Steamworks Documentation
Found 326 search results for "verify integrity of game files"
ISteamGameServerStats Interface

Interface to get and interact with game server stats. For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=GetGameServerPlayerStatsForGame]GetGameServerPlayerStatsForGame[/section] [code=http]GET https://partner.steam-api.com/ISteamGameServerStats/GetGameServerPlayerStatsForGame/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.[/td][/tr] [tr][td][b]gameid[/b][/td][td]uint64[/td][td]✔[/td][td]game id to get stats for, if not a mod, it's safe to use appid here[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of the game[/td][/tr] [tr][td][b]rangestart[/b][/td][td]string[/td][td]✔[/td][td]range start date/time (Format: YYYY-MM-DD HH:MM:SS, Seattle local time)[/td][/tr] [tr][td][b]rangeend[/b][/td][td]string[/td][td]✔[/td][td]range end date/time (Format: YYYY-MM-DD HH:MM:SS, Seattle local time)[/td][/tr] [tr][td][b]maxresults[/b][/td][td]uint32[/td][td][/td][td]Max number of results to return (up to 1000)[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Updating Your Game - Best Practices

You can sell it as Downloadable content (DLC) or as in-game purchases. Or you can simply include it in the base game as a free content update. Below are some suggestions for best practices that we've seen work well for most cases: [list] [*][b]Free content => part of the game[/b] - If you intend for the content to be free, we have found that it works best to simply include that new content as part of your base game's content. …

Plus, players with your game on their wishlist will get an e-mail notifying them that your game is on sale. This works really well combined with temporary artwork overrides as described above. …

Livestreaming a Game Demo to the Steam Store

This document will outline the steps to successfully stream the gameplay from a free demo to your full game's Steam store page. Streaming a demo to the Steam store is different in a few area than streaming the base game. This document will outline those differences. …

The other important consideration is using a Steam account which is allowed to play the base game. The Steam account can acquire the base game a few ways: [list] [*] It is a member of the Steamworks Partner Group with access to the game. [*] Has a license for the game either via purchase or a product key, if the game is released. [*] Has a release override license for the game if the game is unreleased. …

How to upload Android APKs to Steam

[/list] [callout]Adding depots (regardless of associated package access) to a released game will be publicly visible. Instead, you can add to an unreleased DLC.[/callout] [subsection]File layout[/subsection] Game files should be laid out with a top-level [b].apk[/b] that is listed as the [b]Executable[/b] in the launch options for the app in Steamworks. It is possible to have multiple [b].apk[/b]'s, each with their own launch option. Extra files packaged as [b].obb[/b] files should be bundled in a directory called [b]obb[/b], organized as follows: [code] my_game.apk obb/content_001.obb obb/content_002.obb [/code] [section]Step 4 - Add Launch Option[/section] Navigate to [b]Installation > General Installation[/b] and click [b]Add new launch option[/b]. …

Recurring Subscriptions

[section]Methods For Managing Recurring Subscriptions[/section] Below is the general method for managing recurring subscriptions on Steam. [h4]In-game managed (Microtransactions)[/h4] The game started a recurring billing by invoking an in-game purchase and confirmed by customer through a Steam webpage. This is configured and managed entirely by the game. Please see [doclink=features/microtransactions/recurring_billing][/doclink] for details on getting this set up. [b]General Experience:[/b] [list] [*] The game is typically a free-to-play, but could also work with a standard purchaseable game. [*] From within the game, a user would find a purchase option to sign up for a recurring subscription. …

Setting up your Steam Frame for development

This "direct" mode is primarily intended for development. Normally, you'd just click [b]Stream [/b]on games in your [b]Steam Library[/b] in headset.[/i] [docimg=steamframe-stream.png]steamframe-stream.png[/docimg] [callout]You can also stream over your home Wi-Fi, but that tends to be more congested and less reliable than the direct connection the wireless adapter affords.…

To turn on your controllers, press the button with the Steam logo. If they do not turn on, verify the tab has been removed from the battery compartment. They will turn off automatically when not in use for a period of time. …

Managing Your Steamworks Account

[section]Managing Users[/section] In order for another user account to have access to any part of managing your game in Steamworks, you will first need to add that user by sending them an invitation on the [url=https://partner.steamgames.com/pub/users/]Add/Manage Users[/url] page. …

[/td] [/tr] [tr] [td][b]View Error Data[/b][/td] [td]Grants permission to view error reports for your title (if your title is integrated with Steamworks error reporting system).[/td] [/tr] [tr] [td][b]Generate CD Keys[/b][/td] [td]Can request CD Key batches for your application or upload third-party keys. …

