[/td] [/tr] [tr] [td][b]DLC[/b][/td] [td]Downloadable Content (DLC) are additional content for your game that can be purchased or downloaded for free. They are normally used for soundtracks, artbooks, and extra in-game content. This application type will have a separate App ID from the base application but will be linked to it. …
[/td] [/tr] [tr] [td][b]Demo[/b][/td] [td]Steam has the option to provide free demos for your customers so that they can try the game before purchasing. Demos are created through the main App and will appear as a button on the main game's store page. This application type will have a separate App ID from the base application but will be linked to it. …
A touch menu is an on-screen overlay of game actions, displayed as a grid of choices selectable with a controller. These are very similar to [doclink=features/steam_controller/radial_menus][/doclink], except that instead of aiming a virtual pointer to select an action, the player must touch a specific location on the input device. You can use these to e.g. switch weapons in a first-person shooter, toggle hotkeys in a real-time-strategy game or MMO, or any other use you can think of. Touch menus can be configured in many different ways in both behavior and appearance, and can be adorned with custom labels and icons (provided by either Valve, the developer, or the player). …
. [*]At the bottom of each rules page, find the link under "Getting started" and submit a support ticket with information about your event. [*]Once enabled, you'll need to add your games, configure sections and finish most of the merchandising work to organize the games in your sale. [*]Flip over to the 'preview' of your sale page, and you'll see the controls to enable background groupings. …
[/b] A: Probably best not to overwhelm people with too many moving things [b]Q: What file types are supported for background groupings?[/b] A; .jpg .png .webp…
[/td][/tr] [tr][td][api]ISteamController[/api][/td][td]Steam Controller support API (deprecated and replaced with ISteamInput)[/td][/tr] [tr][td][api]ISteamFriends[/api][/td][td]Interface to access information about individual users and interact with the [doclink=features/overlay][/doclink].[/td][/tr] [tr][td][api]ISteamGameCoordinator[/api][/td][td]Functions for sending and receiving messages from the Game Coordinator.[/td][/tr] [tr][td][api]ISteamGameServer[/api][/td][td]Provides the core of the Steam Game Servers API.[/td][/tr] [tr][td][api]ISteamGameServerStats[/api][/td][td]Functions to allow game servers to set stats and achievements on players.[/td][/tr] [tr][td][api]ISteamHTMLSurface[/api][/td][td]Interface for rendering and interacting with HTML pages.…
[docimg=300.jpg]300.jpg[/docimg] [docfile=steamDeck_guidelines_042922.pdf]Click here[/docfile] to view the Steam Deck Brand Guidelines [docfile=Steam_Deck_Logo_TM.eps]Click here[/docfile] to download Steam Deck logo files …
[section]Purchasing And Activating App Credit[/section] Steamworks developers can easily buy additional app credits to prepare your next games for release on Steam. The Steam Direct Fee may be paid with any payment method that Steam supports in your country, excluding Steam wallet funds. …
Please note that Valve cannot issue double invoices for the same transaction; if you have paid the Steam Direct Fee on behalf of another party such as your employer then the easiest solution is often to file an expense report with them. Please consult your local tax advisor for specifics. …
This is a great way to highlight and sharing the great contributions your community is making about your game. [code] https://steamcommunity.com/sharedfiles/filedetails/?id=<file id> [/code] For example, here are a few examples from Portal 2's [url=https://steamcommunity.com/app/620/workshop/]Workshop[/url] and [url=https://steamcommunity.com/app/620]Community Hub[/url]. …
It is perfectly fine to cross list to an event of another game too. Here is an example of the first [url=https://steamcommunity.com/games/portal2/announcements/detail/92679896001484067]Portal 2 update event[/url]. …
One of the primary scenarios for this call is to grant an item to users who also own a specific other game. This can be useful if your game has custom UI for showing a specific promo item to the user otherwise if you want to grant multiple promotional items then use [api]ISteamInventory::AddPromoItems[/api] or [api]ISteamInventory::GrantPromoItems[/api]. …
