When you are crafting your written description on your game's store page, you are likely inserting images or short animations to illustrate the key features that make your game unique. Our tools make this easier to manage localized versions of these images and add helpful accessibility text for each. …
issueid=905]create a support ticket[/url] and include a link to the original failing asset file stored on a platform like Dropbox. the ticket system converts all assets provided to jpg and may loose the specific problem we want to address. …
SteamVR offers a rich set of customizable settings to the user. To ensure that a game will run well out-of-the-box, a developer can suggest tailored default user settings for their game on Steam Frame, including the refresh rate or the display resolution that should be optimal for the experience. …
Developers can include a file named [b]vrpreferences.json[/b] at the root of their game package and SteamVR will read this file and automatically create the corresponding per-application default values for relevant settings. …
[/olist] There's significant overlap between the testing criteria for Steam Deck and Steam Machine, such as the tests for controller support, text input, launchers, etc. This has two advantages: [olist] [*]As a game developer, you have one common set of compatibility to target. [*]Any game that is Verified on Steam Deck is guaranteed to be Verified on Steam Machine as well. …
[/callout] The core goal of the compatibility review process is making it clear to customers at a glance which of these groups each game fits into by assigning a badge to each: [table] [tr] [td][docimg=verified_50.png]Verified badge[/docimg][/td] [td][b]Verified[/b][/td] [td]Your game passes all compatibility checks. …
The default engine with the built-in OpenXR integration is capable of producing both Android and Linux Arm64 builds for Steam Frame. First, make sure you have turned on Developer Mode as described in the [doclink=steamframe/setup][/doclink] this will let you deploy to the headset. …
If you’re using a stable release, you will be prompted to install the templates. If you’re using a custom build, use the select file option to select the android template zip file. For more info: https://docs.godotengine.org/en/stable/tutorials/xr/deploying_to_android.html [/list] [subsection]Linux Arm64:[/subsection] [list] [*][b]Add a Linux Export Profile[/b] (Use the Add... button) [*][b]Rename the profile[/b] to Steam Frame Arm64 [*][b]Set the Architecture[/b] to arm64 [/list] [/list] [section]Eye Tracking[/section] Steam Frame supports Eye Tracking in Godot using the Eye Gaze Interaction extension. …
[section]Creating[/section] To distribute your dedicated game server through Steam, there are a few necessary configurations to be made. [olist] [*] Create a new App ID of type TOOL that will be used solely for the dedicated server for the game. …
You also need to create a [code-inline]steam_appid.txt[/code-inline] file, which contains only your game's AppID. Include that file with your dedicated server package so that the dedicated server can run as your base appID. …
[subsection=MarkContentCorrupt]MarkContentCorrupt[/subsection] [code=cpp]bool MarkContentCorrupt( bool bMissingFilesOnly );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]bMissingFilesOnly[/b][/td][td]bool[/td][td]Only scan for missing files, don't verify the checksum of each file.[/td][/tr] [/table] Allows you to force verify game content on next launch. If you detect the game is out-of-date (for example, by having the client detect a version mismatch with a server), you can call use MarkContentCorrupt to force a verify, show a message to the user, and then quit. …
A [b]mod[/b], short for [b]modification[/b], is an alteration or creation of files within a game that alters aspects such as gameplay, graphics, environments, models, and more. Many of Valve's first-party games come with a software development kit (SDK) to support the creation of mods. …
We won't be allowing TF2 mods that are based around manipulating the items or economy. [*] [h4]Q. Can my mod redistribute TF2 game files?[/h4] [b]A.[/b] No. TF2 mods can only redistribute their own game files, and load TF2 content from a local install. …
The header file steamdatagram_gamecoordinator.h has more details. The game coordinator SDK uses a plain C API, so it should be relatively easy to integrate with other languages. [*] Download the network config at initialization time, and check for updates approximately once an hour. (See SteamDatagram_GameCoordinator_GetNetworkConfigURL and SteamDatagram_GameCoordinator_SetNetworkConfig.) The network configuration is a small JSON file, at the time of this writing, about 26K (9K compressed). …
Users can invite friends from their friends list in the Steam overlay, and if you want, you can create UI to invite friends directly from your game using the [api]ISteamRemotePlay::BSendRemotePlayTogetherInvite[/api]() function. [section]Remote Play Testing[/section] It's possible to use Remote Play Together and set up your game to allow the public to test it with developers without ever getting the files downloaded to their computers. …
k_ActionSetMenu : k_ActionSetGame ); ... } GameQuit(); } [/code]…
[/td][/tr] [/table] Checks a user's VAC ban status and verifies a user's VAC session status. If verification fails, then do not let the user matchmake into a secure game. This is used before a user enters matchmaking or joins a game. …
[section=web_api_sessions]Web API Sessions[/section] [callout=red,fixed][b]NOTE:[/b] For games that have integrated Steam Authentication the following API calls should not be used. These games should use the [url=https://partner.steamgames.com/doc/features/auth#client_to_client]ISteamUser interface P2P or Game Servers[/url] setup instead. …
