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STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Steamworks settings enable you to define the supported VR modes for your application, supported controllers, and define your launch options. To get started, click the "Edit Steamworks Settings" link on the App Landing Page. Under "Application", select "Virtual Reality". On this page, you can define which SDKs your application supports. UPLOADING TO STEAM (STEAMWORKS DOCUMENTATION) NOTE: There are a few concepts which are integral to SteamPipe, before getting started you should be familiar with all of the concepts outlined in the Applications documentation. Having even a basic understanding of how these pieces fit together will be very useful when uploading your product to Steam. ACTION SET LAYERS (STEAMWORKS DOCUMENTATION) Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. GOOGLE ANALYTICS (STEAMWORKS DOCUMENTATION) In the App Data Admin, select "General Community" from the Community tab and enter your code in the appropriate section there. Save and switch to the Publish tab and publish your changes. Once the Steamworks Settings are finished publishing, you will start seeing any traffic to your Community Hub show up in the real-time data in GoogleAnalytics.
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Steamworks settings enable you to define the supported VR modes for your application, supported controllers, and define your launch options. To get started, click the "Edit Steamworks Settings" link on the App Landing Page. Under "Application", select "Virtual Reality". On this page, you can define which SDKs your application supports. UPLOADING TO STEAM (STEAMWORKS DOCUMENTATION) NOTE: There are a few concepts which are integral to SteamPipe, before getting started you should be familiar with all of the concepts outlined in the Applications documentation. Having even a basic understanding of how these pieces fit together will be very useful when uploading your product to Steam. ACTION SET LAYERS (STEAMWORKS DOCUMENTATION) Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. GOOGLE ANALYTICS (STEAMWORKS DOCUMENTATION) In the App Data Admin, select "General Community" from the Community tab and enter your code in the appropriate section there. Save and switch to the Publish tab and publish your changes. Once the Steamworks Settings are finished publishing, you will start seeing any traffic to your Community Hub show up in the real-time data in GoogleAnalytics.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. GETTING STARTED (STEAMWORKS DOCUMENTATION) Getting Started. The purpose of this documentation is to provide you with the information and resources you'll need to release your products on Steam, one of the leading entertainment platforms worldwide. In this section, you'll find information about becoming a Steamworks partner. Steamworks is a set of tools that enable you todistribute your
STEAM CLOUD PLAY (BETA) (STEAMWORKS DOCUMENTATION) In Steamworks, you need to approve the games you would like to show up in GeForce NOW. Please take the following steps. 3. Search for the app you would like to approve for Cloud Play. Click on this app to go to the App Landing page. 4. Click “Edit Store Page” and navigate to the “Basic Info” tab. 5. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UPLOADING TO STEAM (STEAMWORKS DOCUMENTATION) NOTE: There are a few concepts which are integral to SteamPipe, before getting started you should be familiar with all of the concepts outlined in the Applications documentation. Having even a basic understanding of how these pieces fit together will be very useful when uploading your product to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account BUILDS (STEAMWORKS DOCUMENTATION) Builds. Steamworks Documentation > Store Presence > Applications > Builds. A build is the result of uploading your content to steam, it can contain 1 or more of your depots and is a representation of the content in those depots at that point in time. Builds are uploaded by developers using a command-line provided in the Steamworks SDK. RELEASE PROCESS (STEAMWORKS DOCUMENTATION) The release of your product is mostly in your hands, though Valve will need to review and approve your product before release. You can pick the date that it should release and you can configure most features yourself. The general process for launching your product on Steam is displayed at the top of your product landing page in Steamworks. AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account MANAGING YOUR STEAMWORKS ACCOUNT (STEAMWORKS DOCUMENTATION) Steamworks has a robust user-management tool that lets administrators define permissions for accessing, editing, and publishing configuration and information for your applications on Steam. If you are marked as an administrator for your Steamworks account, you can manage users and permissions on the Users & Permissions page. STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Steamworks settings enable you to define the supported VR modes for your application, supported controllers, and define your launch options. To get started, click the "Edit Steamworks Settings" link on the App Landing Page. Under "Application", select "Virtual Reality". On this page, you can define which SDKs your application supports. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. UPDATING GAME BUILD (STEAMWORKS DOCUMENTATION) Uploading Your Update. To update your game or software build, simply follow the same instructions for creating your initial builds in SteamPipe. Check out the SteamPipe Documentation for details. Note that after your app releases to customers, your customers will OPENVR (STEAMWORKS DOCUMENTATION) OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository on GitHub is an SDK that contains the API and samples. The runtime is under SteamVR in the "Tools" library in ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. ACTION SET LAYERS (STEAMWORKS DOCUMENTATION) Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Sometimes games made by different developers have common themes and can benefit from co-marketing. Including those games in the bundlemake it easier
