In cases where an API key is required, it can be provided either as a standard parameter or by setting the 'x-webapi-key' request header value. [section=user-keys]User Keys[/section] The standard user keys are available to everyone, all that is required is a Steam account and the domain name that will be associated with this key. …
[/i] [*] Ensure the applications associated with the group are correct before creating a key. [*] Select [b]Create WebAPI Key[/b]. [*] Select the set of desired key permissions. [*] Select [b]Save Changes[/b] [*] The newly created key will display in the right-hand sidebar of that page. …
Citizens and corporations in a [url=https://www.irs.gov/businesses/international-businesses/united-states-income-tax-treaties-a-to-z ]country with US tax treaty status[/url] will need information similar to that found on form [url=http://www.irs.gov/pub/irs-pdf/fw8ben.pdf]W-8BEN[/url]. All required information is necessary to get you set up in Steamworks. [callout][b]Note:[/b] Once you submit your tax information, it is verified with a third party service. This process may take up to 30 days, and you may be asked to provide additional documentation. …
[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. …
[table] [tr][td][doclink=features/steamvr/info]Overview[/doclink][/td] [td]Overview of SteamVR.[/td] [/tr] [tr][td][doclink=features/steamvr/settings][/doclink][/td] [td]Explains launch options and Steamworks settings for distributing Virtual Reality applications on Steam.[/td] [/tr] [tr][td][doclink=features/steamvr/input][/doclink][/td] [td]Overview of the SteamVR Input and Skeletal systems.…
This documentation is a collection of resources and FAQs on the ways that working with a publisher might impact how your game is set up and managed within Steamworks. [section]General Resources[/section] How should you choose whether or not to work with a publisher? …
Moderated by Connor Malone from Valve[/sup] [section]Game Access Within Steamworks[/section] When multiple entities (such as a developer team and a publishing company) need access to the same application within Steamworks, some special configuration will be necessary to make sure the right permissions are defined. For a complete break-down on the ways access can be set up, please see [doclink=gettingstarted/managing_apps]Managing Applications[/doclink].…
Read on for more details on these two options. [subsection]Optional separate store page[/subsection] When setting up your demo store presence, you can optionally choose to enable an entire separate store page for your demo, giving you space to more fully describe your demo. …
[section]Testing your demo[/section] To work properly for customers, your application type must be set as 'Demo' and the App ID of your base game must be entered in the General Application Settings section of the Steamworks website for your demo. …
any unread data on the socket will be thrown away if bNotifyRemoteEnd is set, socket will not be completely destroyed until the remote end acknowledges the disconnect This is part of an older set of functions designed around the Berkeley TCP sockets model it's preferential that you use the P2P functions, they're more robust and these older functions will be removed eventually. …
[/td][/tr] [tr][td][b]m_nRemoteIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of remote host if set. Could be a Steam relay server. This only exists for compatibility with older authentication api's.[/td][/tr] [tr][td][b]m_nRemotePort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The Port of remote host if set. …
This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. This is a great way to start building an audience and providing customers the ability to add your game to their wishlist in anticipation of your launch. …
[section]Pre-Purchase[/section] Pre-Purchases are not a self-served feature and will need to be set up by Valve. We normally don't recommend pre-purchase launches since spreading out sales across a few weeks during a pre-purchase can make it difficult for your game to have a successful launch day on Steam. …
If you need the overlay enabled, you can do so by: [olist] [*]Making sure your Steam account has the Edit App Metadata permission [*]Navigate from the App's landing page to > Edit Steamworks Settings > Installation tab > General Installation [*]Check box for Enable Steam Overlay for Application [*]Publish [/olist] [/callout] [section=activating]Integrating Steam Timeline functionality in your app[/section] The Steam Timeline API calls can be found here: [api]ISteamTimeline[/api] [section=icons]Timeline Icons[/section] Steam Timelines includes a set of icons ready to use for your game. …
