receiving messages. [*] [api]ISteamNetworkingUtils[/api] has miscellaneous utilities, including tools for estimating ping times between arbitrary internet hosts. [*] [api]steamnetworkingtypes[/api] is a header that has many common types and utilities. [*] [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] is a service for relaying your game traffic over the Valve backbone. …

ISteamInput Interface

The Steam Controller (2026) does not have API-facing LED support. The DS4 responds to full color information and uses the values to set the color & brightness of the lightbar. Steam will restore the user's default color when your game exits, so you don't need to restore it yourself as you are shutting down. …

Clamped the same way as [code-inline]nGainDB[/code-inline].[/td][/tr] [/table] Send a haptic pulse on supported controllers. [b]Notes:[/b] Currently only the Steam Controller (2015), Steam Controller (2026), and Steam Deck support haptic pulses. …

Steam Direct Fee

One of the steps in that paperwork is to pay the Steam Direct Fee, which you can do with any payment method that Steam supports in your country. You will be directed to the Steam store to complete the transaction, and then directed back to the Steamworks website to continue with your paperwork. …

The Steam Direct Fee may be paid with any payment method that Steam supports in your country, excluding Steam wallet funds. Once the Steam Direct Fee is paid, an app credit will be attached to the Steam account of the person who paid the fee. …

Steam Error Reporting

[callout=yellow][b]Note:[/b] Steam Error Reporting is nearing its End-Of-Lifetime and only limited support is available. Additionally, it is only available for Windows 32-bit applications.[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …

return RealMain( lpCmdLine, hInstance, nCmdShow ); } _set_se_translator( MiniDumpFunction ); try // this try block allows the SE translator to work { return RealMain( hInstance, lpCmdLine, nCmdShow ); } catch( ... ) { return -1; } } #endif [/code] [section]Requirements[/section] The error reporting API currently only supports 32-bit applications on Windows.…

ISteamUserStats Interface

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. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the game name in XML. …

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. Change history: [list] [*] [b]Version 2[/b] - Fixes returning the game name in XML. …

Steamworks Virtual Conference: Steam Deck - Nov 12th 2021

v=P6CUQeHIxDA[/url] Topics covered: [list] [*]Steam Deck Hardware [*]Steam on Deck [*]Proton Support [*]Steam Input [*]Steam Deck Verified [*]APU deep dive with AMD [/list] …

Steam Themed Sale Events

For more details on discounting, please see [doclink=marketing/discounts]Discounting[/doclink]. If you would like to use a custom discount instead of the official discount listed in the Discount Management page, you are welcome to do so. We would recommend using the official discount listed to guarantee your title is discounted for the duration of the event. …

How to debug Windows games on Steam Deck and Steam Machine

Please leave any feedback / issues on the [url=https://steamcommunity.com/groups/steamworks/discussions/27/]Steam Deck Developer Forums[/url]. NOTE: The remote debugging features are only supported against the Proton - Experimental release[/callout] [section]Setup[/section] Be sure to see [doclink=steamhardware/loadgames][/doclink] to upload and run your game on your developer kit. …

[subsection]Remote debugging process startup: "early attach" support:[/subsection] The remote debug service can be configured to wait for the user to attach before launching the title. This allows you to set a breakpoint in WinMain or other initialization code. …

Steamworks API Example Application (SpaceWar)

If you browse the files within the Visual Studio solution explorer you'll see that the code has been broken up into Game and Engine code. You can ignore the code in the Engine folder - it supports basic 2D rendering via D3D and basic keyboard input. All of the important code documenting Steamworks API usage is files in the Game folder. …

[/list] [*] [b][code-inline]ServerBrowser.cpp/h[/code-inline] -- In-game Server Browser[/b] API Usage shown: [list] [*] [b]Matchmaking via ServerBrowser[/b] -- If you support matchmaking via the Server Browser then you'll probably want to provide a server browser listing directly inside your game to supplement the listing provided by the Steam UI. …

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