Steamworks Documentation
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SteamVR Input

You can read more about SteamVR Input [url=https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680]here.[/url] SteamVR Input is provided as part of the OpenVR SDK. You can read more here: [url]https://github.com/ValveSoftware/openvr/wiki/SteamVR-Input[/url] If your application does not support SteamVR Input natively, you can still create bindings for it and share those with the community. …

You can read more about Skeletal Input [url=https://steamcommunity.com/games/250820/announcements/detail/1690421280625220068]here[/url]…

ISteamUserStats Interface

The equivalent function for the local user is [api]ISteamUserStats::GetAchievement[/api], the equivalent function for game servers is [api]ISteamGameServerStats::GetUserAchievement[/api]. [b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. …

The equivalent function for the local user is [api]ISteamUserStats::GetStat[/api], the equivalent function for game servers is [api]ISteamGameServerStats::GetUserStat[/api]. [b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. …

Steam Input Devices

If you're interested in finding out more info about the distribution of controllers used with Steam you can find more info in this [url=https://steamcommunity.com/games/593110/announcements/detail/1712946892833213377]blog post[/url] [section=ListDevices]Supported Devices[/section] Steam Input supports all the major controllers that players use with Steam. …

[list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…

Depots

[section=depot_mounting_rules]Depot Mounting Rules[/section] As described earlier, all content depots for a game are configured on the [url=https://partner.steamgames.com/apps/depots/]Depots[/url] page in App Admin. This includes all localized depots, add-on depots, DLC depots, etc. …

This keeps the depot list for the base game short and reduces app meta data downloads by clients. [/list] [section=shared_content_depots]Shared Content Depots[/section] If you have two applications that share content, it is possible include depots from a master application in another application. …

Steam Inventory Item Accessories

Item accessories provide a way for players to customize their in-game items, and to create more valuable, interesting, and even unique versions of common items used in your game. Attached accessories will be visible in the Inventory view on the community, and will create "Unique" (non-commodity) item listings when they are offered on the Steam Community Market. …

You may also choose to support different types of accessories on different item types in your game. [docimg=backpackcomic_resize30.png]backpackcomic_resize30.png[/docimg] As a concrete example, we'll look at defining a familiar type of accessory item - stickers. …

Steam Deck Developer Kits

Learn how to use this software here: https://partner.steamgames.com/doc/steamdeck/loadgames [/list] [b]Media sharing policy[/b] [list] [*]You are welcome to share photos, videos, and posts about Steam Deck Dev-Kit hardware so long as you keep it to your own title's gameplay. [*]In addition, please don't share media of other games on Deck as a courtesy to other game developers - unless you have express permission. [/list]…

IPublishedFileService Interface

[/td][/tr] [tr=k_PFI_MatchingFileType_IntegratedGuides][td][b]k_PFI_MatchingFileType_IntegratedGuides[/b][/td][td]12[/td][td]Application integrated guide.[/td][/tr] [tr=k_PFI_MatchingFileType_UsableInGame][td][b]k_PFI_MatchingFileType_UsableInGame[/b][/td][td]13[/td][td][/td][/tr] [tr=k_PFI_MatchingFileType_Merch][td][b]k_PFI_MatchingFileType_Merch[/b][/td][td]14[/td][td]Workshop merchandise meant to be voted on for the purpose of being sold[/td][/tr] [tr=k_PFI_MatchingFileType_ControllerBindings][td][b]k_PFI_MatchingFileType_ControllerBindings[/b][/td][td]15[/td][td]Steam Controller bindings.…

[/td][/tr] [tr=k_PFI_MatchingFileType_WorkshopShowcase][td][b]k_PFI_MatchingFileType_WorkshopShowcase[/b][/td][td]19[/td][td][/td][/tr] [tr=k_PFI_MatchingFileType_GameManagedItems][td][b]k_PFI_MatchingFileType_GameManagedItems[/b][/td][td]20[/td][td]Managed completely by the game, not the user, and not shown on the web.…

