Steamworks Documentation
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Legacy Mode Bindings

"Legacy mode" bindings are always available for any game. Even games that support native Steam Input actions still allow the player to mix in legacy mode bindings in the configurator. Through legacy mode, you can rebind any input on your controller to any emulated system input -- mouse, keyboard, or gamepad (ie, XInput events). …

[callout=red] [h3]Warning[/h3] Although Steam Input re-scales the mouse position proportionally with resolution, many games do not apply consistent proportional scaling to their GUI elements. This means that a cursor position binding that works in one resolution on a given game might not work in a different resolution because all the elements have moved around in unexpected ways. …

IGameNotificationsService Interface

The unique session id returned in this API call should be stored with the game session state of the game, as it will be used to reference other calls in the Game Notifications API [b]NOTE:[/b] This call requires a publisher API key to use this method. …

This will register your game to use offline notifications with the user by asking the user to opt into game notifications for your specific game. Make this call, at most, once per game launch. …

Input Source Modes

Note that game settings often have this same setting, so you need to ensure they don't cancel each other out.[/td][/tr] [tr][td]Sensitivity Vertical Scale[/td][td]0.0-1.0[/td][td]Most games apply their own deadzones to controller output. …

[callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. For best results, set the in-game gamepad camera sensitivity to the highest value possible. …

Steamworks Web API Reference

[/td][/tr] [tr][td][webapi]ICheatReportingService[/webapi][/td][td]This service allows your game to report cheats and cheaters to the [doclink=features/anticheat#VAC][/doclink] system and provides the toolset behind the [doclink=features/anticheat#GameBans][/doclink] system.…

[/td][/tr] [tr][td][webapi]IGameNotificationsService[/webapi][/td][td]This is the interface used to interact with [doclink=features/game_notifications]Game Notifications[/doclink].[/td][/tr] [tr][td][webapi]IGameServersService[/webapi][/td][td]Methods to improve the administration of Steam Game Servers.…

Library Assets

[b]Size: [/b]3840px x 1240px (an additional half-size 1920px x 620px PNG will be auto-generated from larger file) [subsection=logo]Library Logo [color=#ca5029]Required[/color][/subsection] [docimg=Logo_example_1.png]Logo_example_1.png[/docimg] [b]Usage:[/b] Appears at the top of a user’s library details page for this product, placed on top of the hero graphic. [b]Design:[/b] This image should contain only your game's logo type (your game's title, rendered in the special font or lettering that you have established) and optionally a logomark (an icon that stands alongside your game's title) together on a transparent background. Aside from your game's logotype, there should be no other words in this asset. You should use the best aspect ratio for your logo, however the logo must be either 1280px wide and/or 720px tall. …

Steam Inventory Item Store

[docimg=item_store_example.jpg]item_store_example.jpg[/docimg] Once enabled for your Steamworks game, this store will provide a set of web pages hosted by Steam that lists out the priced items you’ve defined in the Steam Inventory Service for your game. …

Your top-selling items will even automatically appear on your base game’s store page to help customers find your items. [docimg=item_store_widget.jpg]item_store_widget.jpg[/docimg] [section=Testing]Testing your Item Store[/section] Your item store will only be visible to members of your Steamworks partner by default. …

SteamPipe Local Content Server

[code=vdf] "appbuild" { "appid" "[AppID]" "local" "[PathToYourSteamworksSDK]\tools\ContentServer\htdocs" // ... } [/code] Run your new app_build vdf script with steamcmd. Once you've successfully built a local version of your game, go to the [url=https://partner.steamgames.com/apps/builds/]SteamPipe Builds[/url] page for your game. Find your local build in the list of current builds and select Local from the dropdown next to the desired local build, then click 'Preview Change'. …

For best results, the user should have the @LocalContentServer setting placed in their steam_dev.cfg [b]before[/b] unlocking the beta. [list] [*] right-clicking the game in the Steam Library [*] choosing "Properties" [*] selecting "Game Versions & Betas" [*] entering the password in the "Private Versions" text box and hitting "Check Code" [*] selecting the newly-appearing "local" entry under "Selected Game Version" above [/list] …

Events and Announcements Visibility Stats Reporting

Not all of your customers will see your event, as they may not sign in to Steam during the time where your event is valid, or they may have many other games posting events around the same time. Events are shown here to each user based on what games they have been playing or played. We count an impression for each event shown in this space to a particular user. …

[docimg=Docs_eventStats_featured.jpg]Docs_eventStats_featured.jpg[/docimg] [*][b]Library App Detail Activity Feed Impressions[/b] - App Detail Activity Feed is the feed of events and friends activity that appears on your game's page in the Steam Library. This is the library page with the Play or Install button on it for your game. If the player scrolls down, they will see one or more of your recent events. …

IStoreService Interface

The type of items returned can be filtered using the [code-inline]include_games[/code-inline], [code-inline]include_dlc[/code-inline], [code-inline]include_software[/code-inline], [code-inline]include_videos[/code-inline], and [code-inline]include_hardware[/code-inline] flags. …

Items return a [code-inline]last_modified[/code-inline] unix timestamp, which indicates the last time some change was made to that game's information or price (not all of these changes may be visible on the store). [code-inline]if_modified_since[/code-inline] can be used to filter to only games that have been changed or added since a specific timestamp. …

Promo Event Tools, Rules, and Guidelines

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. This feature needs to be enabled by Valve for your developer or curator group. …

