Some developers will choose to participate in Next Fest early in their development cycle to learn more about what customers enjoy. Others will pick the one closest to launch in order to drum up interest in the game shortly before release. There's no right answer- join the Next Fest that makes the most sense for you and your title. …
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. …
This is useful for e.g. player seat selection screens as seen in couch co-op games, sports games, etc. [/list] [callout=red] [h3]Safe Interfaces[/h3] Controller data is gathered when [api]ISteamInput::RunFrame[/api] is called. This is normally done for you every frame by [doclink=api/steam_api#SteamAPI_RunCallbacks]SteamAPI_RunCallbacks[/doclink]. …
A common mistake we've seen is for games to start ignoring gamepad input when they see mouse & KB, or vice versa. [subsection]Step 3.3 - On-screen Glyphs[/subsection] To display an on-screen prompt for your controller, you need to get the physical origins that are bound to an in-game action. …
If you aren't doing that you'll need to manually update // the Steam Input interface SteamInput()->RunFrame(); // ... // Replace with the XInputslot you are querying for. This number is between 0 and 3 // If you're using RawInput for device detection before deciding which API to use, please // see the "Using RawInput For Device Detection" section. …
\n" ); break; case k_ESteamInputType_GenericGamepad: printf( "Generic Gamepad(DirectInput)!\n" ); break; case k_ESteamInputType_PS3Controller: case k_ESteamInputType_PS4Controller: case k_ESteamInputType_PS5Controller: printf( "PlayStation controller!…
. [*]Interview / Dev Diary - Non-fiction interview or documentary video. [/list] [subsection]Manage The Order Of Your Trailers[/subsection] Within the trailer management UI, you can drag and drop to reorder the list of videos to appear on your game's store page. …
H.264 video and AAC audio is preferred, but we can transcode from many formats. 16:9 aspect ratio is preferred since the Steam client is optimized for widescreen, but 4:3 aspect ratio is accepted. Please note that audio will be filtered down to regular stereo when we transcode the videos. [subsection]Advanced Settings[/subsection] The Advanced Settings can be used if you have trailers in multiple languages or need to restrict them to certain countries. …
https://www.youtube.com/watch?v=m4hs3rDaBpo [section]Overview[/section] The Steam Personal Calendar shows each player a list of recent and upcoming releases they are likely to be interested in. …
This page covers where players see the calendar, what your game needs in order to be eligible, and what determines which games appear for each player. [section]Where Players See the Calendar[/section] The Personal Calendar appears in two places on the Steam Store: [list] [*][b]On the Steam Store front page[/b], where it shows the releases from [b]this week, two weeks ago, and two weeks in the future[/b]. [*][b]On its own dedicated calendar page[/b], where it shows [b]eight weeks[/b] of releases. …
[/url] [img=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1792400/extras/4120908e3471e070fa9fa466f0c96bc3.avif] [subsection]Video Guidelines[/subsection] Startup movies need to be 1920x1200px in size for fullscreen display on Steam Deck. …
Once set as ready for review, your art assets will automatically appear in our queue to review by Valve. This process typically takes 2-3 days and any necessary feedback will be provided to you via the tool. [subsection]Releasing Points Shop Items[/subsection] After your assets are approved, you'll see the status update on your Steamworks home page. …
[subsection=CreateQueryUserUGCRequest]CreateQueryUserUGCRequest[/subsection] [code=cpp]UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unAccountID[/b][/td][td][apitype]steam_api::AccountID_t[/apitype][/td][td]The Account ID to query the UGC for. …
([apitype]ISteamUGC::k_EUserUGCList_VotedOn[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedUp[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedDown[/apitype], [apitype]ISteamUGC::k_EUserUGCList_WillVoteLater[/apitype], [apitype]ISteamUGC::k_EUserUGCList_Subscribed[/apitype])[/td][/tr] [tr][td][b]eMatchingUGCType[/b][/td][td][apitype]ISteamUGC::EUGCMatchingUGCType[/apitype][/td][td]Used to specify the type of UGC queried for.[/td][/tr] [tr][td][b]eSortOrder[/b][/td][td][apitype]ISteamUGC::EUserUGCListSortOrder[/apitype][/td][td]Used to specify the order that the list will be sorted in.…
