The client should install their certificate using [api]ISteamNetworkingSockets::SetCertificate[/api] [*] It is highly recommended that you also distribute the network configuration to clients at this time as well. …
In development, you will leave SDR_POPID blank. When SDR_LISTEN_PORT and SDR_POPID is blank, the POPID is set to the special 3-character code "dev". In general, authentication is disabled for servers in the "dev" environment. …
[/list] [/list] [section=initialization_and_shutdown]Initialization and Shutdown[/section] [subsection=SteamAPI_Init]SteamAPI_Init[/subsection] After you have the Steamworks API set up within your project you can start using it by calling [api]steam_api::SteamAPI_Init[/api] function to initialize the API. This will set up the global state and populate the interface pointers which are accessible via the global functions which match the name of the interface. …
Each callback consists of a struct containing a unique identifier and a small set of data. The callbacks are declared in the [code-inline]ISteam*.h[/code-inline] header files, grouped with the interface that it most closely belongs to. …
Whether you have a small bug you need to fix or a major content addition, Steam has a robust set of tools to announce your update and get it into the hands of your players. What follows is a general set of practices to consider when making an update, along with some best practices that we at Valve have learned from the major updates we've made with our own products and by learning from the many other products that are available via Steam. …
[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. …
Some store filters prioritize the first 15 tags, so be sure that these are sorted in order of relevance to your title. The Tag Wizard helps set these weights with a Suggest Prioritization feature. This is a very simple algorithm that moves high-information tags like sub-genres to the top, and redundant or low-information tags (like “indie” or “singleplayer”) to the bottom. …
Note that this is not a direct reflection of the [i]More Like This[/i] algorithm's results, but rather, a strictly tag-driven comparison of title similarity. So, as a recap, start setting tags and their weight by using the Tag Wizard. Customers will also tag your game and those tags will be mixed in with the tags you had set with the Tag Wizard. …
See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- This document explains the various types of sections you can use on your sale page to display different content. …
Make sure you save your custom title separately, by clicking "Save Title" next to it. [*][b]Section Subtitle[/b] - Most sections also support a subtitle too if you need to explain anything more about a given section. [*][b]Background Settings[/b] - You can customize the background color of each section, and even provide an image if you wish. This can help set each section apart from the others. [*][b]Tab Settings[/b] - If you have tabs turned on for your page, you can specify which tabs each section should appear under. …
The default controller configuration must provide users with the ability to access all content. Players must not need to adjust any in-game settings in order to enable controller support or this configuration. [*][b]controller glyphs[/b]: when using Steam Frame's physical controls, on-screen glyphs must either match Frame button names, or match Xbox 360/One button names. …
On Frame, 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 Frame's Linux-based OS. …
[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The player we're asking about[/td][/tr] [tr][td][b]include_appinfo[/b][/td][td]bool[/td][td]✔[/td][td]true if we want additional details (name, icon) about each game[/td][/tr] [tr][td][b]include_played_free_games[/b][/td][td]bool[/td][td]✔[/td][td]Free games are excluded by default. If this is set, free games the user has played will be returned.[/td][/tr] [tr][td][b]appids_filter[/b][/td][td]uint32[/td][td]✔[/td][td]if set, restricts result set to the passed in apps[/td][/tr] [/table] Returns a list of games owned by the player if their owned games/game details are visible to you. …
[subsection]Invitation Process[/subsection] From the resulting list of eligible games, we will send email invitations to the developers associated with each game. This invitation will go out to Steamworks users who have set "Receive Steamworks communications" permission for eligible games. Reference the [doclink=#faq]Frequently Asked Questions[/doclink] below to ensure your communication preferences are set to permit these communications, or for details on how to access key information if opted out. …
You can edit per user here: https://partner.steamgames.com/pub/users/ Note that accounts with this permission setting must also have completed or must newly complete the additional confirmation request sent via email authentication in order to fully enable permission. …
[url=https://store.steampowered.com/points/shop/c/stickers](Click here to see examples live in the Points Shop.)[/url][/h4] Sticker sets have been designed and animated in the past by the following animators (feel free to reach out to them for their availability and interest!)…
This image will be used to represent your startup movie in a user's inventory and in Steam client settings. [list] [*]No alpha is permitted. [*]No animation is permitted - it must be a single frame image. [*].png, .jpg and .webp are all accepted. …
This frees the resources being used by it. [*] [api]ISteamHTMLSurface::SetSize[/api] Call this to set the size of the HTML rendering area. [*] [api]ISteamHTMLSurface::LoadURL[/api] Navigate to the URL. …
