Steamworks Documentation
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ISteamNetworkingSockets Interface

[subsection=CreateSocketPair]CreateSocketPair[/subsection] [code=cpp]bool CreateSocketPair( HSteamNetConnection *pOutConnection1, HSteamNetConnection *pOutConnection2, bool bUseNetworkLoopback, const SteamNetworkingIdentity *pIdentity1, const SteamNetworkingIdentity *pIdentity2 );[/code] Create a pair of connections that are talking to each other, e.g. a loopback connection. …

The other two lanes will share bandwidth, with the second and third lanes sharing bandwidth using a ratio of approximately 4:1. (The weights { NA, 4, 1 } would be equivalent.) Notes: [list] [*] At the time of this writing, some code has performance cost that is linear in the number of lanes, so keep the number of lanes to an absolute minimum. 3 or so is fine; >8 is a lot. …

ISiteLicenseService Interface

[section=GetCurrentClientConnections]GetCurrentClientConnections[/section] [code=http]GET https://api.steampowered.com/ISiteLicenseService/GetCurrentClientConnections/v1/[/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 publisher authentication key[/td][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td][/td][td]Site ID to see; zero for all sites[/td][/tr] [/table] See current activity at one or more sites. …

[/td][/tr] [/table] [code-inline]game_names[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID number of entry; referenced in site info below[/td][/tr] [tr][td][b]name[/b][/td][td]string[/td][td]Game name[/td][/tr] [/table] [code-inline]sites[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]siteid[/b][/td][td]uint64[/td][td]64-bit SiteID of the site[/td][/tr] [tr][td][b]site_name[/b][/td][td]string[/td][td]Site name you have assigned to the site[/td][/tr] [tr][td][b]clients[/b][/td][td]see below[/td][td]list of active clients at the site[/td][/tr] [/table] [code-inline]clients[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]ip_address[/b][/td][td]string[/td][td]IP address of client computer[/td][/tr] [tr][td][b]hostname[/b][/td][td]string[/td][td]machine name of client computer[/td][/tr] [tr][td][b]games[/b][/td][td]see below[/td][td]list of active game sessions on the client computer[/td][/tr] [/table] [code-inline]games[/code-inline] has the following structure: [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]id[/b][/td][td]uint32[/td][td]ID of game in the [code-inline]game_names[/code-inline] section of the response[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]time this game session started (RFC 3339 UTC format)[/td][/tr] [tr][td][b]license_type[/b][/td][td]string[/td][td]see below[/td][/tr] [/table] [code-inline]license_type[/code-inline] may have one of the following values: [table] [tr][th]Value[/th][th]Description[/th][/tr] [tr][td][b]user[/b][/td][td]The user owns a license for the game[/td][/tr] [tr][td][b]commercial[/b][/td][td]The user is playing via a paid commercial license applied to the site[/td][/tr] [tr][td][b]free[/b][/td][td]The user is playing via a free commercial license applied to the site[/td][/tr] [/table] [section=GetTotalPlaytime]GetTotalPlaytime[/section] [code=http]GET https://api.steampowered.com/ISiteLicenseService/GetTotalPlaytime/v1/[/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 publisher authentication key[/td][/tr] [tr][td][b]start_time[/b][/td][td]string[/td][td]✔[/td][td]Report activity starting on or after this time. …

Adding A New Currency

[section]Free to Play and In-Game Sales[/section] You have two choices for sales made within game and we believe strongly that option #1 will be better for your game and customers. [list] [*] You can add the new currencies to your in-game pricing table and using the [webapi]ISteamMicroTxn/GetUserInfo[/webapi] Web API, know which currency a user should be charged in. …

Wishlist Reporting

We've added that here: [subsection]The most recent day is excluded[/subsection] Wishlist data is updated daily for the previous date (ie. as of March 2nd, you can see all of the data up to March 1st) [subsection]Regional Wishlisting Data[/subsection] You can see a breakdown of wishlist numbers by region or country in the "Regional sales report" page for each app. …

Event Graphical Assets

[/td][/tr] [tr][td][b]Templates[/b][/td] [td][url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Download templates[/url] for sizing and text placements on event images. [/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. …

Step by Step: Stats

Please note that there is a considerable amount of overlap between stats and achievements, as such if you are integrating both be aware that a lot of calls can be consolidated. [section]Step 1 - Defining your game's Stats[/section] Stats are application specific and are setup on the [url=https://partner.steamgames.com/apps/stats/]Stats Configuration[/url] page in the Steamworks App Admin backend. …

