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Steamworks Development SteamworksDev
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October 11, 2012
Sep 16, 2019 @ 10:49am
Updated Requirements for New macOS Applications on Steam
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Showing 1-15 of 18 comments
76561197960281634 Sep 16, 2019 @ 10:50am 
That MacOS...
Cryptic Sep 16, 2019 @ 11:01am 
Apple is crap so yeah not surprised
icxon Sep 16, 2019 @ 1:00pm 
So.... do I need to pay Apple for developer ID now annually? This makes no sence considering the low mac playerbase on Steam.
Eric.B Sep 16, 2019 @ 3:46pm 
I am curious as to why we are required to get our programs notarized by Apple before distribution on Steam. Just another reason for me to drop OSX support for future games.
GraphXGames Sep 16, 2019 @ 4:00pm 
@Eric.B
Because Steam is not a virtual machine for games.
Eric.B Sep 16, 2019 @ 4:44pm 
@GraphXGames,
I'll give your comments the reply it deserves, "Herpa a derp..."

I don't follow Apple news. So...

Has it been confirmed that non-notarized programs are completely blocked in 10.15? Is there no self authing system like UAC in Windows? Is there no cascading permissions from launching a program from a notarized program? Depending on the answers, looks like Apple is shooting themselves in the foot again. Especially in the FOSS world.
AlphaAsh Sep 17, 2019 @ 1:34am 
Apple want their cut, and exclusivity on their own store. Of course there's an extra hoop to jump through to have MacOS support for your game on Steam. Duh.
RobbyZ Sep 19, 2019 @ 5:14pm 
Yep, not dealing with OSX if Apple is going to gatekeep it with a signing process. There's been too many problems with Apple pulling legit stuff off the app store to trust them with a revocable signing process.
cliffski Sep 24, 2019 @ 2:22pm 
screw em. just wont bother selling games on OSX any more. means I can stick to directx and not waste money porting or testing on their crappy overpriced computers.
Jeremy Sep 25, 2019 @ 1:15pm 
Does the requirement that "new" Mac games be notarized only apply to new appIDs, or does it also apply to uploading a new version of an existing game?
ahenn Sep 27, 2019 @ 3:15am 
Does anybody know if we need to sign the game before notarising it? Notarisation works fine without signing but stapling afterwards does not give me a success-note if the game has not been signed. Will signing the game interfere with steam-signing, will signing and a potential re-signing by steam break the notarisation? And: is notarisation really necessary - does Steam set the quarantine-flag?
Swyter Sep 27, 2019 @ 8:40am 
I'm also interested in knowing if having an non-notarized 64-bit game binary launched by Steam would work (even with a nag screen) if Steam is signed and notarized. These are important details. Would Valve be able to notarize binaries automatically?
Blue Sep 27, 2019 @ 12:01pm 
We completely understand your concerns. Right now we are only requiring 64-bit binaries on new Mac Apps starting October 14th. This means existing apps are not required to have a 64-bit binary on an update.

We suggest notarization, as Apple says they will require it for all apps at some point in the future, however we will allow your game to ship on Steam without notarization at this time as it seems to be working right now in 10.15. Sorry we don't have plans to notarize apps on developers behalf.
Spiderweb Sep 30, 2019 @ 5:48pm 
For doing this, I HIGHLY recommend the SD Notary tool. (https://latenightsw.com/sd-notary-notarizing-made-easy/) It makes the process WAY easier.

When code signing, make SURE the Disable Library Validation option is selected or the App will not work right when launched from Steam. It would be a very good idea to add this little note to the Steamworks documentation.
Duck Whitman Oct 11, 2019 @ 12:45am 
So, from what I understand, even though past games will still play on Mac, I should just tke Mac off of the list for them?
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