Steamworks Documentation
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Developer/Publisher Homepage Tools Update

(Note: You can change the settings to only show the newest events from the last X weeks.) [docimg=NEWS.png]NEWS.png[/docimg] [*][b]Carousel or grid of games[/b] - The basic building blocks for showcasing games. …

ISteamUserStats Interface

[list] [*] "[b]name[/b]" to retrive the localized achievement name in UTF8 [*] "[b]desc[/b]" to retrive the localized achievement description in UTF8 [*] "[b]hidden[/b]" for retrieving if an achievement is hidden. …

User Authentication and Ownership

. [*] The secure server must make an HTTPS request to [code-inline]partner.steam-api.com[/code-inline] and call the [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] web method, passing the user's session ticket as a hex encoded UTF-8 string. Please note that this method allows either a [url=https://steamcommunity.com/dev]Steam Web API Key[/url] or a [doclink=webapi_overview/auth#publisher-keys]Web API Publisher Key[/doclink] that is associated with the AppID for the provided ticket to be passed in. …

[subsection]Linking From In-game[/subsection] Session Tickets can be used to verify a user's identity between a game client and a secure, backend server using the Steamworks Web API: [list] [*] The client must retrieve a session ticket by calling [api]ISteamUser::GetAuthTicketForWebApi[/api]. [*] To guarantee a valid ticket, the client must wait for the [api]ISteamUser::GetTicketForWebApiResponse_t[/api] callback. [*] The client must send its session ticket to the secure server. [*] The secure server must make an HTTPS request to [code-inline]api.steampowered.com[/code-inline] and call the [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] web method, passing the user's session ticket as a hex encoded UTF-8 string. Please note that this method requires a [doclink=webapi_overview/auth#publisher-keys]Web API Publisher Key[/doclink] that is associated with the AppID for the provided ticket. [*] If the user's ticket is valid, [webapi]ISteamUserAuth/AuthenticateUserTicket[/webapi] will return the user's 64-bit SteamID. …

IGameInventory Interface

[/list] [/list] [b]Example code[/b] [code] curl --request POST \ --header "Content-Type: application/x-www-form-urlencoded" \ --form appid=30400 \ --form 'itemdefs=[{"appid":"30400","itemdefid":"418","type":"item","display_type":"bag","name":"Bag of Stuff","description":"This bag contains stuff.…

Unity

Note: This only applies to games running through FEX (e.g. Windows x86 builds using Proton). [/list]…

Developing for SteamOS and Linux

. [*] [url=https://lttng.org/download]lTTng[/url] - a Linux tracing tool [*] [url=https://apitrace.github.io/]apitrace[/url] project - a set of tools for tracing and replaying OpenGL and OpenGL ES calls from your game [*] [url=http://www.rotateright.com/]Zoom[/url] - a CPU profiler with a powerful and friendly user interface [/list] [subsection]Linux APIs[/subsection] [url=https://www.khronos.org/vulkan/]Vulkan[/url] is the prefered library for high-performance graphics rendering. It is the open equivalent to DirectX12 and Metal. [url=http://www.opengl.org/documentation/]OpenGL[/url] was the older standard graphics rendering. A majority of games make direct calls to OpenGL but there are other games that use a translation method where legacy rendering code is translated into OpenGL calls. …

Error Codes & Responses

. [*] [b]Example[/b]: [code=xml] <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE appnews> <appnews> <appid>440</appid> <newsitems> <newsitem> <gid>1904306376092568991</gid> <title>Prince of Prolander Event </title> <url>http://store.steampowered.com/news/externalpost/tf2_blog/1904306376092568991</url> <is_external_url>true</is_external_url> <author/> <contents><a href="http://rgl.gg/default.aspx"><img src="https://steamcdn-a.akamaihd.net/steam/news/29555/prince.png?…

Sale Page Tools - Section Types

Be sure to watch the YouTube video, which explains sale page structure and how to use some of the sections [url]https://youtu.be/9xJ6Tb1RQuY[/url] [subsection]Default Section Types[/subsection] [list] [*][b]Apps and Bundles[/b] - These are apps, packages, or bundles. …

General Concepts

Standard joystick- and mouse- driven actions will usually have two axes, X and Y, but single-axis analog actions are possible too (such as those commonly bound to analog triggers); in this case the action data will still report two axes, but the Y axis will always be zero. …

ISteamClient Interface

[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamClient. …

ISteamNetworkingSockets Interface

Example: 3 lanes, with priorities { 0, 10, 10 } and weights { (NA), 20, 5 }. Messages sent on the first will always be sent first, before messages in the other two lanes. Its weight value is irrelevant, since there are no other lanes with priority=0. …

Notes: [list] [*] At the time of this writing, some code has performance cost that is linear in the number of lanes, so keep the number of lanes to an absolute minimum. 3 or so is fine; >8 is a lot. The max number of lanes on Steam is 255, which is a very large number and not recommended! [*] Lane priority values may be any int. …

Steam Keys

If your game is an Early Access title, you will need to include the materials specified in the [url=https://partner.steamgames.com/doc/marketing/branding#8]Steam Early Access Branding Requirements[/url]. [/list] [section]FAQ[/section] [b]Q: How many Steam Keys can I get for my game?…

Events and Announcements Tools

If you have special symbols that are included in your text (ie- ™) then save your file as CSV-UTF8 format before you import. That should enable the special symbols to import correctly. [subsection]Publishing[/subsection] Once you are happy with your event page, you can hit the big 'Publish' button to make your event publicly visible. …

Steamworks API Overview

. [*] [b]macOS[/b] [code-inline]libsteam_api.dylib[/code-inline] provides both the x64 and arm64 version of the Steam API. You must link this in your Xcode project and add it to a Copy Files build phase with destination "Executables" to copy it into your application bundle. …

ISteamRemoteStorage Interface

[/td][/tr] [tr=k_EWorkshopFileTypeConcept][td][b]k_EWorkshopFileTypeConcept[/b][/td][td]8[/td][td]Unused, used to be for Greenlight concepts.[/td][/tr] [tr=k_EWorkshopFileTypeWebGuide][td][b]k_EWorkshopFileTypeWebGuide[/b][/td][td]9[/td][td]Steam web guide.…

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