Steamworks Documentation
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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. …

Community and Client Icons

[section]Icon Asset 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 with examples. [/td][/tr] [tr][td][b]Contents[/b][/td] [td][list] [*]Shortcut Icon [*]App Icon [/list][/td][/tr] [/table] [section=client_icon]Shortcut Icon [color=#ca5029]Required[/color][/section] [docimg=shortcut.png]shortcut.png[/docimg] [b]Usage:[/b] This icon is used when creating desktop shortcuts to launch your application. …

Action Manifest Files

[code] "Action Manifest" { "configurations" { "controller_xboxone" { "0" { "path" "xbox_controller.vdf" } } "controller_steamcontroller_gordon" { "0" { "path" "steam_controller.vdf" } "1" { "path" "steam_controller_motion_controls.vdf" } } } "actions" { } "localization" { } } [/code] Supported controller type strings: [table] [tr][td]Steam Deck Controller[/td][td]controller_neptune[/td][/tr] [tr][td]Steam Controller[/td][td]controller_steamcontroller_gordon[/td][/tr] [tr][td]Xbox 360[/td][td]controller_xbox360[/td][/tr] [tr][td]Xbox One[/td][td]controller_xboxone[/td][/tr] [tr][td]Xbox One Elite Controller[/td][td]controller_xboxelite[/td][/tr] [tr][td]PlayStation 3 Controller[/td][td]controller_ps3[/td][/tr] [tr][td]PlayStation 4 Controller[/td][td]controller_ps4[/td][/tr] [tr][td]DualSense Controller[/td][td]controller_ps5[/td][/tr] [tr][td]DualSense Edge Controller[/td][td]controller_ps5_edge[/td][/tr] [tr][td]Nintendo Switch Pro Controller[/td][td]controller_switch_pro[/td][/tr] [tr][td]Nintendo Switch 2 Pro Controller[/td][td]controller_switch2_pro[/td][/tr] [tr][td]Nintendo Joy-Con (L)[/td][td]controller_switch_joycon_left[/td][/tr] [tr][td]Nintendo Joy-Con (R)[/td][td]controller_switch_joycon_right[/td][/tr] [tr][td]Nintendo Joy-Con Pair[/td][td]controller_switch_joycon_pair[/td][/tr] [tr][td]Remote Play Touch Controller[/td][td]controller_mobile_touch[/td][/tr] [tr][td]Generic Gamepads[/td][td]controller_generic[/td][/tr] [/table] [section]Setting up an Action Manifest File[/section] There are two main ways to setup your action manifest file, either starting from scratch or using an existing IGA file. [subsection]Starting with an In-Game Actions file[/subsection] [subsection]Step 1 - Setting up Dev-mode for Steam Input[/subsection] Before editing the Action Manifest File, we need to enable Steam Input dev-mode so that we can export configurations as a developer and receive error messages if we make mistakes when editing the actions manifest. 1) Go to Steam Big PIcture Mode ->Settings->System and turn on Dev mode for Steam [docimg=export_prestep_1.png]export_prestep_1.png[/docimg] 2) Go to the developer section and turn on "Steam Input Layout Dev Mode" [docimg=export_prestep_2.png]export_prestep_2.png[/docimg] [subsection]Step 2 - Save a configuration[/subsection] If you have an existing IGA file you can save your current configuration out in the controller configuration screen. 1) Select the Gear Icon [docimg=export_step_1.png]export_step_1.png[/docimg] 2) Select "Export layout" [docimg=export_step_2.png]export_step_2.png[/docimg] 3) Select a Title and Description for you game and export the configuration. [callout]Reminder: you will want to double check that you've setup localization tokens in the action manifest for each language supported by your game [/callout] [subsection]Step 3 - Find your configuration[/subsection] Next you will run the following Steam URL to dump the configuration into your OS-specific documents folder, ex: My Documents on Windows (replace [code-inline][your app id][/code-inline] with your title's AppID): Windows Commandline: [code] start steam://dumpcontrollerconfig?…

Web API Overview

[code] GET /ISteamNews/GetNewsForApp/v2/?appid=440&count=3\r\n Host: api.steampowered.com\r\n Content-Length: 0\r\n\r\n [/code] You can execute and view the results of this query with this link: [url=https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=440&count=3]https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=440&count=3[/url] You can read more about this specific call here: [webapi]ISteamNews/GetNewsForApp[/webapi] [section]Obtaining the User's SteamID[/section] The Steamworks Web API identifies individual users by using the their unique 64-bit Steam ID. …

Advance Access (Beta)

[h4]Q: Can my game use Advance Access if it's the only Pre-Purchase incentive?[/h4] A: No, in order to use Advance Access, the Pre-Purchase incentive must contain additional value beyond just the Advance Access time period. [h4]Q: Can all editions of my game have Advance Access?…

You will still need to set the store page live. [h4]Q: What happens with retail keys I've ordered for the Advance Access Package?[/h4] A: If you have keys for the advance access edition of the game, Valve will need to manually set those keys as usable during that advance access period. …

ISteamMatchmakingServers Interface

[subsection=PingServer]PingServer[/subsection] [code=cpp]HServerQuery PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

[subsection=PlayerDetails]PlayerDetails[/subsection] [code=cpp]HServerQuery PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server you are querying in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPort[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The port of the game server you are querying, in host order.…

