Steamworks Documentation
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Events and Announcements Visibility Stats Reporting

Not all of your customers will see your event, as they may not sign in to Steam during the time where your event is valid, or they may have many other games posting events around the same time. Events are shown here to each user based on what games they have been playing or played. We count an impression for each event shown in this space to a particular user. …

[docimg=Docs_eventStats_featured.jpg]Docs_eventStats_featured.jpg[/docimg] [*][b]Library App Detail Activity Feed Impressions[/b] - App Detail Activity Feed is the feed of events and friends activity that appears on your game's page in the Steam Library. This is the library page with the Play or Install button on it for your game. If the player scrolls down, they will see one or more of your recent events. …

IStoreService Interface

The type of items returned can be filtered using the [code-inline]include_games[/code-inline], [code-inline]include_dlc[/code-inline], [code-inline]include_software[/code-inline], [code-inline]include_videos[/code-inline], and [code-inline]include_hardware[/code-inline] flags. …

Items return a [code-inline]last_modified[/code-inline] unix timestamp, which indicates the last time some change was made to that game's information or price (not all of these changes may be visible on the store). [code-inline]if_modified_since[/code-inline] can be used to filter to only games that have been changed or added since a specific timestamp. …

Promo Event Tools, Rules, and Guidelines

Steam has a set of tools for creating and configuring a custom sale landing page that you can use to highlight games for a special sale, game festival, or digital companion for a physical convention. This feature needs to be enabled by Valve for your developer or curator group. …

[section]Joining Third-Party Sales Events as a Participant[/section] If you're here because your game has been invited to join one of these events, please take a look at our [b]Participating in Third-Party Events[/b] page here: https://partner.steamgames.com/doc/store/promo/thirdpartyevents [section]Hosting Third-Party Sales Events[/section] If you're here because you'd like to host your own third-party event on Steam, or expand your existing gaming event with an on-Steam presence, please read further here: https://partner.steamgames.com/doc/store/promo/organizers [section]Tutorials & Tips[/section] Sale Page Editor Tools: https://partner.steamgames.com/doc/resources/Sales_Feature_Beta Graphical Assets: https://partner.steamgames.com/doc/store/assets Example Timeline: https://partner.steamgames.com/doc/store/promo/planning …

Steam Workshop Item Tags

By default, all tags submitted by the game to Steam will show up listed for customers to see in the right-hand column of your application's Workshop home page. These tags are defined with [doclink=api/ISteamUGC#SetItemTags]ISteamUGC::SetItemTags[/doclink] when an item is uploaded from your game or submission tool. …

In order for these tags to work for filtering content, any tags entered should exactly match the name of the tag that is published by your game. To specify your tags to show, select the 'tags' option from the Workshop drop-down within your game's Steamworks metadata configuration site. …

IBroadcastService Interface

For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=PostGameDataFrame]PostGameDataFrame[/section] [code=http]POST https://partner.steam-api.com/IBroadcastService/PostGameDataFrame/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]appid[/b][/td][td]uint32[/td][td]✔[/td][td][/td][/tr] [tr][td][b]steamid[/b][/td][td]uint64[/td][td]✔[/td][td][/td][/tr] [tr][td][b]broadcast_id[/b][/td][td]uint64[/td][td]✔[/td][td][/td][/tr] [tr][td][b]frame_data[/b][/td][td]string[/td][td]✔[/td][td][/td][/tr] [/table] Add a game meta data frame to broadcast [b]NOTE:[/b] This call requires a publisher API key to use this method. As such this API [b]MUST[/b] be called from a secure server, and can never be used directly by clients!…

Working with a publisher

[section]Overview[/section] If you are a small team or individual game developer looking to work with a publisher for funding, marketing, testing, or any other services, there are some useful things to consider and plan for. …

v=7qf0WCy0X-w [sup]Panelists are: Nigel Lowrie from Devolver, James Schall from Sega, Chris Kramer from Digitalmindsoft, and video game attorney Tom Buscaglia. Moderated by Connor Malone from Valve[/sup] [section]Game Access Within Steamworks[/section] When multiple entities (such as a developer team and a publishing company) need access to the same application within Steamworks, some special configuration will be necessary to make sure the right permissions are defined. …

Review Process

[subsection]Review once; Update any time[/subsection] Once your game has been reviewed and approved, there is no need to go through review again. You are free to update your game as much as you need to. …

In this section, you want to give customers a clear expectation of what the current version of your game contains, and what features and content still need to be added before the game is considered complete. You can view the [doclink=store/earlyaccess]Early Access[/doclink] documentation for more information. …

Season Passes

[/callout] [section]Including a Season Pass in a Pre-Purchase[/section] You may include a Season Pass as part of a game's pre-purchase. If you'd like to include a Season Pass as part of a pre-purchase of an edition of a game, you'll still need to set up a Season Pass DLC as usual. …

The terms "Battle Pass" and "Season Pass" are often used interchangeably, and the definitions even vary game to game. For the purposes of Steamworks documentation though, we wanted to clearly differentiate the two since they use different implementations on Steam. …

Managing Applications

The configuration you choose may differ based on your relationship of individual users and teams involved. For example, if your game is being distributed on Steam by a publisher, then it's useful for both the publisher and the development studio to be set up with access to the game, even if payments for sales of the game will only go to one of the entities. …

[/list] [section]Transferring Applications[/section] If you need to transfer a game or other application to another Steamworks partner account, it can be done entirely through a set of tools built into the Steamworks website. …

