Steamworks Documentation
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Transferring Applications

Therefore, the new owner will see financial information only from the point of transfer and not before. Visibility of full sales history can be granted to the recipient by the Transferer. To share financial viewing rights, please see [doclink=gettingstarted/managing_apps/sharing][/doclink]. …

If you cannot find it, you can cancel and repeat the process. If that doesn't work please create a support ticket. [h4]Q. Can I run a discount on a game right away once transfer has been completed?[/h4] A. Transferred games are subject to the same discount cool-down timing as normal. …

Developer And Publisher Homepages

See below for more details on customization. [/olist] [section]Customizing your Creator Homepage[/section] Homepages now have a suite of new tools available for customizing how you present your brand and your games. …

The franchise information needs only to be entered in the primary game, any DLC will automatically inherit their parent apps franchises. [section=customers]What customers see?[/section] When a Steam customer follows your homepage, they are giving Steam a strong signal that they enjoy your content. …

OpenXR Game Engine Integrations

Steam Frame supports development and deployment from Unity, Unreal Engine, Godot, and your own custom engine via OpenXR. See the pages below for information on your engine. [list] [*][doclink=steamframe/engines/unity][/doclink] [*][doclink=steamframe/engines/unreal][/doclink] [*][doclink=steamframe/engines/godot][/doclink] [*][doclink=steamframe/engines/custom][/doclink] [/list]…

Steam Workshop

Once you've figured that out, then you'll need to think about how your client will load the content and what kind of tools are necessary for customers to create that content. If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. …

With a broad announcement of Workshop as a marketing tool, we find it helpful for potential customers if there is some amount of content already available in the Workshop for your game. It gives new customers a deeper sense of what your game is, and also shows an active and engaged user base. …

Sale Page Tools - Background Groupings

Background groupings allows you to configure background visuals that span one or more section of your sale page. These backgrounds span the full width of the page, and let you apply various formatting of images and/or gradient colors. [section]Before you start[/section] In order to make use of this feature, you will need to: [list] [*]Review the [doclink=store/promo]rules and guidelines[/doclink] for the type of event you are running. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …

[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…

User Reviews

Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …

Only reviews posted from an account that has purchased on Steam and played the game will count toward the review score for that game. [b]Q. Can customers write a negative review?[/b] A. Yes. Customers can leave a negative or positive review for any reason. If customers are unhappy with the product, or don't believe that it is delivering on what it promises, they may use the review to tell other customers why they do not recommend it. …

Debugging the Steamworks API

. [*] [b]testappcloudpaths <AppID>[/b] - Allows testing of auto-cloud configuration before enabling auto-cloud for all customers. This command only works for one app ID at a time and needs to be run on each client that is being tested with. [*] [b]log_callbacks <first callbackID> <last callbackID>[/b] - Logs all callbacks to the console. [*] [b]log_matchmaking_callbacks <0|1>[/b] - Enables/disables logging matchmaking callbacks. [*] [b]log_ipc <counts|verbose> <filter>[/b] - See [doclink=#steamworks_api_logging][/doclink]. …

The report is output when logging has been disabled or restarted, so to get the report below you would: [list] [*] Enter "log_ipc my_exe_name.exe" [*] Wait/interact with the game to try to reproduce an issue/etc. [*] Enter "log_ipc 0" [/list] Example output: [code] Calls over the last 42144 milliseconds: Process Method Calls First Last -------------------- ---------------------------------------- ---------- ---------- ------- my_exe_name.exe IClientNetworking::IsP2PPacketAvailable 15272 9 42145 my_exe_name.exe IClientUser::GetSteamID 42652 9 42145 my_exe_name.exe IClientUser::BLoggedOn 42652 9 42145 my_exe_name.exe IClientFriends::GetPersonaName 3820 9 42145 my_exe_name.exe IClientUser::RequestEncryptedAppTicket 2 2103 2441 my_exe_name.exe IClientUtils::GetAPICallResult 2 2125 2441 my_exe_name.exe IClientUser::GetEncryptedAppTicket 1 2136 2136 [/code] [subsection]IPC Log Output[/subsection] The full IPC log is output to your Steam install directory: [code-inline]logs\ipc_SteamClient.log[/code-inline]…

