How Many Games Are Uploaded Onto Steam
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Take y'all created a computer game of your own? Would you like to distribute it online and perhaps make some money past selling it? For more than a decade, Steam has been 1 of the most popular online distributors for PC games. In social club to get a game on Steam, yous need to register equally a partner at Steamworks. Y'all'll demand to make full out some forms, pay a submission fee, and go through an onboarding process. Then you volition demand to create your store page, build the depots for your game, upload a game build, and gear up a price for your game. Valve will need to review and approve everything before your game volition exist bachelor for customers to download. This wikiHow teaches yous how become a game on Steam.
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Get to https://partner.steamgames.com/ in a web browser. This is the website for Steamworks. Here you can sign up to be a game programmer. You'll need to fill out some paperwork in society to sign up for Steamworks. Before you proceed, you should have your bank account and routing number available, as well as your revenue enhancement information. At that place is also a product submission fee of $100.00 per game y'all want to distribute on Steam. You will demand to go through an approval process, which will take nigh a calendar week.
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Log in and sign up to be a game developer. You can log in to Steamworks with your existing Steam business relationship. So you need to click Sign Up next to "Game Programmer or Publisher." There will be a form explaining the onboarding process. Read this as it tells you everything yous demand and then click Go on at the bottom of the page.
- Alternatively, you tin sign up to be a VR content developer or a software developer for Steam.
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Fill out the forms and click Continue . You'll need to provide your name or visitor proper name, physical address, payment notification email, linguistic communication, and fax number. You will also need to agree to a non-disclosure agreement (NDA). Click Continue at the lesser of each page when yous are ready to continue.
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Fill out your payment information and make the payment. You will be charged a $100.00 fee per game you want to upload. To make your payment, select your payment blazon and fill out your payment information. Click Go along at the lesser. to finish.
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Fill out whatsoever boosted data. You'll need to provide some revenue enhancement information. This will vary depending on if you are producing games equally an individual or as a company. Fill out any additional forms y'all are asked to complete. When you are finished, your applications volition need to be reviewed by Steam. This may have nigh a week. Once the onboarding process will be complete, you tin start creating your store page and uploading your game builds.[ane]
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Go to https://partner.steamgames.com/dwelling and log in. This takes you to your Steamworks dashboard. You will need to have completed the onboarding process before this is bachelor.
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Click your game. You will see a listing of incomplete games below "Unpublished Applications." Click the game you want to upload. If you lot have not uploaded whatsoever information about your game, there will be a bare game listed every bit "YOUR GAME HERE (0000000)." When y'all open your game, yous will run into a checklist in the panel to the correct. All items in that checklist need to be completed before you can submit your game for approval.
- If you lot have a release engagement for your game, you can click Update below "Date to be released on Steam" in the box in the upper-right corner and select your release date on the agenda. This volition complete 1 of your checklist items.
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Click Edit Store Page . It's the first option below "Store Presence." Yous will need to fill out the grade beneath each tab. You'll need to have all the information about your game available equally well as a few screenshots, graphic images for your store, and a video trailer.
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Click each of the tabs at the top and fill up out the form. Each of the tabs at the pinnacle of the page contains a form for you to make full out. The information you lot provide will will be used to create your store folio on Steam. Fill out each course as completely as possible and click Salvage at the bottom. The tabs at the acme are as follows:
- Bones Info: This is where yous will provide the bulk of the information about your game. This lengthy form asks you to provide the name of your game, the developer, the publisher, links to your social media and external websites, keywords, PC specs and requirements, release appointment, supported languages, genres, multiplayer information, DRM information, legal data, too every bit support contact information for your game.
- Description: This page is where you can provide a description for your game. You'll demand to provide a long description and a curt clarification. The long description volition be displayed on your store folio. Information technology should be every bit detailed as possible. The short description will be used at various places throughout Steam. At that place is too a section for reviews and awards.
- Ratings: If your game has received an official content rating from a game rating agency (i.e. ESRB, PEGI, BBFC, etc), you can include information technology here forth with the content it was rated for. Do not include any ratings unless your game has been evaluated by the agency and you have received an official rating. Yous can also add an historic period-gate for your game to restrict sales to minors.
