Older reviews will phase out over time and any reviews written during Early Access will be labeled as such. [b]Q. Do customers need to have purchased my game in order to write a review of it?[/b] A. Purchase is not required. Customers may write a review for any product they have launched via Steam. …
While reviews from all the above situations will be listed and readable, not all reviews count toward the game's review score. Only reviews posted from an account that has purchased on Steam and played the game will count toward the review score for that game. [b]Q. Can customers write a negative review?[/b] A. …
The default Store home page for Steam Deck shows only Deck Verified titles. That said, the entire Steam store (with all titles, regardless of Deck Verified status) is still available to browse and purchase from, just one tab away. …
Most likely not until after Steam Deck ships to customers though. [b]When testing for OS compatibility with Steam Deck, should we use SteamOS or will there be a version of Steam Deck's OS available for download?…
[/h4] [b]A: [/b]Yes, they can leave a review but it will be categorized as a non-Steam purchase. So the review is readable by other players, but not factored into your game's review score unless the user buys the game. …
[/h4] [b]A: [/b]No. Trading cards will not drop for a player unless they have purchased the game on Steam or activated a key for the game. [/list] [section]Ready to Get Started? [/section] To see if your game is a fit for a Free Weekend, please [url=https://help.steampowered.com/en/wizard/HelpWithPublishing?…
[section]Overview[/section] A package is a collection of one or more applications and depots that can be sold via Steam or can be granted to users based on the activation of a Steam key. This can be thought of as a SKU or a license. After a user purchases or activates a package, the contents of that package dictate which applications or depot contents the user has permission to download and launch. …
This lets you sell your app in the Steam store as well as generate CD Keys that unlock the exact same content if you wish. [*] [b]Store Package[/b]: This is a package that can only be sold on the Steam store [*] [b]CD Key Package[/b]: This is a package that can only have CD Keys generated against it [*] [b]Release Override "Beta Testing" Package[/b]: This package is automatically created along with your Application. …
[/td][/tr] [/table] Starts the purchase process for the user, given a "shopping cart" of item definitions that the user would like to buy. The user will be prompted in the Steam Overlay to complete the purchase in their local currency, funding their Steam Wallet if necessary, etc. …
[b]NOTE:[/b] You must call [api]ISteamInventory::DestroyResult[/api] on the inventory result for when you are done with it. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamInventory::SteamInventoryStartPurchaseResult_t[/apitype] call result. …
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]That the key is associated with. Must be a steam economy app.[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user attempting to initiate a trade[/td][/tr] [tr][td][b]targetid[/b][/td][td]uint64[/td][td]✔[/td][td]SteamID of user that is the target of the trade invitation[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …
[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]Must be a steam economy app.[/td][/tr] [tr][td][b]currency[/b][/td][td]string[/td][td][/td][td]The currency to filter for[/td][/tr] [tr][td][b]language[/b][/td][td]string[/td][td][/td][td]The user's local language[/td][/tr] [/table] Returns prices and categories for items that users are able to purchase. …
If you have a game with DLC available for purchase (or for free) on Steam, it will automatically appear in a number of places around Steam. You as the developer also have some options for how to present your DLC to players. …
To set these links, visit the 'basic info' tab in your edit store section of Steam. [/list] [section]Your Game's Library Page[/section] Your game's library page in Steam will prominently feature DLC that is new since the last time the player played the game. …
Steam has various top sellers lists throughout the store, including the most prominent one on the homepage of Steam. You can also find them when browsing any individual tag, theme, or genre, scoped to that particular category. …
filter=globaltopsellers]Steam search results[/url] page. [subsection]Tag, Genre, Theme, Category pages[/subsection] Each individual tag, genre, theme, or category browse page on Steam also has a top sellers list that is appropriate for that category. …
[/introblock] [section]Overview[/section] Steam has the ability to provide free demos for your customers so that they can try before they buy. It's up to you whether or not a demo will be beneficial for your title, but there are a couple of useful things to consider: [olist] [*] Quality – Customers are generally using the demo to make a purchase decision on your game. …
[section]Helping demo players find your full game[/section] For players of your free demo, there are a couple of ways to help them find their way to your full game to add it to their wishlist or to purchase. [subsection]Add a link from your demo menu screen[/subsection] You can direct customers to the full app from your demo by utilizing the Steam Overlay. …
Steam is built around the core functionality of keeping your players up-to-date with the latest build of your game. Whether you have a small bug you need to fix or a major content addition, Steam has a robust set of tools to announce your update and get it into the hands of your players. …
To use the Update Visibility Round, you will first need to post a Steam Community Announcement with details about your update. Check out the [doclink=marketing/visibility#update]Steam Update Visibility Round[/doclink] documentation for more details. …
[subsection]Where your game's name is defined[/subsection] Your game's name is defined in three main locations: [list] [*][b]Store info[/b] - On the "Basic Info" tab under "Edit Store". This name is used within the Steam store, including search results. [*][b]Steamworks Info[/b] - On the "General Application Settings" tab under Steamworks Settings. This name is used within the Steam library and the Steam Community. [*][b]Package Info[/b] - Each store package that sells your game. This is used to present your purchase option shown on your store page and during the checkout process. …
