Steamworks Documentation
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SteamVR for Enterprise / Government Use

[/list][section]Installation/use of SteamVR in an environment without internet access[/section] Many enterprise or government users are unable to use the Steam client to access the SteamVR Runtime, particularly due to restricted internet access behind corporate firewalls or on PCs without any internet connection. In order to address this issue you can download one initial copy of the SteamVR Runtime onto a PC with full internet access and then copy it manually onto the target PC(s). …

Copy this entire directory onto a portable medium of your choice (e.g. a USB thumb drive) and copy it again onto the target PC that does not have access to the internet. [*]In order to run SteamVR you should start the file "vrstartup.exe" [*]SteamVR should now be running on the new PC and support any application that is built using the OpenVR SDK, the SteamVR Unity Plugin or the VR tools within Unreal Engine. …

Steam Overlay

[/list] [section=FAQ]Frequently Asked Questions[/section] [b]NOTE:[/b] You may find additional answers on the customer facing support site such as this topic: [url=https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014]Steam Community Overlay does not Activate[/url]. …

[/b] Please refer to this [url=https://microsoft.github.io/DirectX-Specs/d3d/D3D12onWin7.html#add-support-to-d3d11on12]Microsoft document[/url] on how to add Steam overlay support. [h4]Q. My game runs in a browser. Can the Overlay work in that?…

Wishlists

Along the way, this gives you a sense of the level of interest by potential customers and a way of notifying interested customers when your game releases or goes on discount. https://youtu.be/AVo9fVPcls0 [section]Wishlist Notifications[/section] Email notifications may be sent to customers based on a variety of trigger actions related to your game, dlc, or software on Steam. …

This period may be extended in periods of high notification traffic (such as Steam seasonal sales). [b]Customer permissions impact their receipt of emails[/b] Customers must have verified their e-mail account to receive messages, and that some customers may have configured their e-mail preferences to not receive some or all of these kinds of e-mails. …

Sale Page Tools - Minimum Requirements

For sale landing pages, there is a robust set of tools that provide a lot of power and customization. Described here are the minimum set of requirements for a basic page. << [doclink=marketing/event_tools/sales/tools]Back to full sale page tools[/doclink] >> [doclink=store/assets]Go to full graphical asset list [/doclink] Sales page Events are made up of two parts: [olist] [*][b]The announcement[/b] - This is the part of the event that shows up as 'news' on your group's page and in the News Hub for any users that follow your group or developer homepage. [*][b]The landing page[/b] - The sale event page itself that features the games, broadcasts, and/or events that you configure. …

[/list] See full [doclink=marketing/event_tools/sales/tools]sale page documentation[/doclink] …

Action Manifest Files

[callout]Reminder: you will want to double check that you've setup localization tokens in the action manifest for each language supported by your game [/callout] [subsection]Step 3 - Find your configuration[/subsection] Next you will run the following Steam URL to dump the configuration into your OS-specific documents folder, ex: My Documents on Windows (replace [code-inline][your app id][/code-inline] with your title's AppID): Windows Commandline: [code] start steam://dumpcontrollerconfig?…

_getcwd( rgchCWD, sizeof( rgchCWD ) ) ) { strcpy( rgchCWD, "." ); } char rgchFullPath[1024]; #if defined(_WIN32) _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s\\%s", rgchCWD, "steam_input_manifest.vdf" ); #elif defined(OSX) _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/steamworksexample.app/Contents/Resources/%s", rgchCWD, "steam_input_manifest.vdf" ); #else _snprintf( rgchFullPath, sizeof( rgchFullPath ), "%s/%s", rgchCWD, "steam_input_manifest.vdf" ); #endif SteamInput()->SetInputActionManifestFilePath( rgchFullPath ); [/code]…

Steam Community

[/list] [b]Note[/b]: An account must have 'Edit App Metadata' privileges for the app in question in order to edit this section. It's also a good idea to browse other product hubs to get an idea of what customization options you might want to take advantage of. …

This applies both to full versions of your game and to content patches that change the existing version.…

Depots

A depot is a logical grouping of files which are all delivered to a customer as a single group. Depots are uniquely identified by a [b]Depot ID[/b]. When a customer installs an app, one or more depots are downloaded and "mounted" on their local drive, according to the rules outlined in the [doclink=#depot_mounting_rules][/doclink] below. …

Without any other changes, all owned depots are mounted by default in the order listed. The depot's name can be anything and is not part of the mounting rules. The depot order defines the mounting order, and files in depots that were mounted later override files in depots that were listed earlier. …

Adding A New Currency

From time to time, Steam will add new currency support to the Steam wallet. This will affect both Pay for Purchase titles on the Steam store and In-Game sales made through the [doclink=features/microtransactions]In-Game Purchasing/Microtransaction[/doclink] APIs. …

For example, if a customer in Mexico is trying to purchase an item in-game they would see something like "this item costs $10 USD and you will be charged 130.14 Pesos for this transaction". …

Pre-Purchasing on Steam

This gives your title the biggest opportunity to create buzz and visibility at a point where customers can actually play the game and share their excitement with their friends. Customers playing your game also means those customers’ friends are seeing them launch the game and post screenshots, discuss in the forums, etc., which can drive those other users to check out the game themselves and take advantage of the limited-time discount. Most pre-purchase campaigns just don’t bring in much in the way of sales, and it's far better--in terms of both revenue and customer awareness--to save that buzz and excitement for when customers can actually play your game or use your software. Running a prepurchase/preorder can also be a risk for both customers and Valve. …