Event Graphical Assets

[/td][/tr] [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 event images. [/td][/tr] [/table] [section=cover]Cover Image [color=#ca5029]Required[/color][/section] [docimg=cover.png]cover.png[/docimg] [b]Size:[/b] 800px wide x 450px tall [b]Design:[/b] This image should primarily contain the artwork and branding for your event. …

Steam Audio

Steam Audio offers a wide variety of features, including: [subsection]Overview[/subsection] [list] [*] [b]Render 3D positional audio.[/b] Steam Audio binaurally renders direct sound using HRTFs to accurately model the direction of a sound source relative to the listener. Users can get an impression of the height of the source, as well as whether the source is in front of or behind them. [*] [b]Render 3D audio for Ambisonic content.[/b] Steam Audio can also spatialize Ambisonics audio clips, rotating them based on the listener’s orientation in the virtual world. …

Embeddable Widgets

[docimg=2019-09-18_16-41-17.png]2019-09-18_16-41-17.png[/docimg] [subsection=sketchfab]Sketchfab[/subsection] It is possible to share awesome 3D models that the development team or that your community have created in a way that is easily explorable by your fan. We use a service called Sketchfab to host the models and to render them into the browser for people to explore. …

[code] https://sketchfab.com/models/<model id> https://sketchfab.com/models/7b08add6fb40478a9bc465a8ef0d8ffb [/code] That would automatically generate a summary block about the 3D model in the event description. This summary includes the items name and authors name. [docimg=2020-03-05_17-48-05.png]2020-03-05_17-48-05.png[/docimg] Then when a user clicks on the summary it will expand into an interactive 3D item explorer. …

Browsing Configurations

[section]Personal[/section] The "personal" section contains any configurations you've made and saved yourself: [docimg=browse_configs_3.png]browse_configs_3.png[/docimg] This section is currently empty in this example, but anything you export will be saved here. …

Updating Game Build

Note that after your app releases to customers, your customers will be receiving the build marked as the Default build. In order to test your update, you should upload the new build using Steampipe, then set that build on a test branch with a password to test before moving it to the default branch. …

Pre-Purchasing on Steam

[section]Overview[/section] Our experience with pre-purchases (or pre-orders) is that they tend to be ineffective unless it’s a heavily anticipated, heavily marketed title, and even then we encourage titles to have short pre-purchase periods on Steam. …

Graphical Assets - Overview

Please check the [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?rlkey=b3ad0izykq367g4luasrinw9z&st=zo3c4bco&dl=0] CURRENT TEMPLATES[/url] and review the dimensions below. Old dimensions are no longer accepted. …

Advertising on Steam

[/list] [section]Not Supported[/section] [list] [*]Developers should not utilize paid advertising as a business model in their game, such as requiring players to watch or otherwise engage with advertising in order to play, or gating gameplay behind advertising. If your game's business model relies on advertising on other platforms, you will need to remove those elements before shipping on Steam. …

Adding A New Currency

[section]Pay for Purchase Titles[/section] The new currency prices need to be approved by you for everything sold on the Steam store in order for us to continue to sell your titles in the affected territories. You will need to approve the new currency prices that we have recommended, or adjust those new currency prices and submit those to us for approval. …

ISteamTimeline

For instance if the player starts a damage over time effect on another player, which kills them 3.5 seconds later, the game could pass -3.5 as the start offset and cause the event to appear in the timeline where the effect started. …

For instance if the player starts a damage over time effect on another player, which kills them 3.5 seconds later, the game could pass -3.5 as the start offset and cause the event to appear in the timeline where the effect started. …

Creating and Configuring Deluxe Packs

This configuration is most commonly used in multiplayer games where everyone in the game or on the server needs access to all assets in order for them to be rendered. [*] [b]DLC contains deluxe content[/b] - In this configuration, the deluxe content files will be included in a separate depot that is granted to customers that have bought or activated the deluxe edition. …

Onboarding

[/callout] [*][b]Tax information[/b] You’ll be directed through a brief tax questionnaire to determine your tax status and withholding rate. The information you need in order to complete the questionnaire will depend on whether you are signing up as an individual or as a company, and where you or your company is located. …

You cannot make changes to your tax information until this process has been completed.[/callout] [*][b]Product Submission Fee[/b] In order to get fully set up, you will need to pay a $100 USD (or equivalent) fee for each product you wish to distribute on Steam. You can pay this fee with any payment method supported by Steam in your region. …

Managing Applications

If the latter, you'll need some help from Valve to get this set up, so please [url=https://help.steampowered.com/en/wizard/Login?redir=%2Fen%2Fwizard%2FHelpWithPublishing%3Fissueid%3D903&title=Sign+in]contact Valve[/url] if this is the case. [*][h4]If my game is published by a different company, how do I create a new Steamworks account without creating a new app and paying the app fee?…

Early Access

Customers should be buying your game based on its current state, not on promises of a future that may or may not be realized. 3.[b] [i]Steam Early Access titles need to be available to customers through Steam.[/i][/b] If Steam enables your Early Access game, we expect you to have the Early Access game available for sale on the Steam store. …

Even if you are asking for feedback that will impact gameplay, customers need something to start with in order to give informed feedback and suggestions. 7. [b][i]Don't launch in Early Access if you are finished with development.[/i] [/b]If you have all your gameplay defined already and are just looking for final bug testing, then Early Access isn’t right for you. …

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