Steamworks Documentation
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ISteamInput Interface

[b]Example:[/b] [code=cpp]SteamInput()->SetInputActionManifestFilePath( "C:\\Games\\MyGame\\steam_input\\steam_input_manifest.vdf" );[/code] [subsection=SetLEDColor]SetLEDColor[/subsection] [code=cpp]void SetLEDColor( InputHandle_t inputHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]inputHandle[/b][/td][td][apitype]ISteamInput::InputHandle_t[/apitype][/td][td]The handle of the controller to affect.[/td][/tr] [tr][td][b]nColorR[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The red component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).…

ISteamMicroTxn Interface

[/list] [/list] [/list] [b]Example Response:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

[/list] [/list] [/list] [b]Example Response:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/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 [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]publisher key[/url] with [b]Microtransaction[/b] permissions.…

SteamEncryptedAppTicket

[subsection=BDecryptTicket]SteamEncryptedAppTicket_BDecryptTicket[/subsection] [code=cpp]S_API bool SteamEncryptedAppTicket_BDecryptTicket( const uint8 *rgubTicketEncrypted, uint32 cubTicketEncrypted, uint8 *rgubTicketDecrypted, uint32 *pcubTicketDecrypted, const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen], int cubKey );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]rgubTicketEncrypted[/b][/td][td]const uint8 *[/td][td]The encrypted user authentication ticket that will be decrypted.…

const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen] = { 0xed, 0x93, 0x86, 0x07, 0x36, 0x47, 0xce, 0xa5, 0x8b, 0x77, 0x21, 0x49, 0x0d, 0x59, 0xed, 0x44, 0x57, 0x23, 0xf0, 0xf6, 0x6e, 0x74, 0x14, 0xe1, 0x53, 0x3b, 0xa3, 0x3c, 0xd8, 0x03, 0xbd, 0xbd }; uint8 rgubDecrypted[1024]; uint32 cubDecrypted = sizeof( rgubDecrypted ); if ( !…

steam_api.h

[/td][/tr] [tr=k_EAppType_DLC][td][b]k_EAppType_DLC[/b][/td][td]0x020[/td][td]Downloadable Content.[/td][/tr] [tr=k_EAppType_Guide][td][b]k_EAppType_Guide[/b][/td][td]0x040[/td][td]Game guide, PDF etc[/td][/tr] [tr=k_EAppType_Driver][td][b]k_EAppType_Driver[/b][/td][td]0x080[/td][td]Hardware driver updater (ATI, Razor etc.)…

[/td][/tr] [/table] [subsection=EChatSteamIDInstanceFlags]EChatSteamIDInstanceFlags[/subsection] Special flags for Chat accounts - they go in the top 8 bits of the Steam ID's "instance", leaving 12 for the actual instances [table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EChatAccountInstanceMask][td][b]k_EChatAccountInstanceMask[/b][/td][td]0x00000FFF[/td][td]Top 8 bits are flags.…

ISteamRemotePlay Interface

unSessionID ) { continue; } int nResolutionX = 0, nResolutionY = 0; SteamRemotePlay()->BGetSessionClientResolution( unSessionID, &nResolutionX, &nResolutionY ); if ( nResolutionX > nMaxResolutionX ) { nMaxResolutionX = nResolutionX; nMaxResolutionY = nResolutionY; } } if ( pnX ) { *pnX = nMaxResolutionX; } if ( pnY ) { *pnY = nMaxResolutionY; } return ( nMaxResolutionX > 0 && nMaxResolutionY > 0 ); } [/code] [subsection=ShowRemotePlayTogetherUI]ShowRemotePlayTogetherUI[/subsection] [code=cpp]bool ShowRemotePlayTogetherUI();[/code] Show the Remote Play Together UI in the game overlay. …

[/td][/tr] [tr=k_ERemotePlayMouseButtonMiddle][td][b]k_ERemotePlayMouseButtonMiddle[/b][/td][td]0x0010[/td][td]The middle mouse button.[/td][/tr] [tr=k_ERemotePlayMouseButtonX1][td][b]k_ERemotePlayMouseButtonX1[/b][/td][td]0x0020[/td][td]The first extended mouse button.…

