Steamworks Documentation
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Adding Community Moderators

If your account has permissions to moderate content in the Steam Community, you will see an 'admin' tab to the far right when viewing a game or software's Steam Community Hub. [section]Adding moderators and setting permissions[/section] You can promote trusted community members or add internal team members to help moderate your Steam Community Hub. …

[section]Moderating Workshop[/section] Community members promoted to 'officer' status can edit tags on Workshop items, ban items, or mark them as incompatible (see [doclink=#community_moderators][/doclink] above). Internal developers that have at least one permission set in the User & Permissions admin for that game can also edit tags and ban items. Each detail page for Workshop items have 'admin' sections in the right-hand column. …

Steam Inventory Item Tags

[subsection]Item Tag Localization[/subsection] Once you've defined tags for your items, to make them visible to users you must provide user-visible translations at least in English, but preferably in all supported languages. This can be set as part of your SteamWorks configuration, on the [url=https://partner.steamgames.com/apps/inventoryservice]Inventory Service[/url] page for your application. …

In this special item definition (that doesn't actually generate items) you would define the set of tags to pick from and their probabilities. In a [code-inline]generator[/code-inline], [code-inline]playtimegenerator[/code-inline], or [code-inline]bundle[/code-inline] item definition, you'd need to set the [code-inline]tag_generators[/code-inline] field with the item definition ids of all the tag generators. …

Event Type: Major Update

The visibility of your event here will vary slightly from player to player depending on which games they play, how recently, how much they play, and personalization settings they have set. [docimg=doc_event_library_whatsNew.jpg]doc_event_library_whatsNew.jpg[/docimg] [*][b]Your game's library page[/b] - Major Updates will show up in the list of all events on your game's library page. …

[docimg=doc_event_store_page.jpg]doc_event_store_page.jpg[/docimg] And update type events will bring the 'last updated' button up to date with when the most recent update was made for the game: [docimg=doc_store_last_updated.jpg]doc_store_last_updated.jpg[/docimg] [*][b]Downloads view[/b] - If you have associated your update post with the latest build that you've set live, a player will see that in the Steam client's download window. [docimg=PatchNotesExample.jpg]PatchNotesExample.jpg[/docimg] [*][b]Store homepage "Recently Updated" section[/b] - If you use an [doclink=marketing/visibility/update_rounds]Update Visibility Round[/doclink], your Major Update can be shown on the homepage to players and wishlisters of your game. …

Steamworks API Example Application (SpaceWar)

First, make sure you have downloaded and installed the DirectX SDK. Once the SDK is installed you need to set up the include path. You can do this system wide via the standard Visual Studio environment variables, or you can set them up just for the SteamworksExample project by editing the project properties. [*] [b]Fatal error LNK1104: cannot open file 'd3d9.lib'[/b] If you encounter this error it means that your systems library path does not include the D3D library directory. …

If you do you'll find an example of installing the exception handler and setting up minidump writing in [code-inline]WinMain()[/code-inline] and [code-inline]MiniDumpFunction()[/code-inline] within [code-inline]Main.cpp[/code-inline]. …

Features And Tools, Marketing

Learn more: [doclink=marketing/wishlist]Wishlist[/doclink] [*][h3]Tag your game[/h3] Once you've got your store page set up, be sure to visit the page and add any additional relevant tags. Just click the "+" symbol next to the set of tags already applied (from the set of genres you picked during setup) and you'll see an interface that allows you to choose and enter other tags. …

Many of the popular streamers, journalists, and community gaming sites are set up as Curators in Steam, and you can use Curator Connect to send them a copy of your game without having to email out keys. These influencers can post their reviews on Steam or wherever else they already post reviews or stream your game. …

IInventoryService Interface

[/td][/tr] [tr][td][b]property_value_string[/b][/td][td]string[/td][td][/td][td]The string value of the property to set.[/td][/tr] [tr][td][b]property_value_bool[/b][/td][td]bool[/td][td][/td][td]The boolean value of the property to set.[/td][/tr] [tr][td][b]property_value_int[/b][/td][td]int64[/td][td][/td][td]The 64 bit integer value of the property to set.[/td][/tr] [tr][td][b]property_value_float[/b][/td][td]string[/td][td][/td][td]The 32 bit float value of the property to set.[/td][/tr] [tr][td][b]remove_property[/b][/td][td]bool[/td][td][/td][td]Set to true if the property should be removed.[/td][/tr] [/table] Modify the [doclink=features/inventory/dynamicproperties]dynamic properties[/doclink] on items for the given user. …

