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. …
Steam does not contain any paid advertising, nor are advertising models supported in games distributed on Steam. There are varying interpretations for what constitutes ‘advertising’ in a game, so the examples below are meant to help guide developers as to what is and is not supported on Steam. …
We recommend taking advantage of [doclink=marketing/widget]Store Widgets[/doclink] and [doclink=/marketing/utm_analytics]UTM Analytics[/doclink] to help enhance and measure the effectiveness of any off-Steam campaigns. [/list] [section]Not Supported[/section] [list] [*]Developers should not utilize paid advertising as a business model in their game, such as requiring players to watch or otherwise engage with advertising in order to play, or gating gameplay behind advertising. …
[/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. …
[h4]Bans[/h4] Bans are a last resort for violations of the [url=https://support.steampowered.com/kb_article.php?ref=4045-USHJ-3810]Steam Community Rules And Guidelines[/url]. They should be temporary in order to serve as a reminder of the discussion rules. …
See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …
This at least provides a fair distribution of viewers. The capsules are presented in descending order by priority bucket and by viewer count within each priority bucket. …
[subsection]In-Game Purchases (Microtransactions)[/subsection] Microtransactions offer customers the option to purchase additional content while playing a game. With the Steam Microtransaction APIs, your Steam game can support all kinds of in-game purchases, including items, virtual currency, or any other content you’d like to offer. …
You will pass that information using the InitTxn API. We recommend entering pricing in your database in every supported currency so that users will see a price displayed in a currency they are familiar with. Otherwise, customers may see a price displayed in a currency they aren’t familiar with and will cancel the purchase out of caution. …
The API will automagically do the right thing here for stick based input, so you'll still get a tune-able stick input if your camera is applied to an analog stick (PS4/Xbox style) with full dead zones/response curves/etc. that you can specify in your default configuration. This same input will then work across joysticks, track pads, or motion control gyros (steam controller/ps4) as well as future support for mice. …
By default, this will only affect configurations already using Steam Input API as to not disrupt existing players who have been using Steam Input to existing gamepad support. If you're removing XInput or other gamepad APIs then you will want to set the "major_revision_affects_xinput" flag in order to update existing players. …
It's up to you to decide what accessory types to support, and what cosmetic or gameplay effects different accessory types might have. You may also choose to support different types of accessories on different item types in your game. …
Adding two instances of the same accessory to an item is not currently supported. Attempting to do so will fail in the ExchangeItems call and will not consume the accessory item.…
[/callout] [*][b]Tax information[/b] You’ll be directed through a brief tax questionnaire to determine your tax status and withholding rate. The information you need in order to complete the questionnaire will depend on whether you are signing up as an individual or as a company, and where you or your company is located. …
You cannot make changes to your tax information until this process has been completed.[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. …
The files should have a fade to black baked into the bottom of them for a smooth transition to black on the profile bottom. The sides of profiles can now be full-screen, so the right and left sides can be full-bleed. Refer to the template (downloadable above) for the area in the middle occluded by the profile.…
Regardless of what is included in-game, assets should not include adult content or realistic gore. Adult content includes: [list][*]Partial or full nudity [*]Sexually suggestive situations [*]Young-looking characters in risqué outfits or situations [*]Upskirt or upshirt imagery [*]Imagery where the central focus is sexually suggestive (ex: an image of a bra or panties).…
[/td][/tr] [tr][td][doclink=features/microtransactions][/doclink][/td][td]Steam provides world class support for in game purchases, whether that is items, in-game currency, or anything else that you can think up, you can use the Steam Microtransaction APIs to provide customers with more choices.…
[/td][/tr] [tr][td][doclink=features/keys][/doclink][/td][td]For any of your products on Steam, you can generate keys to enable customers to redeem your product on Steam. Keys can be generated for any packages on Steam, including base products, DLC or free Demos.[/td][/tr] [tr][td][doclink=features/leaderboards][/doclink][/td][td]Steam supports persistent leaderboards with automatically ordered entries. …
[b]Returns:[/b] [apitype]ISteamUGC::UGCQueryHandle_t[/apitype] Returns a new [apitype]ISteamUGC::UGCQueryHandle_t[/apitype] upon success, and [apitype]ISteamUGC::k_UGCQueryHandleInvalid[/apitype] in the following situations: [list] [*] [code-inline]unNumPublishedFileIDs[/code-inline] is less than 1. [*] An internal error occurred. [/list] This handle can be used to further customize the query before sending it out with [api]ISteamUGC::SendQueryUGCRequest[/api]. [subsection=CreateQueryUserUGCRequest]CreateQueryUserUGCRequest[/subsection] [code=cpp]UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unAccountID[/b][/td][td][apitype]steam_api::AccountID_t[/apitype][/td][td]The Account ID to query the UGC for. …
([apitype]ISteamUGC::k_EUserUGCList_VotedOn[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedUp[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedDown[/apitype], [apitype]ISteamUGC::k_EUserUGCList_WillVoteLater[/apitype], [apitype]ISteamUGC::k_EUserUGCList_Subscribed[/apitype])[/td][/tr] [tr][td][b]eMatchingUGCType[/b][/td][td][apitype]ISteamUGC::EUGCMatchingUGCType[/apitype][/td][td]Used to specify the type of UGC queried for.[/td][/tr] [tr][td][b]eSortOrder[/b][/td][td][apitype]ISteamUGC::EUserUGCListSortOrder[/apitype][/td][td]Used to specify the order that the list will be sorted in.…
