[introblock=CloudSaves.gif] [h5]In Brief[/h5]Steam Cloud automatically stores files from your game on Steam's servers so your players can log into Steam and access their saved games from any computer. [h5]Level of integration[/h5]Configuration of file paths required on Steamworks website. Alternatively, API calls required from within the game code to Steamworks for the game to enumerate, read, delete, or write files to Steam Cloud.[/introblock][section]Steam Cloud Overview[/section] The Steam Cloud provides an easy and transparent remote file storage system for your game. …
This way, ideally only the new or modified portions of any file are turned into "new" chunks, and those new chunks are the only pieces a client must download to update their game. Many game engines use "pack" files to coalesce game assets, and improve load times by allowing more efficient disk access. …
Resolution: Verify the launch options on the Installation tab in the app admin for your game https://partner.steamgames.com/apps/config/<YourGameAppId>. [*] You don't own the Depot IDs that make up the game. …
[introblock=LIvestream_2.gif] [h5]In Brief[/h5]Set up a livestream to appear on your game's store page, developer homepage or special sale landing page. [h5]Level of integration[/h5]Basic streaming of your gameplay through Steam is built in. …
The performer needs to install OBS on her/his desktop, and either stream live game play or stream existing video files. The streaming video with audio and overlays (if any) from the performer's desktop is then either sent directly to Steam client and Web store, or sent to a multi-streaming provider e.g. …
These files should be in the AES standard [url=https://www.sofaconventions.org/]SOFA format[/url]. [*] [b]Model occlusion of sound sources.…
For example, designers can adjust the material-dependent EQ filters used to model transmission of sound through geometry, or make a reverb tail longer or shorter while retaining the characteristics of the early reflections. [/list] [subsection]Integrations[/subsection] Steam Audio includes the following integrations with game engines and audio middleware: [list] [*] Unity 2017.3 or later [url=https://valvesoftware.github.io/steam-audio/doc/unity/index.html](documentation)[/url] [*] Unreal Engine 4.27 or later [url=https://valvesoftware.github.io/steam-audio/doc/unreal/index.html](documentation)[/url] [*] FMOD Studio 2.00 or later [url=https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html](documentation)[/url] [*] C/C++ SDK to allow integrating Steam Audio with any other game engine or audio middleware [url=https://valvesoftware.github.io/steam-audio/doc/capi/index.html](documentation)[/url] [/list] [subsection]Supported Platforms[/subsection] Steam Audio supports the following platforms: [list] [*] Windows 7 or later (32-bit and 64-bit) [*] Linux (32-bit and 64-bit, tested with Ubuntu 18.04 LTS) [*] macOS 10.7 or later (64-bit Intel) [*] Android 5.0 or later (32-bit ARM, 64-bit ARM, 32-bit Intel, and 64-bit Intel) [*] iOS 11.0 or later (64-bit ARM) [/list] The C/C++ SDK and various plugins are built using the cross-platform [url=https://cmake.org/]CMake build system[/url], allowing it to be ported to other platforms as needed. …
Please note that there is a considerable amount of overlap between stats and achievements, as such if you are integrating both be aware that a lot of calls can be consolidated. [section]Step 1 - Defining your game's Stats[/section] Stats are application specific and are setup on the [url=https://partner.steamgames.com/apps/stats/]Stats Configuration[/url] page in the Steamworks App Admin backend. …
UserStatsReceived_t callback; callback.m_eResult = k_EResultOK; callback.m_nGameID = m_iAppID; OnUserStatsReceived( &callback ); } else { char buffer[128]; _snprintf( buffer, 128, "StoreStats - failed, %d\n", pCallback->m_eResult ); OutputDebugString( buffer ); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …
[introblock=Achievements_1.gif] [h5]In Brief[/h5]Use achievements to reward players for hitting certain milestones or for interacting with your game in particular ways. [h5]Level of integration[/h5]10 minutes and under 10 lines of code. Steamworks SDK integration necessary. [/introblock] [section]Introduction[/section] Achievements can be used as a way to encourage and reward player interactions and milestones within your game. …
[code=cpp] void CSteamAchievements::OnAchievementStored( UserAchievementStored_t *pCallback ) { // we may get callbacks for other games' stats arriving, ignore them if ( m_iAppID == pCallback->m_nGameID ) { OutputDebugString( "Stored Achievement for Steam\n" ); } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …
