[section][b]REVIEWS[/b][/section] Reviews are used to provide information to users on how 3rd party organizations have thought about your game. These usually include a review score, a detailed written review of the game, and potentially some marketing quotes from the organization that you want to highlight for your game. …
[/list] By default, this method will return a value corresponding to the device type returned by [api]ISteamUtils::IsRunningOnSteamHardware[/api], such as returning [code-inline]k_ESteamHardwareDefaultConfigSteamDeck[/code-inline] when running on a Steam Deck. It may also return a configuration value for 3rd party hardware that has similar performance characteristics to Steam hardware, such as returning [code-inline]k_ESteamHardwareDefaultConfigSteamDeck[/code-inline] when running on 3rd party handheld gaming devices running SteamOS. …
[/td][/tr] [tr=k_ESteamHardwareTypeSteamFrame][td][b]k_ESteamHardwareTypeSteamFrame[/b][/td][td]3[/td][td]Running on a Steam Frame.[/td][/tr] [/table] [section=constants]Constants[/section] These are constants which are defined for use with ISteamUtils. …
[/td][/tr] [tr][td][b]input_json[/b][/td][td]string[/td][td][/td][td][doclink=webapi_overview#3]Json data[/doclink]. Required for data that cannot be posted parameters, but can also be used for the other parameters[/td][/tr] [tr][td][b]steamid_invited_members[/b][/td][td]array of uint64[/td][td]✔[/td][td]Array of steamIDs to add slots for. …
[/td][/tr] [tr][td][b]steamid_lobby[/b][/td][td]uint64[/td][td]✔[/td][td]Lobby ID[/td][/tr] [tr][td][b]input_json[/b][/td][td]string[/td][td][/td][td][doclink=webapi_overview#3]Json data[/doclink]. Required for data that cannot be posted parameters, but can also be used for the other parameters[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
const uint8 rgubKey[k_nSteamEncryptedAppTicketSymmetricKeyLen] = { 0xed, 0x93, 0x86, 0x07, 0x36, 0x47, 0xce, 0xa5, 0x8b, 0x77, 0x21, 0x49, 0x0d, 0x59, 0xed, 0x44, 0x57, 0x23, 0xf0, 0xf6, 0x6e, 0x74, 0x14, 0xe1, 0x53, 0x3b, 0xa3, 0x3c, 0xd8, 0x03, 0xbd, 0xbd }; uint8 rgubDecrypted[1024]; uint32 cubDecrypted = sizeof( rgubDecrypted ); if ( !SteamEncryptedAppTicket_BDecryptTicket( rgubTicket, cubTicket, rgubDecrypted, &cubDecrypted, rgubKey, sizeof( rgubKey ) ) ) { printf( "Ticket failed to decrypt\n" ); return; } if ( !…
[doclink=marketing/upcoming_events/themed_sales/witch_2027]More info[/doclink]. [/td][/tr] [tr][td]Apr 26 May 3[/td][td]Fighting Fest[/td] [td][url=https://partner.steamgames.com/optin/sale/fighting_2027]Registration details[/url][/td] [td]Games that are Fighting Games—not just games about fighting, but specifically like the ones that the FGC play. …
[doclink=marketing/upcoming_events/themed_sales/rts_2027]More info[/doclink]. [/td][/tr] [tr][td]May 31 Jun 3[/td][td]Mountaineering Fest[/td] [td][url=https://partner.steamgames.com/optin/sale/mountaineering_2027]Registration details[/url][/td] [td]Games about climbing mountains. …
[subsection]Enabling a separate store page on a released demo[/subsection] If your demo is already live and you choose to enable the separate store page for it, you'll find there are a few additional required fields that you weren't required to fill out in order to set your demo live initially. Once you select the box to enable your store page and hit save, you'll find that the store checklist has reappeared on your demo landing page and notes any missing content. …
[list] [*][subsection]Releasing for 'upcoming' visibility (Optional)[/subsection] You can release your demo's store page presence ahead of the release of your demo in order to appear on the list of upcoming demos. This process is similar to putting up a 'coming soon' page for your base game; once you complete store page review, you will see a 'post coming soon' button appear at the top of your demo's app landing page in Steamworks. [*][subsection]Releasing directly to playable[/subsection] If you want to skip the 'upcoming' phase of your demo and simply release, then you can use the main 'Release Demo...…
. [*]You are celebrating a milestone as a developer, and you'd like to give away one of your earlier titles in order to introduce players to your work. [/list] If you have a multiplayer game with low player counts, and you're seeking a way to get additional players into your game, a Free to Keep is generally not a good solution. …
If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. Support for 3D rendering is provided using OpenGL. Installation instructions can be found [url=https://wiki.libsdl.org/Installation]here[/url]. For more information and documentation, see the SDL [url=https://wiki.libsdl.org/FrontPage]wiki[/url]. …
[section]Store Capsule Templates[/section] [table] [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 store page assets. [/td][/tr] [tr][td][b]Contents[/b][/td] [td] [list][*]Header Capsule [*]Small Capsule [*]Main Capsule [*]Vertical Capsule [*]Screenshots [*]Page Background [*]Bundle Assets [/list] [/td][/tr] [/table] [section=header_capsule]Header Capsule [color=#ca5029]Required[/color][/section] [docimg=hla_header.jpg]hla_header.jpg[/docimg] [b]Usage:[/b] This appears at the top of the store page, in the 'Recommended For You' section, in browse views on Big Picture mode, and for Daily Deals if applicable. …