Licensees

Just add games to your license pool and they will be available to anyone running Steam on your network. [h4]Support for Personal Steam Accounts[/h4] Using dynamic license management, your customers will be able to play your games using their own Steam accounts. This means that they can earn XP, badges, collect game drops, or even make in-game purchases within your business just as they would at home. This brings the full Steam experience to your organization and your customers. Patrons can purchase in-game content or DLCs for games they're "checking out" while in the arcade. …

Release Options

Click "Post As Coming Soon" to view options and to make your page live for customers. There is no option on your store page for customers to purchase or play your game at this stage. This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. …

Selecting "Publish Now" from the subsequent options will kick off your full release and will make your product immediately playable for customers. Your title will then appear in the store as fully released. …

Getting your game ready for Steam Deck and Steam Machine

All recommendations here are targeted at meeting customer expectations around input and display, improving performance, and taking full advantage of the new opportunities provided by the Steam Deck and Steam Machine. …

(Note: Proton includes a DirectX-to-Vulkan translation layer. If your game or engine has high-quality DirectX support but no Vulkan support, it's likely that this automated translation layer will exceed the performance of doing a custom Vulkan implementation.) [*][b]Video/Audio Codecs[/b]: We recommend using standalone codecs (eg., VP9 or AV1) rather than codecs that are tied to a specific vendor (eg., WMF). …

Game Soundtracks on Steam

[section]Overview[/section] Steam supports selling and downloading of game soundtracks. The work to create and associate a soundtrack is minimal, so we encourage you to create a soundtrack app if you think even a small number of customers would be interested in the music content of your game. …

[h4]Track Numbering[/h4] The Steam Music Player determines play order from the filenames, not the metadata. If your soundtrack's play order is important, the track number should be included at the start of the filename. …

Season Passes

For example, "The Glitterlands Expansion". This doesn’t have to be a full product reveal for each piece of DLC – it’s fine if the full reveal comes later – but your Roadmap should give customers a good sense of the scope and timeline of all the content they’re purchasing via the Season Pass. In the Content Release Description (Public), you should enter a text description of the DLC. You can also add supporting images. This information is public and customer-facing, so think about this as an opportunity to get customers interested in the content. …

Sale Page Tools - Section Types

[/list] [subsection]Section Options[/subsection] Each section has a few options you can specify [list] [*][b]Section Title[/b] - You can choose from a list of titles that are already translated and ready to go, or you can enter a custom title. 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. …

You can display these games using various layouts (carousel, list, grid, etc.). [/list] [b]Game Ordering:[/b] [list] [*]Based on user interest, determined by revenue or wishlists. [*]For upcoming games, wishlist-based ordering is recommended since revenue data may not yet exist. …

Sale Page Tools - Background Groupings

Background groupings allows you to configure background visuals that span one or more section of your sale page. These backgrounds span the full width of the page, and let you apply various formatting of images and/or gradient colors. [section]Before you start[/section] In order to make use of this feature, you will need to: [list] [*]Review the [doclink=store/promo]rules and guidelines[/doclink] for the type of event you are running. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …

[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…

Getting Started for Developers

[section]Overview[/section] The Steam Input API is designed to allow you to easily enable [i]full support[/i] for Steam Input devices in your game. We define full support as the follows: [list] [*] Your game uses the proper controller-specific glyphs when showing in-game input prompts. [*] The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons. [*] You've published an official configuration for the controllers you support. [*] Your game doesn't restrict the user's ability to customize their controls. …

[docimg=steamworks_steam_input.png]steamworks_steam_input.png[/docimg] [*] Scroll to the section called "Steam Input Template". Select the "Custom Configuration (Bundled with Game)" option in the dropdown. (If you were not planning on adding native support and just want to select from common legacy mode presets, here is where you would do so). …

Steam Tags

Tags are ordered on your game page by the amount of weight each has on your game, as a result of your own sorting in the Tag Wizard. This can be modified over time as a number of players apply particular tags to your game. …

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. As customers add more tags, the weight for those tags will increase. …

Bundles

[subsection]Bundle list on your store page[/subsection] Up to three bundles can appear on your game's store page, appearing just below your other purchase options. [b]Default order[/b] - By default, bundles are ordered by price starting with the least expensive bundle for the user viewing the page. [b]Overriding the order[/b] - The game developer can override the order that bundles appear by pinning one or more bundles via the store page editor. …

Yes, please check out the new [url=https://partner.steamgames.com/doc/store/application/bundles/collaborative]Collaborative Bundles[/url] feature. [*][b]Q. Can I change the display order of the packages included in the bundle?[/b] A. Yes, you can drag and drop the order of the packages in your bundle to change the order in which they are displayed on the bundle store page. [*][b]Q. …

Steam Hardware and Proton

The team has been working on and improving Proton for a while now, and it has a large amount of coverage. Most APIs are already supported by Proton, and most games work out of the box. We're continuing to improve Proton compatibility, and our goal is to get as close to full coverage as possible. …

Access to the tools is still a work-in-progress and this page will be updated with more information in the coming days. [section]Proton Anti-Cheat Support[/section] Proton supports some common anti-cheat middleware, including Easy Anti-Cheat and BattlEye. [list] [*][subsection]Easy Anti-Cheat[/subsection] Proton supports Easy Anti-Cheat without requiring any recompilation, but it does require you to manually enable support for your build. …

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