The Steam Voice API is a set of functions that allow you record audio from the user's microphone. This can be used to implement voice chat or a voice command system. …
Optionally you may want to use [api]ISteamUser::GetVoiceOptimalSampleRate[/api] to get the sample rate of the Steam Voice decompressor before calling [api]ISteamUser::DecompressVoice[/api], this will result in lower CPU usage, but may sound worse. …
Steam Deck is a next generation handheld gaming device - letting players take their Steam library with them to their couch or on the go. Steam Deck includes a high resolution display, full-size ergonomic controls, updated Steam UI, and enough horsepower to run current-gen games. …
Steam Frame is a standalone virtual reality headset designed primarily for low-latency streaming of player's Steam Library from a PC, while also supporting standalone experiences for both VR and Non-VR. The headset integrates high-resolution displays, inside-out tracking, integrated audio, and full gamepad input into a self-contained system running SteamOS. By maintaining full compatibility with SteamVR and OpenXR, Steam Frame provides a consistent development target across streamed PC VR content and on-device applications. …
Other players can subscribe to them and automatically receive the content via Steam's content delivery network. [url=https://partner.steamgames.com/doc/features/workshop]Setting up your Steam Workshop[/url] [*][b]News[/b] - This tab contains your custom announcements along with any syndicated news about your product. …
You can read more about adding moderators [url=https://partner.steamgames.com/doc/marketing/community_moderation/adding_moderators]here[/url] [b]Q: Can I use the Steam community to let customers know of non-Steam versions of my game? [/b] A: In the game you ship via Steam, and in communications on Steam, you may only promote the Steam version and its availability via Steam, and not other distribution outlets. …
[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. …
There are two common ways of setting up testing for external audiences: [olist] [*]Using the Steam Playtest feature. [*]Using the main game's App ID with release override keys. [/olist] [subsection]Steam Playtest[/subsection] [doclink=features/playtest][/doclink] is a free, low-risk solution to gathering playtest data without the stress of managing email lists and Steam keys or worrying about user reviews, or wishlists. …
The second is [doclink=#steam_auto-cloud]Steam Auto-Cloud[/doclink]. Steam Auto-Cloud was designed for games where you choose to not integrate the Steam Cloud API. …
Otherwise you can use Steam Auto-Cloud. [section=steam_auto-cloud]Steam Auto-Cloud[/section] Steam Auto-Cloud is an alternative to the Steam Cloud API that allows apps to use Steam Cloud without writing code or modifying the game in any way. …
[docimg=steamworks_steam_input_optin_settings.png]steamworks_steam_input_optin_settings.png[/docimg] Checking these boxes will cause those controller types to make use of Steam Input rather than their standard gamepad input protocols. …
[docimg=steamworks_steam_input_use_action_block.png]steamworks_steam_input_use_action_block.png[/docimg] [/olist] …
Once you've confirmed that you've [doclink=/store/promo/organizers#10]read the rules[/doclink], Steam will enable a sale page so you can begin building your event. At this time, your event will be reviewed for any potential curated homepage featuring. …
Can I do that?[/h4] [b]A:[/b] No. Starting July 9, 2026 at 10am Pacific, Steam will no longer be allowing "adhoc" Developer, Franchise, or Publisher sale pages. Instead, we ask that you use the new Developer & Publisher homepage for these activities. …
[b]See Also:[/b] [api]steam_api::SteamAPI_ReleaseCurrentThreadMemory[/api] [subsection=SteamGameServer_RunCallbacks]SteamGameServer_RunCallbacks[/subsection] [code=cpp]S_API void SteamGameServer_RunCallbacks();[/code] Dispatches callbacks created with STEAM_GAMESERVER_CALLBACK and call results to all of the registered listeners. …
[b]See Also:[/b] [api]steam_api::SteamAPI_Shutdown[/api] [section=enums]Enums[/section] These are enums which are defined for use with steam_gameserver. …
[section=GettingStarted]Getting Started with ISteamHTMLSurface[/section] The [api]ISteamHTMLSurface[/api] interface is implemented in [code-inline]isteamhtmlsurface.h[/code-inline] and can be found in the [code-inline]public/steam[/code-inline] folder in the [doclink=sdk]Steamworks SDK[/doclink]. The interface can be accessed through the [code-inline]SteamHTMLSurface()[/code-inline] interface pointer. …
[section=sample]Steamworks Example Implementation[/section] The [doclink=sdk/api/example][/doclink] that ships with the SDK contains a basic implementation of the Steam HTML Surface API. Upon launching the sample, scroll down and select HTML Page. The Steam Community home page will then load in the game. …
[section]Overview[/section] Extend your Steam gaming experience to your [url=https://store.steampowered.com/remoteplay_phone/]phone[/url], [url=https://store.steampowered.com/remoteplay_tablet/]tablet[/url] or [url=https://store.steampowered.com/remoteplay_tv/]TV[/url] using the Steam Remote Play feature with the [url=https://store.steampowered.com/steamlink/about/]Steam Link app[/url]. Steam Remote Play is also used to play your own game remotely when logged into Steam on another computer, and when inviting friends to play using [url=https://steamcommunity.com/games/593110/announcements/detail/3032537193879549687]Remote Play Together[/url]. …
