Steamworks Documentation
Found 354 search results for "refund purchase steam"
Unity

For development with Unity and Steam Frame we recommend targeting Android and Unity's built-in OpenXR plugin. We have a package you can install that assists with access to some additional built-in features, and includes the Steam Frame Controller OpenXR interaction profile. …

Currently in SteamVR we only expose the currently in-use refresh rate. [i]Requirements: OpenXR[/i] [/list] [section]Project Settings[/section] These settings are required for Android OpenXR builds to work on the Steam Frame. …

Distributing Source Engine Games / Mods

The legal guidelines for modding our games are outlined in the [url=https://store.steampowered.com/subscriber_agreement/]Steam Subscriber Agreement[/url] and within the modding tools we provide. However, we often receive recurring questions from the community about modding, particularly when mods are intended to be distributed on Steam. …

However, if you are distributing a total conversion mod that does not use our games' assets or your mod is otherwise a completely separate experience from the base game, then we may let it ship on Steam without additional formal dependencies. [*] [h4]Q: Why are there mods on Steam that do not follow these rules? [/h4] [b]A.[/b] Our approach has evolved over time and the projects you are thinking about have been grandfathered in. [*] [h4]Q: What about mods for games on Steam that were not developed by Valve? …

Trailers

Microtrailers are 6-second looping videos that summarize a game's trailer for use in quick-view locations throughout the Steam Store, as in the various category hubs, special sale pages, and on the homepage during seasonal sales events. Steam generates a game's micro trailer based on the first video visible in its Store Page. …

It is not possible to customize microtrailers. [section]Adobe Media Encoder Presets[/section] [docfile=Steam_AdobeMediaEncoderPresets_June2016.zip]Download these presets[/docfile] for Adobe Media Encoder CC to create compatible video files for Steam. …

Age Ratings Mandatory in Germany

German regulators have specified that all games must have an age rating in order to be offered to German customers on Steam. [callout]Starting on [b]November 15, 2024, [/b]Steam will no longer display games to customers in Germany if the game is missing a valid age rating.…

Also, if there was a manual review by USK but the reviewed version was not the exact one you distribute on Steam, do not enter a USK rating. In particular, you must not submit a USK rating on Steam if it has been generated through the IARC process on a third-party store. …

Sony PlayStation 4 Controller

[section=Overview]Overview[/section] The Sony PlayStation 4 controller* was the first third party device to get official Steam Input support. It shares certain features with the Steam controller that are lacking in the XInput standard (central trackpad & gyroscope), while hewing to a more traditional twin-stick form factor that some players prefer. …

Any of these configurations can be used in the same way as the Steam controller's trackpads, with the exception of haptic feedback. [docimg=ds4_controller_touchpad.png]ds4_controller_touchpad.png[/docimg] [subsection=GYRO]Gyro sensor[/subsection] [b]Analog, 3 axes[/b] Like the Steam controller, the PlayStation 4 controller also has a built-in gyro sensor with similar functionality, and likewise has 3 axes of motion (pitch, yaw, and roll). …

Seasonal Sales

[section]Overview[/section] Four times a year, we run Steam-wide seasonal sale events. The seasonal sales are open to all released games (see FAQ) on Steam and joining is not prevented by being on discount cooldown nor does it create a discount cooldown. …

Discounted titles are eligible to appear in various 'specials' sections throughout Steam, based on your game's tags, popularity of your game, and to users that it is recommended. The seasonal sales take over the Steam store experience in a big way, redesigning the front page to thematically show off the sale. …

Release Dates

We'll also use that calendar date to generate messages (like inviting you to participate in Steam Next Fest, or reminding you to submit your build for review prior to release!). [b]Q: Can I change the release date of my game?…

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. …

Stats and Achievements

Run with steam.exe -console, then: [list] [*] achievement_clear <appid> <achievement name> [*] reset_all_stats <appid> [/list] [subsection]The Steam Community[/subsection] After your game has been released then information about individual and global achievement progress will be displayed in the Steam Community. …

There will also be a link from this page, and one from your game's main Steam page, to a set of global achievement statistics for your game. It displays the percentage of Steam players of the game that have achieved each one, ordered from most common to the rarest achievement. …

ISteamApps Interface

Used to access data about applications on Steam. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetAppBetas]GetAppBetas[/section] [code=http]GET https://partner.steam-api.com/ISteamApps/GetAppBetas/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.…

The steamID must have appropriate permissions to make a build change, specifically the Edit App and Publish permissions. This account will receive a Steam Mobile app confirmation. …

ISteamPublishedItemVoting Interface

Allows partners to access the voting information of the content in their [doclink=features/workshop]Steam Workshop[/doclink]. See the primary Steam Workshop interface [webapi]ISteamRemoteStorage[/webapi] for more. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=ItemVoteSummary]ItemVoteSummary[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemVoting/ItemVoteSummary/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.…

