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

[/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td]Steam ID of user[/td][/tr] [tr][td][b]appid[/b][/td][td]uint32[/td][td]✔[/td][td]appID of product[/td][/tr] [tr][td][b]count[/b][/td][td]uint32[/td][td]✔[/td][td]Count of how many items we are querying[/td][/tr] [tr][td][b]publishedfileid[0][/b][/td][td]uint64[/td][td][/td][td]The Published File ID who's vote details are required[/td][/tr] [/table] [b]NOTE:[/b] This call requires a publisher API key to use this method. …

Reporting and Payments

[/callout] [*]Your monthly sales report includes a more detailed breakdown that includes deductions and reflects the actual amount you will be paid. The monthly report can also be downloaded as a CSV file. [/olist] For your payment history, please see your monthly report by logging into your account at [url]https://partner.steamgames.com[/url] and choosing Financial Information and choosing the Reports tab. …

ISteamFriends Interface

[subsection=GetFriendGamePlayed]GetFriendGamePlayed[/subsection] [code=cpp]bool GetFriendGamePlayed( CSteamID steamIDFriend, FriendGameInfo_t *pFriendGameInfo );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDFriend[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td]The Steam ID of the other user.[/td][/tr] [tr][td][b]pFriendGameInfo[/b][/td][td][apitype]ISteamFriends::FriendGameInfo_t[/apitype] *[/td][td]Fills in the details if the user is in a game.[/td][/tr] [/table] Checks if the specified friend is in a game, and gets info about the game if they are. …

Early Access

[/i] [/b]For example, there is no way you can know exactly when the game will be finished, that the game will be finished, or that planned future additions will definitely happen. Do not ask your customers to bet on the future of your game. …

For example, if you know your updates during Early Access will break save files, make sure you tell players up front. And say this everywhere you sell your Steam keys. 6.[b] [i]Don't launch in Early Access without a playable game.…

Hosting Third-Party Sales Events

"Broad representation" means it includes a wide variety of games from the chosen topic and it includes a significant portion of the most popular games from the chosen topic. Note that some game genres — for example 'Action', 'Horror', 'Strategy,' etc — can include thousands of Steam games across a wide variety of subgenres, which makes them very hard to represent comprehensively. …

The broader your event's theme — for example "Platformer Games" — the more games you can potentially include, making it easier to meet the customer interest threshold. However, you'll also need more participating games to adequately represent your broader theme, as the 'Platformer' genre includes thousands of games across many subgenres. …

ISteamParties Interface

Whenever a user follows the beacon, Steam will hold a reservation slot for them and launch the game using the given connect string. The game session that created the beacon will be notified of this reservation, so the game can display the appropriate "User <username> is joining your party" or some other indicator. …

Note that any users currently in-flight may still arrive at your party expecting to join. Your game should call this method when either the party has been filled and the game is beginning, or the user has decided to abandon creating a party. …

ISteamVideo Interface

Possible values: [list] [*] [apitype]steam_api::k_EResultOK[/apitype] - Success [*] [apitype]steam_api::k_EResultInvalidParam[/apitype] - This application is not a video and cannot be streamed. [*] [apitype]steam_api::k_EResultFileNotFound[/apitype] - This video has not been processed for streaming. [*] [apitype]steam_api::k_EResultAccessDenied[/apitype] - The video could not be accessed. …

ISteamMicroTxn Interface

Format is YYYYMMDD. If this parameter is provided, the API will verify that the current next recurring date has not changed before attempting to adjust the agreement next process changes to the agreement.…

[/td][/tr] [tr][td][b]billingtype[0][/b][/td][td]string[/td][td][/td][td]Optional recurring billing type. Valid options are: [b]"Steam"[/b] or [b]"Game"[/b] [list][*]Steam: Steam automatically re-bills[*]Game: Partner needs to call ProcessAgreement API to bill[/list][/td][/tr] [tr][td][b]period[0][/b][/td][td]string[/td][td][/td][td]Optional period for recurring billing. …

Discounting

Any discount set to 20% or greater will automatically trigger email notifications to players with your game on their wishlist. 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. …

When selecting products to fill these front-page promotional slots, we consider games of all price points and genres. While there aren't exact rules, as a base guideline we tend to focus on the most-played or best-selling games on Steam. …

ISteamNetworkingSockets Interface

Also, note that the routing information is contained in [apitype]steamnetworkingtypes::SteamDatagramGameCoordinatorServerLogin[/apitype], so if possible, it's preferred to use [api]SteamNetworkingSockets::GetGameCoordinatorServerLogin[/api] to send this info to your game coordinator service, and also login securely at the same time. …

See [apitype]steamnetworkingtypes::SteamNetworkingConfigValue_t[/apitype] for more about why this is preferable to setting the options "immediately" after creation. [subsection=GetGameCoordinatorServerLogin]GetGameCoordinatorServerLogin[/subsection] [code=cpp]EResult GetGameCoordinatorServerLogin( SteamDatagramGameCoordinatorServerLogin *pLoginInfo, int *pcbSignedBlob, void *pBlob );[/code] Generate an authentication blob that can be used to securely login with your backend, using SteamDatagram_ParseHostedServerLogin. …