Steam Inventory Schema

Each recipe consists of an itemdef ID, optionally followed by an "x" separator and a desired (integer) quantity. If quantity is not supplied explicitly, "1" is used as a default. [h4]Bundle format[/h4] [code] bundle_def : item_recipe , { ";" , item_recipe } item_recipe : item_def , [ "x" , quantity ] [/code] [h4]Bundle examples[/h4] [list] [*] Grant one each of itemdef 201, itemdef 202, itemdef 203: [code] type: bundle bundle: 201;202;203[/code] [*] Grant one instance with itemdef 101 and five instances of itemdef 102: [code] type: bundle bundle: 101x1;102x5[/code] [*] Random 90% chance of itemdef 501, 9% chance of itemdef 502, 1% chance of item 503: [code] type: generator bundle: 501x90;502x9;503x1[/code] [*] 90% chance of a common item; 10% chance of a special item. …

ISteamController Interface (Deprecated)

[b]Example:[/b] [code=cpp]SteamController()->RunFrame();[/code] [subsection=SetLEDColor]SetLEDColor[/subsection] [code=cpp]void SetLEDColor( ControllerHandle_t controllerHandle, uint8 nColorR, uint8 nColorG, uint8 nColorB, unsigned int nFlags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller to affect.[/td][/tr] [tr][td][b]nColorR[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The red component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).…

Trailers

It must be a frame from the video itself, and must be 1920x1080 .jpg or .png [b]Best practices:[/b] Try to get a frame that is representative of unique content in your trailer, and avoid text. …

The most common reason for a trailer to fail is the resolution of the video. Please ensure you use a common resolution such as 1920x1080 or 1280x720 to avoid any downstream processing issues. Another common issue is an unsupported audio sample rate (please use 44Khz or 48Khz). …

ICloudService Interface

However the request may have failed - the detailed Steam error code will be found in the [code-inline]x-eresult[/code-inline] header. The value for "success" is 1. All other values are likely to be errors; see the documentation for [doclink=api/steam_api]steam_api.h[/doclink] for details. …

Example:[code] POST https://api.steampowered.com//ICloudService/BeginAppUploadBatch/v1/ HTTP/1.1 Host: api.steampowered.com Content-Type: application/x-www-form-urlencoded Content-Length: <body length> access_token=<token>&input_json={ "appid": "1234", "machine_name": "My%20Handheld", "files_to_upload": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave.sav"], "files_to_delete": ["%25WinAppDataLocal%25Foobar%2FGamename%2Fcloud%2Fgames%2Fsave_old.sav"] } [/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]access_token[/b][/td][td]string[/td][td]✔[/td][td]OAuth access token for the user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Your App ID[/td][/tr] [tr][td][b]machine_name[/b][/td][td]string[/td][td]✔[/td][td]A name for the source machine, preferably one the user has applied to the device[/td][/tr] [tr][td][b]files_to_upload[/b][/td][td]string list[/td][td]✔[/td][td]List of all files to be uploaded (new files or updates for existing files) as part of this batch.…

What games can run standalone on Steam Frame

Steam Frame natively runs a Snapdragon 8 Gen 3 (Arm64) chip on [url=https://store.steampowered.com/steamos]SteamOS[/url] (Linux Arch-based) and includes a range of compatibility layers for other Operating Systems and architectures. …

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. …

Discounting

These include a Fishing Fest which runs from June 10-14, an Indie Awards Showcase Event from June 18-20 and a Daily Deal on June 12. To do all this, Bass Ain't Bitin' sets up a single custom discount to span all three events. It chooses June 10 - 20 with a discount of 20%. This means the game will be featured at a 20% discount in all three featuring events, and the single discount will only generate one 30-day discount cooldown. This cooldown would begin when the discount ended on June 20 at 10am Pacific and run until July 20 at the same time of day. …

IPartnerFinancialsService Interface

. - With their GetDetailedSales querying completed, Partner X would then stores off the result_highwatermark value (120) from GetChangedDatesForPartner for future calls. - The next day (May 5th, 2025), Partner X starts their workday by calling GetChangedDatesForPartner again (using a highwatermark value of 120, the stored value from the previous day's call). …

Partner X would also store off new values for dates they don't already have (2025/05/05) - Finally, Partner X would then store off the result_highwatermark value (163) from GetChangedDatesForPartner until their next call. …

ISteamMatchmakingServers Interface

The value field is a comma-delimited list of strings to check. [*] "and" (x1 && x2 && ... && xn) "or" (x1 || x2 || ... || xn) "nand" !(x1 && x2 && ... && xn) "nor" !(x1 || x2 || ... || xn) Performs Boolean operation on the following filters. The operand to this filter specifies the "size" of the Boolean inputs to the operation, in Key/value pairs. …

ISteamFriends Interface

[b]Returns:[/b] const char * The current user's persona name in UTF-8 format. Guaranteed to not be [b]NULL[/b]. Returns an empty string (""), or "[unknown]" if the Steam ID is invalid or not known to the caller. …