[/td][/tr] [/table] Serialized result sets contain a short signature which can't be forged or replayed across different game sessions. A result set can be serialized on the local client, transmitted to other players via your game networking, and deserialized by the remote players. …
[h4]Q. Will it count as a conversion if the customer downloads the game's Demo or DLC?[/h4] A. Demo and DLC downloads which do not include the base game are not currently included as conversions for UTM links to the base game page. If a DLC package includes the base game it will be counted as a conversion. [h4]Q. Does Steam track conversion via in-game purchases?[/h4] A. Steam does not currently report conversion for in-game purchases. …
[/td][/tr] [tr][td][b]gameitemid[/b][/td][td]uint32[/td][td]✔[/td][td][/td][/tr] [tr][td][b]associated_workshop_files[/b][/td][td]{message}[/td][td]✔[/td][td][/td][/tr] [tr][td][b]partner_accounts[/b][/td][td]{message}[/td][td]✔[/td][td][/td][/tr] [tr][td][b]validate_only[/b][/td][td]bool[/td][td][/td][td]Only validates the rules and does not persist them.[/td][/tr] [tr][td][b]make_workshop_files_subscribable[/b][/td][td]bool[/td][td]✔[/td][td]Allow users to subscribe to the workshop items?[/td][/tr] [/table] Sets the payment rules for a specific item. …
[/td][/tr] [tr][td]✔[/td][td][b]appid[/b][/td][td]uint32[/td][td][/td][td]✔[/td][td][/td][td]The appid for the item being sold.[/td][/tr] [tr][td]✔[/td][td][b]game_item_id[/b][/td][td]int32[/td][td][/td][td]✔[/td][td][/td][td]The game item id of the item being sold. Equivalent to "ItemID" from the old CSV feed.…
[/td] [/tr] [tr] [td][b]wishlist_adds_windows[/b][/td] [td]uint32[/td] [td]How many wishlist adds occurred from users browsing for Windows games.[/td] [/tr] [tr] [td][b]wishlist_adds_mac[/b][/td] [td]uint32[/td] [td]How many wishlist adds occurred from users browsing for Mac games.…
These leaderboards can be used to display global and friend leaderboards in your game and on your community webpage. Each Steamworks title can create up to 10,000 leaderboards, and each leaderboard can be retrieved immediately after a player's score has been inserted. …
All leaderboard functions live in ISteamUserGameStats.h, and two sample leaderboards have been implemented in the Steamworks example. It is also possible to view and administer leaderboards for your game in the Steamworks Game Admin. …
Steam Playtest gives developers a free, low-risk way to get playtesting data for their game without stressing out about Steam keys, user reviews, or wishlists. By using a separate “child” appID that is associated with, but separate from your main game, you can do the playtesting you need without interfering with your main game. …
Upload depots and set up builds on the Playtest just like any other game or demo. You can integrate Steamworks technical features, set Steam Input templates, configure cloud saves, and so on. If you’ve never done any of that before, start with our [doclink=sdk/uploading]Uploading to Steam documentation[/doclink] for help. …
[callout]Note: An encrypted app ticket can only contain up to 140 DLC appIDs. If your game intends to have more than that, you'll need to use Session Tickets/WebAPI to check for ownership.[/callout] [section=Functions]Functions[/section] These are global functions which do not require an interface to use.…
[/td][/tr] [tr][td][b]nAppID[/b][/td][td]AppId_t[/td][td]The App ID to compare against.[/td][/tr] [/table] Verifies that a decrypted app ticket is for the expected application. [b]Returns:[/b] bool [b]true[/b] if the ticket belongs to the provided App ID; otherwise, [b]false[/b] if it does not, or if the ticket is not valid. …
[b]Entitlements[/b] Support for 10.15 (Catalina) requires adding the following entitlements to your build configuration [list][*][code-inline]com.apple.security.cs.disable-library-validation [/code-inline] (allows loading the Steamworks SDK library and overlay library) [*][code-inline]com.apple.security.cs.allow-dyld-environment-variables [/code-inline] (enables the overlay library to be injected into the game process) [/list] [callout=red][b]Note:[/b] Steam is not currently compatible with the [url=https://developer.apple.com/documentation/security/app_sandbox]com.apple.security.app-sandbox[/url] entitlement. …