Immediately above the [b]Performance Graph[/b], the [b]Status[/b] is displayed and may be one of the following values: [table] [tr] [td][b]VERIFIED[/b][/td] [td]Performance and resolution are satisfactory to receive the [docimg=verified_18.png]Verified badge[/docimg] [b]Verified[/b] badge (subject to meeting the other requirements for the badge).…
[/td] [/tr] [/table] [subsection]Additional information for [b]VERIFIED/PLAYABLE[/b][/subsection] Next to the [b]VERIFIED/PLAYABLE[/b] status, the [b]Average Frame Time[/b] (in milliseconds) is displayed. …
[section=Overview]Overview[/section] Steam provides several tools to help manage cheating in online video games. Whether you choose to integrate our anti-cheat APIs or use your own solution, make sure you give your customers proper warning that such a system exists and that you have UI ingame that clearly explains the ban. …
ref=6899-IOSK-9514]Banned by Game Developer (Game Ban)[/url]. [b]Q: Can I use bans in other games to block users from playing in my game?[/b] A: No. Game bans should only prevent the user from playing on secure servers in the game they received a ban in. …
Defaults to false. [*] [b]Reads[/b] - If this is set to Friends, the game can only read leaderboard scores for friends of the user, all scores can always be read by WebAPI. Defaults to false. [/list] [docimg=spacewar_leaderboards]spacewar_leaderboards[/docimg] [section]Step 2 - Encapsulating Leaderboard work[/section] The following code is game independent and can be added to your game as you see fit. …
bIOFailure) { m_nLeaderboardEntries = min(pCallback->m_cEntryCount, 10); for (int index = 0; index < m_nLeaderboardEntries; index++) { SteamUserStats()->GetDownloadedLeaderboardEntry( pCallback->m_hSteamLeaderboardEntries,index,&m_leaderboardEntries[index],NULL,0); } } } [/code] [section]Step 3 - Integrating into your game[/section] The following is a complete listing of code snippets that you would need to integrate into your game in the appropriate locations. …
[/list] Both types of soundtracks are fundamentally similar: they are a collection of MP3s and metadata that can optionally include other components, including high-quality/lossless audio files, associated artwork, etc. Soundtracks that have a parent game are tightly associated with that game -- the store pages will cross-link, they'll share a single Community Hub, etc. …
(DLC requires downloading the base game content before downloading DLC.) [*]Soundtrack content can be surfaced and marketed on the storefront in ways that DLC cannot. [*]The music files will be placed into the Steam library music folder, rather than a subdirectory of your app's install directory. [*]You have access to additional tools to provide album art, high-quality/lossless audio files, etc. …
The user can change the hotkey and other screenshot settings that will take effect in any game they play in Steam by going to Settings -> In-Game. [docimg=screenshot_hotkey.png]screenshot_hotkey.png[/docimg] [subsection]Screenshot Uploader[/subsection] Upon quitting a game the Screenshot Uploader will automatically open with all of the screenshots that were taken during the previous session. …
If the user uploads any screenshots they will be visible on their community profile, and your games community hub. [section]Steam Screenshots API[/section] The Steamworks SDK provides access to [api]ISteamScreenshots[/api], and enables you to use advanced features and integrate the Steam Screenshots system right into your game for the best experience for your customers. …
[section]Overview[/section] The Steam HTML Surface API enables the display and render of HTML-based pages directly in a game or application. It is built upon the Chromium Embedded Framework and supports HTML5 markup. [section=GettingStarted]Getting Started with ISteamHTMLSurface[/section] The [api]ISteamHTMLSurface[/api] interface is implemented in [code-inline]isteamhtmlsurface.h[/code-inline] and can be found in the [code-inline]public/steam[/code-inline] folder in the [doclink=sdk]Steamworks SDK[/doclink]. …
Upon launching the sample, scroll down and select HTML Page. The Steam Community home page will then load in the game. You can find the integration of the Steam HTML Surface API in the [code-inline]htmlsurface.h[/code-inline] and [code-inline]htmlsurface.cpp[/code-inline] files. …
[section]Overview[/section] The Steam Game Servers API provides everything you need to create dedicated servers for your game. You can host these game servers yourself, or allow your community to host them for you. …
