. [*]Before your store page or game build can go live, there is a brief review process where we run your game, look at your store page, and check that it is configured correctly and running as expected and not doing anything harmful. This takes between 1-5 days. [*]There are a couple of additional timing requirements before you can release your first few titles on Steam: [list] [*]A 21-day waiting period between when you paid the app fee and when you can release that game. …
[section]Setup[/section] To run a Free Weekend, you'll first need approval from the Steam Team as described in the [doclink=marketing/discounts/freeweekends#1]Overview[/doclink] above. If approved, here are few set up steps and best practices: [subsection]Steam Team Setup:[/subsection] [list] [*] The Steam Team will create a special Free Weekend package that grants players access to your game during the event. …
In either case, once you're game's been invited, here are the next steps involved:[list] [subsection]1. Decide if You Want to Participate[/subsection] Events come in many shapes and sizes. Some only exist on Steam but others have a much larger presence, for example via an award show, a convention hall, or a global broadcast. …
Here are some options for testing with your internal dev team. [subsection]Option 1: Add employees to your Steamworks account[/subsection] The best way to enable these employees to test is by adding them to your Steamworks account. …
[introblock=Achievements_1.gif] [h5]In Brief[/h5]Use achievements to reward players for hitting certain milestones or for interacting with your game in particular ways. …
They don't require any additional code, and your game unlocks achievements in a set using the same API names and calls described in this guide. [section]Step 1 - Defining your game's Achievements[/section] Achievements are application specific and are setup on the [url=https://partner.steamgames.com/apps/achievements/]Achievement Configuration[/url] page in the Steamworks App Admin backend. …
[section]Store Capsule Templates[/section] [table] [tr][td][b]Templates[/b][/td] [td] [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on store page assets. [/td][/tr] [tr][td][b]Contents[/b][/td] [td] [list][*]Header Capsule [*]Small Capsule [*]Main Capsule [*]Vertical Capsule [*]Screenshots [*]Page Background [*]Bundle Assets [/list] [/td][/tr] [/table] [section=header_capsule]Header Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_header.jpg]hla_header.jpg[/docimg] [b]Usage:[/b] This appears at the top of the store page, in the 'Recommended For You' section, in browse views on Big Picture mode, and for Daily Deals if applicable. …
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. …
[section]Best Practices[/section] DLC can be a great way to offer value to the customers that are interested in investing deeper in the product, it can also have non-monetary costs of customer perception that are harder to measure. It might not be a good idea to launch with a DLC on day 1 as customers may perceive that the full game was ready to release but you chose to take away content from the game to make more money through a paid DLC. …
This tutorial distills that information found in Spacewar and the leaderboards API found within [api]ISteamUserStats[/api] down to just the necessary information required for Steam Leaderboards to keep things as straightforward as possible. [section]Step 1 - Defining your game's Leaderboards[/section] Leaderboards are application specific and are setup on the [url=https://partner.steamgames.com/apps/leaderboards/]Leaderboard Configuration[/url] page in the Steamworks Partner Site. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineGameMode_Playing ][td][b]k_ETimelineGameMode_Playing[/b][/td][td]1[/td][td]The player is fully loaded into the game and playing.[/td][/tr] [tr=k_ETimelineGameMode_Staging ][td][b]k_ETimelineGameMode_Staging[/b][/td][td]2[/td][td]The player is in a multiplayer lobby.…
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_ETimelineEventClipPriority_None][td][b]k_ETimelineEventClipPriority_None[/b][/td][td]1[/td][td]This event is not appropriate as a clip.[/td][/tr] [tr=k_ETimelineEventClipPriority_Standard][td][b]k_ETimelineEventClipPriority_Standard[/b][/td][td]2[/td][td]The user may want to make a clip around this event.…
[introblock=GameNotifications_1_static.png] [h5]In Brief[/h5]Steam can host and distribute a demo version of your game that you can use to demonstrate part of your gaming experience. …
[section=broadcast]Broadcasting to Your Page[/section] [color=yellow]Instructions for v1 homepages[/color] You can configure the Creator home page to receive live broadcast. This can be enabled on the settings page of your admin panel (Admin->Edit Creator Settings). …
[docimg=clicks_conversions.png]clicks_conversions.png[/docimg] The report also shows 6 of the 20 visits were by customers signed in to Steam. Steamworks attributed 2 wishlist additions, and 1 purchase, to the 6 "Tracked Visits". [section]Getting Started[/section] UTM Analytics in Steamworks is already enabled for your game. …
[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EVRScreenshotType_None][td][b]k_EVRScreenshotType_None[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Mono][td][b]k_EVRScreenshotType_Mono[/b][/td][td]1[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Stereo][td][b]k_EVRScreenshotType_Stereo[/b][/td][td]2[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoCubemap][td][b]k_EVRScreenshotType_MonoCubemap[/b][/td][td]3[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoPanorama][td][b]k_EVRScreenshotType_MonoPanorama[/b][/td][td]4[/td][td][/td][/tr] [tr=k_EVRScreenshotType_StereoPanorama][td][b]k_EVRScreenshotType_StereoPanorama[/b][/td][td]5[/td][td][/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamScreenshots. …
This includes the extern "C" linkage and __cdecl calling convention. 'int nSeverity' is the severity; 0 for msg, 1 for warning. If you are running in through a debugger only warnings will be sent. If you add -debug_steamapi to the command-line then informational messages will also be sent. …
[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. …
Steam generates a game's micro trailer based on the first video visible in its Store Page. It does this by taking six 1-second clips from various points in the video and stitching them together. It is not possible to customize microtrailers. [section=contact]Have More Questions?…
[/td][/tr] [tr=k_EHTTPMethodGET][td][b]k_EHTTPMethodGET[/b][/td][td]1[/td][td]The HTTP Method is set to GET.[/td][/tr] [tr=k_EHTTPMethodHEAD][td][b]k_EHTTPMethodHEAD[/b][/td][td]2[/td][td]The HTTP Method is set to HEAD.…