Steamworks Documentation
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Steamworks SDK

The Steamworks SDK provides a range of features which are designed to help ship your application or game on Steam in an efficient manner. The Steamworks SDK is only [b]required[/b] to [doclink=sdk/uploading]upload your content to Steam[/doclink], everything else provided through the SDK is optional. …

Distributing Open Source Applications on Steam

Keep in mind that according to the Steam Distribution Agreement you warrant and represent that you have all necessary rights to distribute the game via Steam. If your application contains third party open source code that is incompatible with the Steamworks SDK, then [b]YOU MUST NOT DISTRIBUTE YOUR APPLICATION VIA STEAM[/b]. …

Steam Inventory Schema

These images will be proxied and used on the detail page of the Steam item store for your app.[/td][/tr] [tr][td]game_only[/td][td]false / true . If true, then items will not be shown in the user's Steam Backpack, including new item notifications. …

You can use to limit the times an item is generated (for example: Only the first time they beat the game on [b]Legendary difficulty[/b]). Alternatively it can be used to prevent any future drops of a deprecated item if the value is set to zero. …

Web API Overview

The API contains public methods that can be accessed from any application capable of making an HTTP request, such as game client or server. The API also contains protected methods that require authentication and are intended to be accessed from trusted back-end applications. As an example, Web API methods are commonly used by a secure publisher server to: [list] [*] Verify a Steam user's credentials with that server [*] Check if a user owns a particular application [*] Set or retrieve a user's stats, achievements or leaderboard scores [*] Execute an in-game purchase [/list] You can find a complete list of everything offered by the Steamworks Web API in the [doclink=webapi][/doclink]. …

Community and Client Icons

These are the assets needed for your game's presence within the Steam Community and the Steam client. [section]Icon Asset Templates[/section] [table] [tr][td][b]Templates[/b][/td] [td] [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?…

OpenVR

Steam is one of the largest digital distribution platforms worldwide, with thousands of games available. Once you have created an Open VR driver, you may distribute it yourself or directly on Steam to users. You can read more about making an OpenVR driver [url=https://github.com/ValveSoftware/openvr/wiki/Driver-Documentation]here[/url]. …

Steam Input

This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. [subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?…

Sale Page Tools - Minimum Requirements

. [*][b]The landing page[/b] - The sale event page itself that features the games, broadcasts, and/or events that you configure. [/olist] [section=started]Getting Started[/section] Sale landing pages are built on top of Steam Community groups for Developers homepages or Steam Curators. …

Connecting adb to Lepton

You should see a floating window appear with an Android home screen. [i]Note: Launching any Android game from Steam starts a Lepton container and can be connected similarly without needing to launch Lepton Development separately[/i]. …

ICloudService Interface

Provides access to a Steam user's Steam Cloud files. This is mostly intended to enable cross-platform saves for your game. The Steam version of the game can use the Steamworks Cloud features (either the ISteamRemoteStorage API, or Steam Auto-Cloud). Non-Steam versions can use this WebAPI to access the files and upload new versions. Your game will need to obtain permission from the user to access their Steam Cloud files. This can be done via [doclink=webapi_overview/OAuth]OAuth[/doclink]. …

ISteamController Interface (Deprecated)

[/td][/tr] [/table] Returns the current state of the supplied analog game action. [b]Returns:[/b] [apitype]ISteamController::ControllerAnalogActionData_t[/apitype] The current state of the specified analog action. …

= nCurrentMajorRevision ) { // This should only happen briefly while Steam detects // and then force-updates the user to the latest official config } } else { // The configuration isn't loaded for this controller yet } [/code] [b]Example In-game Action File Usage:[/b] [code] "In Game Actions" { "major_revision" "0" “minor_revision” “1” "actions" { ... …

ISteamNews Interface

[/td][/tr] [tr][td][b]enddate[/b][/td][td]uint32[/td][td][/td][td]Retrieve posts earlier than this date (unix epoch timestamp)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td][/td][td]# of posts to retrieve (default 20)[/td][/tr] [tr][td][b]feeds[/b][/td][td]string[/td][td][/td][td]Comma-seperated list of feed names to return news for[/td][/tr] [/table] Get the news for the specified app. Publisher only version that can return info for unreleased games. This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. …

