Steamworks Documentation
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Season Passes

[/callout] [section]Including a Season Pass in a Pre-Purchase[/section] You may include a Season Pass as part of a game's pre-purchase. If you'd like to include a Season Pass as part of a pre-purchase of an edition of a game, you'll still need to set up a Season Pass DLC as usual. …

The terms "Battle Pass" and "Season Pass" are often used interchangeably, and the definitions even vary game to game. For the purposes of Steamworks documentation though, we wanted to clearly differentiate the two since they use different implementations on Steam. …

ISteamApps Interface

[b]Returns:[/b] bool [subsection=GetCurrentGameLanguage]GetCurrentGameLanguage[/subsection] [code=cpp]const char * GetCurrentGameLanguage();[/code] Gets the current language that the user has set. …

[subsection=SetGameRenderResolution]SetGameRenderResolution[/subsection] [code=cpp]void SetGameRenderResolution();[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unWidth[/b][/td][td]uint32[/td][td]Pixel width[/td][/tr] [tr][td][b]unHeight[/b][/td][td]uint32[/td][td]Pixel height[/td][/tr] [/table] Allows the game to report to Steam servers what the render resolution settings are set to for the current user. …

ISteamUtils Interface

For example, a game with 3 presets might map high and max to the game's 'high' user preset. For games that only have 1 preset and run great on any device, low, medium, high and max might all be mapped to that single preset. …

Otherwise if this is disabled, then the application window will be streamed instead, and remote input will be allowed. VR games default to enabled unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game. This is useful for games that have asymmetric multiplayer gameplay. …

steam_api.h

[/td][/tr] [tr=k_EAccountTypeMultiseat][td][b]k_EAccountTypeMultiseat[/b][/td][td]2[/td][td]Multiseat (e.g. cybercafe) account.[/td][/tr] [tr=k_EAccountTypeGameServer][td][b]k_EAccountTypeGameServer[/b][/td][td]3[/td][td]Persistent (not anonymous) game server account.[/td][/tr] [tr=k_EAccountTypeAnonGameServer][td][b]k_EAccountTypeAnonGameServer[/b][/td][td]4[/td][td]Anonymous game server account.…

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EGameIDTypeApp][td][b]k_EGameIDTypeApp[/b][/td][td]0[/td][td]The Game ID is a regular steam app.[/td][/tr] [tr=k_EGameIDTypeGameMod][td][b]k_EGameIDTypeGameMod[/b][/td][td]1[/td][td]The Game ID is a mod.…

Step by Step: Stats

The following is the list of stats from the Steamworks sample app Spacewar: [docimg=stats_spacewar.png]stats_spacewar.png[/docimg] [section]Step 2 - Encapsulating Stats work[/section] The following code is game independent and can be added to your game as you see fit. The class is fully functional as is but can be easily extended to meet any further needs. …

UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); OutputDebugString( buffer ); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …

Managing Applications

The configuration you choose may differ based on your relationship of individual users and teams involved. For example, if your game is being distributed on Steam by a publisher, then it's useful for both the publisher and the development studio to be set up with access to the game, even if payments for sales of the game will only go to one of the entities. …

[/list] [section]Transferring Applications[/section] If you need to transfer a game or other application to another Steamworks partner account, it can be done entirely through a set of tools built into the Steamworks website. …

Browsing Configurations

[section]Templates[/section] Sometimes you just won't be happy with a game's official configuration, or you'll want to create your own config but want to skip the tedium of setting up all the basic boilerplate. 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] …

Steam Controller (2015)

Unlike the Steam "home" button, they are not reserved by the system and can be freely used by games & applications. [docimg=steam_controller_back_start.png]steam_controller_back_start.png[/docimg] [subsection=SteamHome]Steam "home" button[/subsection] [b]Reserved[/b] The central Steam "home" button is reserved by the system and can't be used by games & applications. Pressing this button during a game will invoke the Steam overlay. [docimg=steam_controller_home.png]steam_controller_home.png[/docimg] [callout=red,fixed][b]NOTE[/b]: Invoking the Steam overlay will not pause your game! …

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

[/list] [callout] [b]Content Cache[/b] The content cache allows you to download game files once and then distribute them through your local network to the individual game stations. Patrons that bring their own computer or laptop can also access the game files instead of using your location's Internet bandwidth. Please note that the game files will be saved on your server machine and you may need to increase your hard drive space depending on the amount of games that you will offer. …

Performance Assessment Overlay (VR titles)

[/b] message. If the game uses dynamic resolution, this condition uses the minimum resolution observed frame-to-frame. If the performance is not adequate, it will be indicated with the [b]frame time > [...]…

This data is helpful to pick up rapid frame time oscillations that may not be visible on the overlay. An [b]additional warning[/b] is displayed if the game is using a resolution greater than the recommended resolution. If the game uses dynamic resolution, this condition uses the maximum resolution observed frame-to-frame. …

Radial Menus

One particularly nice way to do this is to create a completely unused action in your game (call it "nevermind" or something), and bind it to the center button. Or, if you're the player and the developer hasn't provided such an action (or you're in legacy mode), bind the center button to some legacy key that the game ignores. …

