Steamworks Documentation
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Publishers

[/h4] The [url=https://store.steampowered.com/steam_refunds/]refund policy[/url] is set up to closely mimic the consumer version (2 weeks/2 hours). [*][h4]Can I see if a player is in a Café?[/h4] You can make use of our webAPI ownership calls to find out if the player is accessing a license from the Café they're in and provide them with special items or content. …

Microsoft Xbox 360 Controller

[docimg=xbox360_controller_face.png]xbox360_controller_face.png[/docimg] [subsection=Joysticks]Joysticks[/subsection] [b]Analog, 2 axes[/b] (+ digital "click") Like most other gamepads, the Xbox 360 controller features two analog joysticks, on the left and right side, vertically offset. …

Connecting adb to Lepton

[section]Troubleshooting[/section] If you get an error, ensure: [list] [*] A Lepton development session is currently running [*] The Steam Frame is connected to the same network as your PC [*] Your router doesn't have "client isolation" enabled [*] You don't have multiple devices on the same network with the same hostname (2 different Steam Frames with the default hostname [b]frame[/b]) [/list] If you see: [code]cannot resolve host 'frame' and port 5555: No such host is known. (11001)[/code] You may need to use the headset's IP address instead. …

Steam Networking

This prevents IP addresses from being revealed and in many cases improves ping times and connection quality. All P2P connections are automatically relayed over the Valve backbone when appropriate. This document describes what you need to do if you want to use SDR for dedicated server games, to optimize ping times and protect servers from DoS attack. …

Steamworks API Overview

[/th][th]Information[/th][/tr] [tr] [td][url=https://store.steampowered.com/app/220980/]CRYENGINE[/url][/td] [td]✔[/td] [td][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/585410/]GameMaker Studio 2[/url][/td] [td]✔[/td] [td][url=https://help.yoyogames.com/hc/en-us/articles/216754138-Using-The-Steamworks-SDK-With-GameMaker-Studio]Using The Steamworks SDK With GameMaker: Studio[/url][/td] [/tr] [tr] [td][url=https://godotengine.org/]Godot[/url][/td] [td]❌[/td] [td]Third Party: [url=https://godotsteam.com]GodotSteam[/url] - [url=http://steamcommunity.com/groups/steamworks/discussions/0/1319962244122216920/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://haxe.org]Haxe[/url][/td] [td]❌[/td] [td]Third Party: [url=https://github.com/larsiusprime/SteamWrap]SteamWrap[/url] - [url=http://steamcommunity.com/groups/steamworks/discussions/0/1327844097134144055/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/251810/]Leadwerks Game Engine[/url][/td] [td]✔[/td] [td][url=https://leadwerks.com/werkspace/page/api-reference/_/steamworks/]Leadwerks API Reference › Steamworks[/url][/td] [/tr] [tr] [td][url=https://store.steampowered.com/app/363890/]RPG Maker MV[/url][/td] [td]❌[/td] [td]Third party: [url=https://github.com/greenheartgames/greenworks]Greenworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827316032532562/]Steamworks Developer Discussions support thread[/url][/td] [/tr] [tr] [td][url=https://developer.valvesoftware.com/wiki/SDK_Docs]Source 2013[/url][/td] [td]✔[/td] [td][doclink=sdk/uploading/distributing_source_engine][/doclink][/td] [/tr] [tr] [td][url=https://unity3d.com]Unity[/url][/td] [td]❌[/td] [td] Third party: [url=https://github.com/Facepunch/Facepunch.Steamworks]Facepunch.Steamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/]Steamworks Developer Discussions support thread[/url] Third party: [url=steamworks.github.io]Steamworks .NET[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827974770212954/]Steamworks Developer Discussions support thread[/url] [/td] [/tr] [tr] [td][url=https://unrealengine.com]Unreal Engine 4[/url][/td] [td]✔[/td] [td][url=https://docs.unrealengine.com/4.26/en-US/ProgrammingAndScripting/Online/Steam/]Online Subsystem Steam[/url][/td] [/tr] [tr] [td][url=http://visionaire-studio.net]Visionaire Studio[/url][/td] [td]✔[/td] [td][url=https://wiki.visionaire-tracker.net/wiki/Player_FAQ#Publish_on_Steam]Publish on Steam[/url][/td] [/tr] [/table] [h4]Languages:[/h4] [list] [*] [b]ActionScript (Adobe Flash, AIR)[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732086473/]Discussion thread[/url] [/list] [*] [b]C#[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732095009/]Discussion thread[/url] [*] [url=https://github.com/Facepunch/Facepunch.Steamworks]Facepunch.Steamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1319961618833314524/]Steamworks Developer Discussions support thread[/url] [*] [url=steamworks.github.io]Steamworks .NET[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827974770212954/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]D[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732139048/]Discussion thread[/url] [*] [url=https://github.com/Extrawurst/DerelictSteamworks]DerelictSteamworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732139048/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Java[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732145070/]Discussion thread[/url] [*] [url=https://github.com/code-disaster/steamworks4j]steamworks4j[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/618463738391558109/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]JavaScript[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732147238/]Discussion thread[/url] [*] [url=https://github.com/greenheartgames/greenworks]Greenworks[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/666827316032532562/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Python[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1354868867732150829/]Discussion thread[/url] [*] [url=https://github.com/philippj/SteamworksPy]SteamworksPy[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/135514151379602794/]Steamworks Developer Discussions support thread[/url] [/list] [*] [b]Rust[/b] [list] [*] [url=https://steamcommunity.com/groups/steamworks/discussions/0/1744469130478487829/]Discussion Thread[/url] [*] [url=https://github.com/Thinkofname/steamworks-rs]steamworks-rs[/url] - [url=https://steamcommunity.com/groups/steamworks/discussions/0/1744469130477656355/]Steamworks Developer Discussions support thread[/url] [/list] [/list] [section=flat_interface]Flat interface for binding to other languages[/section] The SDK has a few features to facilitate the creation of binding layers for other languages. …