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Steamworks settings enable you to define the supported VR modes for your application, supported controllers, and define your launch options. To get started, click the "Edit Steamworks Settings" link on the App Landing Page. Under "Application", select "Virtual Reality". On this page, you can define which SDKs your application supports. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. UPDATING GAME BUILD (STEAMWORKS DOCUMENTATION) Uploading Your Update. To update your game or software build, simply follow the same instructions for creating your initial builds in SteamPipe. Check out the SteamPipe Documentation for details. Note that after your app releases to customers, your customers will OPENVR (STEAMWORKS DOCUMENTATION) OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository on GitHub is an SDK that contains the API and samples. The runtime is under SteamVR in the "Tools" library in ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. ACTION SET LAYERS (STEAMWORKS DOCUMENTATION) Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Sometimes games made by different developers have common themes and can benefit from co-marketing. Including those games in the bundlemake it easier
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. STEAM NEXT FEST: JUNE 2021 (STEAMWORKS DOCUMENTATION) Overview. Steam Next Fest (previously known as the Steam Game Festival) returns on June 16th, 2021! Steam Next Fest is a multi-day celebration where fans can try out demos, chat with developers, watch live streams, and learn about upcoming games on Steam. For developers, Steam Next Fest is an opportunity to get early feedback from playersand
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
RADIAL MENUS (STEAMWORKS DOCUMENTATION) A radial menu is an on-screen overlay of game actions, displayed as a ring of choices selectable with a controller. These are very similar to Touch Menus, except that instead of selecting a specific location on the touch surface, the player must aim the virtual pointer at the option they want and then select it to fire the action. You can use these to e.g. switch weapons in a first-person ISTEAMHTTP INTERFACE (STEAMWORKS DOCUMENTATION) Gets a header value from an HTTP response. This must be called after the HTTP request has completed and returned the HTTP response via the HTTPRequestCompleted_t call result associated with this request handle. You should first call GetHTTPResponseHeaderSize to check for the presence of the header and to get the size. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Steamworks settings enable you to define the supported VR modes for your application, supported controllers, and define your launch options. To get started, click the "Edit Steamworks Settings" link on the App Landing Page. Under "Application", select "Virtual Reality". On this page, you can define which SDKs your application supports. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. UPDATING GAME BUILD (STEAMWORKS DOCUMENTATION) Uploading Your Update. To update your game or software build, simply follow the same instructions for creating your initial builds in SteamPipe. Check out the SteamPipe Documentation for details. Note that after your app releases to customers, your customers will OPENVR (STEAMWORKS DOCUMENTATION) OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring that applications have specific knowledge of the hardware they are targeting. This repository on GitHub is an SDK that contains the API and samples. The runtime is under SteamVR in the "Tools" library in ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. ACTION SET LAYERS (STEAMWORKS DOCUMENTATION) Action Set Layers are optional sets of action bindings which can be overlaid upon an existing set of controls. In contrast to Action Sets, layers draw their actions from the Action Set they exist within and do not wholesale replace what is already active when applied, but apply small modifications. CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Sometimes games made by different developers have common themes and can benefit from co-marketing. Including those games in the bundlemake it easier
STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Creating and using InstallScripts. Creating a retail and "Gold Master" disk. Steamworks API Overview. Debugging the Steamworks API. Steamworks API Example Application (SpaceWar) Updating Game Build. Tip - Renaming a live exe. Uploading to Steam. Distributing Open Source Applications on Steam. STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Creating and using InstallScripts. Creating a retail and "Gold Master" disk. Steamworks API Overview. Debugging the Steamworks API. Steamworks API Example Application (SpaceWar) Updating Game Build. Tip - Renaming a live exe. Uploading to Steam. Distributing Open Source Applications on Steam. STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM GETTING STARTED (STEAMWORKS DOCUMENTATION) Getting Started. The purpose of this documentation is to provide you with the information and resources you'll need to release your products on Steam, one of the leading entertainment platforms worldwide. In this section, you'll find information about becoming a Steamworks partner. Steamworks is a set of tools that enable you todistribute your