- Early Admission: If yous plan on allowing early access to your game, fill out this folio to provide the Early on Access information. You will need to include why you are using early access, how long information technology will get on, how it volition differ from the full version, whatever difference in cost between early on access and the total version, as well as, the current country of your early access game.
- Game Assets: This is where you lot tin provide images for your game. You volition need to include some screenshots of your game, a header image, background paradigm, and capsule images that will be used throughout the Steam app. You tin drag and driblet your images onto the folio to upload them. There are also several zip files for download that contain sample files, guidelines, and Photoshop templates you can use to create your own images.
- Trailers: This is where y'all tin can upload video trailers for your game. Your video trailer should accept a 16:nine ratio with a resolution of 1920x1080. Information technology should have a loftier fleck rate of 5000 kbps or more. It can be either 30 frames-per-2d or lx frames-per-second. It should as well be in MOV or WMV format. Type a name for your trailer and click Create. Then drag and driblet the video file into the box to upload it.
- Special Features: This is where you can add a Google Analytics tracker if you have one. You tin can also include whatsoever information you have near downloadable content or demos you have for your game.
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Click Preview changes in shop to view your shop page. When you are washed designing your store page, you lot can click Preview changes in store in the upper-right corner to see what your store page looks like. Brand sure there is nothing you lot demand to change.[2]
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Click the Publish tab. This tab lets you publish all the changes you accept fabricated This will not release your game publicly on Steam unless your game has already been released.
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Publish your store page. To do so click the blue button that says Prepare for Publishing. Then click the blue push that says Publish to Steam. Then enter your countersign and click Really Publish.
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Add pricing to your game. One time you've decided on a price for your game, you can use the "Propose Toll" characteristic to suggest prices for other markets and currencies. This suggests the all-time value for those markets. Utilise the post-obit steps to add pricing to your game:
- Go to https://partner.steamgames.com/home and log in.
- Click your game below "Unpublished Applications."
- Click the game package you lot want to prepare a price for.
- Click Propose Pricing.
- Utilize the driblet-down menu side by side to "Select in USD" to select a price for your game.
- Brand any price changes to the suggested prices you want.
- Click Relieve Pricing.
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Add together customs images to your game. Community images are used on your store page and a variety of other community hubs. You will likewise be required to upload an ICO epitome to use as the desktop icon for your game (you can convert a JPEG to an ICO file using gratis Photoshop plug-ins or a free online prototype conversion site). Use the following steps to upload your community images:
- Go to https://partner.steamgames.com/home and log in.
- Click your game beneath "Unpublished Applications."
- Click Edit Steamworks Settings.
- Click the Basic Info tab.
- Click Scan below "Capsules" and upload a 184 ten 69 pixel sheathing prototype.
- Click Browse below "Customs Icon and upload your 32 x 32 pixel community icon.
- Click Browse below "Client Icon" and upload your desktop icon ICO image.
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Click your game. You will meet a list of incomplete games below "Unpublished Applications." Click the game you want to create a Steam build for.[iii]
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Click Edit Steamworks Settings . It'southward the start option listed below "Technical Tools."
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Enter the proper noun of the game and click Save . Use the text box next to "Game" to enter the name of your game. So click save.
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Cheque which operating systems the game is for and click Save . Click the checkbox side by side to whichever operating systems your game supports. Yous can publish games for Windows, MacOS, and Linux.
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Click Configuration under the "Installation" tab. The Installation tab is the third tab at the peak fo the page. Click it and and so click Configuration.
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Modify the name of the install folder (if needed). This is the folder that will be created when the game is installed. Past default, it will be the name of your game. To change it, enter a new name for the install binder next to "Current install folder" and click Update install folder.
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Click Add New Lanuch Pick . Information technology's the blue button beneath "Launch Options."
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Enter the proper name of the executable or launch file of the game. This is the executable file (or other launch file) that Steam will use to launch the game from inside the Steam client. Enter the name of the launch file from your build.
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Change the operating system (if needed) and click Update . If you have a build for all operating systems, you can leave it equally "Any." You will need to create a separate launch option for each operating organization. If your build is for a specific operating system, select information technology next to "Operating System."
- Additionally, if you need to specify a CPU architecture (32-bit or 64-fleck). You can use the last drib-down menu to exercise so.
