. [*] [code-inline]FontName[/code-inline] - Font used for menu text [*] [code-inline]FontHeight[/code-inline] - Height of menu text [*] [code-inline]MenuPos[/code-inline] - X and Y coordinates (in pixels) for the top left corner of the menu (ex: "200 324") [*] [code-inline]MenuStyle[/code-inline] - Alignment of menu text (0 = left, 1 = center, 2 = right) [*] [code-inline]ColorDefault[/code-inline] - RGB color for menu text (ex: "255 255 255") [*] [code-inline]ColorHover[/code-inline] - RGB color for menu text when the mouse is hovering over the text (ex: "250 180 60") [*] [code-inline]ColorDown[/code-inline] - RGB color for menu text when a mouse button is depressed over the text (ex: "0 0 0") [/olist] Setup can also display a EULA before installing your game. …
[/td][/tr] [tr=k_EP2PSendUnreliableNoDelay][td][b]k_EP2PSendUnreliableNoDelay[/b][/td][td]1[/td][td]As above, but if the underlying P2P connection isn't yet established the packet will just be thrown away. Using this on the first packet sent to a remote host almost guarantees the packet will be dropped. …
[/td][/tr] [tr=k_EP2PSessionErrorNotRunningApp][td][b]k_EP2PSessionErrorNotRunningApp[/b][/td][td]1[/td][td]The target user is not running the same game.[/td][/tr] [tr=k_EP2PSessionErrorNoRightsToApp][td][b]k_EP2PSessionErrorNoRightsToApp[/b][/td][td]2[/td][td]The local user doesn't own the app that is running.…
So our sticker ItemDef will look like this: [code=json]{ "appid": 480, "itemdefid": 1001, "name": "Blue Star", "description": "A blue star sticker with mysterious powers", "price_category": "1;VLV25", "icon_url"..., "type": "tag_tool", "tags": "sticker:1001", }[/code] Note that the "tags" value will apply the ItemDef ID of this sticker to the target item. …
For more details on the filtering patterns, see [url=https://linux.die.net/man/1/rsync]exclude patterns[/url]. [*][b]Clean upload[/b] - Enable this to delete any files on the devkit that are not present in the [b]Local Folder[/b] once the exclude patterns are applied. [*][b]Start Command[/b] - Set this to game's binary executable (and any arguments you want to add). [*][b]Steam Play[/b] - Check this if you are uploading Windows binaries that need to be executed over Steam Play using Proton. [*][b]Steam Play debug[/b] - The debugger service checkbox allows you to step through your C++ build in Visual Studio. …
[/list] [*][b]Discount[/b] - This eligibility also assumes that the game is ready to run a compelling discount, and may be adjusted if there are other factors in play such as a planned major update, a new discount depth, a launch of a DLC, or the release of the game into 1.0. [*][b]Once a year maximum[/b] - All forms of curated promotions are limited to roughly once a year so that other games have an opportunity. …
[section]Content Survey Sections[/section] The content survey contains three primary sections that all must be completed prior to submitting the game to the [url=https://partner.steamgames.com/doc/store/review_process]Review Process[/url] [subsection]1) General Content[/subsection] The first part of the content survey includes a range of topics that may be present in your game. …
[/td][/tr] [tr][td][doclink=features/multiplayer][/doclink][/td][td]Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. …
[subsection]Store Page Video Tutorial[/subsection] This Steamworks Tutorial details the process of creating and viewing your store page in Steam. https://www.youtube.com/watch?v=lU1SFAa3QqM [section]Updated Features for your store page[/section] [callout]Note: These are new features that have been added since the above video was released.…
[/list] [section=eligibility]Eligibility[/section] Steam Next Fest: June 2027 is open to upcoming games that meet all of the following criteria: [list] [*]Associated with a Steamworks developer account in good standing [*]Store page must be published and public [*]Is not a prologue, chapter 1, or otherwise 'demo' version of existing content available to customers [*]Includes a publicly playable demo by the time the festival begins [*]Released any time after the conclusion of the fest on June 21, 2027 [/list] [b]Please Note:[/b] [list] [*]All upcoming games may participate with a playable demo in Steam Next Fest, regardless of release date. [*]A game may only appear once in Steam Next Fest. …
. [*]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. …
[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). …