Steamworks Documentation
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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.…

Steam Voice

Depending on your game either may be preferable, but giving players the option for both always-on, and push-to-talk is ideal. It's rarely a good idea to default to always-on though, and if your game supports more than 4 players then always-on is never recommended. …

If the user is using push-to-talk voice chat, you can call [api]ISteamFriends::SetInGameVoiceSpeaking[/api] when you start and stop recording to mute any voice chat the user may be doing through the Steam friends UI. Ideally you would give players the option to enable/disable this functionality. After you start recording you should call [api]ISteamUser::GetAvailableVoice[/api] each frame to check if there's any compressed voice data available. …

Points Shop Items

[/url] [section][b]Animated Avatars[/b][/section] [h4]Visible anywhere your Steam profile avatar is seen. Create 1-4 of these, ideally. All assets should be looping.[/h4] [list][*]184 x 184px .gif <2MB [*]184 x 184px .jpg (still) <300KB [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/animated_avatar_GIF.gif[/img] [url=https://store.steampowered.com/points/shop/c/avatar](Click here to see examples live in the Points Shop.)[/url] [section][b]Animated Profile Backgrounds[/b][/section] [h4]Visible in your Steam profile. Create 1-4 of these, ideally. Should be a looping .mp4 [i]and[/i] .webm under 4MB. The files should have a fade to black baked into the bottom of them for a smooth transition to black on the profile bottom. …

Events and Announcements Visibility

[/callout] [subsection]When to Hide Older Events[/subsection] Ideally, you should only have a single or maximum two events that can be visible on the homepage. Steam players seeing lots of old events may tire them and teach them to ignore your content. …

You can always opt to make them disappear sooner, especially for long running events. [*] When dropping multiple teasers related to an upcoming launch or major event. In these case, when the new teaser is published, it is ideal to remove the old teaser. This helps keep the homepage fresh and exciting for your fans. [*] When creating a sequence of events post about a progress toward a larger event. …

Store Page Accolades

(You can localize the quote in other languages) [b]Some guidelines:[/b] [list][*]Reviews should be accurate and you should have permission to post them [*]Quotes should be relatively short (Ideally 1 or 2 short sentences) [*]Quotes should be localized where possible [docimg=reviewexamples.png]reviewexamples.png[/docimg] [/list] [b]Visibility on Steam[/b] Reviews appear directly below the "Recent Events and Announcements" section and above the "About this game" section. …

Common Redistributables

[section=Testing]Testing Common Redists[/section] If you want to test your installation with your selected common redistributables, the ideal method is by using a clean OS image on a machine or VM. You can also force Steam to reinstall common redistributables by deleting the following registry key: [list] [*] [b]32-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\Apps\CommonRedist [*] [b]64-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam\Apps\CommonRedist [/list] A subkey is created in this key for each common redistributable which has been installed, so you can delete individual subkeys to test various partially-installed states as well. …

Sale Page Tools - Section Types

Which means, those schedule events need to be published before you can add them to the schedule. Ideally, the events would create the events from the same community group or creator home that is hosting the sale landing page. Each entry on the schedule would require another event, which means re-broadcasts of the stream need to have their own public event. …

[section=cross]Cross-Promote Sale Pages[/section] Use this feature to link to another sale page and showcase a subset of their games on your current page. This is ideal for related sale events, enabling mutual promotion and featuring selected games from each event. Mutual promotion isn't required. …

Coming Soon

[h5]Level of integration[/h5]You'll need a set of branding images, written description, and ideally a gameplay trailer. [/introblock] [section]Overview[/section] You can put up a Coming Soon page for your product well in advance of your release date. …

Season Passes

[/callout] [callout][b]Naming Your Season Pass:[/b] You're not required to name your product a "Season Pass" just because it uses the Season Pass set up. Ideally, however, your chosen name makes it clear that your product includes a promise of future content. For example, "Expansion Pass," "Year One Edition," or "Deluxe Edition plus Expansion One," etc.…

In this set up, customers only pay for the items they don’t already own, making it ideal for players with partial content. You can create a Complete the Set bundle as outlined in the [doclink=/store/application/bundles]Bundle Documentation[/doclink]. …

Steam Input Gamepad Emulation - Best Practices

For a standard game w/ Xbox controller support we recommend checking all checkboxes other than Xbox: [docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] If your game has flight stick or racing wheel support you'll want to uncheck the box for Generic/DirectInput controllers because Steam doesn't support remapping those devices. [subsection]Selecting a configuration[/subsection] You can choose to create your own configuration or pick from one of our premade templates. …

Perfect for twin-stick, platformer, or sports games. [*] [b]Gamepad With High Precision Camera/Aim[/b] - This configuration is the ideal configuration for an FPS or any game using camera controls. Be careful to test that your game supports simultaneous gamepad/mouse before selecting this, including any ancillary screens such as inventory or map screens. [*] [b]Gamepad with Camera Controls[/b] - This configuration takes mouse-style input from the trackpad and translates it into flicks of an emulated joystick. …

Explain Your Editions

[docimg=Editions_PackageSelect.jpg]Editions_PackageSelect.jpg[/docimg] Click the boxes to select editions of your game. By doing so, these packages will be displayed above other purchase options on your page that don’t contain the base game. …

