[section]Best Practices[/section] DLC can be a great way to offer value to the customers that are interested in investing deeper in the product, it can also have non-monetary costs of customer perception that are harder to measure. It might not be a good idea to launch with a DLC on day 1 as customers may perceive that the full game was ready to release but you chose to take away content from the game to make more money through a paid DLC. …
We recommend that you provide custom pricing for each currency in which you expect your customers to transact regularly. Note that the [code-inline]amount[/code-inline] you pass needs to be in the format that matches the [code-inline]currency[/code-inline] code you pass. …
Refunds can only be made for the full value of the original order. This method has previous versions which are no longer officially supported. They will continue to be usable but it's highly recommended that you use the latest version. …
Custom engines are welcome to build for a wide range of platforms with the large variety of compatibility tools Steam now has available but we recommend either targeting Android 10 or Linux Arm64. …
[subsection]OpenXR[/subsection] See [doclink=steamhardware/steamframe/input][/doclink] for details. [subsection]Foveated Rendering[/subsection] SteamVR supports the following recommended OpenXR extensions: [list] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation]XR_FB_foveation[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_configuration]XR_FB_foveation_configuration[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_foveation_vulkan]XR_FB_foveation_vulkan[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_FB_swapchain_update_state]XR_FB_swapchain_update_state[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_foveation_eye_tracked]XR_META_foveation_eye_tracked[/url] [*][url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_META_vulkan_swapchain_create_info]XR_META_vulkan_swapchain_create_info[/url] [/list] [subsection]Eye Tracking[/subsection] Our current support for eye tracking uses the [b]XR_EXT_eye_gaze_interaction [/b]OpenXR extension. …
[callout]For more details on managing localization of your game and store presence on Steam, please see [doclink=store/localization][/doclink][/callout] There are two primary levels of support for languages on Steam: [olist] [*][b]Full Platform Support[/b] - This set of languages is available for players to select within Steam to run the Steam client in and browse the store in. …
Please see [url=https://store.steampowered.com/news/group/4145017/view/3325361214990632478]New Language Support announcement[/url] for details. [/olist] [section=supported_languages]Full Platform Supported Languages[/section] These are the languages fully supported on Steam. …
[subsection]Add a link from your demo menu screen[/subsection] You can direct customers to the full app from your demo by utilizing the Steam Overlay. The in-app overlay allows you to put a link to the store page right in your app. …
[b]Q: Can my demo users play Steam multiplayer with my full game users?[/b] A: Steam currently doesn't support multiplayer matchmaking between the full game and the demo. [b]Q: What if my demo consists of literally the same files as the full game?…
While Steam Frame is primarily designed for high quality game streaming from a PC, it's also a full PC running SteamOS, with standalone capabilities: games can be run entirely on the headset, not connected to anything. Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. …
([i]Recommendations: We recommend using OpenXR's [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_render_model]XR_EXT_render_model[/url] or [url=https://registry.khronos.org/OpenXR/specs/1.1/html/xrspec.html#XR_EXT_interaction_render_model]XR_EXT_interaction_render_model[/url], or OpenVR's [url=https://github.com/ValveSoftware/openvr/blob/0924064316de3effbcd1acf1e309182a2deb1c05/headers/openvr.h#L4782]IVRRenderModel[/url] interface, for obtaining the controller model mesh at runtime in order to automatically support current and future devices.[/i]) [*][b]controller support[/b]: your game must support Steam Frame's physical controls. …
The currencies listed as "live" below are currently available to customers on Steam. Currencies listed without being Live are ones where we collect prices and plan to release at some point in the future. …
[subsection]Region Groups[/subsection] In areas where Steam does not support local pricing, you may still offer a different, usually discounted, USD price. [b]USD_CIS[/b] We recommend a discounted USD price in the Commonwealth of Independent States and affiliated countries where we don't have local pricing. …
You can create these packages by going to the “All Associated Packages, DLC, Demos And Tools” page and hitting the green “Create Standard Packages” button up top. You can also send us a note to get help any time, via the Support button at the top of this page. [b]Q: What currencies does Steam support?[/b] A: A full list of currencies can be found in the [url=https://partner.steamgames.com/doc/store/pricing/currencies]Supported Currencies[/url] page, which also includes information on which currencies support pricing and purchasing in partial unit amounts, how they're reported and in what increments. …
Please see [doclink=/marketing/advertising]Advertising on Steam[/doclink] for details. [b]Q: Does Steam pricing support "paywall" games?[/b] A: No. Steam does not support models where a customer is blocked and needs to pay to continue playing. …
[/section] Advance Access is a Pre-Purchase incentive, in which customers that Pre-Purchase a "Deluxe" package(s) of your game are given access to the game earlier than customers that Pre-Purchase the "Standard" (most basic) package. …
[h4]Q: Can I do a pre-purchase/Advance Access for an game that's launching into [doclink=store/earlyaccess]Early Access[/doclink]?[/h4] A: No. Advance Access is only available for the full release of the game. [h4]Q: Will Steam grant advance access to other content in the package such as pre-order bonus DLCs and soundtracks? …
[section]How the Payment System Works[/section] The payment system is a combination of whatever purchase process you have in-game, the Steam billing web service, and a customer approval process. The purchase process occurs in the following sequence. Your user always starts and completes their order in your game. …
A refund may be initiated by the customer. [*] [code-inline]PartialRefund[/code-inline] - One or more items in the cart have been refunded. Check itemstatus field of each item for details. [*] [code-inline]Chargedback[/code-inline] - Order is fraudulent or disputed and product should be revoked by the game. [*] [code-inline]RefundedSuspectedFraud[/code-inline] - Order was refunded by Valve because it was suspected to be fraud. …
