Steamworks Documentation
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Branches (Betas)

[docimg=rimworld_new_branch_exmpl.png]rimworld_new_branch_exmpl.png[/docimg] As soon as a tester or customer has selected the branch, the Steam client will start downloading the branch, replacing their currently installed branch. One a player is opted in to any branch other than "default/none," Steam will show some UI next to the play button indicating the selected branch. …

" dropdown menu. [*] Click on the "Preview Change" button for the build you selected. [*] Click on "Set Build Live Now" to immediately make your branch available in Steam. [/list] [/list] [section]Switching Branches from within your game[/section] Steam has a set of APIs that lets a game tell Steam to switch the user to a particular beta branch. …

Events and Announcements Visibility Stats Reporting

[section]Event Impression Locations[/section] Here is a quick run-down of what each location refers to: [list] [*][b]Library Home Page Impressions[/b] - This is when your event appears in the row of "What's New" section at the top of the Steam Library Home. Not all of your customers will see your event, as they may not sign in to Steam during the time where your event is valid, or they may have many other games posting events around the same time. …

[/b] A: Impressions are only counted when the event capsule is viewed on the Steam Library, Store, or Community site. If a user discovers your event outside of Steam and visits your event page directly, it will count as a read without generating a corresponding impression. …

Events and Announcements Tools

[/introblock] We've been hard at work expanding Steam’s Events and Announcements system to enable integrated, eye-catching communications with your players. In the course of developing, launching, updating, and operating your game, you probably have interesting news to share, or moments you want players to be a part of. …

This post-time will be used by Steam algorithms to determine whether a Steam customer has "seen" the event or not. [*]Moving the start time of an event might confuse customers, as calendar entries a player manually creates or downloads may become out-of-sync with the actual event. …

Points Shop Items

[list] [*]96 x 96px .jpg (still) < 350KB [*]512 x 512px .jpg (still) < 350KB [/list] [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/steamworks_docs/english/game_profile_logo[/img] [section=startupmovies][b]Steam Deck & Big Picture Startup Movies[/b][/section] [h4]Startup Movies are short videos that play when Steam Deck starts or (optionally) wakes from sleep. …

[/url] [img=https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1792400/extras/4120908e3471e070fa9fa466f0c96bc3.avif] [subsection]Video Guidelines[/subsection] Startup movies need to be 1920x1200px in size for fullscreen display on Steam Deck. …

Application Settings for Virtual Reality

[section]Overview[/section] You can manage the Virtual Reality settings for your application on Steamworks in two places: [list][*]Steamworks Settings - Set the SteamVR input binding mode for your application, as well as launch options. [*]Store Page - Describe your VR requirements and supported configurations[/list] [section]Steamworks Settings[/section] Steamworks settings enable you to define the SteamVR input binding mode for your application, and define your launch options. …

" Steam looks for the presence of a VR launch option to add some of the VR information to your store page. [docimg=thelablaunchoptions.PNG]thelablaunchoptions.PNG[/docimg] [i]Launch Options for "The Lab"[/i] [section]Store Page Settings[/section] You can also manage what Virtual Reality settings are visible on your Steam store page. …

Events and Announcements Examples

As part of the Steam Library update, we’ve improved the look and feel of your event and announcement pages, along with the authoring tools for creating them. …

[subsection]Event Body[/subsection] Users can interact with the [b]event body section[/b] of your announcement. So, in addition to text and static images, feel free to include Steam Store widgets or YouTube videos. [docimg=event_example_detail_lg2.jpg]event_example_detail_lg2.jpg[/docimg] [section]Steam Library - Game Details Page[/section] Your game details page in the Steam Library includes three image types to convey information about the state of your game. …

IPlayerService Interface

[/td][/tr] [tr][td][b]appids_filter[/b][/td][td]uint32[/td][td]✔[/td][td]if set, restricts result set to the passed in apps[/td][/tr] [/table] Returns a list of games owned by the player if their owned games/game details are visible to you. [section=GetSteamLevel]GetSteamLevel[/section] [code=http]GET https:/partner.steam-api.com/IPlayerService/GetSteamLevel/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 user authentication key.[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The player we're asking about[/td][/tr] [/table] Returns the Steam Level of a user [section=GetBadges]GetBadges[/section] [code=http]GET https://partner.steam-api.com/IPlayerService/GetBadges/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 user authentication key.…