Community Moderation

Do not use the delete feature to hide negative opinions or criticisms of the game. Doing so will quickly turn your forum into a place to discuss moderator actions, instead of the game itself. Players have a right to express their discontent with a game or its features. …

[h4]Hiding as Incompatible[/h4] Use this option to disassociate content from its respective Game Hub. This option is designed to remove the content from the hub/game, without affecting the content or the upload privileges of the owner. …

ISteamScreenshots Interface

The handle to this screenshot that is valid for the duration of the game process and can be used to apply tags. Returns [apitype]ISteamScreenshots::INVALID_SCREENSHOT_HANDLE[/apitype] if the file could not be saved. …

The handle to this screenshot that is valid for the duration of the game process and can be used to apply tags. Returns [apitype]ISteamScreenshots::INVALID_SCREENSHOT_HANDLE[/apitype] if the file could not be saved. …

ISteamUser Interface

For checking if a user has a valid license, you should only need to check if the ownsapp field is true. The other fields are for cases where only the purchaser of a game should be granted something, such as a grant of in-game currency. The JSON response will contain the following fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ownsapp[/b][/td][td]bool[/td][td]Indicates if the user has an active license for this app.…

[/td][/tr] [/table] You can use GetDeletedSteamIDs to retrieve a list of deleted accounts that owned your game(s) before deletion. This API was created to allow for the deletion of user related data for GDPR and other personal information related purposes. …

ISteamUserAuth Interface

[/td][/tr] [/table] [section=AuthenticateUserTicket]AuthenticateUserTicket[/section] [code=http]GET https://partner.steam-api.com/ISteamUserAuth/AuthenticateUserTicket/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]appid of game[/td][/tr] [tr][td][b]ticket[/b][/td][td]string[/td][td]✔[/td][td]Convert the binary ticket data from GetAuthTicketForWebApi into a hexadecimal string and pass that string in as this parameter.…

As such this API MUST be called from a secure server, and can never be used directly by clients! AuthenticateUserTIcket is also available for games servers via the https://api.steampowered.com/ domain using a Web API user authentication key. These requests are rate limited.…

Unreal Engine

[/callout] Once your package is deployed and running, the Device Output window in the editor will show you the live output logs from the game, as well as allow you to access console commands to send to the game. This is very useful for debugging and tuning! [section]Steam Frame Controllers[/section] While SteamVR will automatically remap bindings from other controllers if no bindings are provided for the Frame Controllers, specifying native bindings will always give the best user experience. …

This is useful for testing at runtime to check the visual effect on the game of different parameter values for the dynamic foveation buckets. [*][b]xr.VRS.SteamFrame.TestFoveation.FovealDensity[/b] - The density, in the range from (0.0, 1.0] for the center foveal region of the screen. …

Getting Started

. [*] [h4]Creating your store page & pricing[/h4] While you're working on getting your application up and running, you can also be preparing the store presence for your game or software. If you have any questions during the process, you can ask questions or search for help in the Store Page/Marketing forums. …

But once you get close to releasing, Valve will need to review your store page, proposed pricing, and game build. For a more detailed description, please see [doclink=store/review_process][/doclink]. [/olist] …

Steam HTML Surface

[section]Overview[/section] The Steam HTML Surface API enables the display and render of HTML-based pages directly in a game or application. It is built upon the Chromium Embedded Framework and supports HTML5 markup. [section=GettingStarted]Getting Started with ISteamHTMLSurface[/section] The [api]ISteamHTMLSurface[/api] interface is implemented in [code-inline]isteamhtmlsurface.h[/code-inline] and can be found in the [code-inline]public/steam[/code-inline] folder in the [doclink=sdk]Steamworks SDK[/doclink]. …

Upon launching the sample, scroll down and select HTML Page. The Steam Community home page will then load in the game. You can find the integration of the Steam HTML Surface API in the [code-inline]htmlsurface.h[/code-inline] and [code-inline]htmlsurface.cpp[/code-inline] files. …