[/i] [section]Dynamic Resolution[/section] The Steam Frame Unreal Engine integration also supports Dynamic Resolution, which allows the runtime to request that Unreal runs at a specific resolution in order to balance framerate and visual quality. …
While most of the workflows and behavior are the same between the two, there are some differences highlighted below. [subsection]Code Requirements[/subsection] In order to use LinuxArm64 on the device, there is an additional commit that needs to be pulled from GitHub. This code adds support for detecting the device on startup and setting scalability, adds support for additional texture formats on LinuxArm64, as well as provide a few feature fixes to Unreal Engine that should be rolled into future Engine updates. …
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. …
[/b] A: When a user is banned via the ICheatReportingService, the following happens: [list] [*] The account cannot join secure servers for the AppIDs they are banned. [*] The ban is publicly displayed on their Steam Community profile. [*] If the user is accessing the game via [url=https://support.steampowered.com/kb_article.php?ref=3784-QLBM-5731]Family Library Sharing[/url], the ban is also applied to the actual owner of the game. [*] The user will not be eligible for an automatic refund [/list] More details can be found in our customer facing FAQ: [url=https://support.steampowered.com/kb_article.php?…
[subsection]Requirements for Steam Deck and Steam Machine[/subsection] [b]Input[/b] [list] [*][b]Controller Support[/b]: [list][*]On Steam Deck, your game must support Steam Deck's physical controls. On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]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] Removing products available on Steam from the Deck/Machine store or library isn't a supported feature. These devices are an extension of Steam, so customers both expect and have access to the same store and library that they would on any other PC. …
We recommend generating images and videos that are 1170px wide in order to maximize quality on high DPI displays (780 logical pixels wide column * 150% DPI scaling). If you upload larger images (up to 4096px wide), viewers will see an option to see the image in full screen, which can be helpful for roadmaps or images with a lot of text. …
To add alt text, navigate to your store page editor, select the 'Description' tab and click the blue button right above the 'Upload Custom Image' section. Alt text will also export/import along with your other store page text on the 'Localization' tab. [section=error]Asset Error[/section] We currently support the following file types for extra assets: PNG, JPG, GIF, WEBP, MP4, and WEBM. …
So we want to make sure that we're really optimizing for that platform first, but pretty soon that will be the Big Picture replacement. [b]Does Deck only support full screen mode?[/b] The Steam Deck will automatically run games in full-screen by default. However, if you drop to desktop, you can run games in windowed mode. …
[b]How do I make my game with multi-touch support work properly?[/b] If your game utilizes multi-touch support, there is a drop-down option on the partner site under "Steam Deck Touchscreen" called "Touch API Pass-through" that you will need to select in order for multi-touch input to work. …
[section=Overview]Overview[/section] In order to properly test your application on Steam, you should understand how Steam delivers files to the user. Before getting started you should be familiar with all of the concepts outlined in the [doclink=store/application][/doclink] documentation. …
Instead of having its own separate store page, your Steam Playtest signup will live right on your main game, so that customers can sign up and access the playtest but still Wishlist or Follow the main game. Check out the [doclink=features/playtest][/doclink] documentation for the full set-up instructions, configuration scenarios, best practices and FAQs. …
v=Fwv1G3WFSfI]Robin Walker’s full presentation[/url] from Steam Dev Days. [callout][b]Note[/b]: Customers expect to be able to download your game and future updates within the Steam client. …
Check out the [doclink=sdk/uploading]SteamPipe Documentation[/doclink] for details. Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. 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. …
[section]Overview[/section] This guide explains how languages are supported across Steam. Steam is a global platform with full official support for 29 languages across many platform features. Supporting as many languages, currencies and payment methods as possible enables Steam to provide the best experience possible to customers around the world. …
[/callout] [section=ingame]Managing In-game Translation[/section] You can also tell customers what language your product supports in-game. There are options for Subtitles, Interface, or Full Audio for each language. [docimg=ingame.PNG]ingame.PNG[/docimg] [i]Example of in-game language options on Steam[/i] If a game supports multiple languages, but the language specific content is small, it isn't necessary to break the content into distinct depots. …
Even if you are asking for feedback that will impact gameplay, customers need something to start with in order to give informed feedback and suggestions. 7. [b][i]Don't launch in Early Access if you are finished with development.…
You will still be able to run discounts, featured in promotions, and be organically recommended to other customers. However, you will not receive your full launch visibility until you are fully released. See [doclink=marketing/visibility]Visibility on Steam[/doclink] for more information. …
The player can remap any physical input to any other physical input -- such as making the "A" button simulate the keyboard "Enter" key, make a full pull of the left analog trigger simulate a mouse click, etc. This mode works with [i]any[/i] supported input device, not just the Steam Controller. …
[subsection]Steam Input API[/subsection] The Steam Input API is the application programming interface developers use to talk directly to the SIC in Native mode. The API is not necessary in order to support Legacy mode. You can find full documentation for that here: [api]ISteamInput[/api]. [subsection]Controller Configuration[/subsection] Players can set up fully customized input mappings for any game in their library, using native mode, legacy mode, or even a mix of both. …