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Click Depots under the "Installation" tab. The depots are what Steam uses to package and contain all the files that volition exist downloaded from Steam. You game should take at least one depot. If y'all need to add more than, you can do then from this folio.
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Select the operating organization and language for each depot. Employ the drop-downward menus next to each listed depot to select the operating system and language for the game.
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Click Save Changes . It's the blue push button beneath section for creating and adding new depots.
- You can go through other tabs and bank check to see what boosted metadata you would like to add to your game.
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Click the Publish tab. This tab lets you publish all the changes y'all have made This will not release your game. It will only publish the metadata and the configuration changes you have made.
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Publish your game information. To do so click the blue button that says Gear up for Publishing. And then click the blue button that says Publish to Steam. So enter your password and click Really Publish.
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Download Steamworks SDK. You will need to use the Steamworks SDK to create the Steam build for your game. Use the post-obit steps to download Steamworks SDK:
- Go to https://partner.steamgames.com/doc/sdk in a web browser.
- Click the text that says Hither to download Steamworks SDK every bit a cypher file.
- Extract the contents of the zip file.
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Navigate to the "ContentBuilder" binder in the Steamworks SDK. Use File Explorer on Windows of Finder on Mac to open the Steamworks SDK folder y'all downloaded and extracted earlier and open the post-obit folders:
- Open the sdk folder.
- Open the Tools folder.
- Open up the ContentBuilder folder.
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Open the "app_build_1000.vdf" file in the "Scripts" folder. The "Scripts" binder under "ContentBuilder" has a file called "app_builder_1000.vdf." You tin can open the file using a text editor program like "Notepad" or "TextEdit." Right-click the file and click Open up with. So click the program yous want to open the file with.
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Change the AppID to your bodily appID from Steam. The start line lists the appID as "one thousand." Change the "1000" to your game'southward actual numeric appID. It'south the number listed at the finish of the URL when you lot edit your game in the Steamworks Settings page. You tin can copy and paste it from the end of the URL after yous publish your game.
- Y'all can too change the appID in the file proper name of the "app_build_1000.vdf" file, though that's not required.
- If you know what y'all are doing, you lot can modify whatever of the other settings in the app_build_1000.vdf file. If you don't know what you are doing, leave them as they are.
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Change the depot ID to your actual depot ID number. The depot ID is listed equally "1001" by default at the bottom side by side to "depot_build_1001.vdf." Modify it to your actual depot ID. The depot ID is the 6-digit number listed adjacent to the game championship at the top of the depot page in the Steamworks Settings web page. Click File followed, by Save to save the file when you are done.
- If you programme on changing the filename of the "depot_build_1001.vdf" file, be certain to replace the "1001" in the filename besides.
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Open the depot_build_1001.vdf" file. Information technology'due south the next file in the "Scripts" folder in "ContentBuilder." Open this file with a text editor such as "Notepad" or "TextEdit."
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Replace the depot ID number with the actual Depot ID for your game. Change the default "1001" depot ID with your actual depot ID from the Steamworks Settings webpage. So save the file.
- You can also replace the "1001" in the file proper noun with your actual depot number. But make sure you do so at the bottom of the "app_build_1000.vdf" file besides.
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Re-create all the files you want to get packaged. Go to the installation binder for your game build and copy all the files from that binder that you desire to become packaged.
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Paste the game in the "Content" folder in Steamworks SDK. Navigate back to the "ContentBuilder" folder in Steamworks SDK. Open the "content" folder and paste your game'south contents in this binder.
- If you create a new root folder in the "contents" folder for this specific depot, be sure to annotation the folder path relative to the "content" binder adjacent to "LocalPath" in the "depot_build_1001.vdf" file where the "*" is (i.1000. ".\windows\*").
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Enabled SteamCMD in the Terminal on Mac (MacOS only). If yous are using a Mac, you'll need to utilize the post-obit steps to enable SteamCmd in the Concluding. This volition let you to use SteamCmd in the Terminal the aforementioned way y'all would use it in the Command Prompt in Windows. Use the following steps to enable SteamCmd in the Concluding:
- Use the Finder to navigate to the following folder in the Steamworks SDK folder you extracted: "\sdk\tools\ContentBuilder\builder_osx\"
- Right-click the "osx32" folder and click Get Info.