Your store presence on Steam has a couple of text areas where you get need to describe your product in your own words. These sections should be focused on describing the overall theme, style, story, and features of your game. …
You cannot use them to advertise other products on Steam. This includes text, images, links, or widgets that point to or reference other products on Steam. If you have related products, it's fine to feature them in the [url=https://steamcommunity.com/groups/steamworks/announcements/detail/4578559379959234051]DLC or "More From" sections of your Store Page[/url]. …
You only need to do this for base games--any DLC will automatically inherit franchise name from its parent game. [/olist] [section]How franchises appear in Steam[/section] Once a franchise is established on each game in the franchise, it will be surfaced in a number of ways. [url=https://store.steampowered.com/franchise/Half-Life]Here's an example[/url] [subsection]In a button above purchase options[/subsection] Each game in the franchise will have a new button above the purchase options, leading to the franchise page. …
This has many of the same benefits of following a developer, except that it is scoped to just products that are part of that franchise. When a Steam customer follows your franchise, they are giving Steam a strong signal that they enjoy that content and allows Steam to expand the customer store experience in the following ways: [list] [*] [b]Email notification[/b] - Followers of your franchise will receive an email when a game in your franchise releases or enters early access or exits early access. [*] [b]Featuring games[/b] - When followers are browsing either the Steam front page or a genre and/or tag Steam hub page, Steam will mix in recently released games from the franchise into the main capsules on those pages. …
This section provides an in depth look into what goes into managing your Steam store presence. Some of the topics included include: [table] [tr][td][doclink=store/application][/doclink][/td][td]An Application (or App) is the main representation of a product on Steam. …
[/td][/tr] [tr][td][doclink=store/prepurchase][/doclink][/td][td]Our experience with pre-purchases is that they tend to be ineffective unless it’s a heavily anticipated, heavily marketed title, and even then we encourage titles to have short pre-purchase periods on Steam.…
[b]Example Response:[/b] [code=json] { "price_info": { "220": { "packageid": 36, "currency": "USD", "initial_price": 999, "final_price": 999, "discount_percent": 0 } } } [/code] [section=GetDeletedSteamIDs]GetDeletedSteamIDs[/section] [code=http]GET https://partner.steam-api.com/ISteamUser/GetDeletedSteamIDs/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.…
[/list] The response from the call will look something like this: [code] "appownership":{ "apps":[ { "appid": 60, "ownsapp": true, "permanent": true, "timestamp": "2005-04-03T17:50:29Z", "timeexpires": "never", "ownersteamid": "76561197978236369", "sitelicense": false, "usercanceled": false }, { "appid": 220, "ownsapp": false, "permanent": false, "timestamp": "2024-09-17T22:27:02Z", "timeexpires": "never", "ownersteamid": "0", "sitelicense": false, "usercanceled": true, "timedtrial": false } ] } [/code] In the above example, the steamID 76561197978236369 has purchased appID 60. They also had purchased appID 220, but self-canceled it via the Steam Support site. The response will only contain either owned or usercanceled apps. …
[/td][/tr] [tr][td][doclink=features/microtransactions][/doclink][/td][td]Steam provides world class support for in game purchases, whether that is items, in-game currency, or anything else that you can think up, you can use the Steam Microtransaction APIs to provide customers with more choices.…
[/td][/tr] [tr][td][doclink=features/overlay][/doclink][/td][td]The Steam overlay is a piece of the Steam user interface that can be activated over the top of almost any game launched through Steam. It lets the user access the friends list, web browser, chat, and in-game DLC purchasing.…
Below is a guide to using SteamPipe, Valve's tool for delivering content to Steam. For more information on best practices for updating your game, see [doclink=store/updates][/doclink]. …
It should match your location. [*] Stop the download, uninstall, and reinstall the game (clear manifest caches). [*] Exit Steam, delete the two folders appcache and depotcache in your Steam install folder. [*] Try to set your Steam download region to some other location far away. …
as it provides access to large amount of information on the performance of your partner account on Steam. [b][u]GetDetailedSales Best Practices[/u][/b] [u][b]Step 1:[/b][/u] Call GetChangedDatesForPartner to find the set of dates that have new data. Your first call will use a highwatermark value of 0 and will return every date you have ever had sales or activations on Steam. Subsequent calls should use the result_highwatermark from the prior call, and will only show the dates with new data since the prior call. …
This is sometimes called Special Editions or Soundtrack Editions. Deluxe Editions can be very successful on Steam if you have quality content (In-game items, DLC, Soundtracks, Artwork, etc...) to add to the base game. We recommend that you offer the Deluxe Edition at a price slightly above, but still relatively close to the base game price. …
Please see [doclink=store/application/dlc][/doclink] for details on creating and configuring your DLC. [*] [b]A new DLC package[/b] - This DLC package will be used if your customers buy your base game first and then later wish to purchase the deluxe content. This is created automatically when you create a new item of DLC and will release automatically when you release your DLC. [*] [b]A new Deluxe Bundle[/b] - This bundle will combine the base game and the deluxe content together for a discount percentage that you define. …
[callout]A roadmap is separate from a Season Pass, which is a pack of current and future content (DLC) that customers can buy with a single purchase. If you want to sell a DLC that has the promise of future content, [url=https://partner.steamgames.com/doc/store/seasonpass]please read this to learn more[/url].[/callout] [section]Roadmaps on your Steam Store Page[/section] If you have already created an image that represents your roadmap and wish to display it on your store page, there is a dedicated section that you can use to do so. …