You can get and interact with the users favorite servers with: [list] [*] [api]ISteamMatchmaking::GetFavoriteGameCount[/api] [*] [api]ISteamMatchmaking::GetFavoriteGame[/api] [*] [api]ISteamMatchmaking::AddFavoriteGame[/api] [*] [api]ISteamMatchmaking::RemoveFavoriteGame[/api] [/list] [section]Shipping your game server[/section] If you want to allow your community to host dedicated servers then special considerations may have to be taken when giving them access to the dedicated server files. …
The sandbox is accessed through a different base URI: [code-inline]https://partner.steam-api.com/ISteamMicroTxnSandbox/*[/code-inline] [section]Integration Steps[/section] [subsection]In-Game Purchasing[/subsection] This is for games that have an integrated store and the user experience will stay in-game. [list] [*] [b]Step 1[/b] Your game needs to ship with the Steamworks API. This means including a header file, linking in a lib file, and shipping a DLL with your product. …
[section=enums]Enums[/section] These are enums which are defined for use with IPublishedFileModerationService. Values not listed are for internal use only. [subsection=EPublishedFileRevision]EPublishedFileRevision[/subsection] Revisions of a published file's content. [table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EPublishedFileRevision_Default][td][b]k_EPublishedFileRevision_Default[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EPublishedFileRevision_Latest][td][b]k_EPublishedFileRevision_Latest[/b][/td][td]1[/td][td]The most recent content, whether or not it has been approved.…
[introblock=Wishlists.gif] [h5]In Brief[/h5]Players can add your game to their wishlist on Steam to keep track of games they are interested in. When your game releases or goes on discount, those players automatically receive a notification. [h5]Level of integration[/h5]None required, aside from creating your store page. [/introblock] [section]Overview[/section] Once your game has a publicly visible store page listed within Steam, players may begin adding your game to their wishlist. …
This can be used to implement voice chat or a voice command system. [section]Voice Chat Integration[/section] Voice chat in your game can be implemented using the following steps: [list] [*] [b]Recording[/b] First call [api]ISteamUser::StartVoiceRecording[/api] to begin recording the users microphone, this could be called whenever the user is pressing a push-to-talk hotkey or at the start of the gameplay session if the microphone should always be recording. Depending on your game either may be preferable, but giving players the option for both always-on, and push-to-talk is ideal. It's rarely a good idea to default to always-on though, and if your game supports more than 4 players then always-on is never recommended. …
[introblock=Announcements.gif] [h5]In Brief[/h5]You can make posts or schedule events to communicate with your players about news, live-events, or updates happening in your game. These posts are surfaced to players throughout Steam. [h5]Level of integration[/h5]No game integration required. Complexity of posts can vary from simple text to richly formatted with images, videos, and tables. …
Valid links include: [list] [*]YouTube videos [*]Steam Workshop files or other shared files on Steam such as screenshots, guides, or artwork [*]Twitter posts [*]Links to another game's Steam store page [/list] [*][b]Rich text formatting options[/b] - Section headers, tables, and lists are always solid choices. [*][b]Start and End Dates[/b] - You'll notice that some events have both a start and end date. …
Getting documents correct the first time will help speed up the process of verifying your identity for setting up your Steamworks partner account. Here are some best practices to help guide you. [section]Taking a good selfie[/section] Many of our identity validation steps involve sending us a photo of yourself holding your legal identity document. …
Specifically: [list] [*]Show your full face, and you holding the same Identification document that you have previously provided [*]Please remove hats, glasses, and other facial obstructions if those items are not visible in your identification document [*]The ID itself must be clear and legible and all four corners and edges must be visible [*]Please send the images as a JPEG / Image file [/list] Examples: [docimg=Id_docs_example_composite2.png]Id_docs_example_composite2.png[/docimg]…
[/list] [section]Tax Information[/section] [subsection]Tax Interview[/subsection] [list] [*][h4]Q. Can I release my games on Steam before I give valid bank and tax information?[/h4] A. No. You will not be able to release games on Steam prior to providing us with valid banking and tax information. [*][h4]Q. …
A foreign TIN is not sufficient. [*][h4]Q. Does applying for a TIN require me to file a U.S. tax return?[/h4] A. Applying for an ITIN for purposes to exercise the benefits under the tax treaty does not require you to file a U.S. tax return. [*][h4]Q. …