Input Sources

Variations: [list] [*] Left Trigger [*] Right Trigger [/list] Sub-inputs: [list] [*] Analog pull [*] Digital click* [/list] [i]*Of the four major supported controller models, only the Steam Controller supports a discrete digital "click" at the end of a full pull. However, the player can set a threshold in the Steam Input Configurator to emulate this behavior for all other controller models.[/i] [section]Gyro[/section] [docimg=input_gyro.png]input_gyro.png[/docimg] The Steam Controller, PlayStation 4 controller and the recently added PS5 (DualSense) feature internal gyroscopes which allow for motion controls, aim assist, etc. The Xbox controllers have no gyro support. [section]Switch[/section] The "Switch" input source is a catch-all for all the physical inputs that don't belong to another group. …

Explain Your Editions

[u]Important[/u]: you can upload a localized image for all supported languages. Uploading localized assets is a critical step, as it helps customers around the world understand the purchase options you are presenting to them. …

A new "Compare Editions" option will appear on your store page that customers can use to quickly and easily see the differences between the various editions of your game. The Compare Editions asset is much easier for customers to find than having to scroll down and search through the store page for this information. …

Getting Started for Players

[docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.[/callout] A context menu will now appear. …

[subsection]Step 5: Controller Configuration[/subsection] Here's what you'll see for a game that has implemented native API support for the Steam Input configurator: [docimg=dq_config.png]dq_config.png[/docimg] Note that much of what you see here is specific to this particular game and will be different in other games. …

Steam Playtest

Instead of having its own separate store page, your Steam Playtest signup will live right on your main game, so that customers can sign up and access the playtest but still Wishlist or Follow the main game. Here’s what a Steam Playtest signup looks like to customers: [docimg=new_join_playtest.png]Join the Playtest[/docimg] Potential testers will be able to request access to your Steam Playtest if they're interested. …

As a result, things like playtime, wishlists, reviews, refunds, etc. are separate as well. For example:[list] [*]A customer’s wishlist for your game won’t be impacted when they join or leave your playtest. [*]A customer who has only participated in the Playtest cannot review your actual game. [*]A customer’s playtime in your Playtest has no impact on the Steam Refund policy, or the player’s ability to get a refund on a purchase of your real game. [*]A customer’s playtime in your Playtest has no impact on earning trading cards or unlocking achievements. …

Franchise Pages

[docimg=our_franchises_02.jpg]our_franchises_02.jpg[/docimg] [section]Highlight franchises on your homepage[/section] Now you can customize your sections on your homepage to show a list of your franchises. When editing the sections on your developer or publisher homepage, select “Link your Homepages” from the type picker. …

This has many of the same benefits of following a developer, except that it is scoped to just products that are part of that franchise. When a Steam customer follows your franchise, they are giving Steam a strong signal that they enjoy that content and allows Steam to expand the customer store experience in the following ways: [list] [*] [b]Email notification[/b] - Followers of your franchise will receive an email when a game in your franchise releases or enters early access or exits early access. [*] [b]Featuring games[/b] - When followers are browsing either the Steam front page or a genre and/or tag Steam hub page, Steam will mix in recently released games from the franchise into the main capsules on those pages. …

Game Soundtracks on Steam

[section]Overview[/section] Steam supports selling and downloading of game soundtracks. The work to create and associate a soundtrack is minimal, so we encourage you to create a soundtrack app if you think even a small number of customers would be interested in the music content of your game. …

[/list] [section=conversion]Converting Existing DLC To Soundtracks[/section] [doclink=store/application/dlc][/doclink] support existed on Steam long before specific support for gaming soundtracks was added. Because of this, many soundtracks are sold as DLC instead of soundtracks. …

Hosting Third-Party Sales Events

Vague or subjective topics—like 'Beautiful Games,' 'Indie Games,' 'Classic Games,' etc.—can be interpreted in different ways by different customers, which makes broad representation harder to achieve. [subsection]3. Games with High Customer Interest[/subsection] While there's no penalty for including smaller or up & coming titles, featuring games with strong customer interest (as outlined in [doclink=/marketing/visibility#7]Visibility on Steam: Key Visibility Elements[/doclink]) increases the likelihood of curated featuring. …

