US revenue share is the portion of your payment that was earned on sales made in the US (the portion you will be paid is total less any withholding that is applicable). The US share is relevant to foreign partners where we need to withhold taxes based on information provided during the tax interview. …
Why doesn’t the revenue share payment match to the amount I see in my bank account?[/b] A. We pay the Total Revenue Share amount as indicated per the monthly Steam Sales Report. We don’t pass any wire fees to you but we cannot control bank fees that may be imposed on you by intermediary banks or your receiving bank. [*] [b]Q. …
Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place on the screen. …
[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The number of bytes to write to the file. Typically the total size of [code-inline]pvData[/code-inline].[/td][/tr] [/table] Creates a new file, writes the bytes to the file, and then closes the file. …
[subsection=GetQuota]GetQuota[/subsection] [code=cpp]bool GetQuota( uint64 *pnTotalBytes, uint64 *puAvailableBytes );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pnTotalBytes[/b][/td][td][apitype]steam_api::uint64[/apitype] *[/td][td]Returns the total amount of bytes the user has access to.…
[/subsection] A franchise is defined as a set of two or more games that are built in the same fictional universe, gameplay style, or intellectual property. For example, "Total War" is a franchise made up of a dozen or so individual games that share a common gameplay style. "Assassin's Creed" is also a franchise made up of a number of games that share gameplay style and also share a narrative story line that runs across all the titles. …
[/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.[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the [code-inline]pBGRA[/code-inline] texture.…
[/td][/tr] [tr][td][b]unWide[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total width of the pBGRA texture.[/td][/tr] [tr][td][b]unTall[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total height of the pBGRA texture.…
This delay will offset the entire period the button is held, so if no end delay is set, the total period of time the button is held will be the same, just delayed.[/td][/tr] [tr][td]Fire End Delay[/td][td]0.0-1.0[/td][td]The activator will wait for this period of time after the button has been released before deactivating. …
The response has two fields: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]files[/b][/td][td]see below[/td][td]A list of file details[/td][/tr] [tr][td][b]total_files[/b][/td][td]uint32[/td][td]The total number of files the user has in Steam Cloud for your app.[/td][/tr] [/table] The files list contains this data: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]same app id[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]unique file ID[/td][/tr] [tr][td][b]filename[/b][/td][td]string[/td][td]the file name[/td][/tr] [tr][td][b]timestamp[/b][/td][td]uint64[/td][td]epoch time when the file was last modified[/td][/tr] [tr][td][b]file_size[/b][/td][td]uint32[/td][td]size of the file in bytes[/td][/tr] [tr][td][b]url[/b][/td][td]string[/td][td]a URL which can be used to download the file[/td][/tr] [tr][td][b]steamid_creator[/b][/td][td]uint64[/td][td]SteamID of the user[/td][/tr] [tr][td][b]flags[/b][/td][td]uint32[/td][td]Steam internal use only[/td][/tr] [tr][td][b]platforms_to_sync[/b][/td][td]string[/td][td]List of platforms for which this file is valid. …
If your mod is essentially an improvement or extension of the underlying game, then we will require the ownership of this base game. However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game, then we may let it ship on Steam without additional formal dependencies. [*] [h4]Q: Why are there mods on Steam that do not follow these rules? …
[/td][/tr] [tr][td][b]m_nRank[/b][/td][td][apitype]steam_api::int32[/apitype][/td][td]The overall rank of the server (0-based).[/td][/tr] [tr][td][b]m_unTotalConnects[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of clients who have ever connected to the server.[/td][/tr] [tr][td][b]m_unTotalMinutesPlayed[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Total number of minutes ever played on the server.…
[/td][/tr] [tr][td][b]pData[/b][/td][td][apitype]steam_api::int64[/apitype] * / double *[/td][td]The variable to return the stat value into.[/td][/tr] [/table] Gets the lifetime totals for an aggregated stat. You must have called [api]ISteamUserStats::RequestGlobalStats[/api] and it needs to return successfully via its callback prior to calling this. …
[/td][/tr] [tr][td][b]cubData[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The total size [b]in bytes[/b] of the [code-inline]pData[/code-inline] array.[/td][/tr] [/table] Gets the daily history for an aggregated stat. …
[b]Q: Does the revenue for my associated game soundtrack count towards total revenue for the game for purposes of calculating revenue share?[/b] A: Yes. [section=simpledepots]Simple Soundtrack Depots[/section] While soundtracks have access to the same advanced [doclink=store/application/depots]depot[/doclink] configuration tools and settings, the average soundtrack is much simpler than the average game. …