GETTING STARTED FOR PLAYERS (STEAMWORKS DOCUMENTATION) Getting Started for Players. Global Settings. Step 1: Pick a Controller. Step 2: Controller Settings (Desktop Client) Step 3: Controller Settings (Big Picture Mode) Step 4: Pick a Game (Desktop Client) Step 4: Pick a Game (Big Picture Mode) Step 5: Controller Configuration. PlayStation 4 Controllers and CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks AccountGRAPHICAL ASSETS
Event Assets. Event Graphical Assets Details & Templates - These are the capsules and graphics needed for any event or announcement you post within Steam. 1920px wide x 622px - Event artwork and logo. See template for clipping requirements. 2108px wide x 460px - AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account DEVELOPER AND PUBLISHER HOMEPAGES (STEAMWORKS DOCUMENTATION) A: Yes, you can enter multiple developers and multiple publishers. For each one, you can specify the same page or a different page that the name should link to. Remember, you can only link to a Creator Homepage that you are in control of or have linked to previously. If your game is published by a different company, that publisher may have to TESTING ON STEAM (STEAMWORKS DOCUMENTATION) The best way to enable these employees to test is by adding them to your Steamworks account. By default, the first user created in a Steamworks account is granted administrative permissions and access to the default application being worked on. That user can DOWNLOADABLE CONTENT (DLC) (STEAMWORKS DOCUMENTATION) Overview Steam supports both free and paid downloadable content (DLC) that can be registered via CD key or purchased from the Steam store. In the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the game's properties dialog. STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Creating and using InstallScripts. Creating a retail and "Gold Master" disk. Steamworks API Overview. Debugging the Steamworks API. Steamworks API Example Application (SpaceWar) Updating Game Build. Tip - Renaming a live exe. Uploading to Steam. Distributing Open Source Applications on Steam. STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Creating and using InstallScripts. Creating a retail and "Gold Master" disk. Steamworks API Overview. Debugging the Steamworks API. Steamworks API Example Application (SpaceWar) Updating Game Build. Tip - Renaming a live exe. Uploading to Steam. Distributing Open Source Applications on Steam. STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM GETTING STARTED (STEAMWORKS DOCUMENTATION) Getting Started. The purpose of this documentation is to provide you with the information and resources you'll need to release your products on Steam, one of the leading entertainment platforms worldwide. In this section, you'll find information about becoming a Steamworks partner. Steamworks is a set of tools that enable you todistribute your
GETTING STARTED FOR PLAYERS (STEAMWORKS DOCUMENTATION) Getting Started for Players. Global Settings. Step 1: Pick a Controller. Step 2: Controller Settings (Desktop Client) Step 3: Controller Settings (Big Picture Mode) Step 4: Pick a Game (Desktop Client) Step 4: Pick a Game (Big Picture Mode) Step 5: Controller Configuration. PlayStation 4 Controllers and CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks AccountGRAPHICAL ASSETS
Event Assets. Event Graphical Assets Details & Templates - These are the capsules and graphics needed for any event or announcement you post within Steam. 1920px wide x 622px - Event artwork and logo. See template for clipping requirements. 2108px wide x 460px - AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account DEVELOPER AND PUBLISHER HOMEPAGES (STEAMWORKS DOCUMENTATION) A: Yes, you can enter multiple developers and multiple publishers. For each one, you can specify the same page or a different page that the name should link to. Remember, you can only link to a Creator Homepage that you are in control of or have linked to previously. If your game is published by a different company, that publisher may have to TESTING ON STEAM (STEAMWORKS DOCUMENTATION) The best way to enable these employees to test is by adding them to your Steamworks account. By default, the first user created in a Steamworks account is granted administrative permissions and access to the default application being worked on. That user can DOWNLOADABLE CONTENT (DLC) (STEAMWORKS DOCUMENTATION) Overview Steam supports both free and paid downloadable content (DLC) that can be registered via CD key or purchased from the Steam store. In the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the game's properties dialog. STEAM DATAGRAM RELAY (STEAMWORKS DOCUMENTATION) Steam Datagram Relay (SDR) is Valve's virtual private gaming network. Using our APIs, you can not only carry your game traffic over the Valve backbone that is dedicated for game content, you also gain access to our network of relays. Relaying the traffic protects your servers and players from DoS attack, because IP addresses are neverrevealed.
ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Steamworks is the set of tools and services built by Valve that help you configure, manage, and operate your game on Steam. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) Steamworks is the set of tools and services built by Valve that help you configure, manage, and operate your game on Steam. APPLICATION SETTINGS FOR VIRTUAL REALITY (STEAMWORKS Overview You can manage the Virtual Reality settings for your application on Steamworks in two places: Steamworks Settings - Set SDK, HMD, controller, play area size and launch options UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) If that link was clicked by customers 20 times, the UTM Analytics report for App ID 480 would show 20 visits in the "Total Visits" column for that unique combination of STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Capsule Guidelines. Store page capsule images should contain a readable product logo/name and have accurate dimensions. Capsule images should not contain URLs or operating system/platform/storelogos.
ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM STEAMWORKS - BUILD & DISTRIBUTE YOUR GAMES ON STEAMSTEAM DIRECTSTEAMWORKS SDK Steamworks is a set of tools and services that help game developers and publishers build their games and get the most out of distributingon Steam.
STEAMWORKS PARTNER PROGRAM Welcome to Steam Direct! This new submission path is designed to provide a streamlined, transparent, and affordable route for new game developers from anywhere in the world to bring games to Steam. DOCUMENTATION HOME PAGE (STEAMWORKS DOCUMENTATION) Creating and using InstallScripts. Creating a retail and "Gold Master" disk. Steamworks API Overview. Debugging the Steamworks API. Steamworks API Example Application (SpaceWar) Updating Game Build. Tip - Renaming a live exe. Uploading to Steam. Distributing Open Source Applications on Steam. STORE GRAPHICAL ASSETS (STEAMWORKS DOCUMENTATION) Store Graphical Assets. Steamworks Documentation > Store Presence > Graphical Assets - Overview > Store Graphical Assets. These are the standard store graphical assets. Most of these are required as part of setting up your game on Steam. Templates. FREQUENTLY ASKED QUESTIONS (STEAMWORKS DOCUMENTATION) The tax interview takes 5-10 minutes and will ask you a series of questions to guide you through the completion of either tax forms (W-9 or W-8BEN). You can also access the tax interview by clicking on the “View and edit company information” from the Steamworks home page. UTM ANALYTICS (BETA) (STEAMWORKS DOCUMENTATION) A dashboard in Steamworks displays this UTM information for you to evaluate how your campaigns are performing. The report has three sections: an overview of total traffic and conversions, a graph showing total traffic and conversions over time, and a breakdown table showing how each unique combination of UTM parameters performed. ASSOCIATED SOFTWARE FILES (STEAMWORKS DOCUMENTATION) Releasing You will not be able to submit the associated software application for review, nor will you be able to self-release it at this time. After the video has been reviewed and approved for release, please Contact Us and submit a ticket to have the software reviewed and released for you. This may take 2-3 business days, so please submit the ticket well in advance of your launch. LIVESTREAMING (BETA) (STEAMWORKS DOCUMENTATION) Broadcasting on Steam. Steam offers a feature that allows content to be streamed to Steam client and the web store. The most common example for such content is live game play, others include developer discussion round-tables, game or developer history documentary among others. Streamed content shows up on the game's store page and on the MOUSE REGIONS (STEAMWORKS DOCUMENTATION) Certain inputs can be mapped to "mouse regions", which send mouse input to the game, but map the input's total range of movement 1:1 with screen space, which means e.g. that touching a specific location on, say, a touch pad, will always put the cursor at the same place onthe screen.
