Steamworks Documentation
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Error Codes & Responses

</p><br>", "feedlabel": "TF2 Blog", "date": 1495218420, "feedname": "tf2_blog", "feed_type": 0, "appid": 440 } ], "count": 2385 } } [/code] [/list] [*] [h4]XML[/h4] [list] [*] XML Attributes are not used. [*] Arrays are represented as a series of sub-elements in the containing element of the type of the array. [*] Null is represented by the word "null" between the element's tags. [*] [b]Example[/b]: [code=xml] <?…

</p><br></contents> <feedlabel>TF2 Blog</feedlabel> <date>1495218420</date> <feedname>tf2_blog</feedname> <feed_type>0</feed_type> <appid>440</appid> </newsitem> </newsitems> <count>2385</count> </appnews> [/code] [/list] [*] [h4]VDF (Valve Data Format)[/h4] [list] [*] This is Valve's internal data format as used in the Source Engine games. …

Steam Inventory Item Store

As an example, you can see in the screenshot above that the developers of Rust have customized their Steam Item Store page with a custom background and tabs for easily finding different types of items. [subsection]Naming your store[/subsection] You can enter a name for your store and localized versions of that name for display in different languages. …

[subsection]Background[/subsection] You can upload a custom background image, which includes your product branding if you wish to change the overall feel of the store. This image should be 1920px x 1080px and the edges should fade to a solid background color which you can also specify. [subsection]Top-level filters[/subsection] You can associate a top-level filter with one or more tags, which are delimited by the ";" character. …

Store Graphical Assets

[b]Design:[/b] These are small, so for best results focus on making the [b][color=#ca5029]logo clearly legible.[/color] [/b] [b]Size:[/b] Please provide '462px x 174px' image. From that, two smaller sizes (120x45 and 184x69) capsules are automatically generated. [b]Requirements: [/b]Small Capsule should contain readable logo, even at smallest size. …

[section=main_capsule]Main Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_capsule_616x353.jpg]hla_capsule_616x353.jpg[/docimg] [b]Usage:[/b] This image appears at the top of the Steam store home page in the Main Capsule carousel. …

In-Game Actions File

The Steam folder will already have a very similarly named folder so make sure you've put it in the "controller_config" folder and not the "controller_base" folder. Rename the file to the following: "game_actions_X.vdf", where X is your game's Steam AppID. If you don't know what your game's Steam AppID is, it can be found by logging into your Steam partner site. [callout] [h3]NOTE: These are the typical controller_config locations for each platform:[/h3] Windows: C:\Program Files (x86)\Steam\controller_config macOS: ~/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/controller_config Linux: ~/.steam/steam/controller_config [/callout] Now open up the file in your favorite text editor. …

Trailers

It must be a frame from the video itself, and must be 1920x1080 .jpg or .png [b]Best practices:[/b] Try to get a frame that is representative of unique content in your trailer, and avoid text. …

The most common reason for a trailer to fail is the resolution of the video. Please ensure you use a common resolution such as 1920x1080 or 1280x720 to avoid any downstream processing issues. Another common issue is an unsupported audio sample rate (please use 44Khz or 48Khz). …

Steam Next Fest: October 2026

The hashtag for the event is #SteamNextFest. [url=https://www.dropbox.com/scl/fo/nhpf8p5hapsrxcm4hawda/AMFHnBhk8NmeGX42dmzSIic?rlkey=gd3mz04wf8ftmlwgcz7k0u105&st=ozzx3fcm&dl=0t]Steam Next Fest Asset Kit[/url] [section=faq]Frequently Asked Questions[/section] [b]Q. …

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. …

Developer, Publisher, and Franchise Sale Pages

[/olist] [section=rules]Rules & Guidelines[/section] [subsection]Eligibility[/subsection] Games are eligible to appear in one sale event per type every calendar year. For example, Portal would be eligible for both a Portal Franchise Sale as well as a Valve Publisher Sale. If your game was worked on by multiple developers, multiple publishers, or sits across multiple franchises, you'll need to select which one makes the most sense for your title. …

Instead, we ask that you use the new Developer & Publisher homepage for these activities. For clarity, this includes pages such as "Developer X's July Sale", "Publisher X's Autumn Sale", and other adhoc pages. Developer, Publisher, and Franchise sale pages are still available once a calendar year regardless of curation status. …

Steam Cloud Play (Beta)

The Actual Authority user of your Steamworks account must sign the new Steam Cloud Gaming Addendum by logging into Steamworks and clicking the following link to sign the Addendum: https://partner.steamgames.com/newpartner/signlatestsda/?agreement_type=13 [*]2. In Steamworks, you need to approve the games you would like to show up in GeForce NOW. Please take the following steps. [*]3. …

ncid=pa-srch-goog-17521&gclid=Cj0KCQjwlN32BRCCARIsADZ-J4t5Mghorda2SVQEvLcf646QsSvUmynfi6yP8qJ_UGCnB2-KexbOhpcaAiMIEALw_wcB#product-matrix]HERE[/url] for NVIDIA GeForce NOW. [b]Will there be other cloud gaming services added to Steam Cloud Play?…

Steam Next Fest

list of [doclink=marketing/upcoming_events/nextfest/tips]Steam Next Fest Tips[/doclink], join a live Q&A session with members of the Steam Business Team (schedule provided in the timeline for each edition), and/or reference [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]past Q&A session recordings[/url] to learn how to make the most of your participation in Steam Next Fest. [section=during]During Next Fest[/section] [subsection=visibility]Game Visibility Within Next Fest[/subsection] When you register your game for a given edition of Steam Next Fest, you will be asked to choose the one or two primary categories that best fit your base game. …

