Steamworks Documentation
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Debugging the Steamworks API

. [*] [b]-log_voice[/b] - Writes voice chat data to the [code-inline]logs/voice_log.txt[/code-inline] file [*] [b]-installer_test[/b] - Changes installing a retail game to emit all files to the [code-inline]install_validate/[/code-inline] folder instead of to the steam cache. [/list] [section=console_commands]Steam Console Commands[/section] In addition to providing additional output for error reporting or logging, the Steam console can also be used to issue commands to the steam client or servers. …

[list] [*] [b]find <string>[/b] - Lets you find other useful commands [*] [b]set_spew_level[/b] - Enables you to set a higher level of output in the steam console as well as log files. ex: "set_spew_level 4 4" - provides the most verbose logging and is very useful for troubleshooting problems [*] [b]app_info_print <AppID>[/b] - Displays all of the information the Steam servers provide about the game. [*] [b]enable/disable_license <PackageID>[/b] - This allows testing of app ownership, typically DLC. [*] [b]testappcloudpaths <AppID>[/b] - Allows testing of auto-cloud configuration before enabling auto-cloud for all customers. …

Package Pricing CSV Import/Export

In addition to tools built into Steamworks, the pricing for your game packages can also be managed by .csv file. You may find this useful if you need to update a lot of prices at once, or check for consistency of your pricing at certain price points. …

This can be useful if you wish to focus on a subset of your packages, say for just one game or franchise. You can filter by entering text into the package name filter field, or by clicking on app names to collapse sections of the list. …

Sale Page Tools - Background Groupings

. [*]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. …

Steam Error Reporting

If you need to examine one directly, you should be able to find it in the games install directory. [section]How to Implement[/section] Steam error reporting is easy to use if you're already using [url=https://msdn.microsoft.com/en-us/library/windows/desktop/ms680657(v=vs.85).aspx]Structured Exception Handling[/url]. …

when debugging. // If you would like to step through the exception handler, attach a debugger // after running the game outside of the debugger. return RealMain( lpCmdLine, hInstance, nCmdShow ); } _set_se_translator( MiniDumpFunction ); try // this try block allows the SE translator to work { return RealMain( hInstance, lpCmdLine, nCmdShow ); } catch( ... ) { return -1; } } #endif [/code] [section]Requirements[/section] The error reporting API currently only supports 32-bit applications on Windows.…

ISteamNetworkingSockets Interface

Also, note that the routing information is contained in [apitype]steamnetworkingtypes::SteamDatagramGameCoordinatorServerLogin[/apitype], so if possible, it's preferred to use [api]SteamNetworkingSockets::GetGameCoordinatorServerLogin[/api] to send this info to your game coordinator service, and also login securely at the same time. …

See [apitype]steamnetworkingtypes::SteamNetworkingConfigValue_t[/apitype] for more about why this is preferable to setting the options "immediately" after creation. [subsection=GetGameCoordinatorServerLogin]GetGameCoordinatorServerLogin[/subsection] [code=cpp]EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob );[/code] Generate an authentication blob that can be used to securely login with your backend, using SteamDatagram_ParseHostedServerLogin. …

IInventoryService Interface

[/td][/tr] [tr][td][b]notify[/b][/td][td]bool[/td][td]✔[/td][td]Optional, default 0. Set to 1 to indicate the user is not in-game and should see a Steam notification.[/td][/tr] [tr][td][b]requestid[/b][/td][td]uint64[/td][td]✔[/td][td]Optional, default 0. Clients may provide a unique identifier for a request to perform at most once execution. …

Player notification of a new item, if any, is best handled by the game client. Calls to AddItem that occur when the player is not in-game may optionally set [code-inline]notify=1[/code-inline] to notify the player via Steam. …

Broadcast Viewership Statistics

[docimg=Snag_4d100ae.png]Snag_4d100ae.png[/docimg] [subsection]Frequently Asked Questions[/subsection] [list] [*] [b]What if my game capsule is missing?[/b] - If you do not see your game capsule in the history page, this means that 'AppID' was not setup on the [url=https://steamcommunity.com/broadcast/upload]broadcast upload page[/url]. …

Store Page Extra Asset Management

When you are crafting your written description on your game's store page, you are likely inserting images or short animations to illustrate the key features that make your game unique. Our tools make this easier to manage localized versions of these images and add helpful accessibility text for each. …

Steam Deck SVG Line Art

These are provided in case you'd like to add Steam Deck specific input callouts in your game. [b][docfile=steamdeckSVG.zip]Download here[/docfile][/b] [docimg=DeckWireframes.png]DeckWireframes.png[/docimg]…