The Steam client will automatically try to reconnect, and clients running an app receive priority, so the typical reconnect time is under 10 seconds, although in some rare cases may be up to 5 minutes. The Steamworks API is versioned through a COM-like mechanism, where a string name and version of an interface are passed into [code-inline]steamclient.dll[/code-inline] which then returns the correct version of the interface to the caller. …

ICheatReportingService Interface

It enables two similar workflows for detecting and managing cheating in your game: [list] [*]Gather community reports of cheating and issue bans/suspensions based upon this information. [*]Immediately ban a player with a 2 step process of reporting the cheating and then issuing a ban. [/list] To use this interface you must first opt in to anti-cheat support. …

[/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.…

SteamEncryptedAppTicket

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 ( !…

IGameNotificationsService Interface

[b]Example Response:[/b] [code=xml] { "response": { } } [/code] [b]Calling Example:[/b] [code] { "sessionid": "1234", "title": { "token": "#MyToken", "variables": [ { "key": "username", "value": "SteamUser" } ] }, "users": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } [/code] [section=EnumerateSessionsForApp]EnumerateSessionsForApp[/section] [code=http]GET https://partner.steam-api.com/IGameNotificationsService/EnumerateSessionsForApp/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.…

[b]Example Response:[/b] [code=xml] { "response": { [ { "sessionid": "123", "appid": "100", "title": { "token": "#TitleToken", "variables": [ { "key": "keyName", "value": "keyValue" } ] }, "time_created": "100000", // Unix time "time_updated": "200000", //Unix time "user_status": [ { "steamid": "76561197960265729", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Bob" } { "key": "level", "value": "1" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Bellevue" } ] } }, { "steamid": "76561197960265730", "state": "waiting", "title": { "token": "#TitleToken", "variables": [ { "key": "username", "value": "Greg" } { "key": "level", "value": "2" } ] }, "message": { "token": "#StatusMessageToken", "variables": [ { "key": "city", "value": "Seattle" } ] } } ] } } [/code] [b]Calling Example:[/b] [code] { "steamid": "76561197960265729", "include_all_user_messages": "0", "include_auth_user_message": "1" } [/code] [section=GetSessionDetailsForApp]GetSessionDetailsForApp[/section] [code=http]GET https://partner.steam-api.com/IGameNotificationsService/GetSessionDetailsForApp/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.…

ISteamNetworkingUtils Interface

Note: dedicated servers hosted in known data centers do *not* need to call this, since they do not make routing decisions. However, if the dedicated server will be using P2P functionality, it will act as a "client" and this should be called. [subsection=GetRelayNetworkStatus]GetRelayNetworkStatus[/subsection] [code]ESteamNetworkingAvailability GetRelayNetworkStatus( SteamRelayNetworkStatus_t *pDetails );[/code] Fetch current status of the relay network. …

[subsection=EstimatePingTimeBetweenTwoLocations]EstimatePingTimeBetweenTwoLocations[/subsection] [code=cpp]int EstimatePingTimeBetweenTwoLocations( const SteamNetworkPingLocation_t &location1, const SteamNetworkPingLocation_t &location2 );[/code] Estimate the round-trip latency between two arbitrary locations, in milliseconds. This is a conservative estimate, based on routing through the relay network. …

Sale Page Tools - Section Types

[docimg=sectionType_Links.jpg]sectionType_Links.jpg[/docimg] [section]News And Events[/section] These are events posted via the Steam Events & Announcements tool [b]Carousel of three items[/b] [docimg=sectionType_Events.jpg]sectionType_Events.jpg[/docimg] [b]Section of two items[/b] [docimg=sectionType_Events_2.jpg]sectionType_Events_2.jpg[/docimg] [section]Dev/Publisher Home Page or Community Group Widget[/section] This will display a section with the selected Steam Curator or developer/publisher homepage, along with a 'follow' button and any linked social media accounts. …

ISteamNetworkingMessages Interface

Networking API intended to make it easy to port non-connection-oriented code to take advantage of P2P connectivity and [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink]. [api]ISteamNetworkingSockets[/api] is connection-oriented (like TCP), meaning you need to listen and connect, and then you send messages using a connection handle. …

