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Steamworks Development SteamworksDev
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ABOUT Steamworks Development

Official Group for Steamworks Development Support

NOTE: This group is restricted and visible only to accounts with Steamworks access. Announcements however are public.

This community of Steamworks developers is intended for sharing information regarding Steam and Steamworks development.

Please use the Discussions to ask Steam and Steamworks related questions. You'll also find FAQs and responses to other common questions in there.

And we'll post announcements for relevant updates and changes involving Steamworks SDK.

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RECENT ANNOUNCEMENTS
Your burning Steam questions: Answered! We find that these in-person (and virtual) events that we participate in throughout the year give us the ability to get even more detailed in how we connect; while also receiving valuable feedback ourselves. In addition to the below insights, you can find details on a lot of frequently-asked-questions in our Steamworks documentation pages.

Here is a quick summary of some of the biggest topics we covered, along with some of the most-asked questions (along with our answers, of course!):

How does visibility work?
Visibility and how it works on Steam is frequently one of the most common questions we receive at any event, and GDC was no different. We put together this video about Steam Visibility a few months back, and it does a great job of covering this topic and answering most questions.


[smalltext]Watch "Steam Visibility: How does it work" on YouTube[/smalltext]

Speaking of visibility, does refund rate impact that at all?
We heard from some developers concerned with the refund rate on their game and wondering if that fed into the visibility system of Steam. The short answer is that refund rate itself does not impact visibility of your game, but lower sales of your game can impact your visibility.

A higher refund rate is most likely a symptom of mismatched expectations by your players, or potentially technical issues that prevent the game from working well. You can read the reasons players are citing during their refund request as a way to see if there are bugs you should address.

Also worth noting: Steam does not factor conversion rate into visibility. At all. Steam will not punish nor reward games for how successful they are (or aren't!) in turning traffic to the store page into a sale.
You can read more in our refund documentation on developer refund reporting.

What is the RIGHT WAY to use Steam?
A lot of folks asked different variances of this question, and it's understandable: There are a lot of different tools and features on Steam, and it can seem like their mere existence must mean you should be using them all; or using them in some secret combo that is the recipe for success! But that's not the case: We purposefully operate Steam as a platform that doesn't require developers use it in a specific way in order to be successful.

Every game is different, and every developer is different, which means there is no "right way" to use Steam. Even more importantly, the way each developer uses Steam (the tools and features they use, the way they use them, etc.) will look different for each one.

Instead, we often try to guide developers on what you can focus on as you think about which tools and features make the most sense for you and your game:
  • Think about your game as a product. What does your game do better than other similar games? What stands out and is the key thing to describe to potential players? Practice this messaging, refine it, and use it on your store page.
  • Apply all relevant tags to your store page, roughly in the order that they represent your game. For example, if your game has a racing mode in it, but your game is mostly not a racing game, then "Racing" tag should be pretty low on the list of tags for your game.
  • Make trailers that show what it's like to play your game. Get to the gameplay quickly and be genuine in showing what the player will be doing in the game.
  • Take screenshots that reflect your gameplay. Show the UI! Players want to know how they will be looking at your world and how they interact with the game.
  • Be a student of the industry. Learn all that you can from other game developers, case studies, and by researching games similar to yours. What do those games do well? What features do they include? How do the developers talk about their games?

OK but surely there's a right way to MARKET my game on Steam?
We put together a special presentation for this very topic, and hosted it live at GDC. BUT we also recorded a video version, which you can find here (hint: YOUR GAME is the best marketing tool you have on Steam).


[smalltext]Watch "Best Practices: Developing an audience while developing your game," a recording of the same talk given during GDC[/smalltext]

How is Steam looking at the themed fests, and where do the themes even come from?
We are still learning a lot about how to best optimize fests, but so far our takeaway is that they overall are adding value to the platform, both for players and developers. For developers, a themed festival is a good opportunity to draw concentrated attention from players who love the genres being celebrated; and for players it's a great way to surface games they may not previously have purchased, but from a genre they already love.

Because of this, we try to choose themes that are interesting while adding variety and covering a number of games players are into.

Though we intend to occasionally return to certain themes, we haven't yet determined what that cadence might be; and in fact, we are wary of setting expectations that any particular fest will always run annually. This gives us the flexibility to plan themes based on overall interest as we go.

When it comes to Next Fest, what is the best way to look at that as a developer, and what are your tips for maximizing success when we participate?
We host Steam Next Fest three times a year; February, June, and October, with the next one coming up this June. We recently hosted a virtual Q&A centered entirely around best practices for these events, and you'll find a majority of what you're looking for there.


[smalltext]Watch a recording of the latest Next Fest virtual Q&A session on YouTube[/smalltext]

How should I prioritize getting my game verified on Steam Deck?
We're pretty excited about Steam Deck, but the best thing you could prioritize would be to make a great game and make it play well with a controller; and you should be set. We recently showcased the top 100 most-played games on Steam Deck in the past year, and roughly a third of the games on that list aren't Steam Deck Verified.

We point this out to drill down on the fact that a "Verified" status is intended to communicate to players what we know for sure plays well on Steam Deck. There are lots and lots of games that either haven't been through the verification process yet, or that play just fine with a tweak or two, that have become favorites for Deck users.

Where should we go and what should we cover next?
We are always looking for ways to connect with developers around the world. We have a few events lined up in our schedule already but are always looking for feedback on additional topics to cover or places to visit. Let us know!


Launch Discount Length Now Configurable
What is a launch discount?
A launch discount is an optional, limited time introductory promotion that starts the moment your game is released on Steam. This can be configured from your app's landing page in Steamworks, right below where you specify your intended release date.

Launch discounts are totally optional and we find that developers have differing philosophies about whether to run a launch discount or not.

You can read more about discounting on Steam here.

Launch Discount Timing & Seasonal Sales
We're also updating how Steam handles launches that happen in close proximity with our four seasonal sales. If your game releases close to a seasonal sale and you would like to have a launch discount extend into that sale, then you can choose a launch discount duration of up to 14 days. We cannot extend a launch discount beyond 14 days, so depending on when you released your game, it's possible that your game's launch discount may end prior to the end of the seasonal sale.

Generally, you cannot run a discount within 30 days of the release of your game or until 30 days from when the launch discount ends.

If your game launched at least 30 days prior to the start of the seasonal sale and DID NOT have a launch discount, then you are welcome to join the seasonal sale and enter a discount.

If your game launched 30 days prior and had a launch discount, then that discount cooldown DOES prevent you from joining the seasonal sale at the beginning. You can choose to join the sale already in progress by entering your discount for the seasonal sale once the launch discount cooldown ends (30 days from the end date of your launch discount). There are always future opportunities to put your game on discount, so you shouldn't feel pressured to change your release date for the sake of a seasonal sale event.

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