[docimg=cs2libheader.jpg]cs2libheader.jpg[/docimg] [b]Usage:[/b] Appears in various places in the Steam Client Library, including Recent Games. If not set, then the Store Asset Header Capsule is used. [b]Design:[/b] This image should focus on the branding of your product. For best results, please use similar artwork to the Library Capsule or Store Asset Header Capsule and make sure the logo is clearly legible. …
[/td][/tr] [tr][td][b]pchMetadata[/b][/td][td]char *[/td][td]Additional game metadata that can be set on the beacon, and is exposed via [api]ISteamParties::GetBeaconDetails[/api].[/td][/tr] [/table] Create a beacon. You can only create one beacon at a time. …
[/td][/tr] [tr][td][b]pchMetadata[/b][/td][td]char*[/td][td]Buffer to receive any additional metadata the game has set on this beacon (e.g. game mode). Will be NULL terminated on success[/td][/tr] [tr][td][b]cchMetadata [/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]Size of the above buffer.…
Use Steam’s “Smart Section” sorting whenever possible to help with this.[/list] [subsection]Get Permission & Set Expectations[/subsection] [list] [*][b]7) Steam Approval is Required[/b] - Use of sale page tools and any on-Steam promotion are subject to approval by the Steam Events Team. [*][b]8) Secure Third-Party Approval & Manage Expectations [/b] - As always, Steam requires you respect the intellection property (IP) rights of others and secure appropriate permissions to include any games, assets, or IP in your event. …
Remind your participants of any last-minute things they need to be aware of or to set live on the day of the event[/td][/tr] [tr][td]Day 0[/td][td][b]Event Launch![/b][/td][td]Your event begins![/td][/tr] [/table] [section]Example Assets[/section] Here are some example assets we've received from past events. …
Note: If you have multiple apps in a single package (this is uncommon), you can see in the Sales & Activations Reporting portal as to which app the sales of that package are being attributed. [subsection]Global and country-specific[/subsection] For a set of most popular countries on Steam, we generate country-specific top sellers lists as a default so the lists can pick up on regional differences in customer interests. …
[code-inline]setup.ini[/code-inline] is the first configuration file loaded by the setup application. This file is used to configure all language independent settings. The values in this file can be overridden by language specific configuration files. The syntax is "parameter" "value". …
Once your game becomes eligible, it can start appearing on the calendar within about a day. [b]Tip:[/b] To maximize your visibility, set your release date at least 60 days in advance to be eligible to appear on the dedicated calendar page, and at least three weeks in advance to be eligible to appear on the front page. …
[/list] [section=gameplay_recommendations]Gameplay[/section] [subsection=adjustable_difficulty]Adjustable Difficulty[/subsection] [h4]Why is this tag important to players?[/h4] Difficulty settings allow players to match their experience to their abilities and preferences. For example, difficulty designed to be engaging for a player with full mobility might be frustrating for a player with limited mobility. …
[h4]Recommendations[/h4] [list] [*] If possible, provide granular controls over difficulty settings. For example, an FPS might allow adjusting enemy health, aim assist, one-hit kills, or invulnerability. [*] When providing preset difficulty levels (easy, medium, hard, etc.) explain the difference between the levels. …
[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.[/td][/tr] [/table] Set the rich presence data for an unsecured game server that the user is playing on. This allows friends to be able to view the game info and join your game. …
[/list] [subsection=GetGameBadgeLevel]GetGameBadgeLevel[/subsection] [code=cpp]int GetGameBadgeLevel( int nSeries, bool bFoil );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]nSeries[/b][/td][td]int[/td][td]If you only have one set of cards, the series will be [b]1[/b].[/td][/tr] [tr][td][b]bFoil[/b][/td][td]bool[/td][td]Check if they have received the foil badge.…
. [*] lang - is an optional ICU language code ('en' for English) that sets the default language on the checkout page. This optional field is not authenticated. [/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …
. [*][b]June 14[/b] - [b]Steam Next Fest: June 2027 begins at 10am PDT[/b]; set your demo live (or opt out if your plans have changed) before 10am PDT. [*][b]June 21[/b] - Steam Next Fest: June 2027 concludes. [*][b]June 21[/b] - Steam Next Fest: June 2027 Wrap-Up (featuring games with the most played demos of the Fest) launches. …
We recommend a PlayStation 4 or 5 controller, but any controller will allow you to get started.The PlayStation controllers offer the closest set of controls in that they have a built-in gyro and they have trackpad. If your game intends to make use of Steam Deck specific inputs, of course you'll need a Deck to really dial in those controls. …
They'll also allow for a more ergonomic interaction between the cursor controls and the rest of the inputs. Touch interfaces often require a set of different affordances that may or may not make sense for your particular game, so it's going to depend on the genre and style of interface you're targeting. …
Before using Encrypted Application Tickets, you must generate a private key for each title. You can do this by navigating to Edit Steamworks Settings for your application and selecting 'SDK Auth' from the 'Security' drop-down. This key will be associated with your title's AppID and any downloadable content for that title. …
If the user does not own the current AppID, then [code-inline]m_eAuthSessionResponse[/code-inline] field of the [api]ISteamUser::ValidateAuthTicketResponse_t[/api] will be set to [api]steam_api::k_EAuthSessionResponseNoLicenseOrExpired[/api]. After receiving a user's Session Ticket and passing it to [api]ISteamUser::BeginAuthSession[/api] then, [api]ISteamUser::UserHasLicenseForApp[/api] can be used to determine if the user owns a specific piece of downloadable content. …
[list] [*] [b]response[/b] [list] [*][b]success[/b] - True if the method was successful. If the asset server is returning false, it should set error to a string that explains why. [*][b]error[/b] - a string describing why this call failed. This message will be recorded in the error log, which is available under the Economy tab on the Steamworks site. [*][b]failed [/b] - an array of item definition IDs that were successfully updated by this call. …
[/b] We receive this question quite regularly, but very rarely permit mods to be sold; the reason being is that it sets an expectation that Valve has assigned a level of oversight and quality control over the development and ongoing support of the mod that we are unable to provide. [*] [h4]Q: Does my mod have to require ownership of the (modded) base game when I distribute my mod on Steam? …
These triggers may change in the future, but this is a description of current set of features. Discount e-mails typically send within a few hours of your product's release or discount. In high volume e-mail periods, time to notification will be longer. …
[/b] Your game needs to have at least a 'coming soon' page publicly visible before you can send copies of your game to Steam Curators. Once your store page has been reviewed, approved, and you've set it live, you may use Curator Connect for that game. Note that you need to have a build of your game uploaded so that Curators can play it when they receive it. …
Additional revenue share is accrued towards any 'Game' app or 'Application' app on Steam. To check your app type, navigate to the 'Edit Steamworks Settings' page, which is found under the 'Technical Tools' heading on the App Landing Page. Alternatively, you can use the following link, filling in your specific appID: https://partner.steamgames.com/apps/view/YourAppID [*] [b]Q. …
If you have an older game on Steam, you may want go back and go through the tagging wizard to make sure your game has complete set of tags to accurately describe the elements, themes, and genres of your game. For more on tags, please see [doclink=store/tags]Steam Tags documentation[/doclink]. …
You will need to complete all required information before we can fully set you up in Steamworks. If you are requesting an ITIN or EIN for the purposes of tax withholding, please wait until you have the necessary ID in hand before completing the digital paperwork. [*][h4]Q. …