TAXES FAQ (STEAMWORKS DOCUMENTATION)SEE MORE ON PARTNER.STEAMGAMES.COM GETTING STARTED (STEAMWORKS DOCUMENTATION) The purpose of this documentation is to provide you with the information and resources you'll need to release your products on Steam, one of the leading entertainment platforms worldwide. In this section, you'll find information about becoming a Steamworks partner. CREATING BUNDLES ACROSS MULTIPLE DEVELOPERS/PUBLISHERS Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account TESTING ON STEAM (STEAMWORKS DOCUMENTATION) Overview In order to properly test your application on Steam, you should understand how Steam delivers files to the user. Before getting started you should be familiar with all of the concepts outlined in the Applications documentation. Dev Comp Packages DEVELOPER AND PUBLISHER HOMEPAGES (STEAMWORKS DOCUMENTATION) Feature Currently in Open Beta This feature is currently in an open beta, which means we're still working on it, but it's open to all developers and publishers and visible to players. DOWNLOADABLE CONTENT (DLC) (STEAMWORKS DOCUMENTATION) Overview Steam supports both free and paid downloadable content (DLC) that can be registered via CD key or purchased from the Steam store. In the Steam client, a game with downloadable content appears as a single application in the user's game list with the downloadable content viewable through the game's properties dialog.GRAPHICAL ASSETS
As part of the release process on Steam, you will be required to deliver various graphical assets for your product. These are displayed in different places on the Steam store and in customer's libraries. AUTOGRANT PACKAGES (STEAMWORKS DOCUMENTATION) Documentation Home Page Getting Started Onboarding Steam App Fee Managing Your Steamworks Account GETTING STARTED FOR PLAYERS (STEAMWORKS DOCUMENTATION) A context menu will now appear. You Did Plug the Controller in, Right? If you don't have a controller plugged in, you won't have the "Edit Steam Controller Configuration" option, so make sure you've plugged inyour device:
ENHANCED RICH PRESENCE (STEAMWORKS DOCUMENTATION) NOTE: Keep in mind that this rich presence string will need to fit on one line, and is shown under a players name in the friends list. If it is too long, the end of the line will be truncated or ellipsized. LOCALIZATION AND LANGUAGES (STEAMWORKS DOCUMENTATION) Overview This guide explains how languages are supported across Steam. Steam is a global platform with official support for 26 languages across many platform features.Documentation__
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* steam_gameserver.h * Steamworks Web API Reference * IBroadcastService Interface * ICheatReportingService Interface * ICloudService Interface * IEconMarketService Interface * IEconService Interface * IGameInventory Interface * IGameNotificationsService Interface * IGameServersService Interface * IInventoryService Interface * ILobbyMatchmakingService Interface * IPlayerService Interface * IPublishedFileService Interface * ISiteLicenseService Interface * ISteamApps Interface * ISteamCommunity Interface * ISteamEconomy Interface * ISteamGameServerStats Interface * ISteamLeaderboards Interface * ISteamMicroTxn Interface * ISteamMicroTxnSandbox Interface * ISteamNews Interface * ISteamPublishedItemSearch Interface * ISteamPublishedItemVoting Interface * ISteamRemoteStorage Interface * ISteamUserAuth Interface * ISteamUser Interface * ISteamUserStats Interface * ISteamWebAPIUtil Interface * IWorkshopService Interface Stats and Achievements Steamworks Documentation > Features > Stats andAchievements
OVERVIEW
Steam Stats and Achievements provides an easy way for your game to provide persistent, roaming achievement and statistics tracking for your users. The user's data is associated with their Steam account, and each user's achievements and statistics can be formatted and displayed in their Steam Community Profile. WHAT THEY ARE GOOD FOR In addition to providing highly-valued rewards to players of your games, achievements are useful for encouraging and rewarding teamwork and player interaction, providing extra dimensionality to the game objectives, and rewarding users for spending more of their timein-game.
Statistics track fine-grained pieces of information, such as playtime, number of power-ups used, etc. You may choose to use them simply for tracking internal game data - so that, for instance, you can grant an achievement based on multi-session game play statistics collected from the user across multiple computers. IMPLEMENTATION OVERVIEW DEFINE YOUR GAME'S STATS AND ACHIEVEMENTS Achievements are application specific and are setup on the App Admin page of the Steamworks partner site. There are three types of statistics your game can store: * INT - A 32-bit (signed) integer (e.g. number of games played) * FLOAT - A 32-bit floating point value (e.g. number of miles driven) * AVGRATE - A moving average. See: The AVGRATE stat type The Steamworks Partner Website provides an interface for defining and updating your game's statistics and achievements. Using it, you can: * Define the initial statistics and achievements * Add additional stats and achievements * Update achievement names, descriptions, and icons * Update statistic parameters and constraints (max/min values, moving-average window sizes, etc) Stats have the following properties: * ID - An automatically-generated numerical ID for each stat. * TYPE - The type of this Stat - INT, FLOAT, or AVGRATE. * API NAME - The string used to access this stat using the API. * SET BY - Sets who can modify the stat. The default is Client. For more see Game Server Stats. * INCREMENT ONLY - If set, this stat is only allowed to increase invalue over time.
