v=P6CUQeHIxDA[/url] Topics covered: [list] [*]Steam Deck Hardware [*]Steam on Deck [*]Proton Support [*]Steam Input [*]Steam Deck Verified [*]APU deep dive with AMD [/list] …
As part of the Steamworks onboarding process, you will be required to complete the following steps. This is so Valve can pay you correctly and accurately, and verify your identity. You will also need to electronically sign the Non Disclosure Agreement and the Steam Distribution Agreement. [subsection]What to Expect[/subsection] There are a couple of steps along the path to getting your game up and ready for distribution via Steam. …
Check out the Steamworks documentation for more details. [*]Before your store page or game build can go live, there is a brief review process where we run your game, look at your store page, and check that it is configured correctly and running as expected and not doing anything harmful. …
[h5]Level of integration[/h5]Demos can range in size and scope, but generally are a small playable portion of your game that show some of the core mechanics and leave the player excited for more. …
[b]Q: Can my demo users play Steam multiplayer with my full game users?[/b] A: Steam currently doesn't support multiplayer matchmaking between the full game and the demo. [b]Q: What if my demo consists of literally the same files as the full game?…
For more information, see [doclink=features][/doclink]. [*] [h4]Creating your store page & pricing[/h4] While you're working on getting your application up and running, you can also be preparing the store presence for your game or software. If you have any questions during the process, you can ask questions or search for help in the Store Page/Marketing forums. …
But once you get close to releasing, Valve will need to review your store page, proposed pricing, and game build. For a more detailed description, please see [doclink=store/review_process][/doclink]. [/olist] …
[section]Pricing Types[/section] Steam supports multiple business models that games use to price content, whether it be the single purchase of a full game, DLC, in-game microtransactions or recurring subscriptions. …
Your demo and full game can share files as well to continue game play. To figure out if a demo is the right thing for your game, please check out the [url=https://partner.steamgames.com/doc/store/application/demos]Demos Documentation[/url]. …
The Steamworks website can be used to create and distribute a new depot version to users that overrides one or a handful of files that exist in the current depot. This is done using the [b]Merge with Default Branch[/b] feature within SteamPipe. This is useful when you need to fix a critical bug in your released game and that game is out of development or you are unable to build a new game depot using the Steamworks SDK. [subsection]Performing the Update[/subsection] Start by creating a zip file that includes the files you wish to update. When placing files into the zip, place each file in the same folder hierarchy that matches where it is located inside your installed game folder. …
[section=Requirements]Before you begin[/section] Before customizing a Steam gold master disk, first package your game files in one or more depots and [doclink=sdk/uploading#Building_Retail_Install_Discs]create a retail disc[/doclink]. [section=Setup]Customizing the Steamworks Setup Application[/section] The Steamworks SDK includes a customizable installer that you can include on your gold master. …
[code-inline]setup.ini[/code-inline] is the first configuration file loaded by the setup application. This file is used to configure all language independent settings. The values in this file can be overridden by language specific configuration files. …
Functions for sending and receiving messages from the Game Coordinator. This is largely deprecated, and only continues to exist for the couple games that still use this. [section=Functions]Functions[/section] [b]NOTE:[/b] [code-inline]ISteamGameCoordinator[/code-inline] does not expose a global accessor function. …
[section=enums]Enums[/section] These are enums which are defined for use with ISteamGameCoordinator. [subsection=EGCResults]EGCResults[/subsection] List of possible return values from the ISteamGameCoordinator API. …
You can change the name of your game within Steamworks at any time until your store page has been through the pre-release review process. [subsection]Where Your Game Name is Defined[/subsection] Your game's name is defined in three main locations: [list] [*][b]Store info[/b] - On the "Basic Info" tab under "Edit Store". …
This name is used within the Steam library and the Steam Community. [*][b]Package Info[/b] - Each store package that sells your game. This is used to present your purchase option shown on your store page and during the checkout process. [/list] [subsection]Localizing Your Game Name[/subsection] You can provide localizations for your game name. …
Please check to make sure that both pieces of information have been completed and verified. If both pieces of information are complete and verified and you still don’t see a payment from Valve Corporation, please send email to financevalve@valvesoftware.com and we’ll put a trace on the payment. …
[/b] A. The presence of the Game or Application app overrides all other non-Game/Application content in the package. The sales of this package will accrue towards the Game or Application app. [*] [b]Q. …
[section=manifests]Manifests[/section] A manifest is a listing of all the files which are included with a depot build, along with metadata for all of the files, including the file size, SHA1 hash, and a set of flags. …