ISteamGameCoordinator Interface

[subsection=RetrieveMessage]RetrieveMessage[/subsection] [code=cpp]EGCResults RetrieveMessage( uint32 *punMsgType, void *pubDest, uint32 cubDest, uint32 *pcubMsgSize );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]punMsgType[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [tr][td][b]pubDest[/b][/td][td]void *[/td][td][/td][/tr] [tr][td][b]cubDest[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td][/td][/tr] [tr][td][b]pcubMsgSize[/b][/td][td][apitype]steam_api::uint32[/apitype] *[/td][td][/td][/tr] [/table] Fills the provided buffer with the first message in the queue and returns k_EGCResultOK or returns k_EGCResultNoMessage if there is no message waiting. pcubMsgSize is filled with the message size. …

[b]Returns:[/b] [apitype]ISteamGameCoordinator::EGCResults[/apitype] [section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. Many of these will be fired directly in response to the member functions of [code-inline]ISteamGameCoordinator[/code-inline]. …

In-Game Actions File

Rename the file to the following: "game_actions_X.vdf", where X is your game's Steam AppID. If you don't know what your game's Steam AppID is, it can be found by logging into your Steam partner site. [callout] [h3]NOTE: These are the typical controller_config locations for each platform:[/h3] Windows: C:\Program Files (x86)\Steam\controller_config macOS: ~/Library/Application Support/Steam/Steam.AppBundle/Steam/Contents/MacOS/controller_config Linux: ~/.steam/steam/controller_config [/callout] Now open up the file in your favorite text editor. …

[/code] Major revisions are used for large, breaking changes to Steam Input API, such as adding it to an existing game or changing of action sets. By default, this will only affect configurations already using Steam Input API as to not disrupt existing players who have been using Steam Input to existing gamepad support. …

Creating and using InstallScripts

You can see an example on the [doclink=sdk/uploading#5]Uploading to Steam - Advanced Build Scripts[/doclink] page. During the build process, two things take place: [list] [*] The install script is uploaded to Steam and cryptographically signed. …

You can see this in the generated [code-inline]manifest.txt[/code-inline] file as a [code-inline]100[/code-inline] in the [code-inline]Flags[/code-inline] field. [/list] When a Steam user is starting a game, Steam will scan all of the mounted depots for that game for any file with the install script flag and run them. …

Radial Menus

Here's an example of radial menus used for quick spell selection in [i][url=http://store.steampowered.com/app/218410]Defender's Quest: Valley of the Forgotten[/url][/i]: [docimg=dqdx_radial_menu.png]dqdx_radial_menu.png[/docimg] That radial menu in the center of the screen is [i]not[/i] part of [i]Defender's Quest's[/i] code. It's entirely driven by the Steam overlay and the Steam Input configurator. As far as the [i]Defender's Quest[/i] application is concerned, it's simply receiving actions from the Steam Input API. …

A double-layered radial menu. Once again, here's the link to configuration: steam://controllerconfig/433340/1360133345 And the IGA file: [docfile=slime_rancher_nested_radial_menus.vdf]slime_rancher_nested_radial_menus.vdf[/docfile] [section]Further Reading[/section] [list] [*] [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] [*] [doclink=features/steam_controller/input_source][/doclink] [*] [doclink=features/steam_controller/input_source_modes][/doclink] [*] [doclink=features/steam_controller/mode_shifting][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [/list] …

Sale Page Tools - Minimum Requirements

[/olist] [section=started]Getting Started[/section] Sale landing pages are built on top of Steam Community groups for Developers homepages or Steam Curators. They need to be enabled specifically by someone at Valve. [b]Permissions[/b] [list] [*]Your Steam account needs to have 'Officer' level rights within your [url=https://support.steampowered.com/kb_article.php?ref=2092-QLZX-8453]Steam Community group[/url]. [*]Your Steam account cannot be a [url=https://support.steampowered.com/kb_article.php?ref=3330-iagk-7663]limited user account[/url]. …