There are more appropriate spots on Steam to show this information and this information can quickly become outdated. [*]Keep the asset as simple and easy to understand as possible. Avoid including unnecesary box art or key art. Keep in mind that due to the image size small text may be difficult to read. [*]Avoid including developer logos or unnecessary art [*]Remove unnecessary legal text. …

Uploading Steam Input Configs to Steam Workshop

Then, in step 3, paste all the file IDs for your configurations into the box, separated by the comma character (,) characters. The first one on the list will be considered the highest priority, and will be picked by default for new players. …

[docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. [subsection]Updating your official configurations[/subsection] There are two ways to update your configuration. …

Library Assets

Please use the key art and logo that is being used for any retail boxes or marketing. Do not include quotes or other strings of text beyond the title of your game. The art should immediately tell the customer something important about your product. …

For best results, use the logo that is being used for any retail boxes or marketing. You’ll want to ensure the logo is both visible and legible against the hero graphic background. The PNG image should have a transparent background. …

Steam Workshop Item Versioning

[/olist] To get and set version information for a Workshop item, use these Steamworks APIs: [list] [*][api]ISteamUGC::SetRequiredGameVersions[/api] – when submitting an update, the user can specify the min/max beta branches the item is valid for [*][api]ISteamUGC::GetNumSupportedGameVersions[/api] – returns the number of versions the item has [*][api]ISteamUGC::GetSupportedGameVersionData[/api] – returns the min/max branch for the specific item version [/list] [section]Best practices for game developers[/section] With an ideal setup of game versions and mod versions, Steam will automatically download the right mod version for the version of the game being run. …

Localization and Languages

You can use either independently of each other, but supporting both is ideal. [section=store]Managing Store Page Translation[/section] Steam allows you to localize your store page content, including written description, images, and trailers. …

Store Graphical Assets

[b]Design:[/b] For best results, please use the key art and logo that is being used for any retail boxes or marketing. The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. …

For best results, please use the same artwork that you use for any retail box or marketing and make sure the logo is clearly legible. [b]Size:[/b] 707px x 232px …

Platforms

v=PShS32hcing [section]Building and Testing[/section] For general help with building depots and preparing content, please see [doclink=sdk/uploading][/doclink] [olist] [*] In the Steamworks Settings for your application, create [doclink=store/application/depots]depots[/doclink] for the new operating systems in the Creating & Adding Depots section (under the "SteamPipe" tab>Depots). Save this change. [b]NOTE:[/b] Don't check the boxes under [b]Supported Operating Systems[/b] on the General Application Settings tab yet, that will be done when you're ready to release. [*] Create a Steam build for these new depots. [*] Set that build to a beta branch with a password. [*] Update your autogrant package to contain these new depots so Steam will let you download the files. …

You can see all packages associated with your application on the [url=https://partner.steamgames.com/apps/associated/]Associated Packages & DLC[/url] page. [*] In the [url=https://partner.steamgames.com/apps/view/]Steamworks Settings for your app[/url], check the appropriate operating system boxes under [b]Supported Operating Systems[/b]. [*] Edit your store page and check the appropriate operating system boxes on the Basic Info tab. [*] Then scroll down and enter the corresponding system requirements. …

Steam Datagram Relay

[/list] Second, you'll need to modify any low-level socket code to use one of the Steamworks APIs for connectivity. [list] [*] Ideally, you can use one of the connection-oriented API [api]ISteamNetworkingSockets[/api] interfaces that returns an HSteamNetConnection. …

We'll try to work with your hosting company to run relays in the data center. That's the ideal situation, but even if this is not possible we may be able to add the data center to our network configuration system and just use Valve relays that are nearby. …

Discounting

[subsection]Time discounts to content updates[/subsection] When figuring out your discounting plan, try to make as big an event as possible, ideally tying the discount to a content update as well. While the discount can attract interest, it's even better to show you are committed to your community by improving your product with content updates. …

If you would like to adjust your Launch Discount, you can do so by going to your game's landing page and clicking the box next to the launch discount you have entered currently. If you would like to change a discount for an upcoming weeklong sale, custom discount or Steam-wide seasonal sale, then you can simply return to [url=https://partner.steamgames.com/promotion/discounts/dashboard/]your discounting dashboard[/url] and change the percentage you wish for any given discount. …

How to debug Windows games on Steam Deck and Steam Machine

You'll need to bundle the Windows debug runtime with your game when you upload it to your developer kit, and Visual Studio & remote debugging tools running on your Windows development box. [callout]This feature is still under development. Please leave any feedback / issues on the [url=https://steamcommunity.com/groups/steamworks/discussions/27/]Steam Deck Developer Forums[/url]. …

In order to have the remote debugging tools available, when you install Visual Studio, be sure to include a development Workload like the "Desktop development with C++" [docimg=VirtualBox_Win_10_05_08_2021_18_05_44.png]VirtualBox_Win_10_05_08_2021_18_05_44.png[/docimg] [section]Usage[/section] [subsection]Vulkan Examples[/subsection] The project [url=https://gitlab.steamos.cloud/jupiter/vulkan-examples]Vulkan Examples[/url] is a good starting point for getting used to remotely debug games uploaded to the Steam Deck or Steam Machine. …

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