Steamworks Documentation
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ISteamGameServerStats Interface

Interface to get and interact with game server stats. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetGameServerPlayerStatsForGame]GetGameServerPlayerStatsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamGameServerStats/GetGameServerPlayerStatsForGame/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]gameid[/b][/td][td]uint64[/td][td]✔[/td][td]game id to get stats for, if not a mod, it's safe to use appid here[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of the game[/td][/tr] [tr][td][b]rangestart[/b][/td][td]string[/td][td]✔[/td][td]range start date/time (Format: YYYY-MM-DD HH:MM:SS, Seattle local time)[/td][/tr] [tr][td][b]rangeend[/b][/td][td]string[/td][td]✔[/td][td]range end date/time (Format: YYYY-MM-DD HH:MM:SS, Seattle local time)[/td][/tr] [tr][td][b]maxresults[/b][/td][td]uint32[/td][td][/td][td]Max number of results to return (up to 1000)[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Updating Your Game - Best Practices

You can sell it as Downloadable content (DLC) or as in-game purchases. Or you can simply include it in the base game as a free content update. Below are some suggestions for best practices that we've seen work well for most cases: [list] [*][b]Free content => part of the game[/b] - If you intend for the content to be free, we have found that it works best to simply include that new content as part of your base game's content. …

Plus, players with your game on their wishlist will get an e-mail notifying them that your game is on sale. This works really well combined with temporary artwork overrides as described above. …

Distributing Source Engine Games / Mods

A [b]mod[/b], short for [b]modification[/b], is an alteration or creation of files within a game that alters aspects such as gameplay, graphics, environments, models, and more. Many of Valve's first-party games come with a software development kit (SDK) to support the creation of mods. …

[/b] You'll need to copy the exe and content from the Valve Source Engine game you have built your mod off of and wrap that up as your application. While you should include all the necessary Source Engine dlls and content from the base Source game that you need for your mod to run, Source Engine mods must be configured to require ownership of the base game in order to play. …

Livestreaming a Game Demo to the Steam Store

This document will outline the steps to successfully stream the gameplay from a free demo to your full game's Steam store page. Streaming a demo to the Steam store is different in a few area than streaming the base game. This document will outline those differences. …

The other important consideration is using a Steam account which is allowed to play the base game. The Steam account can acquire the base game a few ways: [list] [*] It is a member of the Steamworks Partner Group with access to the game. [*] Has a license for the game either via purchase or a product key, if the game is released. [*] Has a release override license for the game if the game is unreleased. …

ISteamGameServerStats Interface

Functions to allow game servers to set stats and achievements on players. [section=functions]Member Functions[/section] Member functions for [code-inline]ISteamGameServerStats[/code-inline] are called through the global accessor function [code-inline]SteamGameServerStats()[/code-inline]. …

To submit the stats to the server you must call [api]ISteamGameServerStats::StoreUserStats[/api]. [b]NOTE:[/b] This will work only on achievements that game servers are allowed to set. If the "Set By" field for this achievement is "Official GS" then only game servers that have been declared as officially controlled by you will be able to set it. …

Distributing Your Dedicated Game Server

[section]Creating[/section] To distribute your dedicated game server through Steam, there are a few necessary configurations to be made. [olist] [*] Create a new App ID of type TOOL that will be used solely for the dedicated server for the game. …

Optionally, you could also add the dedicated server App ID to packages that contain the base game so that the server will show up in the library under tools.…

How to load and run games on Steam Frame

[/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. After uploading, the game will also appear in your Steam Library, under [b]Library > Non-Steam > Devkit Game: (Your Game Title)[/b]. [subsection]Command-line arguments and environment variables[/subsection] You can set command-line options under the game's [b]Properties [/b]in Steam like you would for any other application. The text in this field gets appended to the launch command (i.e. [code-inline]MyGame <options>[/code-inline]). Environment variables on Linux are specified before the executable (e.g. [code-inline]ENABLE_FOO=1 MyGame[/code-inline]). …

Suggesting default user settings for your game

SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …

Developers can include a file named [b]vrpreferences.json[/b] at the root of their game package and SteamVR will read this file and automatically create the corresponding per-application default values for relevant settings. …

What games can run standalone on Steam Frame

[subsection]Android via Lepton[/subsection] Android games can be run via Lepton. Lepton is a compatibility layer that allows Android games to run on Linux. It is implemented as a container to minimize overhead. [subsection]x86 via FEX[/subsection] x86 (32-bit and 64-bit) via [url=https://github.com/FEX-Emu/FEX]FEX[/url]. FEX translates x86 compiled games to Arm64 instructions, but forwards API calls to native host system libraries like OpenGL or Vulkan to reduce emulation overhead, and leverages code caching to minimize in-game stuttering as much as possible. …