Please access all previous session recordings [url=https://www.youtube.com/playlist?list=PLckFgM6dUP2iCWK3VkvB8YZI9b7HHCj8m]via this YouTube playlist[/url]. [/introblock] [subsection=faq_demo][b]Registration & Eligibility Questions[/b][/subsection] [b]Q: I've changed my plans. …

Steam Next Fest: February 2027

For developers, Steam Next Fest is an opportunity to get early feedback from players and build an audience for a future launch on Steam. The February 2027 edition runs February 22 at 10:00 AM PST (UTC-8) to March 1 at 10:00 AM PST (UTC-8). [introblock=Announcements.gif] For general information about Steam Next Fest, including details on registration, preparing your demo, running a livestream, trailer and demo gameplay usage, the Press Preview event, game visibility, and frequently asked questions, please visit the [url=https://partner.steamgames.com/doc/marketing/upcoming_events/nextfest]Steam Next Fest[/url] parent documentation page. …

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. …

Wishlists

[subsection]Promotional Discounts[/subsection] When you run a discount on your game, a notification e-mail or mobile push notification will be issued to users with your game on their wishlist, as long as you meet the following criteria: [list] [*]Any type of discount at or above 20%, whether a curated feature spot, a weeklong deal, or a custom configured discount [*]Discounts must, at a minimum, affect the lowest priced package for a game. …

" From there, you can select "Manage Email Preferences" to pick which types of communication you wish to receive. [h4]Q: Will all customers receive wishlist notifications?[/h4] [b]A:[/b] Only customers who have verified their email address with Steam will receive notifications. …

Events and Announcements Tools

This is important for a few reasons: [list] [*]This categorization will not only impact [b]where and how[/b] the event shows up, but also help players understand the event’s[b] functional context[/b]. Not every type of event needs to be presented in the same way to players, so we’ve designed the system to accommodate everything from small patch notes to the biggest update of the year. [*]Some types of events (such as livestreams or in-game discounts) have end dates, so selecting that type of event will allow you to specify when the promotion ends, and prompt the event to stop appearing. …

If you have special symbols that are included in your text (ie- ™) then save your file as CSV-UTF8 format before you import. That should enable the special symbols to import correctly. [subsection]Publishing[/subsection] Once you are happy with your event page, you can hit the big 'Publish' button to make your event publicly visible. …

Input Sources

Most typically, such button pairs are aligned on the same diagonal axis (X and A, Y and B). Sub-inputs: [list] [*] "South" button (e.g. A) [*] "East" button (e.g. B) [*] "West" button (e.g. X) [*] "North" button (e.g. Y) [/list] [section]DPAD[/section] [docimg=input_dpad.png]input_dpad.png[/docimg] The Dpad, or digital pad, is a single physical input that houses four discrete digital inputs corresponding to the four cardinal directions. …

Community and Client Icons

The Shortcut Icon can also be used to generate the App Icon on upload, however any alpha will be replaced with solid black. [b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. …

Radial Menus

This is particularly useful when combined with the "Always On" menu activation type. A natural example is binding this to "pause," so that whenever you bring up the radial menu, the game pauses and you have time to make your choice. [/td][/tr] [/table] [section]Menu Buttons[/section] Each "Menu Button X" option can have an action (and/or legacy key binding) assigned to it. The basic configuration screen has five menu buttons, but you can assign up to twenty (select "Additional Settings" for bindings for menu buttons 6-20). …

Steam Hardware and Proton

. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …

Steam Keys

v=V0tRQgNiQMo[/url] [b]Developers launching their first game on Steam must wait three weeks after the creation of an AppID before they can request Steam keys.[/b] [section]Types of Keys[/section] You can request three types of Steam Keys: Default Release, Release State Override, and dev comp. Steam keys are always requested from a specific Steam package. [list] [*] [b]Default Release (or standard release)[/b] This is the most common type of key on Steam, which is usually tied to a Steam store or retail Steam Key package. These keys are appropriate for retail boxes or sales on other digital stores. …

Common Redistributables

[section=available]Available Redistributables[/section] Available redistributables include Microsoft Visual C++, .NET, DirectX 9, OpenAL, XNA, and PhysX. The complete list of redistributables is always available on the [url=https://partner.steamgames.com/apps/installer/]Redistributables[/url] tab. …

ISteamRemoteStorage Interface

[/td][/tr] [tr=k_EWorkshopFileTypeConcept][td][b]k_EWorkshopFileTypeConcept[/b][/td][td]8[/td][td]Unused, used to be for Greenlight concepts.[/td][/tr] [tr=k_EWorkshopFileTypeWebGuide][td][b]k_EWorkshopFileTypeWebGuide[/b][/td][td]9[/td][td]Steam web guide.…

[/td][/tr] [tr=k_EWorkshopFileTypeControllerBinding][td][b]k_EWorkshopFileTypeControllerBinding[/b][/td][td]12[/td][td]Steam Controller bindings.[/td][/tr] [tr=k_EWorkshopFileTypeSteamworksAccessInvite][td][b]k_EWorkshopFileTypeSteamworksAccessInvite[/b][/td][td]13[/td][td]Only used internally in Steam.…

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. …

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