Browsing Configurations

[section]Templates[/section] Sometimes you just won't be happy with a game's official configuration, or you'll want to create your own config but want to skip the tedium of setting up all the basic boilerplate. In this case, head on over to the "Templates" section, which is full of generic input configurations for each controller model, with many variations for all the most common game genres. [docimg=browse_configs_6.png]browse_configs_6.png[/docimg] …

Steam Controller (2015)

Unlike the Steam "home" button, they are not reserved by the system and can be freely used by games & applications. [docimg=steam_controller_back_start.png]steam_controller_back_start.png[/docimg] [subsection=SteamHome]Steam "home" button[/subsection] [b]Reserved[/b] The central Steam "home" button is reserved by the system and can't be used by games & applications. Pressing this button during a game will invoke the Steam overlay. [docimg=steam_controller_home.png]steam_controller_home.png[/docimg] [callout=red,fixed][b]NOTE[/b]: Invoking the Steam overlay will not pause your game! …

Authentication using Web API Keys

You can create a user Web API key from the [url=https://steamcommunity.com/dev/apikey]registration page on the Steam Community[/url]. [section=publisher-keys]Publisher Keys[/section] Game developers can create Web API keys that are associated with their Steamworks publisher account. These keys can be used to access both public and publisher only Web API methods. …

[/list] The four types of Web API Key Permissions are: [list][*]Microtransactions for initializing, finalizing, and reconciling in-game purchases. [*]Sales Data calls to the IPartnerFinancialService API. [*]Economy calls for games that use the Steam Inventory Service. [*]General API calls for things like authenticating a user or checking ownership of a DLC-- everything not included in the above three permissions. …

Store Widget

[section]Overview[/section] For any game with a visible purchase option in the Steam store, you can create a widget with information about your product, current price, any discounts, and a purchase button to help you promote and display your title anywhere. [docimg=widget-example-firewatch-purchase.png]widget-example-firewatch-purchase.png[/docimg] [docimg=widget-example-manor-upcoming.png]widget-example-manor-upcoming.png[/docimg] [section]Widget Functionality[/section] Creating a widget for a released game will show a buy button and the price of the game. In this case, clicking the "Buy on Steam" button from the widget will take customers to the Steam website with the item in their cart where they can easily complete the purchase process and pay with whatever method they prefer, including funds from their Steam Wallet. …

Release Process

[docimg=ReleaseExampleDocs.jpg]ReleaseExampleDocs.jpg[/docimg] [callout]NOTE: Publishing a coming soon page or releasing a game requires two specific Steamworks permissions: 1. Publish app changes to Steam 2. Manage pricing and discounts Users who do not have those permissions on the appID being released will see an error message and not be able to complete the release. …

We'll send you any feedback if necessary, or if none is necessary, we'll mark your store page as "Ready for release". [subsection]Game Build[/subsection] The Game Build checklist consist of required items to prepare your application for release on Steam. Upload a mostly final build default branch (The build should include all the featured described on your store page, but doesn't have to be absolutely final. …

Sale Page Tools - Livestreaming (Broadcasting)

See [doclink=marketing/event_tools/sales/tools]Sales Landing Page Editor[/doclink] documentation for more on setting up sale page. -- Any sale page can support livestreaming, either from the games included on the sale page, or from specific Steam accounts added to an approval list. Note that Steam generally uses the terms "Livestream" and "Broadcast" interchangeably. …

It will default to show the small capsule for the game being broadcasted and then show a screenshot from the live broadcast when the user hovers over it. This allows Steam customers to quickly browse through available live broadcasts. …

Update Visibility Rounds

The number of impressions and clicks will depend on how many customers your game has and how many users have your game on their wishlist. [/olist] [docimg=doc_store_home_recentlyUpdated.jpg]doc_store_home_recentlyUpdated.jpg[/docimg] [section]How To Start An Update Round[/section] You can start an update visibility round once your initial launch visibility has concluded. …

[callout]If you start your round before or during one of the big seasonal sales (Spring, Summer, Autumn, Winter) your game will not have Update Round visibility during those days because the front page will be dedicated to the seasonal sale and won't have the regular update section, but those days are still counted toward the 30-day span of the round.…

Action Set Layers

Action set layers are intended for narrow use cases and a good practice is to apply and remove them only on specific game state changes. [/callout] For games with native Steam Input support, the developer can define specific action set layers activated by the game's code. …

[section]A practical example[/section] Imagine a class-based shooter with vehicles. This game has native Steam Input support and makes use of action set layers. For basic gameplay, a base action set is always active and covers running around, picking up items, jumping, etc. …

PC Café Requirements and Sign Up Instructions

[/list] [callout]IMPORTANT: You should use a new SteamID for sign up. This account should not own any personal game licenses, or act actual authority for a development group in Steamworks. If you sign the PC Cafe Agreement with an account that has personal licenses, you will be blocked from buying any future personal game licenses and only allowed to buy commercial licenses going forward. …

Please note that once the account was turned into a Café account, it will no longer be able to purchase any regular end user games and can only be used as a commercial account to manage your location(s) and have the option to purchase commercial game licenses. …

Mouse Regions

In addition to working great for top-down style games, regions can be restricted to certain areas of the screen, scaled, stretched and mode-shifted in to select mini-maps, toolbars, inventory, etc. For example, you can use this in legacy mode for games that require precision clicking on UI elements in fixed locations. Note that mouse regions do not fire any actions or mouse events automatically, by default they just control the mouse position. …

Release Options

There is no option on your store page for customers to purchase or play your game at this stage. This will make your store page and community hub visible to customers and listed as upcoming, with whatever release date you set. This is a great way to start building an audience and providing customers the ability to add your game to their wishlist in anticipation of your launch. You must have a Coming Soon page up on Steam for at least two weeks before you can release your product. …

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