= C_BasePlayer::GetLocalPlayer()->GetUserID() ) return; const char* eventname = pEvent->GetName(); if ( V_strcmp( "survival_round_start", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Playing ); } else if ( V_strcmp( "round_end", eventname ) == 0 ) { SteamTimeline()->SetTimelineGameMode( k_ETimelineGameMode_Staging ); } else if ( V_strcmp( "heal_success", eventname ) == 0 ) { SteamTimeline()->AddTimelineEvent( "medkit32", "Healed", CFmtStr( "Restored %d Health", pEvent->GetInt( "health_restored" ) ), 0, -5.f, 5.f, k_ETimelineEventClipPriority_Standard ); } else if ( V_strcmp( "player_incapacitated_start", eventname ) == 0 ) { C_TerrorPlayer* pAttacker = (C_TerrorPlayer*)UTIL_PlayerByUserId( pEvent->GetInt( "userid" ) ); const char* pszAttacker = pAttacker ? …
If your game is eligible for a marketing message, we will reach out to you to notify you and set that up. [h4]Q: Can I change my capsule art to reflect Advance Access?[/h4] A: No, you should not change your capsule art to include any banners indicating Advance Access status. …
[/h4] A: The content (bits being delivered to the user’s client) will become playable if the DLC is in the package that’s set for advance access regardless of having a publicly visible store page. You will still need to set the store page live. [h4]Q: What happens with retail keys I've ordered for the Advance Access Package?…
Before directing a user to the store, Steamworks games should call [api]ISteamUtils::IsOverlayEnabled[/api] to determine if the user has disabled the Steam overlay through the Steam client settings. Note: To prevent version incompatibilities with the executing version of a game and downloadable content, Steam will only download new content if the user is running the newest version of the game. …
If you need to add additional DLC depots to support alternate languages, OS's, or architectures, follow the steps below: [olist] [*] Open the Steamworks [url=https://partner.steamgames.com/apps]App Admin[/url] for the base App (All depots are managed in the base App, not in the DLC). [*] Navigate into Steamworks Settings, SteamPipe, Depots. [*] Click the Add New Depot button, set the name, and click OK. Give it a name similar to the existing DLC depot so you can easily identify it. [*] Set the correct language, OS or architecture. [*] Choose the correct DLC from the dropdown box to associate this depot with the DLC. [*] Click Save Changes. …
[subsection]Remote debugging process startup: "early attach" support:[/subsection] The remote debug service can be configured to wait for the user to attach before launching the title. This allows you to set a breakpoint in WinMain or other initialization code. This requires that you first install a Microsoft extension in Visual Studio on your development host: https://marketplace.visualstudio.com/items?itemName=vsdbgplat.MicrosoftChildProcessDebuggingPowerTool [docimg=child-process-debug-extension.png]child-process-debug-extension.png[/docimg] Once the extension is installed, enable child process debugging per the documentation (Debug > Other Debug Targets > Child Process Debugging Settings) Check "Wait for a debug client to attach" in your devkit tool, and upload your title. Launch your title normally. …
For more information on editing packages, please see [doclink=store/application/packages][/doclink]. [section=external]External Testing Options - Setting up closed or open testing[/section] Setting up pre-release testing is easy and free on Steam, and can be configured to small private tests or large public tests, or any combination. …
If you’re interested in releasing a beta version of your game that any customer can buy, check out [doclink=store/earlyaccess]Early Access[/doclink]. There are two common ways of setting up testing for external audiences: [olist] [*]Using the Steam Playtest feature. [*]Using the main game's App ID with release override keys. …
Use the "next_cursor" value returned in the response to set up the next query to get the next set of results.[/td][/tr] [tr][td][b]numperpage[/b][/td][td]uint32[/td][td][/td][td](Optional) The number of results, per page to return.…
That value will correspond to [api]ISteamRemoteStorage#EWorkshopFileType[/api][/callout] [section=SetDeveloperMetadata]SetDeveloperMetadata[/section] [code=http]POST https://partner.steam-api.com/IPublishedFileService/SetDeveloperMetadata/v1/[/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 publisher authentication key.…
This has two advantages: [olist] [*]As a game developer, you have one common set of compatibility to target. [*]Any game that is Verified on Steam Deck is guaranteed to be Verified on Steam Machine as well. [/olist] https://youtu.be/a8tNvhwkth8 [section]Compatibility Ratings[/section] Many games work great as-is on Deck and Machine. …
