Steamworks Documentation
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Step by Step: Achievements

[/td] [/tr] [/table] [subsection]Reordering Sets[/subsection] Click [b]Reorder Sets[/b] in the toolbar, then drag and drop your sets to choose the order players will see them. The base game set can't be moved. [subsection]Deleting a Set[/subsection] Open the set's menu and choose [b]Delete set[/b]. …

The achievements page: [list] [*] Shows progress and completion for each set, including DLC sets. [*] Lets players compare their achievements with up to 3 friends. [*] Shows the global unlock rate for each achievement, and highlights rare achievements. [*] Lets players search achievements and filter them by unlock state or set. …

Activators

[/td][/tr] [tr][td]Cycle Binding[/td][td]On, Off[/td][td]Cycle bindings will make this activator cycle through each of its bindings in order each time it is activated. Order is determined by the order they were selected in the button binding process.[/td][/tr] [/table] Here's a description of the various activation types: [table] [tr][th]Activation Type[/th][th]Description[/th][/tr] [tr][td]Regular Press[/td][td]Regular Press Activator is the default type. …

Homepage Example

You can then select a space here on your homepage to display all your public lists. The lists will display here in the order you set for your lists in your list management interface. [section]"Multiplayer" Section[/section] [docimg=multiplayer_tag_01.jpg]multiplayer_tag_01.jpg[/docimg] This multiplayer section is achieved by selecting "Multiplayer" as a tag so that the section automatically populates with all the game's Valve has made that are tagged with "Multiplayer". …

This section will then automatically populate with the titles we've made, sorted in order of revenue. [section]Customized Tags[/section] [docimg=custom_tags_01.jpg]custom_tags_01.jpg[/docimg] You can also customize the tags that are shown in the left-most column of your tabbed area. …

Godot

[/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. …

ISteamRemotePlay Interface

[/td][/tr] [tr=k_ERemotePlayInputMouseButtonUp][td][b]k_ERemotePlayInputMouseButtonUp[/b][/td][td]3[/td][td]Mouse button up event.[/td][/tr] [tr=k_ERemotePlayInputMouseWheel][td][b]k_ERemotePlayInputMouseWheel[/b][/td][td]4[/td][td]Mouse wheel event.…

[/td][/tr] [tr=k_ERemotePlayMouseWheelLeft][td][b]k_ERemotePlayMouseWheelLeft[/b][/td][td]3[/td][td]Mouse wheel scrolled to the left.[/td][/tr] [tr=k_ERemotePlayMouseWheelRight][td][b]k_ERemotePlayMouseWheelRight[/b][/td][td]4[/td][td]Mouse wheel scrolled to the right.…

ISteamPublishedItemSearch Interface

For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=RankedByPublicationOrder]RankedByPublicationOrder[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/RankedByPublicationOrder/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Steamworks Web API publisher authentication key.…

Testing On Steam

[section=Overview]Overview[/section] In order to properly test your application on Steam, you should understand how Steam delivers files to the user. Before getting started you should be familiar with all of the concepts outlined in the [doclink=store/application][/doclink] documentation. …

The DLC has an AppID, and that AppID needs to be in a Dev Comp package that you own (or acquired with a Key) in order to test. Some DLCs contain content and others are just used as a license check by the game to determine features to unlock. You can toggle the ownership (license) on and off using the Steam Console (launch Steam.exe -console), and then using the command [code-inline]enable_license[/code-inline] [section]Adding Friends to Test[/section] If you need to add brand-new Steam accounts to your friends list in order to test multiplayer functionality in your game, you will need to take an extra step. …

Tip - Renaming a live exe

[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …

Radial Menus

Note that this button will grow in size as you add more regular menu buttons. [callout=green] [h3]TIP: Default Center Cancel[/h3] Depending on your game, you might want the player to easily be able to back out of the radial menu without activating anything. …

There is also an option to "Return", which will deactivate the "System Options" action set layer and cause the normal options to appear the next time we activate this radial menu: [docimg=slime_rancher_3.png]slime_rancher_3.png[/docimg] Here's how we set it up. First, we create a custom action set layer. We click "add action layer.…

Uploading Steam Input Configs to Steam Workshop

. [*] You will get a confirmation, and the file ID of the public configuration. Copy/save the ID. [/list] [subsection]Step 3 - Make the configuration official[/subsection] [list] [*] Open up your game's page on the Steamworks partner website. [*] Select "Steam Input" from the "Application" tab. …

" [docimg=steamworks_steam_controller_custom2.png]steamworks_steam_controller_custom2.png[/docimg] [*] Paste the file ID of your public configuration into the box, and click the OK button. [docimg=steamworks_steam_controller_custom3.png]steamworks_steam_controller_custom3.png[/docimg] [*] Publish your app changes in the partner site as usual. [/list] If you'd like, you can also specify multiple official configurations for your game. …

Review Process

[section]Reviewing Store Presence[/section] Our review of your store presence typically takes 3-5 business days to complete, but you'll want to submit your page for review at least 7 business days before you want it live to account for potential changes you'll need to make. …