[/list] [b]February 2027[/b] [list] [*][b]February 1[/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]) [*][b]February 11[/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]February 11[/b] - Press preview starts at 10am PST. …
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. …
Without any other changes, all owned depots are mounted by default in the order listed. The depot's name can be anything and is not part of the mounting rules. The depot order defines the mounting order, and files in depots that were mounted later override files in depots that were listed earlier. Thus the first depot in the list has the lowest priority. To change the depot order, you can drag and drop the depot entries around. To change fields, just click them. The UI of the [b]Depots[/b] page allows you to configure 4 different requirements. …
Here are the things you'll need to think about: [olist] [*][b]Organize past versions[/b] - The order of your build versions (a.k.a. beta branches) is key! Start by organizing past versions of your game, setting and keeping a deliberate order to your beta branches. To do this, you will need to order your Steam branches on the Steamworks site by visiting the SteamPipe > Builds page. From there you can re-order the branches you've created from oldest to newest. …
[/linkblock] [linkblock=features] [h3]Features[/h3] Detailed information on available features. [/linkblock] [linkblock=finance] [h3]Finance[/h3] Here is some information about how to get paid. [/linkblock] [linkblock=marketing] [h3]Sales and Marketing[/h3] Describes Features & Best practices. [/linkblock] [linkblock=sdk] [h3]Steamworks SDK[/h3] Here's the place where you learn how to integrate! …
It is guaranteed that reliable messages to the same host on the same channel will be be received by the remote host (if they are received at all) exactly once, and in the same order that they were sent. NO other order guarantees exist! In particular, unreliable messages may be dropped, received out of order with respect to each other and with respect to reliable data, or may be received multiple times. …
(You can use [api]GetSessionConnectionInfo[/api] to get the details.) In order to acknowledge the broken session and start a new one, you must call [api]CloseSessionWithUser[/api], or you may repeat the call with k_nSteamNetworkingSend_AutoRestartBrokenSession. …
[section]Overview[/section] 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. …
If there is no name entered, the leaderboard will not appear. [*]Sort Method - Set the order for the leaderboard sorting. For positional based leaderboards, use Ascending. For high-score, use Descending. [*]Display Type - Determines the types of data to be displayed with the leaderboard. …
[/b] If your game utilizes multi-touch support, there is a drop-down option on the partner site under "Steam Deck Touchscreen" called "Touch API Pass-through" that you will need to select in order for multi-touch input to work. Without it, touch input will be limited to single-touch which emulates a touch screen using a mouse pointer. …
[section]Wrap Up[/section] [b]Can you give us a more specific date for when SteamOS 3 will be available?[/b] We're focused right now on finishing things up for Steam Deck's launch, so there's no solid date for that as of yet. …
It supports eye-tracking and allows a greater range of Unity and OpenXR versions than are supported by the official plugin. [url=https://docs.unity3d.com/6000.2/Documentation/Manual/xr-foveated-rendering.html]Unity documentation[/url] [i]Requirements: Unity 2022.3+, Unity OpenXR Plugin v1.9.1+, URP, Vulkan[/i] [*][b]Valve Utils: Settings for Unity's Multiview Render Regions[/b] - This provides access to the Unity feature for Multiview Render Regions. …
[/callout] [section]Eye Tracking[/section] Our current support for eye tracking in Unity uses the Eye Gaze Interaction feature. There’s examples of using this in the [url=https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.1/manual/index.html]XR Interaction Toolkit samples[/url]. You can learn more about the feature here: [url=https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.0/manual/features/eyegazeinteraction.html]Eye Gaze Interaction | OpenXR Plugin | 1.0.3[/url] [section]Notes[/section] [list] [*][b]Unity Profiler[/b] - Once adb is connected the Unity Profiler should be able to connect as well. [*][b]Android Logcat[/b] - The Android Logcat package found in the Unity Registry section of the Package Manager should work once adb is connected. …