Builds

A build is the result of uploading your content to steam, it can contain 1 or more of your depots and is a representation of the content in those depots at that point in time. Builds are uploaded by developers using a command-line provided in the Steamworks SDK. …

For unreleased games, setting a build live should have no impact on customers, since the game is only owned by the Steam accounts in the Steamworks partner account (or by anyone who has redeemed a Steam key for your game). [docimg=setBuildPublic_2.png]setBuildPublic.png[/docimg] [section=Authorizing_Default_Build_Updates]Authorizing Default Build Updates[/section] If your game is released, then any builds set live on your default branch will require an additional authorization step. …

Custom Engines

Android development is pretty straight forward with the exception of needing to launch Lepton Development and connect via adb before deploying to the headset. For Linux ARM64 development we recommend using the SteamOS Devkit Client. You can find more information about this in the on the [doclink=steamframe/loadgames][/doclink] page. [section]Steam Frame Controllers[/section] By default the controllers will show up to your games as emulating Oculus Touch, so you can bind to those controls and it will work. …

[section]Deploying binaries[/section] The [doclink=steamframe/loadgames]SteamOS Devkit Client[/doclink] provides an easy interface to repeatedly deploy APKs, Linux binaries, and Windows binaries. [section]Deploying APKs manually[/section] Building to Steam Frame is similar to building to other standalone headsets or mobile devices using adb. …

Reporting and Payments FAQ

Your monthly Steam Sales Report shows Gross Revenues less Applicable Adjustments to get to Net Revenue which then is multiplied by the revenue share % resulting in the amount to be paid to you. Please refer to the Steam Distribution Agreement which you signed for further details on Revenue Share Payment. [*] [b]Q. Can I download the monthly Steam Sales Report into Excel?…

Game Notifications

[section=Overview]Overview[/section] Steam Game Notifications is a system for delivering offline notifications to users for games that provide asynchronous multiplayer gaming, such as Chess. …

Upon launching and performing game actions, the game is expected to update the game session again with the up-to-date states for all users in the session. [subsection]What Steam will manage[/subsection] Steam will manage notifying users in a game session based on the states provided by the game and the specific settings that the user has selected for the game. …

Best Practices, Marketing

[section]Overview[/section] If you are working to bring your title to Steam, or have already released on Steam, we've got a few suggestion and best practices to help you think and ask the right questions about marketing. Much of this information is taken from Steam Dev Days. All the Steam Dev Days talks can be found [url=https://steamcommunity.com/devdays]here[/url]. Also be sure to review the various [doclink=marketing/tools]Marketing Features and Tools[/doclink] available to you as a Steamworks partner. …

ISteamRemoteStorage Interface

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [tr][td][b]listtype[/b][/td][td]uint32[/td][td][/td][td]EUCMListType[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td][/td][td]If specified, only returns details if the file is owned by the SteamID specified[/td][/tr] [tr][td][b]ugcid[/b][/td][td]uint64[/td][td]✔[/td][td]ID of UGC file to get info for[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [/table] [section=SetUGCUsedByGC]SetUGCUsedByGC[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/SetUGCUsedByGC/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.…

Event Graphical Assets

When creating and publishing new events using the Steam Event tools, you will be required to supply a set of graphical assets for your event. These assets are used on the event page, as well as various places on Steam, including your store page, Community Hub, and in the Steam Library. …

[/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 will always automatically include your game's name and icon next to the cover image, so it isn't critical to include your game branding in the cover image (but you may still choose to do so). …

Common Redistributables

Steam apps can now simply opt into common redistributables, which will be installed only if necessary. Valve creates and maintains install scripts for these redistributables, and updates them when patches become available. …

[section=Testing]Testing Common Redists[/section] If you want to test your installation with your selected common redistributables, the ideal method is by using a clean OS image on a machine or VM. You can also force Steam to reinstall common redistributables by deleting the following registry key: [list] [*] [b]32-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Valve\Steam\Apps\CommonRedist [*] [b]64-bit Windows[/b]: HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Valve\Steam\Apps\CommonRedist [/list] A subkey is created in this key for each common redistributable which has been installed, so you can delete individual subkeys to test various partially-installed states as well. …

IEconMarketService Interface

Provides restricted access to the Steam Market for partners. [b]NOTE:[/b] This is a Service interface, methods in this interface should be called with the [code-inline]input_json[/code-inline] parameter. …

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]The SteamID of the user to check[/td][/tr] [/table] Checks whether or not an account is allowed to use the market [b]NOTE:[/b] This call requires a publisher API key to use this method. …

ISteamRemotePlay Interface

Functions that provide information about Steam Remote Play sessions, streaming your game content to another computer or to a Steam Link app or hardware. See [doclink=features/remoteplay][/doclink] for more information. …

[section=callbacks]Callbacks[/section] These are callbacks which can be fired by calling [api]steam_api::SteamAPI_RunCallbacks[/api]. [subsection=SteamRemotePlaySessionConnected_t]SteamRemotePlaySessionConnected_t[/subsection] Sent when a client connected to a session. …

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