Adult Content store pages and builds can take longer than the typical 3-5 business days to review. [section]Reviewing Product Build[/section] Our review of your game or software build prior to release typically takes 3-5 business days to complete, but we ask that you plan for at least 7 business days to ensure that we are able to review and approve in time for release and to allow for time in case an issue should arise. …

Microsoft Xbox One Controller

[section=Overview]Overview[/section] The Xbox One controller, originally designed for Microsoft's Xbox One home game console, was the second 3rd-party device to get official Steam Input support (simultaneous with the Xbox 360 controller and generic XInput devices). In contrast to the PlayStation 4 controller and Steam controller, it has neither trackpads nor gyroscope. …

[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"). These are identical in function to BACK and START on the Xbox 360 controller, they just have new names and icons. …

Legacy Mode Bindings

So inputs like "WASD" on the configurator layout will actually map to whatever keys are in the corresponding positions in your system layout. [callout=red] [h3]Non-standard keyboard layouts[/h3] There are some known issues with this if you are using a layout other than the default one for your language -- e.g. …

This is particularly useful in games like [url=http://store.steampowered.com/app/239030/Papers_Please/]Papers, Please[/url] and Hearthstone -- check out this player's [url=https://www.youtube.com/watch?v=eYKfnWtQSaQ]video[/url] as an example. [callout=red] [h3]Warning[/h3] Although Steam Input re-scales the mouse position proportionally with resolution, many games do not apply consistent proportional scaling to their GUI elements. …

Steam Themed Sale Events

Some games have a particular mode, or portion of the game that matches a theme. However, in order to be eligible, a game must be primarily about the theme. For example, an adventure game that includes a racing mini-game would not be eligible for the Racing Sale. …

Do I need to register my game before entering a discount?[/b] A. Yes, you need to do the following things in order: [olist] [*]Follow the link in the invitation email, or click the opt-in link provided in each event's dedicated documentation. …

Managing Your Steamworks Account

[/td] [/tr] [tr] [td] [b]Manage Users[/b] [/td] [td] User can add and manage permissions for other users. You must already have this permission in order to grant it to other users. [/td] [/tr] [tr] [td] [b]View Financials[/b] [/td] [td] User can view financial details for all Applications in the partner account. …

Once enabled, the user will need to confirm their email address in order to start receiving emails. [doclink=gettingstarted/managing_users/communication]Click here for details [/doclink] [/td] [/tr] [/table] [subsection]Group Permissions[/subsection] Group-level permissions are assigned for an individual within a permissions group. …

Events and Announcements Visibility

. [*] You can always manage homepage visibility from the Events and Announcement Dashboard [/list] [callout]Don't fret, those "hidden" events are not deleted. They continue to appear in chronological order within your game's Library Detail page and anywhere the Steam players engage with a past event. Players can scroll to see those older events.…

[/list] [section]Featured Event[/section] On your game page in the library, we usually show events in chronological order with the newest at the top. However, when the user goes to your library page, we also look for any event with the "Featured Event" flag set. …

DLC Visibility

. [*][b]Your Game's Store Page[/b] - Your base game's store page lists the available DLC in an order that you can specify [*][b]Your Game's DLC Browse Page [/b]- Each game automatically has a page that displays all of the available DLC, whether that is a single item or hundreds of items. [*][b]Store DLC Hub[/b] - A dedicated DLC Hub is currently an experiment in Steam Labs, where players can explore DLC for the games they play. …

[docimg=doc_store_dlc_gamePageList.jpg]doc_store_dlc_gamePageList.jpg[/docimg] You can control which items and in which order they appear on your store page, by modifying the list of DLC in your edit store admin on the "Special Settings" tab. You can also highlight one item of DLC at the top of the DLC list in a bigger way. …

User Permission: Receive Steamworks Communication

The user will need to click the button in the email and confirm their email address in order to start receiving emails. [/olist] …

steam_api.h

[/td][/tr] [tr=k_EDenyNotLoggedOn][td][b]k_EDenyNotLoggedOn[/b][/td][td]3[/td][td]The client is not logged on.[/td][/tr] [tr=k_EDenyNoLicense][td][b]k_EDenyNoLicense[/b][/td][td]4[/td][td]The client does not have a license to play this game.…

[/td][/tr] [tr=k_ELaunchOptionType_Option2][td][b]k_ELaunchOptionType_Option2[/b][/td][td]11[/td][td]Generic run option, uses description field for game name.[/td][/tr] [tr=k_ELaunchOptionType_Option3][td][b]k_ELaunchOptionType_Option3[/b][/td][td]12[/td][td]Generic run option, uses description field for game name.[/td][/tr] [tr=k_ELaunchOptionType_OculusVR][td][b]k_ELaunchOptionType_OculusVR[/b][/td][td]13[/td][td]Runs game in VR mode using the Oculus SDK.…

Steam Workshop Item Tags

You can also add admin tags that are not visible to normal users. In order for these tags to work for filtering content, any tags entered should exactly match the name of the tag that is published by your game. …

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