Steamworks Documentation
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ISteamApps Interface

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_nAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]App ID of the DLC that was installed.…

[table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_unAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]AppID that is in a timed trial.…

Steamworks API Example Application (SpaceWar)

Re-installing the application may fix this problem.[/b] The example relies on the D3D9X helper library which ships with the DirectX SDK. If you run the example on the same machine you have built it on the library should be found automatically. If you copy your compiled binary to another machine you may need to install the D3D redistributables to obtain the same version of D3D9X that you compiled against on your development machine. [/list] [section]Code Overview[/section] Once you have the [b]Spacewar![/b] example project compiling and running you'll want to start looking at the code. …

Artwork Overrides

[table] [tr] [td][docimg=override_example_1.jpg]override_example_1.jpg[/docimg][/td] [td][docimg=override_example_2.jpg]override_example_2.jpg[/docimg][/td] [td][docimg=override_example_3.jpg]override_example_3.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_4.jpg]override_example_4.jpg[/docimg][/td] [td][docimg=override_example_5.jpg]override_example_5.jpg[/docimg][/td] [td][docimg=override_example_6.jpg]override_example_6.jpg[/docimg][/td] [/tr] [tr] [td][docimg=override_example_7.jpg]override_example_7.jpg[/docimg][/td] [td][docimg=override_example_8.jpg]override_example_8.jpg[/docimg][/td] [td][docimg=override_example_9.jpg]override_example_9.jpg[/docimg][/td] [/tr] [/table] …

Mouse Regions

You can set any value between 0.0 and 1.0, and the default value is 0.8. At 0.8, the mouse region should cover the entire screen surface of a standard 16:9 screen, regardless of whether the mouse region shape is rectangular or circular. …

Setting up your Steam Frame for development

After the headset reboots, log into Steam. [docimg={62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png]{62DA2CEA-FD49-491C-8E01-B983CBEC377F}.png[/docimg] [section]Developer Mode[/section] When you get your frame the first thing you will want to do is turn on [b]Developer Mode[/b]. …

Steam Next Fest - Tips

Please access all previous session recordings [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]via this YouTube playlist[/url]. [subsection=contact]Need Help?[/subsection] [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…

Microsoft Xbox One Controller

[docimg=xboxone_controller.png]xboxone_controller.png[/docimg] The physical inputs are identical to the [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink], with a few small cosmetic differences: [*] The face buttons have a darker color scheme [*] The Dpad has a more traditional form factor [*] The Xbox guide (aka "home") button has a new design [*] The BACK and START buttons are now called VIEW and MENU and have new labels (two overlapping windows and a 3-line "hamburger menu"). …

Godot

[section]Foveated Rendering[/section] Steam Frame supports the Foveated Rendering functionality in Godot via the [url=https://godotvr.github.io/godot_openxr_vendors/]OpenXR Vendors Plugin[/url] (or releases [url=https://github.com/GodotVR/godot_openxr_vendors/releases]here[/url]). [callout]Version 4.2.x is needed for vendor extension support including foveated rendering. 4.2.3 is the minimum version with Linux Arm64 support. 5.x or newer recommended.…

Contacting Valve / Steam

Find all kinds of Steam-related videos on our Steamworks Development YouTube channel https://www.youtube.com/user/steamworksdev [section]Steamworks Socials[/section] For the latest on new features, tips, and updates. On X (Twitter): https://twitter.com/steamworks On Bluesky: https://bsky.app/profile/partner.steamgames.com…

Hosting Third-Party Sales Events

If you're proposing a Publisher, Franchise, or Developer sale, those need to be hosted by the Creator Home associated with your group. If you're proposing any other type of event, you'll need to [url=https://steamcommunity.com/actions/GroupCreate]create a new Community Group[/url] to host the event. …

Alignment with Steam’s Promo Calendar & Operational Needs[/subsection] Our promotional calendar fills up 6–10 weeks in advance, so if you're aiming for curated support, try to finalize your participants at least 4–8 weeks before your intended launch. Additional prep is required for featured events, including:[list] [*]Asset Delivery: We’ll need layered PSDs for use on the Store. …

Working with a publisher

It's worth a watch if you are considering working with a publisher. https://www.youtube.com/watch?v=7qf0WCy0X-w [sup]Panelists are: Nigel Lowrie from Devolver, James Schall from Sega, Chris Kramer from Digitalmindsoft, and video game attorney Tom Buscaglia. …