ISteamNetworkingUtils Interface

However, it is subject to change so please do not parse it yourself. Your buffer must be at least k_cchMaxSteamNetworkingPingLocationString bytes. [subsection=ParsePingLocationString]ParsePingLocationString[/subsection] [code=cpp]bool ParsePingLocationString( const char *pszString, SteamNetworkPingLocation_t &result );[/code] Parse back SteamNetworkPingLocation_t string. …

[subsection=GetPingToDataCenter]GetPingToDataCenter[/subsection] [code=cpp]int GetPingToDataCenter( SteamNetworkingPOPID popID, SteamNetworkingPOPID *pViaRelayPoP );[/code] Fetch ping time of best available relayed route from this host to the specified data center. …

Steamworks SDK

The Steamworks SDK provides a range of features which are designed to help ship your application or game on Steam in an efficient manner. The Steamworks SDK is only [b]required[/b] to [doclink=sdk/uploading]upload your content to Steam[/doclink], everything else provided through the SDK is optional. …

This was used to set the correct permissions for macOS applications before SteamPipe became available. [*] [b]SteamPipeGUI.zip[/b] - A [doclink=sdk/uploading#steampipe_gui_tool]SteamPipe GUI Tool[/doclink] for Windows to make uploading simple products even easier. …

Performance Assessment Overlay (VR titles)

To help troubleshoot transient frame time issues with your game, you can look at the [b]perfcriteria.txt[/b] file in the SteamVR logs folder ([b]/home/steamos/.local/share/Steam/logs[/b], or accessible through the alias [b]cdl[/b] from a shell). The first 2 lines recapitulate the Application Name, Steam Application ID, target frame time, effective resolution, etc. …

This can be done by bringing up the SteamVR [b]Now Playing[/b] screen, then selecting [b]Clear Performance Assessment Status[/b]. [docimg=perf_criteria_clear.png]perf_criteria_clear.png[/docimg]…

ISteamScreenshots Interface

[/td][/tr] [tr][td][b]steamID[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of a user that is in the screenshot.[/td][/tr] [/table] Tags a Steam user as being visible in the screenshot. …

[section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. Many of these will be fired directly in response to the member functions of [code-inline]ISteamScreenshots[/code-inline]. …

Broadcast Viewership Statistics

Steam will capture and present to you the maximum concurrent viewers, your total viewers, average watch time, and total watch time by all viewers. …

Consider the broadcast session as a container for all of your upload sessions that will uniquely aggregate all viewership stats. [*] [b]Upload Session[/b] - This is created every time you establish an upload stream with Steam and tracks the continuous video and audio sent to Steam. If your network connection is interrupted then the upload session will automatically close. …

ISteamUserStats Interface

[section=GetNumberOfCurrentPlayers]GetNumberOfCurrentPlayers[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetNumberOfCurrentPlayers/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]AppID that we're getting user count for[/td][/tr] [/table] Gets the total number of players currently active in the specified app on Steam. Note that this will not return players that are playing while not connected to Steam. [section=GetPlayerAchievements]GetPlayerAchievements[/section] [code=http]GET https://partner.steam-api.com/ISteamUserStats/GetPlayerAchievements/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 user authentication key.…

ICloudService Interface

Provides access to a Steam user's Steam Cloud files. This is mostly intended to enable cross-platform saves for your game. The Steam version of the game can use the Steamworks Cloud features (either the ISteamRemoteStorage API, or Steam Auto-Cloud). Non-Steam versions can use this WebAPI to access the files and upload new versions. Your game will need to obtain permission from the user to access their Steam Cloud files. …

Developer And Publisher Homepages

The franchise information needs only to be entered in the primary game, any DLC will automatically inherit their parent apps franchises. [section=customers]What customers see?[/section] When a Steam customer follows your homepage, they are giving Steam a strong signal that they enjoy your content. Which lets Steam find ways to keep them informed on your major updates. …

[docimg=HubFollowDigitalExtremes.png]Recent Release on a Hub[/docimg] [*] The Steam front page may have a section that highlights Developers, Publishers or Franchises that would be of interest to individual Steam users. …

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