Library Assets

[b]Design:[/b] This image should contain only your game's logo type (your game's title, rendered in the special font or lettering that you have established) and optionally a logomark (an icon that stands alongside your game's title) together on a transparent background. Aside from your game's logotype, there should be no other words in this asset. You should use the best aspect ratio for your logo, however the logo must be either 1280px wide and/or 720px tall. …

SteamVR for Enterprise / Government Use

This page provides guidance on how to obtain the necessary licenses and files to use SteamVR software and/or Valve Index hardware in an enterprise or government use environment. [section]Licensing[/section] The basic Steam Subscriber Agreement only covers the usage of Steam software for personal, noncommercial use. …

This enables you to use both the SteamVR Runtime and certain Steam games in your public installation. [*]For other commercial or government use you can enter into a royalty-free [url=https://www.docusign.net/Member/PowerFormSigning.aspx?…

ISteamRemoteStorage Interface

[section=EnumerateUserSubscribedFiles]EnumerateUserSubscribedFiles[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/EnumerateUserSubscribedFiles/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.…

[section=UnsubscribePublishedFile]UnsubscribePublishedFile[/section] [code=http]POST https://partner.steam-api.com/ISteamRemoteStorage/UnsubscribePublishedFile/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.…

ISteamHTTP Interface

. [*] A POST body has already been set for this request either via this function or with [api]ISteamHTTP::SetHTTPRequestGetOrPostParameter[/api]. [/list] [subsection=SetHTTPRequestRequiresVerifiedCertificate]SetHTTPRequestRequiresVerifiedCertificate[/subsection] [code=cpp]bool SetHTTPRequestRequiresVerifiedCertificate( HTTPRequestHandle hRequest, bool bRequireVerifiedCertificate );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]hRequest[/b][/td][td][apitype]ISteamHTTP::HTTPRequestHandle[/apitype][/td][td]The request handle to set whether the request requires a verified certificate.[/td][/tr] [tr][td][b]bRequireVerifiedCertificate[/b][/td][td]bool[/td][td]Turn on verified certificate?[/td][/tr] [/table] Sets that the HTTPS request should require verified SSL certificate via machines certificate trust store. …

ISteamPublishedItemSearch 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]startidx[/b][/td][td]uint32[/td][td]✔[/td][td]Starting index in the result set (0 based)[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td]✔[/td][td]Number Requested[/td][/tr] [tr][td][b]tagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of Tags Specified[/td][/tr] [tr][td][b]usertagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of User specific tags requested[/td][/tr] [tr][td][b]hasappadminaccess[/b][/td][td]bool[/td][td][/td][td]Whether the user making the request is an admin for the app and can see private files[/td][/tr] [tr][td][b]fileType[/b][/td][td]uint32[/td][td][/td][td]EPublishedFileInfoMatchingFileType, defaults to k_PFI_MatchingFileType_Items[/td][/tr] [tr][td][b]tag[0][/b][/td][td]string[/td][td][/td][td]Tag to filter result set[/td][/tr] [tr][td][b]usertag[0][/b][/td][td]string[/td][td][/td][td]A user specific tag[/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]SteamID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint64[/td][td]✔[/td][td]appID relevant to all subsequent tags[/td][/tr] [tr][td][b]tagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of Tags Specified[/td][/tr] [tr][td][b]usertagcount[/b][/td][td]uint32[/td][td]✔[/td][td]Number of User specific tags requested[/td][/tr] [tr][td][b]hasappadminaccess[/b][/td][td]bool[/td][td][/td][td]Whether the user making the request is an admin for the app and can see private files[/td][/tr] [tr][td][b]fileType[/b][/td][td]uint32[/td][td][/td][td]EPublishedFileInfoMatchingFileType, defaults to k_PFI_MatchingFileType_Items[/td][/tr] [tr][td][b]tag[0][/b][/td][td]string[/td][td][/td][td]Tag to filter result set[/td][/tr] [tr][td][b]usertag[0][/b][/td][td]string[/td][td][/td][td]A user specific tag[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Steam Inventory Web Functions

[section=ItemCart]Item Cart[/section] ItemCart can be used to send a cart containing one or more items to be purchased via Steam. You'll need to build and maintain the cart within your own game or UI, then send the contents of that cart to Steam for purchase and activation of those items. Your store should direct the client browser to POST directly to [code-inline]https://store.steampowered.com/itemcart/checkout[/code-inline] using a web form. …

[/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. Matches report generated by ISteamMicroTxn/GetReport [*] [STEAMID] - 64-bit unsigned decimal integer representing user's Steam ID. …

Adding Community Moderators

[b]To promote[/b] [olist] [*] The user will need to first join your official game hub by following the game from the storepage [*] Once they have joined, you can promote them to moderator or officer level by clicking on the star next to their name [*] Depending on their level (moderator vs officer) they will have different capabilities in your Community Hub, based on what you set in the group permissions page (see above). [*] If the user is promoted to 'officer' level, they can then ban items such as screenshots, videos, and Workshop entries. …