Steam Input Devices

[list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…

Steamworks SDK

[section]Getting started[/section] The full list of features provided through the SDK is as follows. [list] [*] [b]glmgr[/b] - The "ToGL" DirectX to OpenGL compatibility layer for macOS. See the [url=https://github.com/ValveSoftware/ToGL]ToGL github[/url] page for more information. [*] [b]public/steam[/b] - [doclink=sdk/api][/doclink] [*] [b]redistributable_bin[/b] - Steamworks API redistributable binaries (see the Steamworks API Overview above.) [*] [b]steamworksexample[/b] - [doclink=sdk/api/example][/doclink] [*] [b]tools[/b] [list] [*] [b]ContentBuilder[/b] - [doclink=sdk/uploading][/doclink] [*] [b]ContentServer[/b] - [doclink=sdk/uploading/local_content_server][/doclink] [*] [b]drm[/b] - [doclink=features/drm][/doclink] [*] [b]goldmaster[/b] - [doclink=sdk/goldmaster][/doclink] [*] [b]linux[/b] - Build instructions. …

Autogrant Packages

For removing an autogrant, hover over the package under the "Autogrants" section and click the red X. For adding an autogrant, click "Add Autogrant", in the Edit Group section, then either search for the package by name or packageID. …

Step by Step: Achievements

[subsection]Icons[/subsection] For best results, achievement icons should be 256x256 pixel PNG images. They can be as small as 64x64, but we recommend using the larger size. Icons must be square, and larger icons are scaled down to 256x256. …

[subsection]Header File[/subsection] We first define a structure to hold our achievement data received from Steam and provide a macro for creating objects of that type. This data maps directly to what is found on the [url=https://partner.steamgames.com/apps/achievements/]Achievement Configuration[/url] page. …

Steam Next Fest: June 2027

You can check out our past live Q&A sessions on YouTube [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]here[/url]. These sessions cover a wide variety of topics to help you prepare for getting the most out of Steam Next Fest. …

Steam Deck FAQ

[section]Hardware Overview[/section] [b]Does Steam Deck support multithreading?[/b] Yes, up to 8 threads. [b]Are there any plans to add 5G or LTE at this point in time?[/b] No plans to add cellular, however you can always tether to your phone. …

[/b] More than 1GB is definitely available to use with the GPU. Up to 8GB can be shared right now and it's an amount that can be changed on a game-by-game basis. [b]Would Valve prefer for games to use Proton or to have native Linux support?…

Microsoft Xbox 360 Controller

[docimg=xbox360_controller.png]xbox360_controller.png[/docimg] [subsection=FaceButtons]Face buttons[/subsection] [b]Digital[/b] The Xbox 360 controller features four standard face buttons labeled A, B, X, and Y. [docimg=xbox360_controller_face.png]xbox360_controller_face.png[/docimg] [subsection=Joysticks]Joysticks[/subsection] [b]Analog, 2 axes[/b] (+ digital "click") Like most other gamepads, the Xbox 360 controller features two analog joysticks, on the left and right side, vertically offset. …

Steamworks API Overview

The [doclink=api][/doclink] catalogs and documents every interface, function, callback, and type supported in the API. Integration with the Steamworks API is never required to ship your product on Steam, but it is highly recommended as it allows you to accomplish many interactions that Steam users expect. …

An event will only come through one or the other, not both. You must make sure that you are registering for the right type of event! Call results must be created as a member in a struct/class using the CCallResult type and you will also need to create the member function that will receive the callback. …

Mode Shifting

A complete list: [list] [*] Left Trigger Full Pull [*] Right Trigger Full Pull [*] Left Trigger Soft Pull* [*] Right Trigger Soft Pull* [*] Left Bumper [*] Right Bumper [*] Left Grip [*] Right Grip [*] Left Pad Click [*] Right Pad Click [*] Left Pad Touch [*] Right Pad Touch [*] Left Joystick Click [*] Right Joystick Click [*] D Pad Up [*] D Pad Down [*] D Pad Left [*] D Pad Right [*] A Button** [*] B Button** [*] X Button** [*] Y Button** [*] Start Button** [*] Select Button** [/list] [i]*Where available - note that Nintendo Switch controllers do not have Analog Triggers[/i] [i]**Actual label will vary between controller models[/i]…

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