[code=cpp] #define _STAT_ID( id,type,name ) { id, type, name, 0, 0, 0, 0 } enum EStatTypes { STAT_INT = 0, STAT_FLOAT = 1, STAT_AVGRATE = 2, }; struct Stat_t { int m_ID; EStatTypes m_eStatType; const char *m_pchStatName; int m_iValue; float m_flValue; float m_flAvgNumerator; float m_flAvgDenominator; }; [/code] Next we define a helper class that will wrap all of the Steam Stats API calls as well as creating all of the [doclink=sdk/api#callbacks]Steam callbacks[/doclink]. …

Bundles

For details on the necessary graphical assets, please download our [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&dl=0]Bundles Asset Templates[/url]. You will upload these by switching to the 'Graphical Assets' tab and uploading the desired capsule images. [*] [b]Bundle Description (optional)[/b]: You can enter a written description for your bundle. …

So, if Game A and Game B were sold together in a bundle, the sale would appear as 1 unit of Game A and 1 unit of Game B. The CSV from the Sales & Activations Reports portal will also indicate if a package sale was recorded as being sold in a bundle. …

ISteamRemoteStorage Interface

[/td][/tr] [/table] Gets the specified file's last modified timestamp in Unix epoch format (seconds since Jan 1st 1970). [b]Returns:[/b] [apitype]steam_api::int64[/apitype] The last modified timestamp in Unix epoch format (seconds since Jan 1st 1970). …

[/td][/tr] [tr=k_ERemoteStoragePlatformWindows][td][b]k_ERemoteStoragePlatformWindows[/b][/td][td](1 << 0)[/td][td]This file will download on Windows.[/td][/tr] [tr=k_ERemoteStoragePlatformOSX][td][b]k_ERemoteStoragePlatformOSX[/b][/td][td](1 << 1)[/td][td]This file will download on macOS.…

Upcoming Steam Events

[doclink=marketing/upcoming_events/themed_sales/desktop_companion_2027]More info[/doclink]. [/td][/tr] [tr][td]Jan 25 Feb 1[/td][td]Shop Keeper Fest[/td] [td][url=https://partner.steamgames.com/optin/sale/shop_keep_2027]Registration details[/url][/td] [td]Games about managing a store. …

[subsection][u]2026[/u][/subsection] [subsection]Next Fest | October 19 - October 26, 2026[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_october_2026]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/2026october]View documentation[/doclink] [subsection][u]2027[/u][/subsection] [subsection]Next Fest | February 22 - March 1, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_feb_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/feb_2027]View documentation[/doclink] [subsection]Next Fest | June 14 - 21, 2027[/subsection] [b]Registration[/b]: [url=https://partner.steamgames.com/optin/sale/nextfest_june_2027]View registration details[/url] [b]More Info[/b]: [doclink=marketing/upcoming_events/nextfest/june_2027]View documentation[/doclink]…

Steam Next Fest: October 2026

. [*][b]September 28[/b] - All required items must be submitted for review by this date in order for your game to be prepared for Steam Next Fest ([i]if you haven’t completed them already for the Press Preview[/i]) [/list] [b]October 2026:[/b] [list] [*][b]October 1[/b] - This is the deadline to opt OUT of trailer permissions if you have previously opted in, to ensure your trailer will NOT be included in official marketing materials. [*][b]October 8[/b] - Press preview starts at 10am PDT. …

[/list] [section=changes]Changes from Previous Next Fests[/section] As of the October edition of 2024, there are a few changes to Next Fest: [list][*]There is no more official livestream [*]The developer livestream portion of the event has been shifted to an independent tab -- as always, livestreams are optional [*]The organization of the event is revamped from previous genre tabs, so the page may look different from before [/list] [section=eligibility]Eligibility[/section] Steam Next Fest: October 2026 is open to upcoming games that meet all of the following criteria: [list] [*]Associated with a Steamworks developer account in good standing [*]The store page must be published and public [*]Is not a prologue, chapter 1, or otherwise 'demo' version of existing content available to customers [*]Includes a publicly playable demo by the time the festival begins [*]To be released any time after the conclusion of the fest on October 26, 2026 [/list] [b]Please Note:[/b] [list] [*]Upcoming games may participate with a playable demo in Steam Next Fest, regardless of release date. [*]Titles are only allowed to participate in one Next Fest. …

Microsoft Xbox 360 Controller

[docimg=xbox360_controller_shoulder_buttons.png]xbox360_controller_shoulder_buttons.png[/docimg] [subsection=LTRT]LT and RT (Shoulder triggers)[/subsection] [b]Analog, 1 axis (each)[/b] Like the PlayStation 4 controller, and unlike the Steam controller, the LT and RT analog triggers on the Xbox 360 Controller do [i]not[/i] have a distinct digital "click" at the end of the normal analog range distinguishing a "full pull" from a "soft pull". …

