Steamworks Documentation
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Steam Next Fest: October 2026

[docimg=nf_oct26_doc_banner.jpg]nf_oct26_doc_banner.jpg[/docimg] [b]Steam Next Fest: October 2026 Edition[/b] is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from players and build an audience for a future launch on Steam. The October 2026 edition runs October 19 at 10:00 AM PDT (UTC-7) to October 26 at 10:00 AM PDT (UTC-7). …

Features And Tools, Marketing

Just click the little flag next to the tag in the tagging interface. Learn more: [doclink=store/tags]Steam Tagging[/doclink] [*][h3]Steam Next Fest[/h3] Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch livestreams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from players and build an audience for a future launch on Steam. Steam typically hosts three editions of Steam Next Fest each year, which take place in February, June, and October. …

How to load and run games on Steam Frame

The [b]SteamOS Devkit Client[/b] facilitates loading game builds directly from your development machine to your Steam Frame, and includes support for other development activities. …

[section]Deploying with the SteamOS DevKit Client[/section] Launch the SteamOS DevKit Client from Steam. Under Devkits you'll find [b]Connect to devkit by IP[/b] where you can put in [b]frame[/b] or your custom hostname if you've changed it. …

Steam Input Gamepad Emulation - Best Practices

Steam Input is a service allowing Steam users to play any controller-supported game with the device of their choice. Steam Input will translate the user's input into something the game understands through either Gamepad Emulation, Mouse and Keyboard Emulation, or Steam Input API. …

If you're interested in future-proof glyph support please integrate [doclink=features/steam_controller/getting_started_for_devs]Steam Input API[/doclink] [*] You may have users playing via Steam Input even for controllers you already support because Steam Remote Play uses it to provide input while streaming and a sizable portion of users have also enabled Steam Input for reconfiguring their controllers across the Steam library. …

Setting up your Steam Frame for development

[docimg=steamframe-setpassword.png]steamframe-setpassword.png[/docimg] [section=beta]Beta[/section] For the latest updates, it is recommended to opt into the beta branch on Steam Frame as well as both the Steam client and SteamVR on PC. For Steam Frame, navigate to [b]Steam Settings > System > System Update Channel[/b], click the drop-down and select [b]Beta[/b]. …

Steam will restart. [docimg=steamframe-steambeta.png]steamframe-steambeta.png[/docimg] For SteamVR, go to its app page in your [b]Steam Library[/b] (still on your Desktop PC), click the gear icon, select [b]Properties > Betas > Beta Participation[/b] and select [b]SteamVR Beta Update[/b]. …

Steam Frame Standalone Compatibility Review Process

While Steam Frame is primarily designed for high quality game streaming from a PC, it's also a full PC running SteamOS, with standalone capabilities: games can be run entirely on the headset, not connected to anything. Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode. …

What games can run standalone on Steam Frame

We've spent a lot of effort making it as easy as possible to run that best version on Steam Frame. For most developers that probably means running Windows x86 via Proton and FEX. For VR developers that have already spent the effort to make a mobile optimized version of their game for other hardware (typically Android Arm64), we think it makes sense to run that version on Steam Frame. Steam Frame natively runs a Snapdragon 8 Gen 3 (Arm64) chip on [url=https://store.steampowered.com/steamos]SteamOS[/url] (Linux Arch-based) and includes a range of compatibility layers for other Operating Systems and architectures. …

Discounting

[/list] [section]Frequently Asked Questions[/section] [list] [*][b]Q: How are Steam curated promotions scheduled? Can we bring ideas to Steam?[/b] A: Scheduling promotions has typically been a conversation between you and Steam. …

[/b] A: Custom discounts must be spaced at least 30 days apart and at least 30 days after the release of your product on Steam. Custom discounts don't affect eligibility for Steam Seasonal Sales. Note that the 30-day cooldown for new releases and price increases still applies for the Steam Seasonal Sales. [*][b]Q. …

Steamworks Virtual Conference: Steam Deck - Nov 12th 2021

You can find the English broadcast of the conference on youtube: [url]https://www.youtube.com/watch?v=P6CUQeHIxDA[/url] Topics covered: [list] [*]Steam Deck Hardware [*]Steam on Deck [*]Proton Support [*]Steam Input [*]Steam Deck Verified [*]APU deep dive with AMD [/list] …