[section]Moderating Discussions & Comments[/section] When viewing a Community Hub for a game or software title that your account has permissions to moderate, you will see an "Admin" tab on the right-hand side. There, you will find information and links to moderating community content for that game. …

Points Shop Items

[/b] The Steam Points Shop represents a way for fans to show off art from your game in their profile, friends list, and chat. Points Shop items come from partners like you, and are a great way to increase the visibility of your game. So far, millions of players have exchanged Steam Points for these animated, game-themed collectibles. [b]HOW CAN I CREATE ITEMS FOR THE POINTS SHOP?[/b] Download the templates below, follow the specifications when creating, and submit the asset(s) via your game's app page! …

Community and Client Icons

These are the assets needed for your game's presence within the Steam Community and the Steam client. [section]Icon Asset Templates[/section] [table] [tr][td][b]Templates[/b][/td] [td] [url=https://www.dropbox.com/scl/fo/cvkwbosmrimklcl9h0qko/AF5IPErKP-mQM_3YO1Dw2lA?…

[b]Size:[/b] 256px x 256px or 512px x 512px, ICO or PNG [callout]Note: To properly display your application icon on macOS desktop shortcuts, you must also submit an icon file in ICNS format in the "Mac Icon" asset field. If one is not provided, then the shortcut will be created with a default Steam logo icon. …

Web API Overview

The API contains public methods that can be accessed from any application capable of making an HTTP request, such as game client or server. The API also contains protected methods that require authentication and are intended to be accessed from trusted back-end applications. As an example, Web API methods are commonly used by a secure publisher server to: [list] [*] Verify a Steam user's credentials with that server [*] Check if a user owns a particular application [*] Set or retrieve a user's stats, achievements or leaderboard scores [*] Execute an in-game purchase [/list] You can find a complete list of everything offered by the Steamworks Web API in the [doclink=webapi][/doclink]. …

Steam Input

This is [i]not[/i] a detailed listing of methods used for interacting with the software from within your game. For that please see the [doclink=api/ISteamInput]Steam Input API[/doclink]. [subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?…

[section=TableOfContents]Table of Contents[/section] [b]Hold my hand a little:[/b] [olist] [*] [doclink=features/steam_controller/getting_started_for_players]Getting Started as a [b]Player[/b][/doclink] [*] [doclink=features/steam_controller/getting_started_for_devs]Getting Started as a [b]Developer[/b][/doclink] [/olist] [b]Give me all the nerdy details:[/b] [olist] [*] [doclink=features/steam_controller/concepts][/doclink] [*] [doclink=features/steam_controller/device][/doclink] [*] [doclink=features/steam_controller/iga_file][/doclink] [*] [doclink=features/steam_controller/action_manifest_file][/doclink] [*] [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/browse_configs][/doclink] [*] [doclink=features/steam_controller/activators][/doclink] [*] [doclink=features/steam_controller/mouse_regions][/doclink] [*] [doclink=features/steam_controller/radial_menus][/doclink] [*] [doclink=features/steam_controller/touch_menus][/doclink] [*] [doclink=features/steam_controller/action_set_layers][/doclink] [*] [doclink=features/steam_controller/legacy_mode][/doclink] …

OAuth

WebAPI services with OAuth-enabled methods include: [webapi]ICloudService[/webapi], [webapi]IBroadcastService[/webapi], [webapi]IGameNotificationsService[/webapi], [webapi]IPlayerService[/webapi], and [webapi]IPublishedFileService[/webapi]. For the sake of illustration, [code-inline]http://redirect/uri/here[/code-inline] will be used to represent the redirect URI. …

Once you have the OAuth token, use the [doclink=webapi/IPublishedFileService]IPublishedFileService[/doclink] Steam WebAPI. …

Debugging the Steamworks API

. [*] [b]-log_voice[/b] - Writes voice chat data to the [code-inline]logs/voice_log.txt[/code-inline] file [*] [b]-installer_test[/b] - Changes installing a retail game to emit all files to the [code-inline]install_validate/[/code-inline] folder instead of to the steam cache. …

[list] [*] [b]find <string>[/b] - Lets you find other useful commands [*] [b]set_spew_level[/b] - Enables you to set a higher level of output in the steam console as well as log files. ex: "set_spew_level 4 4" - provides the most verbose logging and is very useful for troubleshooting problems [*] [b]app_info_print <AppID>[/b] - Displays all of the information the Steam servers provide about the game. [*] [b]enable/disable_license <PackageID>[/b] - This allows testing of app ownership, typically DLC. [*] [b]testappcloudpaths <AppID>[/b] - Allows testing of auto-cloud configuration before enabling auto-cloud for all customers. …

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