Microsoft Xbox 360 Controller

[section=Overview]Overview[/section] The Xbox 360 controller, originally designed for Microsoft's Xbox 360 home game console, was the second third party device to get official Steam Input support (simultaneous with the Xbox One controller and generic XInput devices). …

It was the flagship device for Microsoft's highly influential XInput control standard and has traditionally been the most widely-supported controller for PC gaming. [docimg=xbox360_controller.png]xbox360_controller.png[/docimg] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The Xbox 360 controller features four standard face buttons labeled A, B, X, and Y. …

Steam Audio

You can use it to add rich, immersive positional and environmental audio effects to games and VR/AR apps. Steam Audio offers a wide variety of features, including: [subsection]Overview[/subsection] [list] [*] [b]Render 3D positional audio.…

[/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. …

ISteamUGC Interface

[b]See Also:[/b] [api]ISteamUGC::AddRequiredTag[/api], [api]ISteamUGC::AddExcludedTag[/api] [subsection=BInitWorkshopForGameServer]BInitWorkshopForGameServer[/subsection] [code=cpp]bool BInitWorkshopForGameServer( DepotId_t unWorkshopDepotID, const char *pszFolder );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unWorkshopDepotID[/b][/td][td][apitype]steam_api::DepotId_t[/apitype][/td][td]The depot ID of the game server.…

[/td][/tr] [/table] Gets the total number of items the current user is subscribed to for the game or application. By default, this function will return exclude locally disabled items. [b]Returns:[/b] [apitype]steam_api::uint32[/apitype] Returns [b]0[/b] if called from a game server. …

Onboarding - Frequently Asked Questions

I have questions about using the Source Engine in my product.[/h4] A. If you have a Source Engine mod or game, please refer to the [url=https://partner.steamgames.com/doc/sdk/uploading/distributing_source_engine]Source Engine on Steam FAQ[/url]. [/list] [section]Tax Information[/section] [subsection]Tax Interview[/subsection] [list] [*][h4]Q. Can I release my games on Steam before I give valid bank and tax information?[/h4] A. No. You will not be able to release games on Steam prior to providing us with valid banking and tax information. [*][h4]Q. …

Managing Your Steamworks Account

[section]Managing Users[/section] In order for another user account to have access to any part of managing your game in Steamworks, you will first need to add that user by sending them an invitation on the [url=https://partner.steamgames.com/pub/users/]Add/Manage Users[/url] page. …

Users with admin permissions can remove specific applications from the "Everyone" group if it is desired to manage more specific access to particular games via groups. [subsection]User Invitation History[/subsection] You can review a history of user invitations sent, pending, and confirmed in your Steamworks partner via the [url=https://partner.steamgames.com/pub/userinvitehistory/]User Invite History page[/url]. …

Platforms

[b]Entitlements[/b] Support for 10.15 (Catalina) requires adding the following entitlements to your build configuration [list][*][code-inline]com.apple.security.cs.disable-library-validation [/code-inline] (allows loading the Steamworks SDK library and overlay library) [*][code-inline]com.apple.security.cs.allow-dyld-environment-variables [/code-inline] (enables the overlay library to be injected into the game process) [/list] [callout=red][b]Note:[/b] Steam is not currently compatible with the [url=https://developer.apple.com/documentation/security/app_sandbox]com.apple.security.app-sandbox[/url] entitlement. …

[section]Steamworks Video Tutorial - Adding New Platforms and Languages[/section] This tutorial walks you through adding new platforms and languages to your game by adding additional [doclink=store/application/depots]depots[/doclink] to your app. https://www.youtube.com/watch?v=PShS32hcing [section]Building and Testing[/section] For general help with building depots and preparing content, please see [doclink=sdk/uploading][/doclink] [olist] [*] In the Steamworks Settings for your application, create [doclink=store/application/depots]depots[/doclink] for the new operating systems in the Creating & Adding Depots section (under the "SteamPipe" tab>Depots). …

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