[/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.…
float m_flConnectionQualityLocal; /// Packet delivery success rate as observed from remote host float m_flConnectionQualityRemote; /// Current data rates from recent history. float m_flOutPacketsPerSec; float m_flOutBytesPerSec; float m_flInPacketsPerSec; float m_flInBytesPerSec; /// Estimate rate that we believe that we can send data to our peer. /// Note that this could be significantly higher than m_flOutBytesPerSec, /// meaning the capacity of the channel is higher than you are sending data. /// (That's OK!) …
If you send data faster than this, it must /// be queued and put on the wire at a metered rate. Even sending a small amount /// of data (e.g. a few MTU, say ~3k) will require some of the data to be delayed /// a bit. /// /// In general, the estimated delay will be approximately equal to /// /// ( m_cbPendingUnreliable+m_cbPendingReliable ) / m_nSendRateBytesPerSecond /// /// plus or minus one MTU. …
A user can further refine these settings in [b]VR Settings -> Video -> Per-Application Video Settings[/b]. A user can also use [b]Reset to Default[/b] to restore the default settings suggested for this game. …
/vrpreferences.json' [/code] To fully validate that all preferences are being picked up, use [b]VR Settings -> Video -> Per-Application Video Settings[/b], press [b]Reset to Default[/b] and check the defaulted settings against the specified preferences.…
To mark an item as being customizable, update the ItemDef with the property [code-inline]"accessory_tag"[/code-inline] whose value is a per-item tag category token. Example - [code=json] "accessory_tag": "sticker", [/code] For this ItemDef, a per-item tag whose category is "sticker" will be treated as an attached accessory. The [i]value [/i]of the per-item tag will be the ItemDefID of the accessory item. Recall that per-item tags persist for the life of an item, including through ownership changes. …
These properties are similar to [doclink=features/inventory/itemtags#PerItemTags]per item tags[/doclink]. However, unlike per item tags which are considered immutable, these properties are dynamic because they can be modified either through a secure Web API call or through the Steamworks API. …
Currently you can modify up to 100 items for a user in each call. This call is rate-limited on a per user basis, so you will want to batch up your modifications and send them at an appropriate time for your game. There is also a maximum of 1024 bytes of JSON per item at this time. …
Typically, a customer will have to tune this value to get this ratio correct, but it's quite possible to "pre-calibrate" this value so that the tuning step can be skipped. [list] [*] In your game code: set your camera-angles-per-mouse-pixel ratio to 0.022 degrees per pixel. i.e. one mouse dot will turn your camera 0.022 degrees. [*] Set your default user mouse sensitivity to 2.5x. [*] These are the standards used in Source 2 engine games. This is why the default "Dots per 360 setting" is 6545. 360degrees / ( 0.022 * 2.5 ) = 6545.45' [/list] [/list] [subsection]Graphics[/subsection] [list] [*][b]Vulkan API[/b]: We recommend targeting Vulkan as your primary graphics API for best performance and battery life. …
Consider the case where you'd like to track an average statistic, such as "Points earned per hour". One approach would be to have two stats, an INT "TotalPoints" and a FLOAT "TotalPlayTimeHours", and then divide points by time to get Points per Hour. …
Let's set up an AVGRATE stat to implement "points per hour" where only the previous 20 hours of gameplay affect the value. To do this, you would: [list] [*] Note that, because the average will be "per hour", the time units on all time parameters associated with this stat will be "hours". …
[subsection]Display as a grid[/subsection] You can choose how many rows and how many items per row you display for each section. There are a few different options to make the layout interesting. 2/3/4/3 [subsection]Special options for single item-per-row[/subsection] If you choose to display a single (1) item per row, then you'll find a new set of options appears for how to display that single item. …
[h3]Create and add your dedicated VR accounts[/h3] [callout] [list] [*]First, please go ahead and create one Steam account per VR station that will be used at the location. Create the [url=https://store.steampowered.com/join]new Steam accounts here[/url]. Make sure to write down account name and email address used; you will need this later to register the accounts with your commercially licensed account. [*]Once the accounts have been created, you will need to go back to the [url=https://partner.steamgames.com/home]Steamworks website[/url] (make sure you're logged in with your [b]master account[/b]) and go to the "[i]Users & Permissions[/i]" menu option and select "[i]Manage Users[/i]". …
With the VR arcade model you will need to purchase game licenses with the station's individual Steam account directly - once purchased, they cannot be transferred or used by another station. You will need [b]one game license per account[/b].[/callout] …
We will automatically check whether your game qualifies several times per day. [section]FAQ[/section] [h4]Q. What metrics are used to qualify a game for profile customization features?[/h4] [b]A.[/b] Our confidence metric is based on sales and player engagement figures. …
Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. We do not find that lack of profile customization options is a major factor for customers who are deciding whether to buy your game. …
[section=initial-setup]Initial Setup[/section] To set up Steam Cloud you must set the [code-inline]Byte quota per user[/code-inline] and [code-inline]Number of files allowed per user[/code-inline] options on the [url=https://partner.steamgames.com/apps/cloud/]Steam Cloud Settings[/url] page in the Steamworks App Admin panel. This quota is enforced on each Cloud-enabled game, on a per-user-per-game basis. It's recommended to set the values to reasonable amounts for your game title. [b]NOTE:[/b] Don't forget to click Save at the bottom of the page, and Publish your updated settings. …
"tags":"class:troll;farms:gold;rarity:common;type:character;handed:left" [/code] [subsection=PerItemTags]Per-Item Tags[/subsection] When an item is created from a [code-inline]generator[/code-inline], [code-inline]playtimegenerator,[/code-inline] or [code-inline]bundle,[/code-inline] you can assign it tags that it will keep throughout its lifetime and persist across ownership changes. …
(see [doclink=features/inventory/schema#PlaytimeDrops]Playtime Item Drops[/doclink] below)[/td][/tr] [tr][td]drop_max_per_window[/td][td]integer . Numbers of grants within the window permitted before Cool-down applies. Default value is 1. Limited at 10 per window. …
And, (3) How long is the cool-down window before we can grant another item drop? The same control exists per itemdef. Values set at the item will override any settings at the application for that specific item. This allows each item to have their own drop rate, max-per-window and cool-down window. …
Wenn Sie mit den Vorschriften des Nutzungsvertrags nicht einverstanden sind, bringen Sie dieses Spiel bitte ungeöffnet und gemäß den Rückgaberichtlinien zu Ihrem Einzelhändler zurück. [b]Italian:[/b] PER ATTIVARE IL GIOCO, È NECESSARIA UNA CONNESSIONE A INTERNET E UN ACCOUNT DI STEAM GRATUITO. AVVISO: il prodotto offerto è soggetto all'accettazione del contratto di sottoscrizione a Steam (“SSA”). …
Se non accetti i termini dell'SSA, dovrai restituire il gioco ancora chiuso al tuo rivenditore nel rispetto della sua politica per i resi. [b]Japanese:[/b] 製品の有効化には、インターネット接続および無料のSteamアカウントの登録が必要です。 注意:製品は、Steam利用規約(SSA)に対するお客様の同意を前提条件として提供されています。この製品を有効化するには、インターネットに接続した状態で、Steamアカウントに登録し、SSAに同意する必要があります。…
Game profiles are great to theme around updates or new DLCs and you can have multiple per game. If you are coordinating your Game Profile with a Steam event, you can optionally prevent the item from appearing on the Point Shop until the event has started using the "Available From" time field on the item.…
Note that this time field cannot be changed once you publish your approved items. [subsection]How many items can I upload per item type?[/subsection] You can upload a maximum of 10 items per item type. Please note that items cannot be deleted once they are published. …
[/doclink] [subsection]Seasonal Sales[/subsection] There are four major seasonal sale events per year, which take over the Steam store experience in a big way. All games on Steam are invited to participate with a discount. These four events are Spring, Summer, Autumn, and Winter. …
"[/b] A: Discounts may display differently to customers in different parts of the world, per local laws. Please note that the discounted price is still used, it may just not be displayed as a strikethrough price in all territories. [*][b]Q: I thought the cooldown was 28 days, not 30 days?…
[/url][/h4] [/list][/callout] [callout] [list] [*][u][b]VR Arcades Only - Dedicated Steam Account per VR station[/b][/u] This model allows VR arcades to create a dedicated Steam account for each station. This will allow patrons to simply walk up to the VR station and dive into Virtual Reality without having to log in or create a Steam account. …
[subsection]Limits[/subsection] [table] [tr] [th]Item[/th] [th]Limit[/th] [/tr] [tr] [td]Achievements per app[/td] [td]5,000 (100 for apps that have not yet been vetted)[/td] [/tr] [tr] [td]Sets per app[/td] [td]40, including the base game set[/td] [/tr] [/table] Archived achievements count toward the achievement limit. …
[/td] [/tr] [tr] [td][code-inline]field[/code-inline][/td] [td][code-inline]name[/code-inline] or [code-inline]description[/code-inline].[/td] [/tr] [tr] [td][i](one column per language)[/i][/td] [td]The text for that language, for example [code-inline]english[/code-inline], [code-inline]french[/code-inline], [code-inline]german[/code-inline].…
Check out the [doclink=features/workshop][/doclink] documentation and [url=http://steamcommunity.com/groups/steamworks/discussions/9/]Steamworks Developer Discussions[/url] for more information about the Steam Workshop. [/olist] Overall, being a slave to metrics like revenue-per-day or per-user can drive short-term decisions that harm your players and the longevity of your product. Watch the full Steam Dev Days talk above for specific examples and additional insights. …
Supported values: 1 - 255 [*] [b]recurringamt[0][/b] - Amount to be billed for future recurring billing transactions. [/list] A user may only have one active billing agreement per game. You may create a new billing agreement for a user at any time, but all previous billing agreements will be disabled upon completing a [webapi]ISteamMicroTxn/FinalizeTxn[/webapi] call. …