[b]NOTE:[/b] Don't check the boxes under [b]Supported Operating Systems[/b] on the General Application Settings tab yet, that will be done when you're ready to release. [*] Create a Steam build for these new depots. [*] Set that build to a beta branch with a password. [*] Update your autogrant package to contain these new depots so Steam will let you download the files. You can find your autogrant package by on the [url=https://partner.steamgames.com/apps/associated/]Associated Packages & DLC[/url] page. [*] Test the new versions on whatever operating system you are targeting. …
We suggest running your Free Weekend for at least four days to ensure players have enough time to download and meaningfully engage with your game. Keep in mind Steam's global audience will be downloading your game through a wide variety of internet speeds and data plans, which can represent a significant investment for some players, especially for games with larger file sizes. …
So the review is readable by other players, but not factored into your game's review score unless the user buys the game. [h4]How often can I run a Free Weekend?[/h4] [b]A:[/b] Eligible games can run a Free Weekend once per calendar year. …
Only games with released demos will be eligible to appear. [*]Make sure the store tags applied to your base game are accurate and complete. …
[subsection=livestream]Running A Livestream (Optional)[/subsection] There is a section specifically for streams of participating games. This is an opportunity to stream your game so potential players can see what it's like to play your game and possibly interact with the developers behind the game. …
const char *localGlyphPath = SteamController()->GetGlyphForActionOrigin( buttonOrigin ); printf( "path = %s\n", localGlyphPath ); // "path = C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png" //a function from the game that turns a file path into a usable game texture glyphTextureID = loadButtonGlyphTextureFromLocalPath( localGlyphPath );[/code] [subsection=TranslateActionOrigin]TranslateActionOrigin[/subsection] [code=cpp]EControllerActionOrigin TranslateActionOrigin( ESteamInputType eDestinationInputType, EControllerActionOrigin eSourceOrigin );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]controllerHandle[/b][/td][td][apitype]ISteamController::ControllerHandle_t[/apitype][/td][td]The handle of the controller to affect. …
= nCurrentMajorRevision ) { // This should only happen briefly while Steam detects // and then force-updates the user to the latest official config } } else { // The configuration isn't loaded for this controller yet } [/code] [b]Example In-game Action File Usage:[/b] [code] "In Game Actions" { "major_revision" "0" “minor_revision” “1” "actions" { ... …
The art used for them should immediately tell the customer something important about the game. It should be graphically-centric and give the user some sense of the game-play. [list][*][color=#ca5029]Do not include quotes or other strings of text beyond the title of your game. …
Please show customers what your game is actually like to play. Menu screens should only be included if they are a unique component of your game. Showing the in-game UI can be helpful for players to understand how they will be interacting with your game.…
[b]Returns:[/b] const char * The path to the png file for the glyph. E.g. [code-inline]"C:\Program Files (x86)\Steam\tenfoot\resource\images\library\controller\api\ps4_button_x.png"[/code-inline] [b]Example:[/b] [code=cpp]// Gets origins for "punch" EInputActionOrigin *origins = new EInputActionOrigin[ STEAM_INPUT_MAX_ORIGINS ]; SteamInput()->GetDigitalActionOrigins( controller1Handle, fightingSetHandle, punchHandle, origins ); EInputActionOrigin firstOrigin = origins[0]; //i.e, k_EInputActionOrigin_PS4_X // This is a function from the game itself that tries to get custom glyph art int glyphTextureID = getHardCodedButtonGlyphTexture( firstOrigin ); // We didn't ship any art in our game for this origin! …
[/td][/tr] [/table] Set the absolute path to the Input Action Manifest file containing the in-game actions and file paths to the official configurations. Used in games that bundle Steam Input configurations inside of the game depot instead of using the Steam Workshop. …