[section]Remote Play on TV[/section] If you have checked this feature, that means you have full controller support for your game, and have verified that the UI elements and font sizes work well for viewing at a distance on a TV. …
Adjust the layout and size of each button as desired. For more information see the [url=https://support.steampowered.com/kb_article.php?ref=4022-PFJX-8276]introduction support article[/url] and the more detailed [url=https://steamcommunity.com/sharedfiles/filedetails/?…
[/olist] [*]We understand that partners are excited to talk about large updates and seasonal events, and customers are often excited to see these reflected in the game capsules. While this content is not allowed in base capsule assets (see rule #1 above), we do support this use case through Capsule Artwork Overrides with the following constraints: [olist] [*][b]Must use Artwork Overrides[/b] - When including text on a graphical asset, this MUST be uploaded as an Artwork Override with a length limit of 14 days. [*][b]Must localize any text[/b] - Any text included on a graphical asset MUST be localized into at least the same set of languages supported by the game. [*][b]Only to describe new content that is currently available for Steam users[/b] - The only acceptable additional text on a game capsule are words describing a current major update to the game (new update), content that is currently available to a user (new seasonal event, battle pass, DLC), or similar new content for the game. …
Press review quotes, press review scores, and special awards each have dedicated spaces on Steam store pages where it can be presented consistently and where customers can expect to find that information. You can check out our [doclink=store/accolades]Store Page Accolades documentation[/doclink] for details. …
Some developers will choose to participate in Next Fest early in their development cycle to learn more about what customers enjoy. Others will pick the one closest to launch in order to drum up interest in the game shortly before release. There's no right answer- join the Next Fest that makes the most sense for you and your title. …
Ensure that: [list] [*]The store page for your game is published and visible to customers. [*]The game you're attempting to register has not been in a previous Next Fest. [*]The release date of your game is not set to a date before the start of Next Fest. …
[docimg=our_franchises_02.jpg]our_franchises_02.jpg[/docimg] [section]Highlight franchises on your homepage[/section] Now you can customize your sections on your homepage to show a list of your franchises. When editing the sections on your developer or publisher homepage, select “Link your Homepages” from the type picker. …
This has many of the same benefits of following a developer, except that it is scoped to just products that are part of that franchise. When a Steam customer follows your franchise, they are giving Steam a strong signal that they enjoy that content and allows Steam to expand the customer store experience in the following ways: [list] [*] [b]Email notification[/b] - Followers of your franchise will receive an email when a game in your franchise releases or enters early access or exits early access. [*] [b]Featuring games[/b] - When followers are browsing either the Steam front page or a genre and/or tag Steam hub page, Steam will mix in recently released games from the franchise into the main capsules on those pages. …
Developers can now indicate which accessibility features they support, and these will be displayed on the Steam store page for those games. Additionally, players can specifically search for games that support these features. …
[/list] [subsection=subtitles]Subtitle Options[/subsection] [h4]Why is this tag important to players?[/h4] Basic subtitle support can be insufficient for players with impaired vision. Providing options for background opacity, text color and size can allow players to customize the subtitles for their comfort. …
Also known as MTX, in-app purchases, or IAP. [section]Overview[/section] Steam provides world class support for in game purchases, whether that is items, in-game currency, or anything else that you can think up, you can use the Steam Microtransaction APIs to provide customers with more choices. …
If you’re viewing in-game transactions as an opportunity to halt your customer’s enjoyment to ask for money, they’ll be inclined to abandon the product over time. Paying money to eliminate frustration is not a sustainable business model, and the marketplace is competitive enough that customers have lots of better alternatives for their time and money. [*] [h4]Build systems wherein customer purchases make your game better for other customers.…
Once you've figured that out, then you'll need to think about how your client will load the content and what kind of tools are necessary for customers to create that content. If you've got a game that customers are excited about, then they'll figure out ways of making the content for your game. …
With a broad announcement of Workshop as a marketing tool, we find it helpful for potential customers if there is some amount of content already available in the Workshop for your game. It gives new customers a deeper sense of what your game is, and also shows an active and engaged user base. …
When you make major updates to your application, add new content, release new DLC, or ship new features, is a great time to remind new and existing customers about your product. We've built a feature for doing exactly that. With Update Visibility Rounds, we've dedicated space on the front page of the Steam store to highlighting products where the developer has a major update they would like to tell customers about. …
[/i] [section]How Update Rounds Work[/section] [olist] [*] When you have a major update that you'd like to communicate to customers, simply click the 'Start Update Round' button on your applications' Marketing admin page. [*] You will be prompted to enter a short description and select a recent community announcement where customers will be able to learn more about your update. …