[/list] If your title's functionality was previously blocked or limited by anti-cheat, but you've since completed the above steps to enable Proton/Steam Deck/Steam Machine support, you can resubmit your game for a follow-up review. Please see the [url=https://partner.steamgames.com/doc/steamhardware/compat]Deck/Machine Verified[/url] documentation for more details. If you have any questions or concerns, please reach out to your Valve technical contact, or post on the Steam Deck Steamworks Development forum at https://steamcommunity.com/groups/steamworks/discussions/27/ . [section]Known Proton Issues[/section] Below are a few recommendations around areas that have been known to be Proton compatibility issues and likely to induce delays in Proton fully supporting a given title after it launches on Steam: [list][*].NET / WPF: Our recommendation is to use standalone technologies like Qt for launchers instead of OS-dependent frameworks like .NET / WPF. …
Unlike the Steam "home" button, they are not reserved by the system and can be freely used by games & applications. [docimg=steam_controller_back_start.png]steam_controller_back_start.png[/docimg] [subsection=SteamHome]Steam "home" button[/subsection] [b]Reserved[/b] The central Steam "home" button is reserved by the system and can't be used by games & applications. Pressing this button during a game will invoke the Steam overlay. [docimg=steam_controller_home.png]steam_controller_home.png[/docimg] [callout=red,fixed][b]NOTE[/b]: Invoking the Steam overlay will not pause your game! …
[/callout] [section]Overview[/section] If Steam error reporting is implemented then Steam will automatically upload mini dumps of any exception after 10 similar exceptions are thrown. …
You must hook up the Win32 [url=https://msdn.microsoft.com/en-us/library/5z4bw5h5.aspx]_set_se_translator[/url] function which calls a function you create to handle the minidump. In that function you can use [api]steam_api::SteamAPI_SetMiniDumpComment[/api] and [api]steam_api::SteamAPI_WriteMiniDump[/api] to notify Steam about the impending crash. …
[callout]For more details on managing localization of your game and store presence on Steam, please see [doclink=store/localization][/doclink][/callout] There are two primary levels of support for languages on Steam: [olist] [*][b]Full Platform Support[/b] - This set of languages is available for players to select within Steam to run the Steam client in and browse the store in. We also translate the Steam client UI, Store, and Community into these languages so players have a fully native language experience in Steam. This is the only set of languages supported by Steamworks APIs. [*][b]Game Support Only[/b] - This set of languages is available for developers to indicate the languages their game supports. …
For device makers, SteamVR Input enables you to support many SteamVR applications without needing developers to build support for your device. You can read more about SteamVR Input [url=https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680]here.[/url] SteamVR Input is provided as part of the OpenVR SDK. You can read more here: [url]https://github.com/ValveSoftware/openvr/wiki/SteamVR-Input[/url] If your application does not support SteamVR Input natively, you can still create bindings for it and share those with the community. …
Here you'll find other game developers that can answer your question or provide advice based on their own feedback. Plus, many members of the Steam Team are active, answering questions as needed as well. [section]Steamworks YouTube Channel[/section] Tutorial videos, recorded talks, Q&A sessions. Find all kinds of Steam-related videos on our Steamworks Development YouTube channel https://www.youtube.com/user/steamworksdev [section]Steamworks Socials[/section] For the latest on new features, tips, and updates. …
[b]Q: What happens if I end up releasing my game before or during a given edition of Steam Next Fest?[/b] A: Only unreleased games are eligible to participate in Steam Next Fest. If you release your game prior to or during Steam Next Fest, your game will become ineligible and will not be included in the event at that point. …
Prologues, Chapter Ones, and other short-form previews of another title are also not allowed in Steam Next Fest. Please sign up with your base game. [b]Q: Can I submit a re-release of an existing Steam game?[/b] A: Steam Next Fest is intended for new games that have never been released on Steam before. …
[list] [*]The menu button on Oculus Touch will map to the View button at the top of the Steam Frame Controller. [*]The top button of the Oculus Touch controllers (B / Y) will map to all three top buttons of the Steam Frame Controllers (Dpad Left, Dpad Up, Dpad Right / X, Y, B). …
They support finger tracking via the [url=https://github.com/ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input/4db5b685942e4b84f16bb3796143e292ad9226e6]Skeletal Input API[/url] and all of the controls listed above. You can create bindings for it in the SteamVR Binding UI. …
If you're interested in finding out more info about the distribution of controllers used with Steam you can find more info in this [url=https://steamcommunity.com/games/593110/announcements/detail/1712946892833213377]blog post[/url] [section=ListDevices]Supported Devices[/section] Steam Input supports all the major controllers that players use with Steam. We constantly update Steam with support for new devices so you don't have to! These are the major devices that we currently support. [list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…