* MAX CHANGE - If set, sets a limit on the amount that the stat's value can change from one SetStat call to the next. * MIN VALUE - If set, the minimum numerical value this stat may take. By default, the min is the minimum of the underlying numerical type (INT_MIN or -FLT_MAX). * MAX VALUE - If set, the maximum numerical value this stat may take. By default, the max is the maximum of the underlying numerical type (INT_MAX or FLT_MAX). * DEFAULT VALUE - If set, the default value that this stat will initially be set to for a new user. If not set, the default value iszero.
* AGGREGATED - If set, Steam will keep a global total for this stat. See Global Stats below for more information. * DISPLAY NAME - The name of this stat, when displayed in your app. AVGRATE stats have the following additional properties: * Window - The size of the "sliding window" used to average yourdata.
An AVGRATE stat is one that is automatically averaged by Steam. See the AVGRATE section below for more information. Achievements have the following properties: * ID - An automatically-generated numerical ID for each achievement. * API NAME - The string used to access this achievement using theAPI.
* PROGRESS STAT - Specifies a stat that's used as a progress bar in the Community for this achievement. The achievement will also automatically unlock when the stat reaches the unlock value. * DISPLAY NAME - The name this achievement will have in client notification pop-ups, and in the Community. May be localized. * DESCRIPTION - A description of this achievement, for displaying in the Community. May be localized. * SET BY - Sets who can unlock the achievement. The default is client. For more see Game Server Stats. * HIDDEN? - If true, a "hidden" achievement does not show up on a user's Community page (at all) until they have achieved it. * ACHIEVED ICON - The icon to display when it is achieved. * UNACHIEVED ICON - The icon to display when it is not yet achieved. The following is the list of achievements from the Steamworks API Example Application (SpaceWar):
SPECIAL CONSIDERATIONS * Achievement names and icons should be all-ages appropriate. * By default, games are limited to 100 achievements at first. Reach out to us via the "Support" option at the top of this page if you have questions about this.HOW TO USE THEM
ACCESSING STATS AND ACHIEVEMENTS FROM WITHIN YOUR GAME: * After initializing the Steamworks API you can start to use the Stats and Achievements API which is contained within ISteamUserStats.
* At the start of a game session, call ISteamUserStats::RequestCurrentStats to fetch the user's stats and achievement data from the Steam back end. You will receive a ISteamUserStats::UserStatsReceived_t callback when the data is ready. * Use ISteamUserStats::GetStatand
ISteamUserStats::GetAchievement to iterate the data and initialize game state. * If you want to display the achievements in your game you can use ISteamUserStats::GetAchievementDisplayAttribute to retrieve human-readable properties of the achievement, including its name ("name") and description ("desc"). These properties are localizable on the Steamworks Partner Website, and the returned data varies with the language in which the user is running the game. You can also get an achievement's icon using ISteamUserStats::GetAchievementIcon or the time each achievements was unlocked with ISteamUserStats::GetAchievementAndUnlockTime.
* Whenever a stat changes, especially before any changes are shown to the user, call ISteamUserStats::SetStator
ISteamUserStats::UpdateAvgRateStat.
