Steamworks Documentation
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Steam Input Gamepad Emulation - Best Practices

Steam Input is a service allowing Steam users to play any controller-supported game with the device of their choice. Steam Input will translate the user's input into something the game understands through either Gamepad Emulation, Mouse and Keyboard Emulation, or Steam Input API. …

If you're interested in these features without those caveats please consider adding [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You can query the type of controller currently from Steam in order to show device specific glyphs but you are limited to the types supported by your current Steamworks SDK. If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …

Sale Page Tools -- Information for Partners

[section]Overview[/section] Steam has a set of tools for creating and configuring a custom sale landing page that you can use to highlight games for a special sale, game festival, or digital companion for a physical convention. …

[/list] [section=visibility]Visibility[/section] Sale landing pages may be accessed in a number of ways, and some of these ways require discussion and approval from Valve: [list] [*][b]Custom URL[/b] - The custom URL that you give your sale page will work as a great way for you to link to the sale from your website or other marketing activities you have planned. [*][b]Event Announcement[/b] - A link from the announcement portion of your event will lead players to your page. …

Recurring Subscriptions

While you can lower recurring pricing over time as necessary, we do not support increasing the price of a recurring subscription. [section=FAQ]Frequently Asked Questions[/section] [b]Q: What payment methods does recurring billing support?…

If the user has not updated their payment method on file by then, they are likely not coming back. [b]Q: What do customers need to know about recurring subscriptions?[/b] [b]A:[/b] There is a customer support FAQ [url=https://support.steampowered.com/kb_article.php?…

Browsing Configurations

Besides just rebinding your own controls, you can also download and use full input configurations that other players have shared on Steam. In this screenshot, I'm playing [url=http://store.steampowered.com/app/379720/]Doom[/url]. …

In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. [docimg=browse_configs_6.png]browse_configs_6.png[/docimg] …

UTM Analytics

Customers who decide to stop at the age gate are still recorded as having clicked the UTM link. [h4]Q. What devices are supported?[/h4] A. Any device with a modern browser capable of showing the Steam store is supported. This includes mobile devices and tablets. We do not currently display which types of devices customers are using when they visit the store page via a UTM link click. …

Steam Cloud

If your game already supports cross-platform saves, or at the time when you begin adding support for this, you will then need to define [code-inline]Root Overrides[/code-inline] for the other supported platforms. …

You should only specify an [code-inline]OS Restriction[/code-inline] if your game does not and will not support cross-platform saves. We recommend doing everything you can to avoid this condition, however, as it means a customer with devices across multiple platforms will never have their progress saved across those devices. …

Uploading Steam Input Configs to Steam Workshop

[docimg=steamworks_steam_input.png]steamworks_steam_input.png[/docimg] [*] Scroll to the section called "Steam Input Template". Select the "Custom Configuration" 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). [docimg=steamworks_steam_input_custom_config.png]steamworks_steam_input_custom_config.png[/docimg] And from the selection below, select "Add Custom Configuration.…

Store Presence

An App generally has its own store page, it's own Community Hub, and is what appears in customers' libraries.[/td][/tr] [tr][td][doclink=store/creator_homepage][/doclink][/td][td]Tools for developers and publishers to create a customized homepage page for their organization and to display all the games made or published by that organization. …

Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. …

Adding A New Currency

From time to time, Steam will add new currency support to the Steam wallet. This will affect both Pay for Purchase titles on the Steam store and In-Game sales made through the [doclink=features/microtransactions]In-Game Purchasing/Microtransaction[/doclink] APIs. …

For example, if a customer in Mexico is trying to purchase an item in-game they would see something like "this item costs $10 USD and you will be charged 130.14 Pesos for this transaction". …

Community Moderation

There's no way you can win. [*] Let customers express their unhappiness. Don't censor; customers know when that's happening. Focus on your product rather than getting worked up over negative comments. …

The pre-written messages are translated into whatever language the player has Steam set to. You also have the ability to write a custom warning reason, but these of course will not support translations. We feel that in most cases, giving players the benefit of the doubt and issuing a warning is the correct first response to players breaking the [url=https://support.steampowered.com/kb_article.php?…

Creating a retail and "Gold Master" disk

[section=Setup]Customizing the Steamworks Setup Application[/section] The Steamworks SDK includes a customizable installer that you can include on your gold master. …

If you do not support a language for which the SDK supplies a localized ini file, simply delete the ini file. If you need to support a language that is currently not supported by Steam, please let us know in the [url=steamcommunity.com/groups/steamworks/discussions]Steamworks Development Discussions[/url] [subsection=setup_graphics]Graphics and Sound Effects[/subsection] The following files can be replaced to customize the setup application and Steam installation for your game: [olist] [*] [code-inline]splash.tga[/code-inline] - Image displayed by Steam while installing files from disk (392x165 pixels) [*] [code-inline]icon.ico[/code-inline] - Icon used in [code-inline]autorun.inf[/code-inline] as the icon for your installation disk [*] [code-inline]resources\setup.bmp[/code-inline] and [code-inline]resources\setup_<language>.bmp[/code-inline] - Image used for the background of setup.exe (640x480 pixels). …

