Steamworks Documentation
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Release Dates

[/b] A: Yes, you will specify a specific intended release date, which is helpful for us to understand roughly when games intend to release even if you choose not to share that exact date with customers. We'll also use that calendar date to generate messages (like inviting you to participate in Steam Next Fest, or reminding you to submit your build for review prior to release!). …

[b]Q: Where can I learn more about release dates and coming soon mode on Steam?[/b] A: The full documentation can be found here. https://partner.steamgames.com/doc/store/coming_soon [b]Q: Can I set a release date for when my Early Access Game will transition to V1.0 Full Release?…

Activators

[/td][/tr] [tr][td]Cycle Binding[/td][td]On, Off[/td][td]Cycle bindings will make this activator cycle through each of its bindings in order each time it is activated. Order is determined by the order they were selected in the button binding process.[/td][/tr] [/table] Here's a description of the various activation types: [table] [tr][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Regular Press[/td][td]Regular Press Activator is the default type. …

[/td][/tr] [/table] These settings are specific to certain activation types: [table] [tr][th]Name[/th][th]Values[/th][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Interruptable[/td][td]Off, On[/td][td]Regular Press, Release Press[/td][td]Interruptable activators can be paused or stopped by other activators. For example, a long press activator can interrupt a full press activator so the full press only fires if the long press doesn't. If not interruptable, it ignores the other activator in regards to behavior.…

Setting Up A Stream

OBS is a popular free and open-source option. Below are steps to get your stream set up in OBS. Steam supports any broadcast software that supports the RTMP protocol. [docimg=stream5.png]stream5.png[/docimg] [olist] [*]Navigate to File-->Settings-->Stream [*]In the dropdown menu, select “Custom...” …

Add the account you intend to Stream with: [docimg=stream13.png]stream13.png[/docimg] [u]Important:[/u] The Steam account setting up the stream and the account that is streaming must be friends in order for it to be visible on this page. [b]Suggested but optional:[/b] upload artwork (which you can re-use in the future) for your livestream. …

How to load and run games on Steam Frame

The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. You can read more about installing and using this tool over in the Steam Deck documentation [doclink=steamdeck/loadgames]here[/doclink]. …

[/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. After uploading, the game will also appear in your Steam Library, under [b]Library > Non-Steam > Devkit Game: (Your Game Title)[/b]. …

Homepage Example

You can then select a space here on your homepage to display all your public lists. The lists will display here in the order you set for your lists in your list management interface. [section]"Multiplayer" Section[/section] [docimg=multiplayer_tag_01.jpg]multiplayer_tag_01.jpg[/docimg] This multiplayer section is achieved by selecting "Multiplayer" as a tag so that the section automatically populates with all the game's Valve has made that are tagged with "Multiplayer". …

This section will then automatically populate with the titles we've made, sorted in order of revenue. [section]Customized Tags[/section] [docimg=custom_tags_01.jpg]custom_tags_01.jpg[/docimg] You can also customize the tags that are shown in the left-most column of your tabbed area. …

Steam Input Gamepad Emulation - Best Practices

Steam Input is a service allowing Steam users to play any controller-supported game with the device of their choice. Steam Input will translate the user's input into something the game understands through either Gamepad Emulation, Mouse and Keyboard Emulation, or Steam Input API. …

If you're interested in these features without those caveats please consider adding [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You can query the type of controller currently from Steam in order to show device specific glyphs but you are limited to the types supported by your current Steamworks SDK. If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …

Discounting

For instance, it can be tempting to use small discounts in an attempt to climb the Top Sellers list or gain more exposure in the early days of your title, but look carefully at how many customers are purchasing your product at full price before entering a discount. It's important for customers to feel good about their investment, so it's probably best to use discounts once you've settled into the tail of your sales curve. …

Rushing into a 50% or 75% discount weeks after your launch, or releasing with a very high launch discount, sends a bad message to customers who bought at full price and undermines the value of your title. [subsection]Time discounts to content updates[/subsection] When figuring out your discounting plan, try to make as big an event as possible, ideally tying the discount to a content update as well. …

Creating and using InstallScripts

Full games/applications and DLC packages may both have install scripts. If you [doclink=#build]integrate your install scripts into your build[/doclink], you may have any number of install scripts. …

Any key under the "Registry" keyname will be treated as the full path to the registry key you want to create or open. Under that key, specify either a "string" or "dword" key. …

Setup instructions for the PC Café model (incl. PC Café Server and Content Cache)

The server machine must allow TCP connections on that port. For a full list of other required ports and protocols for Steam see [url=https://support.steampowered.com/kb_article.php?ref=8571-GLVN-8711]here[/url]. [*][i]Can I turn off the auto logout feature in my network?…

We strongly recommend that you do not turn off this feature, as it is very valuable for customers that have left the PC without logging out of their Steam account. If you do choose to deactivate this feature, we recommend that you let your customers know. …

Visibility on Steam

You focus on making an awesome game and describe it accurately to customers on your store page and Steam will work to show your game in appropriate places based on customers’ interests, preferences, and feedback. …