[section]Joining Third-Party Sales Events as a Participant[/section] If you're here because your game has been invited to join one of these events, please take a look at our [b]Participating in Third-Party Events[/b] page here: https://partner.steamgames.com/doc/store/promo/thirdpartyevents [section]Hosting Third-Party Sales Events[/section] If you're here because you'd like to host your own third-party event on Steam, or expand your existing gaming event with an on-Steam presence, please read further here: https://partner.steamgames.com/doc/store/promo/organizers [section]Tutorials & Tips[/section] Sale Page Editor Tools: https://partner.steamgames.com/doc/resources/Sales_Feature_Beta Graphical Assets: https://partner.steamgames.com/doc/store/assets Example Timeline: https://partner.steamgames.com/doc/store/promo/planning …

Steam Workshop Implementation Guide

In a typical set-up, customers of your game would use tools provided by you with purchase of your game to create modifications or entirely new content. Those customers would then submit that content through a form built into your tool to the Steam Workshop. …

Please consult the documentation for the [webapi]ISteamRemoteStorage[/webapi] interface in the Web API list. [section=DedicatedGameServers]Dedicated Game Servers[/section] Game servers can also download and install items. [list] [*] The Game Server will need to know the [apitype]ISteamRemoteStorage::PublishedFileId_t[/apitype] to request a workshop item, this could be supplied by the game clients or set by the server operator. …

Events and Announcements Tools

In the course of developing, launching, updating, and operating your game, you probably have interesting news to share, or moments you want players to be a part of. To that end, we’ve enriched your outreach tools, providing a centralized place to describe events about your game, and enhanced how those events can be surfaced to your audience. …

For example, if the goal of an announcement is to reduce player confusion over an in-game feature, try instead to address the root of the confusion in-game. [*][b]Listen to your players[/b] Listen to your community and organize all of their feedback before communicating. …

Steam Leaderboards

These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. Each Steamworks title can create up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted. …

All leaderboard functions live in ISteamUserGameStats.h, and two sample leaderboards have been implemented in the Steamworks example. It is also possible to view and administer leaderboards for your game in the Steamworks Game Admin. …

Steam Workshop Item Tags

By default, all tags submitted by the game to Steam will show up listed for customers to see in the right-hand column of your application's Workshop home page. These tags are defined with [doclink=api/ISteamUGC#SetItemTags]ISteamUGC::SetItemTags[/doclink] when an item is uploaded from your game or submission tool. …

In order for these tags to work for filtering content, any tags entered should exactly match the name of the tag that is published by your game. To specify your tags to show, select the 'tags' option from the Workshop drop-down within your game's Steamworks metadata configuration site. …

Review Process

[subsection]Review once; Update any time[/subsection] Once your game has been reviewed and approved, there is no need to go through review again. You are free to update your game as much as you need to. …

In this section, you want to give customers a clear expectation of what the current version of your game contains, and what features and content still need to be added before the game is considered complete. You can view the [doclink=store/earlyaccess]Early Access[/doclink] documentation for more information. …

Steam Community

Accounts that have the Steamworks permission "Edit App Marketing Data" for a given game will display the Steam persona name followed by "developer" in the Community Hub for that game, so the account can be recognized by users. …

This applies both to full versions of your game and to content patches that change the existing version.…

Applications

[/td] [/tr] [tr] [td][b]DLC[/b][/td] [td]Downloadable Content (DLC) are additional content for your game that can be purchased or downloaded for free. They are normally used for soundtracks, artbooks, and extra in-game content. This application type will have a separate App ID from the base application but will be linked to it. …

[/td] [/tr] [tr] [td][b]Demo[/b][/td] [td]Steam has the option to provide free demos for your customers so that they can try the game before purchasing. Demos are created through the main App and will appear as a button on the main game's store page. This application type will have a separate App ID from the base application but will be linked to it. …

IBroadcastService Interface

For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=PostGameDataFrame]PostGameDataFrame[/section] [code=http]POST https://partner.steam-api.com/IBroadcastService/PostGameDataFrame/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.[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td][/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td][/td][/tr] [tr][td][b]broadcast_id[/b][/td][td]uint64[/td][td]✔[/td][td][/td][/tr] [tr][td][b]frame_data[/b][/td][td]string[/td][td]✔[/td][td][/td][/tr] [/table] Add a game meta data frame to broadcast [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!…

Working with a publisher

[section]Overview[/section] If you are a small team or individual game developer looking to work with a publisher for funding, marketing, testing, or any other services, there are some useful things to consider and plan for. …

v=7qf0WCy0X-w [sup]Panelists are: Nigel Lowrie from Devolver, James Schall from Sega, Chris Kramer from Digitalmindsoft, and video game attorney Tom Buscaglia. Moderated by Connor Malone from Valve[/sup] [section]Game Access Within Steamworks[/section] When multiple entities (such as a developer team and a publishing company) need access to the same application within Steamworks, some special configuration will be necessary to make sure the right permissions are defined. …

Steam Frame Debugging

In other words, they mean that your game is making framerate. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. [/list] The bottom row is drawn with a gradient color to show passage of time, with the gradient cycling every second. The numbers give additional information on frame times, how the game is submitting frames, and information on power usage. [b]First line[/b]: "G:" is average and peak GPU frame time, "C:" is average and peak CPU frame time, "[xx]" is the target game loop framerate (which might be the display refresh rate, or an integer divisor of it when the game is not making framerate), "aaaaxbbbb" is the resolution of the per-eye images submitted by the game. …

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