On Deck and Machine, games without native Linux builds will be run through Proton, a set of tools that will automatically take your current Windows executable and game data and run them on Steam Deck and Steam Machine's Linux-based OS. [*]Proton is a work in progress, and it's possible that your game may not yet be fully supported. …
[docimg=MarkAsReady_2.png]MarkAsReady_2.png[/docimg] [section]Release Yourself When Ready[/section] Once your store page has been approved and it's presence has been set to "coming soon" for a least 2 weeks and the build is reviewed, you will be able to release your game. You will need to use the green "Release App" button that appears on the top of your product landing page in Steamworks at the time you wish to release your title. …
[docimg=ReleaseOptions_2.png]ReleaseOptions_2.png[/docimg] After you click "Release App", you'll see a summary of actions that the release process will do, including publishing the store package, setting a launch discount live if you chose to have one, setting the game to playable and released and applying the release timestamp of "NOW". …
[section]Managing Autogrants[/section] Previously autogrants were assigned at a partner level, with only Valve admins being able to add or remove them after they were set. This meant it was impossible for you to have some accounts with access to an autogrant package while restricting it from others. Everyone in your partner got all autogrants, regardless of what Steamworks access they had on the appID in the package. It also meant that if you wanted to remove an autogrant, you had to contact someone at Valve. But we recently changed it so autogrants are set at a group level instead. With this change, we've also made it so you can add or remove autogrant packages when managing your groups. …
In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. See [doclink=store/application/builds#Managing_Uploaded_Builds]Managing Uploaded Builds[/doclink] above for a refresher on managing your build branches. [section]Set Your Build Live[/section] Once you've uploaded and tested your build, you're ready to make it live for players. To do so, you'll need to switch your desired build to be the new 'default' build. …
For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. [subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?v=7I4SiAiKqqk[/url] [url=http://cdn.akamai.steamstatic.com/apps/steamdevdays/slides2016/SteamController.pdf]Slides - PDF[/url] [url=http://www.gamasutra.com/blogs/LarsDoucet/20161012/283057/Steam_Dev_Days_Steam_Controller.php]Slides - HTML[/url] And for a specific applied example and case study, you should read this article: [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] With those two things under your belt, you're ready to dig into the nitty-gritty details of this document! [section=TableOfContents]Table of Contents[/section] [b]Hold my hand a little:[/b] [olist] [*] [doclink=features/steam_controller/getting_started_for_players]Getting Started as a [b]Player[/b][/doclink] [*] [doclink=features/steam_controller/getting_started_for_devs]Getting Started as a [b]Developer[/b][/doclink] [/olist] [b]Give me all the nerdy details:[/b] [olist] [*] [doclink=features/steam_controller/concepts][/doclink] [*] [doclink=features/steam_controller/device][/doclink] [*] [doclink=features/steam_controller/iga_file][/doclink] [*] [doclink=features/steam_controller/action_manifest_file][/doclink] [*] [doclink=features/steam_controller/input_source][/doclink] [*] [doclink=features/steam_controller/input_source_modes][/doclink] [*] [doclink=features/steam_controller/mode_shifting][/doclink] [*] [doclink=features/steam_controller/browse_configs][/doclink] [*] [doclink=features/steam_controller/activators][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/radial_menus][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [*] [doclink=features/steam_controller/action_set_layers][/doclink] [*] [doclink=features/steam_controller/legacy_mode][/doclink] …
[/td][/tr] [tr][td][doclink=features/inventory][/doclink][/td][td]The Steam Inventory Service is a set of features that allow a game to enable persistent player inventories without having to run special servers to manage users or items.…
[/td][/tr] [tr][td][doclink=features/voice][/doclink][/td][td]The Steam Voice API is a set of functions that allow you record audio from the user's microphone in either compressed or uncompressed format. This can be used to implement voice chat or a voice command system.…
\n" ); break; } } else { // Device is not a controller through Steam Input - use your normal controller ID logic continue; } } } free(devices); } [/code] [section]Setting the Steamworks Settings[/section] The first step is to setup which controllers will use Steam Input in the Opt-in section on the Steamworks settings under Application->Steam Input. 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. …