Get the community excited and build an audience. Put up a 'coming soon' page, and post announcements. Some customers may need to see your game dozens of times before it catches their attention. [b]Q. Can I pay for my game to show up to more customers?…

Creating and Configuring Deluxe Packs

This configuration is most commonly used in multiplayer games where everyone in the game or on the server needs access to all assets in order for them to be rendered. [*] [b]DLC contains deluxe content[/b] - In this configuration, the deluxe content files will be included in a separate depot that is granted to customers that have bought or activated the deluxe edition. This is the easiest to configure, and is great for cases where you want to distribute an art book or soundtrack, or any content that consists mainly of content delivered to the customer's hard drive. [/olist] …

DLC Visibility

[docimg=doc_store_dlc_gamePageList.jpg]doc_store_dlc_gamePageList.jpg[/docimg] You can control which items and in which order they appear on your store page, by modifying the list of DLC in your edit store admin on the "Special Settings" tab. You can also highlight one item of DLC at the top of the DLC list in a bigger way. …

Here is a general idea of what happens by default: [list] [*]The page will first list out the items that you specified to appear on your base game's store page. [*]If those items of DLC all have at least 4 screenshots, then we’ll display all those items of DLC in big sections on the browse page, which shows the short description, price, and 4 screenshots. [*]If not all the items have at least 4 screenshots, then we fall back to just showing a row of capsules. [/list] [subsection]Customization[/subsection] You can customize these pages with a similar set of options that you have for configuring your [doclink=store/creator_homepage]developer or publisher homepages[/doclink]. …

Age Ratings in Indonesia

Indonesian regulators have specified that games must have an age rating in order to be offered to Indonesian customers on Steam. [callout]In the near future, Steam may no longer be able to display games to customers in Indonesia if the game is missing a valid age rating.…

If you are unsure whether your game has a IGRS rating, please check on their [url=https://igrs.id/]official IGRS website[/url]. [b]Q. Will this affect customers who already own a license to my game?[/b] A. No. If your game does not have an age rating this will affect the visibility of your game on the Indonesian Steam storefront but Indonesian customers who already own a license will be able to continue to access and play it without restrictions. …

User Reviews

Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …

Only reviews posted from an account that has purchased on Steam and played the game will count toward the review score for that game. [b]Q. Can customers write a negative review?[/b] A. Yes. Customers can leave a negative or positive review for any reason. If customers are unhappy with the product, or don't believe that it is delivering on what it promises, they may use the review to tell other customers why they do not recommend it. …

Age Ratings Mandatory in Germany

German regulators have specified that all games must have an age rating in order to be offered to German customers on Steam. [callout]Starting on [b]November 15, 2024, [/b]Steam will no longer display games to customers in Germany if the game is missing a valid age rating.…

s&jump=usktitle&post_type=usktitle]official website[/url]. [b]Q. Will this affect customers who already own a license to my game?[/b] A. No. If your game does not have an age rating this will affect the visibility of your game on the German Steam storefront but German customers who already own a license will be able to continue to access and play it without restrictions. …

ISteamApps Interface

[subsection=GetAvailableGameLanguages]GetAvailableGameLanguages[/subsection] [code=cpp]const char * GetAvailableGameLanguages();[/code] Gets a comma separated list of the languages the current app supports. For the full list of languages that may be returned see [doclink=store/localization][/doclink]. [b]Returns:[/b] const char * Returns a comma separated list of languages. …

If the user hasn't explicitly picked a language for the title, returns the first supported language in this order: The Steam UI language, a related regional variant of the Steam UI language, English, the first supported language. …

Updating Game Build

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. …

This will allow your update information to appear accessible from the 'downloads' panel in the Steam client and to any customer that is following your game (which they can do from your community hub or store page), on your store page, and within the Steam library. …

Steam Workshop Implementation Guide

For information and definitions of the various types of Workshop integration you can utilize and how to make the best out of the tools provided by Steam please see the [doclink=features/workshop]Steam Workshop Overview[/doclink] before getting started integrating the steam workshop with your game. In a typical set-up, customers of your game would use tools provided by you with purchase of your game to create modifications or entirely new content. Those customers would then submit that content through a form built into your tool to the Steam Workshop. Other customers would then be able to browse, sort, rate, and subscribe to items they wish to add to their game by going to the [url=http://steamcommunity.com/workshop/]Steam Workshop[/url] in the Steam Community. …

Getting Started

[callout] [list] [h3][b]Recommended Setup[/b][/h3] [*][b][u]PC Cafés - Patrons log in with their personal Steam account for the full Steam experience[/u][/b] This setup lets users experience Steam at your location in exactly the same way as they would at home. …

They can also play the games they already own on their personal Steam account; this will not affect the game licenses in your license pool. You and your customers will benefit from the following: [list][*]Easy game management using a shared pool of licenses all purchased with your Steam master account. [*]Commercial license discounts and bulk purchase option. [*]If you have multiple locations these licenses can be shared across all of your locations. [*]The PC Café Server can also act as a local content cache to minimize Internet bandwidth usage. [*]Gather and view usage stats on how your customers are using Steam in your business. …

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