The difference is mainly in your responsibility to explicitly establish a connection and the type of feedback you get about the state of the connection. Both interfaces can do "P2P" communications, both support both unreliable and reliable messages, fragmentation and reassembly, and both can be used to take advantage of [doclink=features/multiplayer/steamdatagramrelay]Steam Datagram Relay[/doclink] to talk to dedicated servers. …

Transferring Applications

Once both parties have fully approved the app transfer, Valve will need to approve the transfer. Valve will do so as quickly as possible, usually within 2-7 business days. [olist][*]Transferer initiates the transfer. The existing manager of an app will: [list][*]enter the e-mail address of the recipient to initiate the transfer . [*]choose an effective date for the transfer, see more about the effective date below. [*]provide a reason for the transfer so Valve can more easily review and approve the transfer.…

Once both parties have fully approved the app transfer, Valve will respond to the request as quickly as possible. Usually within 2-7 business days. [h4]Q. Can I transfer multiple applications in one request? Can I transfer DLC?[/h4] A. Yes, you can select multiple applications and DLC to transfer in a single request. …

Application Settings for Virtual Reality

When using OpenXR, your input binding setup will dramatically affect how many users can buy and play your game. If your game submits a suggested input binding for Meta Quest 2 controllers, SteamVR will automatically rebind most controller types so they will work. The following controller profiles should have customized bindings, due to the difficulty in automatically rebinding them: [list] [*] HTC Vive wands [*] Valve Index controllers [*] Windows Mixed Reality controllers [/list] If you build with OpenVR, your application will automatically support any current and future OpenVR-supported head-mounted displays (HMDs), such as the HTC Vive, Oculus Rift, or Windows Mixed Reality family of devices. …

Licensees

. [*]Licensees will be able to use regional payment methods available on Steam, up to US$2,000 per day. [/list] [h4]Dynamic License Management[/h4] You can now offer your customers games on Steam using a dynamic pool of licenses. …

ISteamMusic Interface

[/td][/tr] [tr=AudioPlayback_Paused][td][b]AudioPlayback_Paused[/b][/td][td]2[/td][td]Steam Music is currently paused.[/td][/tr] [tr=AudioPlayback_Idle][td][b]AudioPlayback_Idle[/b][/td][td]3[/td][td]Steam Music is currently stopped.…

Steamworks API Example Application (SpaceWar)

[section]Overview[/section] In order to help developers understand the usage of the Steamworks API we have included source code for a fully functional version of the classic [b]Spacewar![/b] multi-player shooter game. It is a simple 2D game with support for up to 4 players and provides a perfect opportunity to showcase many of the APIs available in the Steamworks SDK. …

If you browse the files within the Visual Studio solution explorer you'll see that the code has been broken up into Game and Engine code. You can ignore the code in the Engine folder - it supports basic 2D rendering via D3D and basic keyboard input. All of the important code documenting Steamworks API usage is files in the Game folder. …

Release Dates

There are also a lot of storefront features and tools on Steam that a game can benefit from as it builds awareness prior to launch: [list] [*]Visibility on lists and pages such as [url=https://store.steampowered.com/explore/upcoming/?snr=2_groups_partnerevents_]Popular Upcoming[/url] depend on release date. [*]Players that are interested in your game will add it to their [doclink=marketing/wishlist]Steam Wishlist[/doclink] to be notified upon release. [*]Some Steam events such as [doclink=marketing/upcoming_events/nextfest]Steam Next Fest[/doclink] are only available for unreleased games. …

Steam Branding Guidelines

[section]Steam Deck™ Branding Requirements and Logos[/section] Last Updated: May 2,2022 [docimg=300.jpg]300.jpg[/docimg] [docfile=steamDeck_guidelines_042922.pdf]Click here[/docfile] to view the Steam Deck Brand Guidelines [docfile=Steam_Deck_Logo_TM.eps]Click here[/docfile] to download Steam Deck logo files [section]Steam Early Access Branding Requirements[/section] We work hard to make sure that customers understand what they are buying when they get an Early Access title on Steam. …

ISteamGameCoordinator Interface

[/td][/tr] [tr=k_EGCResultBufferTooSmall][td][b]k_EGCResultBufferTooSmall[/b][/td][td]2[/td][td]The buffer is too small for the requested message.[/td][/tr] [tr=k_EGCResultNotLoggedOn][td][b]k_EGCResultNotLoggedOn[/b][/td][td]3[/td][td]The client is not logged onto Steam.…

steam_gameserver.h

[/td][/tr] [tr=eServerModeAuthentication][td][b]eServerModeAuthentication[/b][/td][td]2[/td][td]Authenticate users, list on the server list, don't run VAC on clients that connect.[/td][/tr] [tr=eServerModeAuthenticationAndSecure][td][b]eServerModeAuthenticationAndSecure[/b][/td][td]3[/td][td]Authenticate users, list on the server list and VAC protect clients.…

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