How to debug Windows games on Steam Deck and Steam Machine

[docimg=devkit-tool-remote-debug-20211207.png]devkit-tool-remote-debug-20211207.png[/docimg] Once the transfer completes, if for example you chose the name [code-inline]vulkan_examples_debug[/code-inline], you should find a new game called [code-inline]Devkit Game: vulkan_examples_debug[/code-inline] in the Steam game library. By launching the game a msvsmon server for remote debugging will automatically start too. …

By launching the game a msvsmon server for remote debugging will automatically start too. As the last step you can now attach a debugger to the running game. …

Getting your game ready for Steam Deck and Steam Machine

[/list] [subsection]Game Features[/subsection] [list] [*][b]Clouded Saves[/b]: For games that allow saving, we recommend enabling automatic clouding of saved games: users should be able to save their game on a Deck or Steam Machine and resume on a different PC, and vice versa, without manually transferring files. This means that games should provide a form of cloud save via either Steam Cloud or an automatic third-party service such as a game- or publisher-specific account with server-side save files. …

How to load and run games on Steam Deck and Steam Machine

[/list] [docimg=dev-kit_landing.png]dev-kit_landing.png[/docimg] [i]In the screenshot above, [code-inline]callisto530[/code-inline] is a registered devkit. [/i] [section]Uploading a game build to Steam Deck or Steam Machine[/section] Click the [b]Title Upload[/b] tab to configure a game for upload from your dev PC to the Steam Deck/Machine. …

You can read more about that in the [doclink=sdk/api#initialization_and_shutdown]Steamworks API Initialization and Shutdown[/doclink] article. [section]Running uploaded game builds[/section] On your Steam Deck/Machine, navigate the library to find a new title named 'Devkit Game: YourGameName' and select it to run. …

Features And Tools, Marketing

In a nutshell, marketing is often thought of as a combination of Product (what is your game?), Position (how is your game different from other offerings?), Price (What value does your game offer for the price you are asking?)…

Translating your game content (even if just UI and subtitles) into other languages will greatly expand the potential size of market for your game. Steam will prioritize recommending your game to players that speak the languages supported by your game. …

Creating Bundles Across Multiple Developers/Publishers

Does it make sense for your games to co-market beside their games? Does your game appearing on the other game's Steam product page make sense? [section=faq]Frequently Asked Questions[/section] [list] [*][b]Q. …

It should also be noted that a user could purchase a bundle that contains Game A and Game B while they already own Game A. The user will receive the bundle discount for purchasing Game B and will not be charged for Game A, nor will they receive an extra copy Game A. …

Steam Workshop Item Versioning

[subsection]Version control for complex mods[/subsection] Version control of game builds and mod versions can be really important for supporting complex mods and evolving games. An example is a game where some players have dozens or hundreds of hours of game progression in a certain version of the game that works with a certain set of mods. In this scenario, automatically updating the game may break some of that player's installed mods and corrupt their save game. You now have the option to call a Steam API telling Steam to switch the player to a specific branch of the game if you detect that a recent update has broken compatibility with their mods. …

Curators and Curator Connect

[section]Overview[/section] When marketing your game, it's not always enough for your game to simply be put in front of players; often a review by someone that a player trusts can make all the difference in understanding why a game is interesting and why that player should care. …

[h4]Q. What happens when I send a copy of my game?[/h4] [b]A.[/b] When you send a copy of your game to a specific Curator, the game will appear in a dashboard to members of that Curator with permission to accept games via Curator Connect. …

Steam Themed Sale Events

For example, to be considered for the Racing sale, games must have the racing tag applied to their game store page; to be considered for the JRPG sale, a game must have the JRPG tag. Some games have a particular mode, or portion of the game that matches a theme. …

Each event will include sections for games with free demos and upcoming games. Note that for demos, registration is based on the base game Store Page information, so keep tags for the base game up to date and accurate. …

Anti-Cheat Integration

ref=3784-QLBM-5731]Family Library Sharing[/url], the ban is also applied to the actual owner of the game [/list] [section]Requirements[/section] [b]Multi-player[/b] Banning depends on the game server to exclude banned users from games. …

Individual instances of your game can choose at run-time whether or not they are secure or insecure. It's up to your game to choose the policy on this, but typically games default to being secure with an option to let the user start the game as insecure. …

Steam Tags

Your title's top 5 tags should paint a fairly clear picture of your game as those tags will also be used to describe your game. Tags are ordered on your game page by the amount of weight each has on your game, as a result of your own sorting in the Tag Wizard. …

[subsection]The "More Like This" section[/subsection] Similar to recommendations, Steam looks at the top 20 tags on your game to figure out which other game's pages yours should appear (and which other games should appear on your store page as similar). This is really helpful for players to compare similar games and also to be reassured that your game is similar to other games they might have enjoyed or are interested in. …

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