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. …
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? …
[/td][/tr] [tr][td][doclink=features/leaderboards][/doclink][/td][td]Steam supports persistent leaderboards with automatically ordered entries. These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. Each Steamworks title can create up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted.…
. [*] [b]OSType[/b] - Specifies that the process will only run on a specific version of the operating system. Values are: [list] [*] Windows 3.11 [*] Windows 95 [*] Windows 98 [*] Windows ME [*] Windows NT [*] Windows 2000 [*] Windows XP [*] Windows 2003 [*] Windows Vista [*] Windows 7 [*] Windows 2008 [*] Windows 2012 [*] Windows 2012 R2 [*] Windows 8 [*] Windows 8.1 [*] Windows 10 [/list] [/list] [b]64 bit Example[/b] This example will run the appropriate installer for the 32 or 64 bit installer. …
For example: [code] "InstallScript" { "Registry" { "HKEY_LOCAL_MACHINE\\SOFTWARE\\MonkeyDime Studios\\Killer Banana Peel" { "dword" { "english" { "Language" "1" } "french" { "Language" "2" } "german" { "Language" "3" } "italian" { "Language" "4" } "spanish" { "Language" "5" } } } } } [/code] The install script gets the language from Steam's registry key, querying the value "Language". …
[/list] [b]Note[/b]: An account must have 'Edit App Metadata' privileges for the app in question in order to edit this section. It's also a good idea to browse other product hubs to get an idea of what customization options you might want to take advantage of. …
ref=4045-USHJ-3810]Steam Community Rules And Guidelines[/url]. They should be temporary in order to serve as a reminder of the discussion rules. If a player has received previous temp bans, it may be appropriate to permanently ban them from your Hub. …
“Aug 24, 2023” [*]Month-and-year. “August 2023” [*]The quarter of the calendar year. “Q3 2023” [*]The year. "2023" [*]No date at all. “Coming Soon” [/list] And for each of those options, customers will see a localized and regionally-familiar presentation. …
[/td][/tr] [tr=k_EGCResultNotLoggedOn][td][b]k_EGCResultNotLoggedOn[/b][/td][td]3[/td][td]The client is not logged onto Steam.[/td][/tr] [tr=k_EGCResultInvalidMessage][td][b]k_EGCResultInvalidMessage[/b][/td][td]4[/td][td]Something was wrong with the message being sent with SendMessage.…
[docimg=steamframe-steamvrbeta.png]steamframe-steamvrbeta.png[/docimg] [section]Streaming[/section] Plug the included wireless adapter into your PC (preferably a USB-3 port), launch SteamVR, and accept the prompt to install its driver. [docimg=steamframe-wirelessadapter.png]steamframe-wirelessadapter.png[/docimg] [b]Select Pair [/b]when prompted to pair, then [b]enter the code[/b] in your headset using the virtual keyboard. …
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?…
UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); OutputDebugString( buffer ); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …
#include "steam_api.h" #include "isteamuserstats.h" #include "SteamStats.h" // Stats array which will hold data about the stats and their state Stat_t g_Stats[] = { _STAT_ID( 1, STAT_INT, "NumGames"), _STAT_ID( 2, STAT_INT, "NumWins"), _STAT_ID( 3, STAT_INT, "NumLosses"), _STAT_ID( 4, STAT_FLOAT, "FeetTraveled"), _STAT_ID( 5, STAT_AVGRATE, "AverageSpeed"), _STAT_ID( 7, STAT_FLOAT, "MaxFeetTraveled"), }; // Global access to Stats Object CSteamStats* g_SteamStats = NULL; ... …
[list] [*] Subscribed files will be downloaded to the client in the order they were subscribed in. [*] The Steam download page will show workshop item downloads with a specific banner to indicate a workshop item download is occurring. …
[/list] [*] When querying for All UGC [list] [*] [api]ISteamUGC::SetMatchAnyTag[/api] - Sets whether workshop items will be returned if they have one or more matching tag, or if all tags need to match on a pending UGC Query. [*] [api]ISteamUGC::SetSearchText[/api] - Sets a string to that items need to match in either the title or the description on a pending UGC Query. [*] [api]ISteamUGC::SetRankedByTrendDays[/api] - Sets whether the order of the results will be updated based on the rank of items over a number of days on a pending UGC Query. [/list] [*] When querying for either type of UGC [list] [*] [api]ISteamUGC::AddRequiredTag[/api] - Adds a required tag to a pending UGC Query. …
[/b] A: For each game, we roll up all the player spending from the trailing 24 hours, and then add extra weight to spending in the last 3 hours. That extra weighting of the most recent spending helps Steam to more quickly reflect changes, like a popular new release or a game trending upward. …
In Steamworks, you need to approve the games you would like to show up in GeForce NOW. Please take the following steps. [*]3. Search for the app you would like to approve for Cloud Play. Click on this app to go to the App Landing page. [*]4. Click “Edit Store Page” and navigate to the “Basic Info” tab. [*]5. …
[/list] To use this interface you must first opt in to anti-cheat support. When enabling anti-cheat support you may choose a 3rd party to grant access to the ICheatReportingService interface for your application. This can be done from the [url=https://partner.steamgames.com/apps/vac/]Anti-Cheat Configuration[/url] page in the App Admin panel. …
[/td][/tr] [tr][td][b]appdata[/b][/td][td]uint64[/td][td][/td][td](Optional) App specific data about the type of cheating set by developer. (ex 1 = Aimbot, 2 = Wallhack, 3 = Griefing)[/td][/tr] [tr][td][b]heuristic[/b][/td][td]bool[/td][td][/td][td](Optional) Extra information about the source of the cheating - was it a heuristic.…