These tickets can also be used to verify ownership of the current game and related downloadable content, and determine if the user has been VAC-banned (See [doclink=features/anticheat][/doclink]). Session Tickets can also be used to verify a user's identity between a game client and a secure, backend server using the [doclink=webapi_overview]Steamworks Web API[/doclink]. …
The Steamworks API will not initialize if it does not know the App ID of your game. When you launch your app from Steam itself then it will automatically have the App ID available. While developing you will need to hint this to Steam with a text file. …
This allows you to develop and test without launching your game through the Steam client. Make sure to remove the [code-inline]steam_appid.txt[/code-inline] file when uploading the game to your Steam depot! …
[docimg=desktop_game_select.png]desktop_game_select.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…
[docimg=getting_started_select_game_bp.png]getting_started_select_game_bp.png[/docimg] [callout=green,fixed][b]NOTE[/b]: Disclosure: In this example I'm picking my own game because I have full control of its Steam Input API integration and can use it to demonstrate certain features.…
This can not be longer than [apitype]ISteamMatchmakingServers::k_cbMaxGameServerGameDescription[/apitype].[/td][/tr] [/table] Sets the game description. Setting this to the full name of your game is recommended. [b]NOTE:[/b] This is required for all game servers and can only be set before calling [api]ISteamGameServer::LogOn[/api] or [api]ISteamGameServer::LogOnAnonymous[/api]. [subsection=SetGameTags]SetGameTags[/subsection] [code=cpp]void SetGameTags( const char *pchGameTags );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pchGameTags[/b][/td][td]const char *[/td][td]The new "gametags" value to set. …
[section]Overview[/section] The Steam DRM wrapper is an important part of Steam platform because it verifies game ownership and ensures that Steamworks features work properly by launching Steam before launching the game. The Steam DRM wrapper by itself is not an anti-piracy solution. The Steam DRM wrapper protects against extremely casual piracy (i.e. copying all game files to another computer) and has some obfuscation, but it is easily removed by a motivated attacker. We suggest enhancing the value of legitimate copies of your game by using Steamworks features which won't work on non-legitimate copies (e.g. online multiplayer, achievements, leaderboards, trading cards, etc.). …
Free to Play games don’t require you to enter pricing because the game is a free license. You can choose to make your game Free to Play during the app creation process. …
DLC can have actual files that you distribute to customers, or it can also just be a license entitlement. Either way, your game should check ownership via the BisSubscribedApp API to make sure the customer actually has a license to the content. …
The core goal of the compatibility review process is making it clear to customers at a glance which of these groups each game fits into by assigning a badge to each: [table] [tr] [td][docimg=verified_50.png]Verified badge[/docimg][/td] [td][b]Verified[/b][/td] [td]Your game passes all compatibility checks. …
[section=FrameCompatibilityChecklist]Frame Compatibility Checklist[/section] [subsection]Form Factor Requirements[/subsection] While Steam Frame is a fully-functional PC, we anticipate the most common use cases will be different from a standard desktop. In order to receive the [docimg=verified_18.png]Verified badge[/docimg] [b]Verified[/b] badge, you need to meet all of the following criteria, aimed at helping customers feel comfortable playing your game on Frame. …
Under the Steam Distribution Agreement, you promise Valve that your game will not include illegal or infringing content, and that your game will be consistent with your marketing materials. In our prerelease review, we will evaluate the output of AI generated content in your game the same way we evaluate all non-AI content - including a check that your game meets those promises. [*][b]Live-Generated:[/b] Any kind of content created with the help of AI tools while the game is running. …
My game connects to a Live-Generated AI service, which incurs ongoing costs for each input/output. What should I do?[/b] A. If you wish to integrate an external service like this into your game, you’ll need to manage both access to that external service on behalf of your players and collecting payment from your player using a Steam-supported payment method. …
The screen looks something like this when filled out: [docimg=title-upload-20211111.png]title-upload-20211111.png[/docimg] This screenshot is an example of uploading a Windows build of a test game to the devkit. [list] [*][b]Local Folder[/b] - The base directory that contains all the files necessary for your game to run. [*][b]Upload filtering[/b] - The upload process uses rsync over ssh, and is meant to be fast for repeated uploads with few content changes. …
[/list] If you have an appid for your game already and are using the Steamworks API, you'll want to include the [code-inline]steam_appid.txt[/code-inline] file (which should just contain your appid) at the top root folder of your upload, as well as next to your executable. …
[/list] Click the [b]Upload[/b] button, and once complete, click the [b]Start[/b] button in order to run the application on the headset. After uploading, the game will also appear in your Steam Library, under [b]Library > Non-Steam > Devkit Game: (Your Game Title)[/b]. [subsection]Command-line arguments and environment variables[/subsection] You can set command-line options under the game's [b]Properties [/b]in Steam like you would for any other application. The text in this field gets appended to the launch command (i.e. [code-inline]MyGame <options>[/code-inline]). Environment variables on Linux are specified before the executable (e.g. [code-inline]ENABLE_FOO=1 MyGame[/code-inline]). …