ISteamUserStats Interface

The equivalent function for the local user is [api]ISteamUserStats::GetAchievement[/api], the equivalent function for game servers is [api]ISteamGameServerStats::GetUserAchievement[/api]. [b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. …

The equivalent function for the local user is [api]ISteamUserStats::GetStat[/api], the equivalent function for game servers is [api]ISteamGameServerStats::GetUserStat[/api]. [b]Returns:[/b] bool This function returns [b]true[/b] upon success if all of the following conditions are met; otherwise, [b]false[/b]. …

Creating Bundles Across Multiple Developers/Publishers

Does it make sense for your games to co-market beside their games? Does your game appearing on the other game's Steam product page make sense? [section=faq]Frequently Asked Questions[/section] [list] [*][b]Q. …

It should also be noted that a user could purchase a bundle that contains Game A and Game B while they already own Game A. The user will receive the bundle discount for purchasing Game B and will not be charged for Game A, nor will they receive an extra copy Game A. …

Steam Workshop Item Versioning

[subsection]Version control for complex mods[/subsection] Version control of game builds and mod versions can be really important for supporting complex mods and evolving games. An example is a game where some players have dozens or hundreds of hours of game progression in a certain version of the game that works with a certain set of mods. In this scenario, automatically updating the game may break some of that player's installed mods and corrupt their save game. You now have the option to call a Steam API telling Steam to switch the player to a specific branch of the game if you detect that a recent update has broken compatibility with their mods. …

Curators and Curator Connect

[section]Overview[/section] When marketing your game, it's not always enough for your game to simply be put in front of players; often a review by someone that a player trusts can make all the difference in understanding why a game is interesting and why that player should care. …

[h4]Q. What happens when I send a copy of my game?[/h4] [b]A.[/b] When you send a copy of your game to a specific Curator, the game will appear in a dashboard to members of that Curator with permission to accept games via Curator Connect. …

Steam Tags

Your title's top 5 tags should paint a fairly clear picture of your game as those tags will also be used to describe your game. Tags are ordered on your game page by the amount of weight each has on your game, as a result of your own sorting in the Tag Wizard. …

[subsection]The "More Like This" section[/subsection] Similar to recommendations, Steam looks at the top 20 tags on your game to figure out which other game's pages yours should appear (and which other games should appear on your store page as similar). This is really helpful for players to compare similar games and also to be reassured that your game is similar to other games they might have enjoyed or are interested in. …

Steam Overlay

The overlay process could take a few seconds to start & hook the game process, so this function will initially return false while the overlay is loading. [/list] [section=callbacks]Communication from the overlay to your game[/section] The following signals (callbacks) are sent from Steam to your game, based on user action in the overlay: [list] [*] [apitype]ISteamFriends::GameOverlayActivated_t[/apitype] Posted when game overlay activates or deactivates. The game can use this to pause or resume single player games. [*] [apitype]ISteamFriends::GameServerChangeRequested_t[/apitype] Posted when the user selects a friends game to join, contains details about the game server to join. [*] [apitype]ISteamFriends::GameLobbyJoinRequested_t[/apitype] Posted when the user selects a friends game to join, contains details about the lobby to join. …

Profile Features

[/list] Games that do not have these profile customization options do not count towards Game Collector or Achievement Collector totals. Steam automatically enables profile customization features as games reach certain player and sales metrics that give confidence that a reasonable number of customers that are engaged with your game. …

[h4]Q. Does this mean Steam thinks my game is fake? Do you think I'm a bad actor?[/h4] [b]A.[/b] No. Steam doesn't mark your game "bad" or "fake" - we will automatically recheck your game against our sales and player metrics several times per day. …

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.…

If the generated rating allows, your game will automatically become / stay visible to customers in Germany. [b]Q. What if my game has a USK rating?[/b] A. If your game has been issued an age rating by going through the rating process directly with USK, you may also enter that information within the store page editor for your game. …

steam_gameserver.h

If you pass in [apitype]ISteamGameServer::MASTERSERVERUPDATERPORT_USEGAMESOCKETSHARE[/apitype] into [code-inline]usQueryPort[/code-inline], then the game server will use GameSocketShare mode, which means that the game is responsible for sending and receiving UDP packets for the master server updater. …

[b]See Also:[/b] [api]steam_gameserver::SteamGameServer_RunCallbacks[/api] [subsection=SteamGameServer_Shutdown]SteamGameServer_Shutdown[/subsection] [code=cpp]S_API void SteamGameServer_Shutdown();[/code] Shuts down the Steamworks GameServer API, releases pointers and frees memory. …

Steam Personal Calendar

Because the recommendations are personalized for every user, the calendar is a useful way for players to discover their next game, and a useful way for your game to find the players most likely to want it. This page covers where players see the calendar, what your game needs in order to be eligible, and what determines which games appear for each player. …

[/b] The model then surfaces games that those similar players have wishlisted but the given player has not. [*][b]Place games by release date.[/b] Finally, those games are placed on the calendar according to their visible release date. …

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