Sony PlayStation 4 Controller

[section=Overview]Overview[/section] The Sony PlayStation 4 controller* was the first third party device to get official Steam Input support. It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. …

[docimg=ds4_controller_l1_r1.png]ds4_controller_l1_r1.png[/docimg] [subsection=L2R2]L2 and R2 (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Unlike the Steam controller, the L2 and R2 analog triggers on the PlayStation 4 controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". From a hardware perspective they are purely analog input devices. However, the Steam Input configurator is able to fix this; the player may set a threshold that distinguishes a "full pull" from a "soft pull.…

Pre-Purchasing on Steam

This gives your title the biggest opportunity to create buzz and visibility at a point where customers can actually play the game and share their excitement with their friends. Customers playing your game also means those customers’ friends are seeing them launch the game and post screenshots, discuss in the forums, etc., which can drive those other users to check out the game themselves and take advantage of the limited-time discount. Most pre-purchase campaigns just don’t bring in much in the way of sales, and it's far better--in terms of both revenue and customer awareness--to save that buzz and excitement for when customers can actually play your game or use your software. Running a prepurchase/preorder can also be a risk for both customers and Valve. …

Steam Next Fest

Ensure that: [list] [*]The store page for your game is published and visible to customers. [*]The game you're attempting to register has not been in a previous Next Fest. [*]The release date of your game is not set to a date before the start of Next Fest. …

It does this by taking six 1-second clips from various points in the video and stitching them together. It is not possible to customize microtrailers. [section=contact]Have More Questions?[/section] [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…

Steam Keys

These keys are appropriate for retail boxes or sales on other digital stores. Customers can activate this type of Steam Key at any time, but the product will unlock only after it has been released on Steam. Games and applications launching on Steam may receive up to 5,000 Default Release Steam Keys to support retail activities and distribution on other stores. …

[b][u]Please be very careful when banning product keys, as you could be removing access from legitimate customers.[/u][/b] [callout]It's your responsibility as a developer to manage your Steam keys. You should never ban or disable Steam keys that have been legitimately sold to customers.…

SteamVR

[section]Features[/section] SteamVR lets users manage several areas of their VR experience, including: [list] [*]Room Setup - Define your play area [*]Device Status and Management - Update Firmware, Pair new devices, change audio settings, mirroring, and customize features like [url=https://steamcommunity.com/games/250820/announcements/detail/1705071932992003492]Motion Smoothing[/url] [/list] [subsection]System Report[/subsection] System Reports are a useful tool when troubleshooting your hardware, and you may need to generate one for customer support. …

Developers can create custom items that will drop to players to be used as decoration in SteamVR Home environments. Currently SteamVR Collectibles need to be manually imported by Valve. …

Steam Cloud Play (Beta)

NVIDIA GFN FAQ https://www.nvidia.com/en-us/geforce-now/faq/ [b]What are the supported countries for GeForce NOW?[/b] GeForce NOW is currently available in over 80 countries from North America, Europe, and Asia Pacific. Visit this knowledge base article [url]https://nvidia.custhelp.com/app/answers/detail/a_id/5023[/url] for a list of supported countries [b] How do I sign up as a customer to play my supported Steam games on GeForce NOW?[/b] You can sign up as a customer [url=https://www.nvidia.com/en-us/geforce-now/?…

Steam Inventory Item Accessories

It's up to you to decide what accessory types to support, and what cosmetic or gameplay effects different accessory types might have. You may also choose to support different types of accessories on different item types in your game. …

Adding two instances of the same accessory to an item is not currently supported. Attempting to do so will fail in the ExchangeItems call and will not consume the accessory item.…

Features

[/td][/tr] [tr][td][doclink=features/microtransactions][/doclink][/td][td]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.…

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.[/td][/tr] [tr][td][doclink=features/steamvr][/doclink][/td][td]Steam and Steamworks provide robust support for Virtual Reality experiences via SteamVR. …

Steam Hardware and Proton

The team has been working on and improving Proton for a while now, and it has a large amount of coverage. Most APIs are already supported by Proton, and most games work out of the box. We're continuing to improve Proton compatibility, and our goal is to get as close to full coverage as possible. …

Access to the tools is still a work-in-progress and this page will be updated with more information in the coming days. [section]Proton Anti-Cheat Support[/section] Proton supports some common anti-cheat middleware, including Easy Anti-Cheat and BattlEye. [list] [*][subsection]Easy Anti-Cheat[/subsection] Proton supports Easy Anti-Cheat without requiring any recompilation, but it does require you to manually enable support for your build. …

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