For unreleased games, setting a build live should have no impact on customers, since the game is only owned by the Steam accounts in the Steamworks partner account (or by anyone who has redeemed a Steam key for your game). …
Provides access to a Steam user's Steam Cloud files. This is mostly intended to enable cross-platform saves for your game. The Steam version of the game can use the Steamworks Cloud features (either the ISteamRemoteStorage API, or Steam Auto-Cloud). Non-Steam versions can use this WebAPI to access the files and upload new versions. Your game will need to obtain permission from the user to access their Steam Cloud files. This can be done via [doclink=webapi_overview/OAuth]OAuth[/doclink]. …
In addition to tools built into Steamworks, the pricing for your game packages can also be managed by .csv file. You may find this useful if you need to update a lot of prices at once, or check for consistency of your pricing at certain price points. …
" button at the top of [url=https://partner.steamgames.com/pricing/dashboard/]your pricing dashboard[/url] [*]Next, click 'Upload csv' and choose your file from your computer hard drive [*]The file will be uploaded and a preview of your changes will be displayed within the pricing dashboard. …
[/list] [callout] [b]Content Cache[/b] The content cache allows you to download game files once and then distribute them through your local network to the individual game stations. Patrons that bring their own computer or laptop can also access the game files instead of using your location's Internet bandwidth. Please note that the game files will be saved on your server machine and you may need to increase your hard drive space depending on the amount of games that you will offer. …
[apitype]ISteamUtils::k_ECheckFileSignatureNoSignaturesFoundForThisFile[/apitype] - This file is not listed on the signing tab for the partner site. [apitype]ISteamUtils::k_ECheckFileSignatureFileNotFound[/apitype] - The file does not exist on disk. [apitype]ISteamUtils::k_ECheckFileSignatureInvalidSignature[/apitype] - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match. …
[/olist] [section=iga]Step 1 - Creating an In-Game Actions File[/section] Start by downloading the starting [url=https://steamcdn-a.akamaihd.net/steam/partner/controller/game_actions_X.vdf]in-game actions (IGA) file[/url]. …
For more details see: [doclink=features/steam_controller/iga_file]In-Game Actions File[/doclink] [subsection]File Format[/subsection] IGA files contain an "actions" section, which should list all the in-game action sets (IGAS) in your game. …
The handle to this screenshot that is valid for the duration of the game process and can be used to apply tags. Returns [apitype]ISteamScreenshots::INVALID_SCREENSHOT_HANDLE[/apitype] if the file could not be saved. …
The handle to this screenshot that is valid for the duration of the game process and can be used to apply tags. Returns [apitype]ISteamScreenshots::INVALID_SCREENSHOT_HANDLE[/apitype] if the file could not be saved. …
[docimg=setLCSLive.png]setLCSLive.png[/docimg] [section]Configuring Steam Client To Use Your Local Content Server[/section] For the Steam client to know where to look for your game, you'll need to create a file, [code-inline]steam_dev.cfg[/code-inline] in the same directory that contains steam.exe. This file should contain the following text: [code] @LocalContentServer YourWebServerName [/code] Examples: [code] @LocalContentServer localhost @LocalContentServer "127.0.01:8080" [/code] [list] [*] Either the server IP or server hostname can be used. [*] If you need to specify another port then 80, it must be "ip:port" in quotes [*] Don't add "http://" in front, HTTPS is not supported [/list] Note: The default location of the Steam executable is: [list] [*] [b]For Windows[/b]: [code]C:\Program Files (x86)\Steam\[/code] [*] [b]For macOS[/b]: [code]Steam.app/contents/macOS/[/code] [*] [b]For Linux[/b]: [code]~/.local/share/Steam/[/code] [/list] [b]Note[/b] As of September 2026, Steam will begin requiring newly-created "local" app branches to be [b]password-protected[/b]. …
For best results, the user should have the @LocalContentServer setting placed in their steam_dev.cfg [b]before[/b] unlocking the beta. [list] [*] right-clicking the game in the Steam Library [*] choosing "Properties" [*] selecting "Game Versions & Betas" [*] entering the password in the "Private Versions" text box and hitting "Check Code" [*] selecting the newly-appearing "local" entry under "Selected Game Version" above [/list] …
The depot's name can be anything and is not part of the mounting rules. The depot order defines the mounting order, and files in depots that were mounted later override files in depots that were listed earlier. Thus the first depot in the list has the lowest priority. …
For example, if your app natively supports Windows and Linux, have any Windows-specific files in a depot that is marked just for Windows as a depot. Likewise, have any Linux-specific files in a depot that is marked just for Linux. …
[callout]For new titles we no longer recommend using the Steam Workshop for managing official game configurations. Instead recommend to use [doclink=features/steam_controller/action_manifest_file][/doclink] bundled with your game depots as they are easier to update for developers and manage differences within game-branches or when launching the game via the IDE for local development. …
You'll need to release your new game update and make your configuration the official one. Official configurations are automatically loaded when a player launches your game for the first time. …