IInventoryService Interface

[/td][/tr] [tr][td][b]itempropsjson[/b][/td][td]string[/td][td]✔[/td][td][/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of the player to receive the items.[/td][/tr] [tr][td][b]notify[/b][/td][td]bool[/td][td]✔[/td][td]Optional, default 0. Set to 1 to indicate the user is not in-game and should see a Steam notification.…

[/td] [tr][td][b]trade_restriction[/b][/td][td]bool[/td][td]✔[/td][td]Optional, default 0. Set to 1 to have Steam apply market and trade cooldowns as if this was a purchased item.[/td][/tr] [/tr] [/table] AddItem is used to add new items directly in a user's inventory. …

ISteamFriends Interface

[b]Returns:[/b] [apitype]steam_api::CSteamID[/apitype] [apitype]steam_api::k_steamIDNil[/apitype] if [code-inline]steamIDClan[/code-inline] or [code-inline]iOfficer[/code-inline] are invalid. …

[b]See Also:[/b] [api]ISteamFriends::GetFriendsGroupCount[/api] [subsection=GetFriendSteamLevel]GetFriendSteamLevel[/subsection] [code=cpp]int GetFriendSteamLevel( CSteamID steamIDFriend );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDFriend[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the user.…

Step by Step: Leaderboards

[code=cpp] ... // Initialize Steam bool bRet = SteamAPI_Init(); // Create the SteamLeaderboards object if Steam was successfully initialized if (bRet) { g_SteamLeaderboards = new CSteamLeaderboards(); } ... …

Start Steam and log in. [b][S_API FAIL] SteamAPI_Init() failed; no appID found.[/b] You most likely don't have the steam_appid.txt file in place. …

Steamworks API Overview

[subsection=SteamAPI_Shutdown]SteamAPI_Shutdown[/subsection] When you are done using the Steamworks API you should call [api]steam_api::SteamAPI_Shutdown[/api] to release the resources used by your application internally within Steam. …

Initializing and using the game server API is very similar to the normal API: [list] [*] [api]steam_gameserver::SteamGameServer_Init[/api] [*] [api]steam_gameserver::SteamGameServer_Shutdown[/api] [*] [api]steam_gameserver::SteamGameServer_RunCallbacks[/api] [*] [api]steam_gameserver::SteamGameServer_ReleaseCurrentThreadMemory[/api] [/list] After initializing a game server you have access to the two game server exclusive interfaces [api]ISteamGameServer[/api] and [api]ISteamGameServerStats[/api]. …

ISteamClient Interface

Interface to create a new steam instance or to connect to an existing steam instance, whether it's in a different process or is local. In most scenarios this is all handled automatically via [api]steam_api::SteamAPI_Init[/api]. …

[b]Returns:[/b] [apitype]ISteamClient::HSteamUser[/apitype] A new handle to a SteamUser. [subsection=CreateSteamPipe]CreateSteamPipe[/subsection] [code=cpp]HSteamPipe CreateSteamPipe();[/code] Creates a communication pipe to the Steam client. …

Step by Step: Stats

[code=cpp] ... // Initialize Steam bool bRet = SteamAPI_Init(); // Create the SteamStats object if Steam was successfully initialized if (bRet) { g_SteamStats = new CSteamStats(g_Stats, 6); } ... …

It shuts down steam and must be called before you application exits. Finally we delete the helper object we created. [code=cpp] ... // Shutdown Steam SteamAPI_Shutdown(); // Delete the SteamStats object if (g_SteamStats) delete g_SteamStats; ... …

Legal Attribution

Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.[/list] Use the Steamworks logo with the "™" servicemark. …

Steam 和 Steam 標誌為 Valve Corporation 在美國與(或)其它國家 / 地區的商標與(或)註冊商標。 ©2026 Valve Corporation. Steamworks 和 Steamworks 標誌為 Valve Corporation 在美國與(或)其它國家 / 地區的商標與(或)註冊商標。 …

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