[/td][/tr] [tr][td]✔[/td][td][b]currency[/b][/td][td]string[/td][td]✔[/td][td]✔[/td][td][/td][td]The currency of the transaction. Max size - 3 characters[/td][/tr] [tr][td]✔[/td][td][b]combined_discount_id[/b][/td][td]int32[/td][td]✔[/td][td][/td][td][/td][td]The ID associated with the unique set of discounts used, if applicable[/td][/tr] [tr][td][/td][td][b]gross_units_sold[/b][/td][td]int32[/td][td]✔[/td][td]✔[/td][td][/td][td]The number of units sold.…
Max size - 128 characters[/td] [/tr] [tr] [td][b]summary_actions[/b][/td] [td]CPartnerFinancials_WishlistSummary[/td] [td]The summary of all wishlist actions for this language[/td] [/tr] [/table] [b]Example response: [/b] [code] "response": { "appid": 440, "date": "2026-02-15", "wishlist_summary": { "wishlist_adds": 30, "wishlist_deletes": 15, "wishlist_purchases": 10, "wishlist_gifts": 5, "wishlist_adds_windows": 22, "wishlist_adds_mac": 3, "wishlist_adds_linux": 5 }, "country_summary": [ { "country_code": "CA", "country_name": "Canada", "region": "North America", "summary_actions": { "wishlist_adds": 20, "wishlist_deletes": 6, "wishlist_purchases": 9, "wishlist_gifts": 2, "wishlist_adds_windows": 15, "wishlist_adds_mac": 1, "wishlist_adds_linux": 4 } }, { "country_code": "FR", "country_name": "France", "region": "Western Europe", "summary_actions": { "wishlist_adds": 10, "wishlist_deletes": 9, "wishlist_purchases": 1, "wishlist_gifts": 3, "wishlist_adds_windows": 5, "wishlist_adds_mac": 2, "wishlist_adds_linux": 1 } } ], "language_summary": [ { "language": 0, "language_name": "English", "summary_actions": { "wishlist_adds": 18, "wishlist_deletes": 4, "wishlist_purchases": 7, "wishlist_gifts": 1, "wishlist_adds_windows": 14, "wishlist_adds_mac": 0, "wishlist_adds_linux": 4 } }, { "language": 2, "language_name": "French", "summary_actions": { "wishlist_adds": 12, "wishlist_deletes": 11, "wishlist_purchases": 3, "wishlist_gifts": 4, "wishlist_adds_windows": 8, "wishlist_adds_mac": 3, "wishlist_adds_linux": 1 } } ], "time_generated": 1772580513 "app_min_date": "2010-01-01" } } [/code] …
[b]Q. Do I need to publish the announcement portion of the event in order to make my sale page live?[/b] A. Yes, you need to hit the 'publish' button in order for your sale landing page to become publicly visible, and the announcement will also go public at the same time. …
. [*] [b]Loading content into a multi-player game client[/b] - If you have items or content that multiple users need in order for the game to function properly, you can download those items to all clients that need the particular item. For example, if a single user has subscribed to a custom map on the workshop and then invites his friends to join that match, your game should be able to recognize that it is a custom map and download the content from the Workshop for the other users before fully connecting to that match. [*] [b]Uploading entries from item authors[/b] - You'll need a tool for item authors to upload their entries to your Workshop using the [api]ISteamUGC[/api] API. …
[/b] If you are accepting items such as weapons via the Workshop, it may be important for you to be able to assign the attributes of the weapon such as speed, power, damage, reload time, etc. in order to best balance the gameplay in your title. [*] [b]Want tight control over the content added to your game.[/b] Depending on how you've set up your game, you can accept items in two different ways: [list] [*] [b]Download and build[/b] - If you want to download the assets to your local machine and include it in your game depots. …
[docimg=4_categories_1.png][/docimg] [section=DeckCompatibilityChecklist]Compatibility Checklist[/section] In order to receive the [docimg=verified_18.png]Verified badge[/docimg] [b]Verified[/b] badge, you need to meet all of the following criteria, aimed at helping customers feel comfortable playing your game on these devices. …
On Steam Machine, your game must support Steam Controller's inputs (essentially the same inputs as Steam Deck). [*]The default controller configuration must provide users with the ability to access all content. [*]Players must not need to adjust any in-game settings in order to enable controller support or this configuration.[/list] [*][b]Controller Glyphs[/b]: On-screen glyphs must match the inputs being used, whether it's Deck, Steam Controller, or Xbox glyphs. …
[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamController()->ActivateActionSet( controllerHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamController()->ActivateActionSet( controllerHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamController()->ActivateActionSet( controllerHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamController()->ActivateActionSet( controllerHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. For this you should use the constant [doclink=api/ISteamController#constants]STEAM_CONTROLLER_HANDLE_ALL_CONTROLLERS[/doclink] as your controller handle. …
[b]Returns:[/b] [apitype]ISteamController::ControllerHandle_t[/apitype] [b]Example:[/b] [code=cpp]// Replace with the Xinput Slot you are querying for. This number is between 0 and 3 int nXinputSlotIndex = 0; ControllerHandle_t controllerHandle = SteamController()->GetControllerForGamepadIndex( nXinputSlotIndex ); if ( controllerHandle == 0 ) { // Valid handles are non-zero, this is a normal Xbox controller. } else { ESteamInputType inputType = SteamController()->GetInputTypeForHandle(controllerHandle); switch(inputType) { case k_ESteamInputType_Unknown: printf("unknown\n!…