This call only modifies Steam's in-memory state and is very cheap. Doing so allows Steam to persist the changes between sessions even in event of game crash. * At appropriate points within your game (i.e. checkpoints, level transitions), call ISteamUserStats::StoreStatsto
upload the changes. You will receive a ISteamUserStats::UserStatsStored_t callback when that has completed. * For achievements that have progress bars use ISteamUserStats::IndicateAchievementProgress at significant points to show a pop-up with the progress. For instance, if you need 20 wins you may want to call this at 10 wins to show that the user has made it halfway. * Whenever one or more achievements are unlocked, call ISteamUserStats::SetAchievement for each unlocked achievement and then ISteamUserStats::StoreStatsto
immediately upload them. Your game will see a ISteamUserStats::UserStatsStored_t callback, plus one ISteamUserStats::UserAchievementStored_t callback for each unlocked achievement. The Steam Game Overlay will display a notification panel to the user. THE AVGRATE STAT TYPE This type of stat provides some unique and very useful functionality, but it requires a little bit more detail to explain. Consider the case where you'd like to track an average statistic, such as "Points earned per hour". One approach would be to have two stats, an INT "TotalPoints" and a FLOAT "TotalPlayTimeHours", and then divide points by time to get Points per Hour. The downside to this implementation is that, once the player has accumulated a significant amount of playtime, the calculated average will change extremely slowly. In fact, the more the user plays the game, the less responsive that average will be. If the user has spent 100 hours playing the game, the calculated average will "lag" by about 50 hours of that. If they increase their skill, they will not see the increase in Points Per Hour that they expect. The AVGRATE stat type lets you implement a "sliding window" effect on the average. For instance, you can utilize only the previous few hours of gameplay, so the statistic will more accurately reflect the player's current skill level. Let's set up an AVGRATE stat to implement "points per hour" where only the previous 20 hours of gameplay affect the value. To do this, youwould:
* Note that, because the average will be "per hour", the time units on all time parameters associated with this stat will be "hours". This applies to the Window property on the stat itself, and also for the "dSessionLength" parameter passed in to UpdateAvgRateStat below. * Create an AVGRATE stat named "AvgPointsPerHour", and a Window property of 20.0 (remember, that's in "hours") * At appropriate points during your game, call ISteamUserStats::UpdateAvgRateStat with the following parameters: * PCHNAME - "AvgPointsPerHour" * FLCOUNTTHISSESSION - The number of points the player earned since the last call to UpdateAvgRateStat. * DSESSIONLENGTH - The amount of game time since the last call to UpdateAvgRateStat. The unit should be the same as the unit on the stat's Window property. In this case, it is "hours". * For instance, if the player earned 77 points in the last round, which lasted 0.225 hours (13.5 minutes), that would be SteamUserStats()->UpdateAvgRateStat( "AvgPointsPerHour", 77, 0.225 ) In the above example, Steam will take the current rounds average of 342.2 points per hour ( 77 divided by 0.225 ) and blend it with the previous value. The result will reflect the total average over the player's last 20 hours of game time. If this were the first time the stat was updated for the current user, the current value would be342.2.
This example uses "hours" as the time unit, but you may use whatever time unit you wish. Just keep in mind that you must consistently use that unit as your base for "dSessionLength", as well as the Windowproperty.
GETTING STATS FOR OTHER USERS You can use ISteamUserStats::RequestUserStats to get the stats for another user. You can then use ISteamUserStats::GetUserStat,
ISteamUserStats::GetUserAchievement,
and ISteamUserStats::GetUserAchievementAndUnlockTime to get data for that user. This data is not updated automatically as the other user uploads new stats, so to refresh the data just call ISteamUserStats::RequestUserStatsagain.
To keep from using too much memory, a Least Recently Used (LRU) cache is maintained and other user's stats will occasionally be unloaded. When this happens a ISteamUserStats::UserStatsUnloaded_t callback is automatically sent. When this callback is sent then the specified user's stats will be unavailable until ISteamUserStats::RequestUserStatsis called again.
OFFLINE MODE
Steam keeps a local cache of the stats and achievement data so that the APIs can be used as normal in offline mode. Any stats unable to be committed are saved for the next time the user is online. In the event that there have been modifications on more than one machine, Steam will automatically merge achievements and choose the set of stats that has had more progress. Because Steam keeps a local cache of stats data it is not necessary for the game to also keep a local cache of the data on disk. Such caches often come in conflict, and when they do it looks to users as if their progress has been reverted, which is a frustrating experience.GAME SERVER STATS
Parallel to ISteamUserStatsis
ISteamGameServerStatsfor
game servers. These can get stats for users in the same way as clients can (described above). They can also set stats and award achievements, but only if "Set by" is set to GS (game server) or Official GS. The difference between game servers and official game servers is that official game servers are servers that you host and control. Using official game servers to set stats offers enhanced security against cheating, as users may be able to modify their own game servers or spoof being a game server. To define official game servers, enter the IP ranges of the servers here.