If there is no name entered, the leaderboard will not appear. [*] [b]Sort Method[/b] - Set the order for the leaderboard sorting. For positional based leaderboards, use Ascending. For high-score, use Descending. [*] [b]Display Type[/b] - Determines the types of data to be displayed with the leaderboard. …
bIOFailure) { m_nLeaderboardEntries = min(pCallback->m_cEntryCount, 10); for (int index = 0; index < m_nLeaderboardEntries; index++) { SteamUserStats()->GetDownloadedLeaderboardEntry( pCallback->m_hSteamLeaderboardEntries,index,&m_leaderboardEntries[index],NULL,0); } } } [/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. …
[docimg=live_stream_widget.png]live_stream_widget.png[/docimg] [subsection]Prioritization order[/subsection] When a person visits your sale page, the Broadcast player will choose a livestream to show based on the following logic: [olist] [*] Broadcasts from Steam accounts explicitly added on the "Broadcast" tab and set to priority "Primary" [*] Broadcasts from either of these sources: [list] [*] Steam accounts explicitly added on the "Broadcast" tab and set to priority "Featured" [*] Broadcasts who have a current live slot in the Event Schedule widget (if a schedule widget is included in the sales events) are treated as equal to "Featured" above [doclink=marketing/event_tools/sales/sections#schedule]Learn more about the event schedule sale section.…
This at least provides a fair distribution of viewers. The capsules are presented in descending order by priority bucket and by viewer count within each priority bucket. …
First, make sure you have turned on Developer Mode as described in the [doclink=steamframe/setup][/doclink] this will let you connect and deploy to the headset. [subsection][/subsection] [h3]Connecting via Wifi[/h3] [olist] [*]Open a command prompt to where you downloaded adb.exe [*]Run [b]adb connect frame[/b] [i](or substitute [b]frame[/b] for your current hostname if you've changed it.)[/i] [/olist] [h3]Connecting via USB[/h3] By default, adb over USB will connect to the native Linux OS, while Lepton instead listens on tcp port 5555. …
[h3]Welcome to the Steam PC Café Program[/h3] In the following documentation, you will now be able to choose between our two operational models and follow the instructions to get everything set up. If you've came here by accident and are looking for additional information about the program, please click [url=https://partner.steamgames.com/doc/sitelicense]here[/url] to get to the program's info page. [callout] [list] [h3][b]Recommended Setup[/b][/h3] [*][b][u]PC Cafés - Patrons log in with their personal Steam account for the full Steam experience[/u][/b] This setup lets users experience Steam at your location in exactly the same way as they would at home. …
[/i] [*][b]OpenXR Action Map[/b] - You can optionally add the Steam Frame Controller profile but things will work via the Oculus Touch interaction profile as well. [*][b]XR Nodes[/b] - Setup XROrigin3D and XRCamera3D nodes in your scene. [*][b]Enable XR[/b] - Enable XR via "use_xr = true" in your viewport [i](see [url=https://docs.godotengine.org/en/stable/tutorials/xr/a_better_xr_start_script.html]this documentation[/url] for a more detailed version)[/i] [code] //Add this to your XROrigin3D node extends XROrigin3D func _ready() -> void: var xr_interface = XRServer.find_interface(“OpenXR”) if xr_interface and xr_interface.is_initialized(): get_viewport().use_xr = true [/code] [*][b]Export Template[/b] - Setup an Export Template if you haven't already (Project / Export) [subsection]Android:[/subsection] [list] [*][b]Add an Android Export Profile[/b] [i](Use the Add… button)[/i] [*][b]Rename the profile[/b] to Steam Frame [*][b]Enable Gradle Build[/b] - Tick the “use gradle build” tickbox [*][b]Set XR mode[/b] - Set the “XR Features/XR mode” to OpenXR [*][b]Enable Khronos plugin[/b] - If you’re using the vendor plugin, tick the "Enable Khronos plugin" tickbox [*][b]Android Build Template[/b] - Install the android build template (Project / Install Android Build Template). …
[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.[/callout] [section]Steamworks[/section] [url=https://codeberg.org/godotsteam/godotsteam/releases]GodotSteam 4.17[/url] and later have the Android ARM64 and Linux ARM64 libraries and should work with Steam Frame. …