[b]Returns:[/b] const char * The current user's persona name in UTF-8 format. Guaranteed to not be [b]NULL[/b]. [subsection=GetPersonaState]GetPersonaState[/subsection] [code=cpp]EPersonaState GetPersonaState();[/code] Gets the friend status of the current user. …

steamnetworkingtypes.h

bool SetGenericString( const char *pszString ); // Returns false if invalid length const char *GetGenericString() const; // Returns nullptr if not generic string type bool SetGenericBytes( const void *data, size_t cbLen ); // Returns false if invalid size. const uint8 *GetGenericBytes( int &cbLen ) const; // Returns null if not generic bytes type /// See if two identities are identical bool operator==(const SteamNetworkingIdentity &x ) const; /// Print to a human-readable string. …

inline bool ParseString( const char *pszStr ); union { uint8 m_ipv6[ 16 ]; struct // IPv4 "mapped address" (rfc4038 section 4.2) { uint64 m_8zeros; uint16 m_0000; uint16 m_ffff; uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order } m_ipv4; }; uint16 m_port; // Host byte order /// See if two addresses are identical bool operator==(const SteamNetworkingIPAddr &x ) const; }; [/code] [section=connection_status]Connection status[/section] These types are used to describe the status of a connection. …

Wishlists

[subsection]Promotional Discounts[/subsection] When you run a discount on your game, a notification e-mail or mobile push notification will be issued to users with your game on their wishlist, as long as you meet the following criteria: [list] [*]Any type of discount at or above 20%, whether a curated feature spot, a weeklong deal, or a custom configured discount [*]Discounts must, at a minimum, affect the lowest priced package for a game. For example, if you have a $20 Regular and $30 Deluxe package for your game, just discounting the the Deluxe package would not trigger wishlist notification e-mails, you would also need to discount the Regular package. [*]Discounts must be over 8 hours in duration [*]Note: if an email is held up for over a week for whatever reason, we will stop trying to send that email. …

Steam Frame Standalone Compatibility Review Process

Here is a quick overview of that process for those unfamiliar: https://youtu.be/a8tNvhwkth8 [section]Frame Compatibility Ratings[/section] Many games work great as-is on Frame. Some games may require manual user configuration, or may only be relevant to users with specific setups. …

[b]Performance[/b] [list] [*][b]2D titles[/b]: your game must run at a minimum 30 fps at 1280x720 during normal play. [*][b]VR titles[/b]: your game must run at a minimum of 72 fps at 1728x1728 during normal play. ([i]Recommendations: We strongly recommend submitting both motion vector and depth suitable for reprojection. …

Event Type: Major Update

[/td] [/tr] [tr] [td][b]Event Cover Image[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]800px x 450px - Artwork and marketing copy for your event or announcement [doclink=store/assets/eventassets#cover]See details[/doclink][/td] [/tr] [tr] [td][b]Event Header Image[/b][/td] [td]Optional[/td] [td]1920px wide x 622px - Event artwork and logo. …

Patch notes following your build updates is helpful for your customers to realize you are continuing work on and improve your game. [docimg=41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg]41b67b4a94e6487c5e07c6085dbb9d63d8d9e166.jpg[/docimg] You can always use the regular event editor to post the patch notes at a later time. …

ISteamGameServer Interface

[/td][/tr] [tr][td][b]pchVersionString[/b][/td][td]const char *[/td][td]The version string is usually in the form x.x.x.x, and is used by the master server to detect when the server is out of date. (Only servers with the latest version will be listed.)…

[/td][/tr] [tr=k_unServerFlagPassworded][td][b]k_unServerFlagPassworded[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]0x10[/td][td]This game server is password protected.[/td][/tr] [tr=k_unServerFlagPrivate][td][b]k_unServerFlagPrivate[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]0x20[/td][td]This game server shouldn't be listed on master server and won't enforce authentication of users that connect to the server. …

ISteamHTMLSurface Interface

[/td][/tr] [tr][td][b]x[/b][/td][td]int[/td][td]The X (width) position in pixels within the surface. (0, 0) is the top left corner.[/td][/tr] [tr][td][b]y[/b][/td][td]int[/td][td]The Y (height) position in pixels within the surface. (0, 0) is the top left corner.…

[/td][/tr] [tr][td][b]pBGRA[/b][/td][td]const char *[/td][td]A pointer to the B8G8R8A8 image data for this surface, valid until [api]steam_api::SteamAPI_RunCallbacks[/api] is next called.[/td][/tr] [tr][td][b]unWide[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total width of the [code-inline]pBGRA[/code-inline] texture.…

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