Stats and achievements that are settable by game servers cannot be set by clients. Game servers can only set stats and achievements for users currently playing on the server. If the user leaves the server there is a short grace period to set any final stats, but then any new uploads will be denied. This is to help ensure consistency and to avoid making it possible for a malicious game server to set anyone's stats at any time. Given the restriction, it is important not to wait until the end of a round to set stats. Set them continuously so you can store them as a user quits. Clients will get automatic updates when a game server changes their stats. However, like clients, stats loaded by the server for other users are not refreshed automatically and can age out.RESETTING STATS
During development, it is often the case that a complete wipe of stats and achievements on an account or all accounts is desirable for testing. To wipe stats for an account, call ISteamUserStats::ResetAllStats with bAchievementsToo set to TRUE to wipe achievements as well. Once called remember to reiterate your stats and achievements and reset your in-memory game state. There is no way to globally wipe stats and achievements for all users. One of the reasons for this is that even if a global wipe were to be done, games in-progress may not notice the wipe and write back in-memory values. Fortunately, there is an easy way to build a global wipe system into your game. To do so: * Define a stat with a name like "Version" * Put a hardcoded stats version number in the game * Once stats have been loaded, compare the "Version" stat against your hardcoded version number * If they don't match, call ISteamUserStats::ResetAllStats and then set the "Version" stat to the hardcoded number. This way, whenever you want a global wipe just change the hardcoded stats version number. The global wipe will then happen as people getthe new build.
STAT CONSISTENCY
It's a best practice to think about how related stats could become inconsistent. For instance, you may have three stats "GamesWon", "GamesLost", and "GamesPlayed". Despite the best of intentions, stats can and do get out of sync with each other. In this case, that could lead to games won and lost not adding up to the total of games played. If this was resolved by removing the "GamesLost" stat and instead computing it as "GamesPlayed" - "GamesWon", an inconsistency could cause "GamesLost" to be negative. In this case, it's best to drop the "GamesPlayed" stat and compute it as "GamesWon" + "GamesLost".GLOBAL STATS
Stats can be marked as aggregated on the admin page to tell Steam to keep a global total of all users' values for the stat. This can be used to get data on total money in the economy, total kills, favorite weapons, favorite maps, and which team tends to do better. On the flip side, this should not be used for stats like "MostKills" as adding that up for multiple users would be meaningless. As stats are in the hands of users, this data is subject to being manipulated. Therefore it's crucial when using aggregated stats to set good bounds for min value, max value, increment only (if appropriate), and max change. Max change has a special meaning for aggregated stats. When a new value is uploaded, the global value will change no more than the max change value. This limits how quickly a cheater can influence the globaltotals.
To access the global totals, call ISteamUserStats::RequestGlobalStats and then ISteamUserStats::GetGlobalStat for each global stat. You can also ask for ISteamUserStats::RequestGlobalStats for a specified number of days of history. The history is the amount that stat changed every day. You can access that history with ISteamUserStats::GetGlobalStatHistory.
You can also request global achievement completion percentages from the client. To do so first call ISteamUserStats::RequestGlobalAchievementPercentages.
Then, iterate the achievements in order of most completed to least completed by calling ISteamUserStats::GetMostAchievedAchievementInfo and ISteamUserStats::GetNextMostAchievedAchievementInfo.
You can also get the completion percentage for a particular achievement by calling ISteamUserStats::GetAchievementAchievedPercent.
TESTING
Before your app is released, you will not be able to see which achievements have been earned in the Steam Community or library. Your app will need a way to output what achievements have been earned forthe user.
To clear an achievement or stats without adding code to your game, you can use the Steam client console. Run with steam.exe -console, then: * achievement_clearTHE STEAM COMMUNITY
After your game has been released then information about individual and global achievement progress will be displayed in the Steam Community. Each player will have a link from their Community profile that goes to a page showcasing what they have achieved, and which theyhave yet to unlock.
NOTE: Your achievements will not be shown until your app is somewhat visible to the community. Each achievement is listed with the appropriate icon, and the name and description as set in the Steamworks control panel. If the achievement name and description have been localized into the language the user has selected, then they will display in that language. There will also be a link from this page, and one from your game's main Steam page, to a set of global achievement statistics for your game. It displays the percentage of Steam players of the game that have achieved each one, ordered from most common to the rarest achievement. This is fun for players to see, and also a great resource for you as a developer: are your special challenges hard enough? Or maybe too hard? (this information is also available on the Sales and Activations Reports site).MORE QUESTIONS?
Ask questions on the Stats and Achievements discussion board Steamworks is the set of tools and services built by Valve that help you configure, manage, and operate your game on Steam .* _Documentation_
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