Assets must be submitted no later than two weeks before the event starts. [*]Localization: While Steam will localize your PSDs, you’re responsible for localizing the sale page itself. Use Steam’s pre-localized text strings when possible. If using custom text, plan to localize into all of [doclink=store/localization/languages]Steam's supported languages[/doclink]—unless your event is region-specific (e.g. a "Games from Japan" event only featured in Japan would only need Japanese and English as a backup). …

Content Survey

The information provided here will determine how your game appears relative to each customer's preferences. Because mature content such as depictions of violence and sex can be sensitive in nature, it is important that you make honest and accurate disclosures. …

Through the content survey and our own pre-release review, Valve attempts to meet three goals regarding Adult Only Sexual Content: enforce legal limits, respect game makers' creative freedom, and fulfill the expectations of customers. Having Live-Generated AI Adult Only Sexual Content during gameplay could affect our ability to meet these goals. The legal and customer risks are substantial enough that we don't want to ship Live-Generated AI Adult Only Sexual Content at this time. …

ISteamApps Interface

[subsection=GetAvailableGameLanguages]GetAvailableGameLanguages[/subsection] [code=cpp]const char * GetAvailableGameLanguages();[/code] Gets a comma separated list of the languages the current app supports. For the full list of languages that may be returned see [doclink=store/localization][/doclink]. [b]Returns:[/b] const char * Returns a comma separated list of languages. …

For the full list of languages see [doclink=store/localization/languages]Supported Languages[/doclink]. [b]Returns:[/b] const char * [b]See Also:[/b] [api]ISteamApps::GetAvailableGameLanguages[/api], [api]ISteamUtils::GetSteamUILanguage[/api] [subsection=GetDLCCount]GetDLCCount[/subsection] [code=cpp]int GetDLCCount();[/code] Gets the number of DLC pieces for the current app. …

Depots

A depot is a logical grouping of files which are all delivered to a customer as a single group. Depots are uniquely identified by a [b]Depot ID[/b]. When a customer installs an app, one or more depots are downloaded and "mounted" on their local drive, according to the rules outlined in the [doclink=#depot_mounting_rules][/doclink] below. …

[docimg=set_install_dir.png]set_install_dir.png[/docimg] [section=os_depots]Operating System Depots[/section] If your app supports multiple platforms, you should use separate depots to store the platform specific content. For example, if your app natively supports Windows and Linux, have any Windows-specific files in a depot that is marked just for Windows as a depot. …

Advertising on Steam

Steam does not contain any paid advertising, nor are advertising models supported in games distributed on Steam. There are varying interpretations for what constitutes ‘advertising’ in a game, so the examples below are meant to help guide developers as to what is and is not supported on Steam. [section]Supported[/section] [list] [*][subsection]Product Placement[/subsection] Games may contain real brands, products, personalities, etc as part of gameplay, provided such portrayals are not disruptive and are appropriate within the context of the game. …

Input Source Modes

[/td][/tr] [tr][td]Trigger Press Mouse Dampening[/td][td]Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening[/td][td]The mouse movement can be dampened while the trigger is being pulled. …

[/td][/tr] [tr][td]Trigger Press Mouse Dampening[/td][td]Off, Right Trigger Soft Pull Dampening, Left Trigger Soft Pull Dampening, Both Trigger Soft Pull Dampening, Right Trigger Soft/Full Pull Dampening, Left Trigger Soft/Full Pull Dampening, Both Trigger Soft/Full Pull Dampening[/td][td]The mouse movement can be dampened while the trigger is being pulled. …

Daily Deals

[callout]In anticipation of the upcoming changes to the Discounts & Events section of the store coming in 2027, which you can [url=https://steamcommunity.com/groups/steamworks/announcements/detail/676258795703240952]read about here[/url], Daily Deal invites are no longer being sent. The path to requesting one through the Support site is now also retired. [/callout] [section]Overview[/section] Daily Deals are a curated promotion on Steam, offered to games that fit the criteria described below. …

[docimg=daily_deal_updated.jpg]daily_deal_updated.jpg[/docimg] [section]Daily Deal Eligibility[/section] Since Daily Deals appear prominently in the Steam Store and are visible to broad swaths of customers, we need to have confidence that these offers will be interesting to a broad set of customers. Therefore, we judge eligibility for daily deals based on demonstrated customer interest or trending momentum in revenue over the past few months. …

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