Developers can provide their own custom icons for use in radial menus (and touch menus) by placing *.png files in a directory named [b]/TouchMenuIcons[/b], relative to their game's root directory. Here's an example of a developer shipping custom icons with their game: [docimg=dqdx_sc_radial_icons.png]dqdx_sc_radial_icons.png[/docimg] [callout=green] [h3]Fun Fact[/h3] Animated GIFs can be used as custom menu icons!…

Authentication using Web API Keys

You can create a user Web API key from the [url=https://steamcommunity.com/dev/apikey]registration page on the Steam Community[/url]. [section=publisher-keys]Publisher Keys[/section] Game developers can create Web API keys that are associated with their Steamworks publisher account. These keys can be used to access both public and publisher only Web API methods. …

[/list] The four types of Web API Key Permissions are: [list][*]Microtransactions for initializing, finalizing, and reconciling in-game purchases. [*]Sales Data calls to the IPartnerFinancialService API. [*]Economy calls for games that use the Steam Inventory Service. [*]General API calls for things like authenticating a user or checking ownership of a DLC-- everything not included in the above three permissions. …

Adding Community Moderators

[b]To promote[/b] [olist] [*] The user will need to first join your official game hub by following the game from the storepage [*] Once they have joined, you can promote them to moderator or officer level by clicking on the star next to their name [*] Depending on their level (moderator vs officer) they will have different capabilities in your Community Hub, based on what you set in the group permissions page (see above). [*] If the user is promoted to 'officer' level, they can then ban items such as screenshots, videos, and Workshop entries. …

[section]Moderating Discussions & Comments[/section] When viewing a Community Hub for a game or software title that your account has permissions to moderate, you will see an "Admin" tab on the right-hand side. There, you will find information and links to moderating community content for that game. …

Event Graphical Assets

[/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. Steam will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). [b]Usage:[/b] It will appear on your store page in recent announcements, in lists of events and announcements, and on your game's library detail page. It's used to link to your event/announcement and may be displayed alongside content from multiple games, so the image should be clear and recognizable. …

Store Widget

[section]Overview[/section] For any game with a visible purchase option in the Steam store, you can create a widget with information about your product, current price, any discounts, and a purchase button to help you promote and display your title anywhere. [docimg=widget-example-firewatch-purchase.png]widget-example-firewatch-purchase.png[/docimg] [docimg=widget-example-manor-upcoming.png]widget-example-manor-upcoming.png[/docimg] [section]Widget Functionality[/section] Creating a widget for a released game will show a buy button and the price of the game. In this case, clicking the "Buy on Steam" button from the widget will take customers to the Steam website with the item in their cart where they can easily complete the purchase process and pay with whatever method they prefer, including funds from their Steam Wallet. …

Steam Voice

Depending on your game either may be preferable, but giving players the option for both always-on, and push-to-talk is ideal. It's rarely a good idea to default to always-on though, and if your game supports more than 4 players then always-on is never recommended. …

If the user is using push-to-talk voice chat, you can call [api]ISteamFriends::SetInGameVoiceSpeaking[/api] when you start and stop recording to mute any voice chat the user may be doing through the Steam friends UI. Ideally you would give players the option to enable/disable this functionality. …

Release Process

[docimg=ReleaseExampleDocs.jpg]ReleaseExampleDocs.jpg[/docimg] [callout]NOTE: Publishing a coming soon page or releasing a game requires two specific Steamworks permissions: 1. Publish app changes to Steam 2. Manage pricing and discounts Users who do not have those permissions on the appID being released will see an error message and not be able to complete the release. …

We'll send you any feedback if necessary, or if none is necessary, we'll mark your store page as "Ready for release". [subsection]Game Build[/subsection] The Game Build checklist consist of required items to prepare your application for release on Steam. Upload a mostly final build default branch (The build should include all the featured described on your store page, but doesn't have to be absolutely final. …

Sale Page Tools - Livestreaming (Broadcasting)

See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …

It will default to show the small capsule for the game being broadcasted and then show a screenshot from the live broadcast when the user hovers over it. This allows Steam customers to quickly browse through available live broadcasts. …

Update Visibility Rounds

The number of impressions and clicks will depend on how many customers your game has and how many users have your game on their wishlist. [/olist] [docimg=doc_store_home_recentlyUpdated.jpg]doc_store_home_recentlyUpdated.jpg[/docimg] [section]How To Start An Update Round[/section] You can start an update visibility round once your initial launch visibility has concluded. …

[callout]If you start your round before or during one of the big seasonal sales (Spring, Summer, Autumn, Winter) your game will not have Update Round visibility during those days because the front page will be dedicated to the seasonal sale and won't have the regular update section, but those days are still counted toward the 30-day span of the round.…

Creating and using InstallScripts

You can see this in the generated [code-inline]manifest.txt[/code-inline] file as a [code-inline]100[/code-inline] in the [code-inline]Flags[/code-inline] field. [/list] When a Steam user is starting a game, Steam will scan all of the mounted depots for that game for any file with the install script flag and run them. [section=registry]Registry[/section] The Registry command allows you to create or modify string and dword registry values. …

Why does my install script keep running my redistributable every time I launch the game?[/b] [b]A.[/b] This typically means that the redist is returning a non-zero return code. Steam checks that the return code is zero. …

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