This minimum price restriction does not apply for packages that only contain DLC apps. [*][b]For must-purchase-together bundles[/b], the total cost of the bundle must be at least $0.58 USD [/olist] [/olist] [section]Collaborative Bundles[/section] You can create bundles across multiple developers/publishers. …
If the current user is following more than that, you will need to call this repeatedly, with [code-inline]unStartIndex[/code-inline] set to the total number of followers that you have received so far. I.E. If you have received 50 followers, and the user is following 105, you will need to call this again with [code-inline]unStartIndex[/code-inline] = 50 to get the next 50, and then again with [code-inline]unStartIndex[/code-inline] = 100 to get the remaining 5 users. …
", pCallback->m_eResult, bIOFailure ); return; } printf( "FriendsEnumerateFollowingList retrieved %d of %d people that we follow.\n", pCallback->m_nResultsReturned, pCallback->m_nTotalResultCount ); for ( int i = 0; i < pCallback->m_nResultsReturned; ++i ) { printf( " %d: %lld\n", i, pCallback->m_rgSteamID[i].ConvertToUint64() ); } m_nFollowersParsed += pCallback->m_nResultsReturned; // There are more followers! …
[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_rgchPhaseID[/b][/td][td]char[ k_cchMaxPhaseIDLength ][/td][td]The phase ID that this result corresponds with[/td][/tr] [tr][td][b]m_ulRecordingMS[/b][/td][td]uint64[/td][td]The total length of the recordings in this phase in milliseconds[/td][/tr] [tr][td][b]m_ulLongestClipMS[/b][/td][td]uint64[/td][td]The total length of the longest clip in this phase in milliseconds[/td][/tr] [tr][td][b]m_unClipCount[/b][/td][td]uint32[/td][td]The number of clips that include video from this phase[/td][/tr] [tr][td][b]m_unScreenshotCount[/b][/td][td]uint32[/td][td]The number of screenshots the user has from this phase[/td][/tr] [/table] [subsection=SteamTimelineEventRecordingExists_t]SteamTimelineEventRecordingExists_t[/subsection] Called when asking if recordings exist for an event handle. …
Typically you'll want to allocate a buffer associated with the request handle using the [code-inline]Content-Length[/code-inline] HTTP response field to receive the total size of the data when you receive the header via [apitype]ISteamHTTP::HTTPRequestHeadersReceived_t[/apitype]. You can then append data to that buffer as it comes in. …
[/td][/tr] [/table] Set an absolute timeout in milliseconds for the HTTP request. This is the total time timeout which is different than the network activity timeout which is set with [api]ISteamHTTP::SetHTTPRequestNetworkActivityTimeout[/api] which can bump everytime we get more data. …
If the Quantity value for this item is greater than one, this value is the total that will get charged (Amount = Quantity x item_cost). [*] Item Description - A text description for the item. This will be displayed to the user when they are prompted to authorize the transaction. …
For example, if you created a beacon with five slots, and Steam sent you two [apitype]ReservationNotificationCallback_t[/apitype] callbacks, and then a third user joined directly, you would want to call [b]ChangeNumOpenSlots[/b] with a value of 2 for unOpenSlots. That value represents the total number of [i]new[/i] users that you would like Steam to send to your party. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ChangeNumOpenSlotsCallback_t[/apitype] call result. …
You configure your Friend Invites to only apply to users who have access as of today. That would limit potential invites to 15,000 total, as only users who had access as of today can send new invites. [subsection]Important notes about Friend Invites[/subsection] [callout][b]Prerequisite: [/b]Users can only invite friends they have been friends with for at least 30 days.…
[b]Associated Functions:[/b] [api]ISteamUser::BSetDurationControlOnlineState[/api] [subsection=GetEncryptedAppTicket]GetEncryptedAppTicket[/subsection] [code=cpp]bool GetEncryptedAppTicket( void *pTicket, int cbMaxTicket, uint32 *pcbTicket );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pTicket[/b][/td][td]void *[/td][td]The encrypted app ticket is copied into this buffer.[/td][/tr] [tr][td][b]cbMaxTicket[/b][/td][td]int[/td][td]The total size of the [code-inline]pTicket[/code-inline] buffer in bytes.[/td][/tr] [tr][td][b]pcbTicket[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td]Returns the number of bytes copied into [code-inline]pTicket[/code-inline].…
[/td][/tr] [tr][td][b]cbDataToInclude[/b][/td][td]int[/td][td]The total size in bytes of [code-inline]pDataToInclude[/code-inline].[/td][/tr] [/table] Requests an application ticket encrypted with the secret "encrypted app ticket key". …
[/td][/tr] [tr][td][b]force[/b][/td][td]bool[/td][td][/td][td][/td][/tr] [/table] Get the total number of available items of the given type [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients! …