This can be found by clicking on your wifi network in headset under [b]Quick Settings[/b] or [b]Steam Settings > Internet[/b] (Example: 192.168.4.80). …
The Steam Voice API is a set of functions that allow you record audio from the user's microphone. This can be used to implement voice chat or a voice command system. …
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. …
[/td][/tr] [tr][td][b]get_descriptions[/b][/td][td]bool[/td][td]✔[/td][td]If set, the item display data for the items included in the returned trade offers will also be returned.[/td][/tr] [tr][td][b]language[/b][/td][td]string[/td][td]✔[/td][td]The language to use when loading item display data.…
[/td][/tr] [tr][td][b]time_historical_cutoff[/b][/td][td]uint32[/td][td]✔[/td][td]When active_only is set, offers updated since this time will also be returned[/td][/tr] [/table] Get a list of sent or received trade offers [section=GetTradeOffer]GetTradeOffer[/section] [code=http]GET https://api.steampowered.com/IEconService/GetTradeOffer/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 user authentication key.…
This is the only set of languages supported by Steamworks APIs. [*][b]Game Support Only[/b] - This set of languages is available for developers to indicate the languages their game supports. …
It is available for game depots and game language selection in the per-game settings panel. But the Steam UI itself is not currently translated into Arabic and players cannot select Arabic as one of the languages to run Steam in. …
[section]Configuring as Free[/section] When you initially create your game in Steamworks, you can do so with the setting to make it free to play. [docimg=Setup1.png]Setup1.png[/docimg] Once you have done this, you'll find your game listed with a price of 'free' in the "Store Package" area. …
[subsection]Entering pricing for in-game purchases and running discounts[/subsection] For in-game purchases, you won’t enter pricing into Steamworks—all pricing is handled on your backend when it initializes the transaction. You can set whatever pricing you think is appropriate. Every transaction is completely distinct so you can set the pricing per transaction. …
. [*][b]Must localize any text[/b] - Any text included on a graphical asset MUST be localized into at least the same set of languages supported by the game. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. …
[/olist] [/olist] [section]Library Graphical Asset Rules[/section] Library graphical assets are the set of images that represent your game within the Steam library. These are comprised of a vertical capsule, a hero image and a logo. You can find detailed specifications and templates in our [doclink=store/assets/libraryassets]Library Assets documentation[/doclink]. …
[/td] [/tr] [tr] [td][doclink=marketing/tradingcards]Steam Community Items[/doclink][/td] [td]Steam Trading Cards are collectible cards users get by playing games on Steam. By collecting the entire set of cards, users earn items that help them customize their profile and show off gameplay.[/td] [/tr] [tr] [td][doclink=marketing/widget]Store Widget[/doclink][/td] [td]For any game with a visible purchase option in the Steam store, you can create a widget with information about your product, current price, any discounts, and a purchase button to help you promote and display your title anywhere.…
These triggers may change in the future, but this is a description of current set of features.[/td] [/tr] …
[h3]Welcome to the Steam PC Café Program[/h3] In the following documentation, you will now be able to choose between our two operational models and follow the instructions to get everything set up. If you've came here by accident and are looking for additional information about the program, please click [url=https://partner.steamgames.com/doc/sitelicense]here[/url] to get to the program's info page. …
The downside is the extra management required for each account as they must each own their own set of commercial games that the owner purchases individually. Also, since users aren't logged in with their own personal Steam account, they will only have access to the commercial game licenses on your dedicated accounts and won't be able to keep achievements or in-game items. …
[/callout] If the developer did their job right, you shouldn't have to do anything to start your game with a well supported controller configuration -- it should all be set up automatically on the first run. Nevertheless, the recommended section should be your first stop to see if the developer has posted any configurations you might be interested in. …
[section]Templates[/section] Sometimes you just won't be happy with a game's official configuration, or you'll want to create your own config but want to skip the tedium of setting up all the basic boilerplate. In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. …
[section]Features[/section] SteamVR lets users manage several areas of their VR experience, including: [list] [*]Room Setup - Define your play area [*]Device Status and Management - Update Firmware, Pair new devices, change audio settings, mirroring, and customize features like [url=https://steamcommunity.com/games/250820/announcements/detail/1705071932992003492]Motion Smoothing[/url] [/list] [subsection]System Report[/subsection] System Reports are a useful tool when troubleshooting your hardware, and you may need to generate one for customer support. You can generate a System Report in SteamVR by going to Settings->General, then click Create System Report, and click Save to File. [section]In-App Purchasing[/section] SteamVR supports in-app purchasing using the same microtransactions API as other Steam applications. …