Multiplayer

[section]Overview[/section] Steam started as a multiplayer gaming platform with the release of Counter-Strike 1.6 and multiplayer has always been a huge focus. Steam provides many different features and APIs to improve the multiplayer experience for developers and customers alike. …

ISteamHTMLSurface Interface

If you send POST data with [code-inline]pchPostData[/code-inline] then the data should be formatted as: [code-inline]name1=value1&name2=value2[/code-inline]. You can load any URI scheme supported by Chromium Embedded Framework including but not limited to: [code-inline]http://[/code-inline], [code-inline]https://[/code-inline], [code-inline]ftp://[/code-inline], and [code-inline]file:///[/code-inline]. …

[/td][/tr] [tr=k_eHTMLKeyModifier_AltDown][td][b]k_eHTMLKeyModifier_AltDown[/b][/td][td]1 << 0[/td][td]One of the alt keys are pressed.[/td][/tr] [tr=k_eHTMLKeyModifier_CtrlDown][td][b]k_eHTMLKeyModifier_CtrlDown[/b][/td][td]1 << 1[/td][td]One of the ctrl keys are pressed.…

Update Visibility Rounds

[subsection]Runs for up to 30 days[/subsection] A visibility round can run for up to 30 days from the date it started or cap out at 1M impressions on the homepage, whichever comes first. [callout]If you start your round before or during one of the big seasonal sales (Spring, Summer, Autumn, Winter) your game will not have Update Round visibility during those days because the front page will be dedicated to the seasonal sale and won't have the regular update section, but those days are still counted toward the 30-day span of the round.…

Wishlists

Wishlist data is updated daily for the previous date (ie. as of March 2nd, you can see all of the data up to March 1st). You can also find some past analysis of wishlist behavior written up in the Steamworks Developer Group [url=https://steamcommunity.com/groups/steamworks/announcements/detail/950630846501680764]here[/url], including averages on conversion rate from wishlist e-mails and conversions of wishlists over time. …

[h4]Q: Is there a cooldown on how often an email is sent for a particular product?[/h4] [b]A:[/b] Yes, there is a 1-2 week cooldown between wishlist emails. This can be extended during periods of high traffic (like seasonal sales). [h4]Q: Where can a user configure their e-mail preferences?…

Steam Community

If you have any questions on how to use any of these features, please contact [url=https://partner.steamgames.com/home/contact]Steamworks Support[/url]. [docimg=communityhub_header_1.JPG]communityhub_header_1.JPG[/docimg] [section]Community Hubs[/section] Every product on Steam has it's own unique hub. By default, your community hub will be set live as soon as your product's release state is set to 'Coming Soon'. …

IStoreService Interface

[section=GetAppList]GetAppList[/section] [code=http]GET https://partner.steam-api.com/IStoreService/GetAppList/v1/[/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]Any web API key.…

Steam Error Reporting

return RealMain( lpCmdLine, hInstance, nCmdShow ); } _set_se_translator( MiniDumpFunction ); try // this try block allows the SE translator to work { return RealMain( hInstance, lpCmdLine, nCmdShow ); } catch( ... ) { return -1; } } #endif [/code] [section]Requirements[/section] The error reporting API currently only supports 32-bit applications on Windows.…

Steam Direct Fee

In addition to the Rules & Guidelines, content you publish on Steam must comply with the Steam Distribution Agreement, the [url=http://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url], [url=http://store.steampowered.com/online_conduct]Steam Online Conduct guidelines[/url] and the [url=http://store.steampowered.com/privacy_agreement/]Steam Privacy Policy[/url][/callout] [section]Recouping The Steam Direct Fee[/section] The Steam Direct Fee is not refundable, but will be recoupable in the payment made after your product has at least $1,000.00 Adjusted Gross Revenue for Steam Store or in-app purchases. The recoupment of the Steam Direct Fee will be shown as a separate line item in your monthly report. …

ISteamUGC Interface

[/td][/tr] [/table] Adds a key-value tag pair to an item. Keys can map to multiple different values (1-to-many relationship). Key names are restricted to alpha-numeric characters and the '_' character. Both keys and values cannot exceed 255 characters in length. …

[/td][/tr] [tr][td][b]unPage[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The page number of the results to receive. This should start at 1 on the first call.[/td][/tr] [/table] Query for all matching UGC. You can use this to list all of the available UGC for your app. …

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