Steam Inventory Web Functions

[section=ItemCart]Item Cart[/section] ItemCart can be used to send a cart containing one or more items to be purchased via Steam. You'll need to build and maintain the cart within your own game or UI, then send the contents of that cart to Steam for purchase and activation of those items. Your store should direct the client browser to POST directly to [code-inline]https://store.steampowered.com/itemcart/checkout[/code-inline] using a web form. …

[section=BuyItem]BuyItem[/section] BuyItem is a simple structured web page that allows a user to buy an in-game item using a simple Steam purchase UI. [subsection]URI construction[/subsection] Construct a URI for your item as follows, and direct the player to it: [code-inline]https://store.steampowered.com/buyitem/{appid}/{itemdefid}/{quantity}[/code-inline] [subsection]Parameters[/subsection] [list] [*] [b]appid[/b]: The ID of the application associated with the item. [*] [b]itemdefid[/b]: The ItemDef ID to present for purchase. …

Steam Hardware

All of these devices are powered by Steam, and are optimized for gaming. You can learn about optimizing your titles for these devices by visiting the links below. [list] [*][doclink=steamhardware/steamdeck][/doclink] [*][doclink=steamhardware/steammachine][/doclink] [*][doclink=steamhardware/steamframe][/doclink] [*][doclink=steamhardware/recommendations][/doclink] [*][doclink=steamhardware/loadgames][/doclink] [*][doclink=steamhardware/debugging][/doclink] [*][doclink=steamhardware/proton][/doclink] [*][doclink=steamhardware/compat][/doclink] [/list] [docimg=steamHardware.png]steamHardware.png[/docimg]…

Events and Announcements Review Step

Until a post has been reviewed and confirmed, the post will not be visible in the Steam Library, including on the Library homepage and on the game's Library detail page. [subsection]How long does it take?[/subsection] The review period typically takes an hour, with many posts reviewed within 30 minutes. …

Steam PC Café Program

The PC Café Program is the official way to operate Steam games, VR experiences, and software within your café, school, museum, showroom, or other public performance venue. The program leverages a host of Steam tools that makes it easy for licensees to administer and manage the service. …

Steam Winter Sale 2026

The Steam Winter Sale is all about shopping for great games and voting for your favorites in the 2026 Steam Awards. This year's event runs December 17, 2026 - January 4, 2027 at 10am Pacific. …

Tip - Renaming a live exe

[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …

Documentation Home Page

[/section] [i]Steamworks[/i] is a free suite of tools available to any developer to use in their game or software on Steam. [docsearch=big,centered][/docsearch] [linkblocks] [linkblock=gettingstarted] [h3]Getting Started[/h3] An overview of Steamworks, including features and usage guidelines. …

Microsoft Xbox One Controller

[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). …

Contacting Valve / Steam

[b]Open a Support Ticket: [/b]https://help.steampowered.com/en/wizard/HelpWithPublishing [section]Steamworks Developer Discussions[/section] If you are looking for advice or have a question about how things are typically handled for particular situations, the best place to start is with the [url=https://steamcommunity.com/groups/steamworks/discussions]Steamworks Developer Discussions[/url]. Here you'll find other game developers that can answer your question or provide advice based on their own feedback. Plus, many members of the Steam Team are active, answering questions as needed as well. …

Google Analytics

. [*][b]Geographic breakdown[/b], which adds the ability to see regional breakdowns for the visitors to your store page [*][b]Visitor device category[/b], adding a split of device types for each campaign to let you see how your mobile vs. desktop audiences are learning about your game. [*][b]New vs. returning users[/b] are now break-out stats that help you see the percentage of visits to your store page that come from new versus returning players.…

Steam Frame Input

[section]Controllers[/section] The Steam Frame Controllers have the same capabilities as your standard console gaming controllers plus touch states, grip buttons, capacitive finger tracking, and 6-DOF spatial tracking. This gives you many more options on how to let players interact with your titles. …

[/list] [subsection]Non-VR Compatibility[/subsection] When playing Non-VR titles locally or via streaming the Frame Controllers take full advantage of [doclink=features/steam_controller][/doclink]. Depending on the game and the configured bindings it will show up as a generic gamepad or keyboard/mouse. [subsection=openxr]OpenXR Interaction Profile[/subsection] You'll find an OpenXR Interaction Profile included in each Game Engine plugin (or in the case of Godot in the engine itself). …

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