Recurring In-Game Billing

Users can elect to cancel an agreement at any time from within their Steam account settings. Notification of cancellations will be done through the [webapi]ISteamMicroTxn/GetReport[/webapi] Web API. If your billing agreement is set to the "Game" type, then your backend server will need to the WebAPI [webapi]ISteamMicroTxn/ProcessAgreement[/webapi] to charge the user on each recurring event. …

Early Access

Please take care of your customers on Steam. 5.[b] [i]Make sure you set expectations properly everywhere you talk about your game.[/i][/b] Be transparent with your community. For example, if you know your updates during Early Access will break save files, make sure you tell players up front. …

If so, you should also consider publishing a [doclink=/marketing/event_tools]News Event[/doclink] to share these details with your current players. [*][b][i]Set Your V1.0 Full Release Date[/i][/b] - On the Early Access tab of the Edit Store Page tools a date picker to select a planned 1.0 release date. …

ISteamRemoteStorage Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]If specified, only returns details if the file is owned by the SteamID specified[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]✔[/td][td]ID of UGC file to get info for[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [/table] [section=SetUGCUsedByGC]SetUGCUsedByGC[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SetUGCUsedByGC/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.…

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

[/callout] [b]Configuration[/b] To enable the content cache or make any changes, go to "Settings" and select "Content Cache" from the drop down menu. [docimg=settings.png]settings.png[/docimg] When a game is launched for the first time in your network, the download request will be sent to the server machine. …

ISteamScreenshots Interface

[b]Returns:[/b] bool [b]true[/b] if the game is hooking screenshots and is expected to handle them; otherwise, [b]false[/b]. [subsection=SetLocation]SetLocation[/subsection] [code=cpp]bool SetLocation( ScreenshotHandle hScreenshot, const char *pchLocation );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hScreenshot[/b][/td][td][apitype]ISteamScreenshots::ScreenshotHandle[/apitype][/td][td]The handle to the screenshot to tag.…

[/td][/tr] [tr=k_cubUFSTagValueMax][td][b]k_cubUFSTagValueMax[/b][/td][td]int[/td][td]255[/td][td]The maximum length in bytes of a location metadata string set on a screenshot using [api]ISteamScreenshots::SetLocation[/api].[/td][/tr] [tr=k_nScreenshotMaxTaggedPublishedFiles][td][b]k_nScreenshotMaxTaggedPublishedFiles[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]32[/td][td]The maximum number of workshop items that can be tagged in a screenshot using [api]ISteamScreenshots::TagPublishedFile[/api].…

Step by Step: Stats

[b]What it does[/b] - This method basically wraps a call to [api]ISteamUserStats::RequestCurrentStats[/api] which is an asynchronous call to steam requesting the stats of the current user. This call needs to be made before you can set any stats or achievements. The initial call to this method is made in the constructor. You can call it again any time after that if you want to check on updated stats or achievements. …

[code=cpp] bool CSteamStats::StoreStats() { if ( m_bInitialized ) { // load stats for ( int iStat = 0; iStat < m_NumStats; ++iStat ) { Stat_t &stat = m_pStats[iStat]; switch (stat.m_eStatType) { case STAT_INT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_iValue ); break; case STAT_FLOAT: SteamUserStats()->SetStat( stat.m_pchStatName, stat.m_flValue ); break; case STAT_AVGRATE: SteamUserStats()->UpdateAvgRateStat(stat.m_pchStatName, stat.m_flAvgNumerator, stat.m_flAvgDenominator ); // The averaged result is calculated for us SteamUserStats()->GetStat(stat.m_pchStatName, &stat.m_flValue ); break; default: break; } } return SteamUserStats()->StoreStats(); } } [/code] [h4]OnUserStatsReceived()[/h4] [b]Parameters[/b] - N/A [b]Returns[/b] - Nothing [b]What it does[/b] - This method is a callback that is called anytime you attempt to request stats. …

Store Page Extra Asset Management

When you export videos, include color space information and if possible, set the color space to BT.709. This will guarantee that the final video's color matches the color you expect. [section]Localized Image Management[/section] If you are uploading images that contain text, you can now easily manage localized version of those images all together in an image group. …