If you’re a new title, you may want to avoid launching near highly anticipated games and near large events such as GDC, PAX, or E3. It’s useful to use the Steam Coming Soon list to see what is planning to launch around your game. [*][b]Building a story in your patch notes will be beneficial[/b] – Patch notes are great to share with your existing community, but they don’t tell a story. …
[url=https://steamcommunity.com/games/250820/announcements/detail/1256913672017157095]Read the launch announcement for SteamVR Home here[/url] [subsection]SteamVR Collectibles[/subsection] SteamVR Collectibles are 3D items granted to players based on ownership and playtime of VR games. Developers can create custom items that will drop to players to be used as decoration in SteamVR Home environments. …
The following permissions are required for a specific account in order to set or adjust pricing for a product: [list][*]The Steamworks partner that you are a member of must be the partner getting paid for sales of the product. …
If your game's revenue relies on advertising on other platforms, you will need to find a new monetization model in order to release on Steam. Some options you could consider: Switch your game be a single purchase or make it free to play with microtransactions or additional content as DLC. …
These controls will let creators specify the set of games to draw from, as well as the sort order for those games, and set one or more of the included games to force to the front of the list. This functionality will help players find other games from your developer or publisher or franchise without being intrusive or getting in the way of learning or playing the game they are looking at. …
Most pages will not meet the bar for homepage curation, so don't be discouraged if your page doesn't qualify. [subsection]3. Design & Build Your Page[/subsection] Once you've been approved to start building your sale page, the Events Team will enable the event tools so you can stage a Sale Page and start building your sale. …
Click 'Request Review' in the ‘Sale’ tab of the Sale Event Editor. Reviews typically take 2–3 business days, so be sure to plan this into your own timelines for launch. [subsection]5. Publish Your Event[/subsection] Once your sales event has been approved, you’re free to publish it whenever you’re ready. …
[section]Overview[/section] Depending on your product and the timing of your release, there are 3 different store visibility options you can choose from when clicking "Release App". [h4]Review[/h4] Once you have your checklist complete, you'll need to hit the "Mark As Ready For Review" button in the top section of your product landing page. …
To do so first call [api]ISteamUserStats::RequestGlobalAchievementPercentages[/api]. Then, iterate the achievements in order of most completed to least completed by calling [api]ISteamUserStats::GetMostAchievedAchievementInfo[/api] and [api]ISteamUserStats::GetNextMostAchievedAchievementInfo[/api]. …
It displays the percentage of Steam players of the game that have achieved each one, ordered from most common to the rarest achievement. This is fun for players to see, and also a great resource for you as a developer: are your special challenges hard enough? …
Anyone with access to that URL can add packages to the bundle. In order to add a package to a bundle, the user must have the 'Manage Pricing & Discounts' permission for all games in the package they wish to add. …
The Steam Deck/Machine and the Dev PC need to be on a local area network allowing Multicast DNS in order to be discovered and listed. This works over Wi-Fi or ethernet (via a USB-C hub). [list] [*]Make sure your Steam Deck/Machine is connected to the network, and all updates have been applied ([b]Settings > System[/b]) [*][b]On your Steam Deck/Machine[/b]: Go to Settings > System, and select [b]Enable Developer Mode[/b] under the System Settings section. …
[docimg=steam_app_general.png]steam_app_general.png[/docimg] [docimg=android_supported_platforms.png]android_supported_platforms.png[/docimg] [section]Step 3 - Configure Depot[/section] Navigate to the [b]SteamPipe > Depots[/b] tab for your app. If this is an Android only app you will be editing the default depot, otherwise you will want to [doclink=store/application/depots]create[/doclink] a new Android-specific depot. …
[docimg=steam_controller_touchpads.png]steam_controller_touchpads.png[/docimg] [subsection=Gyro]Gyro[/subsection] [b]Analog, 3 axes[/b] Last but not least, the Steam Controller features an internal gyroscope for motion sensing. The gyro is fully able to detect all three axes of motion (pitch, yaw, and roll), and has been put to great use as an aim device in first-person shooters, among other applications. …