Steam Direct Fee

[section]Purchasing And Activating App Credit[/section] Steamworks developers can easily buy additional app credits to prepare your next games for release on Steam. The Steam Direct Fee may be paid with any payment method that Steam supports in your country, excluding Steam wallet funds. …

Error Codes & Responses

</p><br></contents> <feedlabel>TF2 Blog</feedlabel> <date>1495218420</date> <feedname>tf2_blog</feedname> <feed_type>0</feed_type> <appid>440</appid> </newsitem> </newsitems> <count>2385</count> </appnews> [/code] [/list] [*] [h4]VDF (Valve Data Format)[/h4] [list] [*] This is Valve's internal data format as used in the Source Engine games. TF2's GetSchema returns data similar to "items/items_game.txt" (although qualities are not expanded into objects with a "value" field). [*] Documentation is available on the [url=https://developer.valvesoftware.com/wiki/KeyValues]Valve Developer Community wiki[/url] and on the [url=https://wiki.teamfortress.com/wiki/WebAPI/VDF]Official Team Fortress 2 wiki[/url]. [*] Arrays in the data are represented as a VDF array with the name of the type of the objects in the array, with a VDF array being an object with each item being prefixed with its numeric key as a quoted string. [*] Null is represented as an empty string. [*] [b]Example[/b]: [code=nohighlight] "appnews" { "appid" "440" "newsitems" { "0" { "gid" "1904306376092568991" "title" "Prince of Prolander Event " "url" "http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991" "is_external_url" "1" "author" "" "contents" "<a href=\"http://rgl.gg/default.aspx\"><img src=\"https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…

ISteamRemoteStorage Interface

[/td][/tr] [tr=k_EWorkshopFileTypeScreenshot][td][b]k_EWorkshopFileTypeScreenshot[/b][/td][td]5[/td][td]Screenshot.[/td][/tr] [tr=k_EWorkshopFileTypeGame][td][b]k_EWorkshopFileTypeGame[/b][/td][td]6[/td][td]Unused, used to be for Greenlight game entries[/td][/tr] [tr=k_EWorkshopFileTypeSoftware][td][b]k_EWorkshopFileTypeSoftware[/b][/td][td]7[/td][td]Unused, used to be for Greenlight software entries.…

[/td][/tr] [tr=k_EWorkshopFileTypeSteamVideo][td][b]k_EWorkshopFileTypeSteamVideo[/b][/td][td]14[/td][td]Steam video.[/td][/tr] [tr=k_EWorkshopFileTypeGameManagedItem][td][b]k_EWorkshopFileTypeGameManagedItem[/b][/td][td]15[/td][td]Managed completely by the game, not the user, and not shown on the web.…

Custom Engines

[section]Steam Frame Controllers[/section] By default the controllers will show up to your games as emulating Oculus Touch, so you can bind to those controls and it will work. If you would like to bind to Frame Controller specific buttons or have Frame Controller specific offsets you can use the Steam Frame Controller OpenXR Interaction Profile or use the Frame Controller OpenVR Controller type: [b]frame_controller[/b]. …

OAuth

response_type=token&client_id=client_id_here&state=whatever_you_want[/code] Adding [code-inline]&mobileminimal=1[/code-inline] to the above request is recommended for embedded browsers, as it removes some of the Steam site navigation UI that will not be relevant when the OAuth page is presented directly to a user within your game. If you include the state parameter, it will be passed back to the redirect URI after the user has confirmed or denied access. …

Sony PlayStation 4 Controller

Although the SHARE button is reserved on the PS4 console, it is not on the PC when using the Steam Input configurator. Both buttons can be freely used by games & applications. [docimg=ds4_controller_share_options.png]ds4_controller_share_options.png[/docimg] [callout=green,fixed][b]NOTE[/b]: SHARE and OPTIONS correspond to SELECT and START on previous PlayStation Controller models.…

ISteamMusic Interface

Functions to control music playback in the steam client. This gives games the opportunity to do things like pause the music or lower the volume, when an important cut scene is shown, and start playing afterwards. …

Application Management Sharing

In some cases, you may need to give another Steamworks partner access to one of your Applications. For example, you may be working with a studio on your game and you both need to be able to upload builds or edit the store page. In some cases you may not want to add this other company's users to your own Steamworks partner account, and instead let them manage their own users and access. …

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