Instead, you'll simply insert the same localized image group into every language that you've translated your post into, and Steam will show the correct image to the viewer depending on their language settings. [section]Accessibility Text[/section] For every image that you place in your written description of your store page, you can add alt text, which will be surfaced to players using screen readers. …

Applications

[section=types_of_applications]Types of Applications[/section] The following are the different types of applications that you can create on Steam. You can set the type of your app on the [url=https://partner.steamgames.com/apps/view]General Application Settings[/url] section of the App Admin panel. …

Developer, Publisher, and Franchise Sale Pages

Submit Your Page For Review[/subsection] Once you've got everything set up, you'll need to submit your sale page for review. The Events team will make sure that you're following all of the guidelines and potentially provide some light feedback on the page organization or art. …

[subsection]Additional Requirements[/subsection] Curated sale pages have additional asset requirements, and take extra time to set up due to localization requirements. If you're seeking curated placement, be sure to reach out at least three months in advance to allow enough time to complete all tasks. …

Transferring Applications

If you need to transfer a game or other application to another Steamworks partner account, it can be done entirely through a set of tools built into the Steamworks website. These tools manages the approval process and keeps a history of transfers. Transfers may be useful in cases such as when a game changes ownership, or if an individual forms a corporation and needs to move the game to be distributed under the new corporation. …

Please note that only the partner who has payment rights for the game will be able to set pricing and discounts for shared apps. [section]Transfer of Attached Data[/section] All data, including sales, wishlists, followers, user reviews, etc. are associated with the game and will always be associated with the game. …

ICloudService Interface

Modifying files includes uploading new files, uploading new versions of existing files, and deleting files from Steam Cloud. A set of file modification actions should be wrapped in a [b]Batch[/b]. Batches are used to communicate intent to the Steam Cloud for your set of modifications, and help reduce the likelihood of file conflicts. …

[subsection]BeginAppUploadBatch[/subsection] The first operation for a set of file modifications is to call [code-inline]BeginAppUploadBatch[/code-inline]. This call communicates the set of intended uploads and deletes to the SteamCloud, as well as information about the user's machine which is doing the update. …

Store Page, Building and Editing

. [*]No images, links, or widgets pointing to other games on Steam - This means that you cannot use your store page description to advertise other products on Steam. If you have related products, you can set up bundles, franchises, or developer homepages.[/list] [/list] [subsection]Under "Special Settings" Tab[/subsection] [list][*]Pinned Bundles - Manage the order of the first bundles that appear on your store page - [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4592070813172257798 ]More Info[/url] [*] Related Games that you make - Control which developer, publisher, or franchise is highlighted below each game’s written description - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [*] Feature a DLC - Highlight one item of DLC at the top of the DLC list in a bigger way - [url=https://store.steampowered.com/news/group/4145017/view/4578559379959234050]More Info[/url] [/list] [section]Store Beta Mode[/section] When you are initially creating your store page, or when editing an existing store page, you can see most of your changes in beta mode before making those changes public. …

If you would like to make edits to the store page but do not wish to set it public yet, you can do so by clicking "Save" at the bottom of the page and not publishing those changes. There will be a red bar at the top of the page if there are unpublished changes for the app's store page. …

Anti-cheat and Game Bans

[/olist] [section=Permissions]Required Permissions For Editing Anti-Cheat Policies[/section] [b]Who can set or edit Anti-Cheat policies for my product?[/b] Only certain publisher accounts have the necessary permissions to enable or adjust anti-cheat policies for your products on Steam. …

The following permissions are required for a specific account in order to set or adjust anti-cheat policies for a product: [list] [*] Your account must have the specific permission: "Manage Signing" for the product in question. …

Artwork Overrides

Artwork Overrides allow you to upload bespoke capsule images to market something specific in your game, and then have those special images automatically expire after a set timespan. Artwork Overrides are the only way to include text about major game updates, tournaments, or other time-sensitive events on your capsules. …

No marketing copy asking a user to take an action (eg. no "Prepurchase Now" or "Wishlisting now available" text) Please see [doclink=store/assets/rules]Graphical Asset Rules[/doclink] for more details and important rules on what can and cannot be included in your graphical asset capsules. [/callout] [section]Setting up[/section] Artwork Overrides are configured from your store page Graphical Assets tab. [olist] [*]Begin by uploading your normal default capsule images—check the [doclink=store/assets]Store Assets documentation[/doclink] for detailed instructions. [*]Once you have default images uploaded, you can create an Artwork Override. …

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