- Highlight and copy the location next to "Where."
- Open the Concluding in the Utilities folder or using the Spotlight search function.
- Type cd and press Command + 5 to paste the path you copied and press Enter.
- Type chmod +10 steamcmd and press Enter.
- Go back to the previous "ContentBuilder" folder in the Finder and copy the location of the "builder_osx" binder.
- Type cd and paste the location of the folder and press Enter.
- Type fustigate ./steamcmd.sh and press enter to start SteamCmd.
- To leave SteamCmd, type leave and printing Enter.
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Run SteamCmd on Windows (Windows Only). If you are using a Windows computer, use the post-obit steps to run SteamCmd:
- Apply File Explorer to navigate to the "\sdk\tools\ContentBuilder\builder" in the Steamworks SDK folder you extracted.
- Double-click Steamcmd.exe.
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Log in to SteamCmd (if needed). If y'all are asked to log in type the following command to log in with your Steam account: Substitute "<account name> for your Steam username, and "<password>" for your Steam password.
- steamcmd.exe +login <account_name> <countersign>
- If you are asked to enter a Steam Guard code, retrieve the iv digit code from your Email or Steam Guard app and type steamcmd.exe "set_steam_guard_code <code>". Supercede "<code>" with your Steam Guard lawmaking.
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Blazon run_app_build. You still need to enter the location app_build vdf file. Exercise non press Enter merely yet.
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Navigate to the "Scripts" binder in the Steamworks SDK. This is the same binder that contains the same folder that contains the "app_build_1000.vdf" file you lot previously edited.
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Re-create the location of the "Scripts" binder and paste it in the SteamCmd. Use 1 of the following steps to copy and paste the "Scripts" folder. So click SteamCmd and paste the location of the Scripts folder i space after the "run_app_build" command.
- Windows: Click Scripts in the address bar at the tiptop and click Copy address as text.
- Mac: Right-click the "Scripts" folder and click Get Info. Highlight and copy the location next to "Where:" .
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Type the proper noun of the "app_build" vdf folder and press ↵ Enter . If y'all left app_build vdf files equally "app_build_1000", simply type that immediately after the folder location in SteamCmd. If you change the "one thousand" to the bodily app ID, be sure to enter the correct file name. Press Enter to build your app on Steam. This may take a while depending on how big your game is. When this is completed, your game build will have been packaged and uploaded to the depot on Steam.
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Go to the "Build" tab in Steamworks Settings. Use the post-obit steps to get to the Build tab in Steamworks settings:
- Go to https://partner.steamgames.com/home and log in
- Click your game.
- Click Edit Steamworks Settings.
- Click the Build tab.
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Set build live branch to "Default" and click Preview change . Use the drib-down menu below "Set build live branch" to select "Default." This is the default way customers download your game. Click Preview change side by side to the drop-down menu when yous are finished.
- If you want you can click the depot number and inspect the files in the depot to make sure they are right.
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Click Gear up Build Live now and click Ok . This sets your game build to Live on Steam. Information technology will not be bachelor for customers to download unless the game has already been released.
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Install and test your game. After you lot build your game on Steam, log in to the Steam client and search for your game. If your game has not been released, information technology should but be available nether your business relationship. Go to the store page and click the Install button to install your build from Steam. Launch the Steam build of the game and brand certain it works properly.
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Finish everything in your checklist. Earlier you tin can submit your page for review, you need to accept everything in your checklist checked off.
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Click your game. You volition encounter a list of incomplete games below "Unpublished Applications." Click the game yous want to upload.
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Click Marking as Ready For Review . It's the greenish button in the upper-left corner of the page. This button is merely available afterward your checklist is complete. Click this button and and then click Ok to confirm. Your page will be reviewed by Valve. Your game folio will either be approved, or y'all will receive some feedback from Valve about things yous need to change.
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Log back in after your game has been approved. Once your game is canonical, there will be a button that allows you to view your release options.
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Click your game. This takes y'all to your app landing page.
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Click View Release Options . It's the green button at the pinnacle of the page.
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Click one of the release options. Your release options are as follows:
- Prepare for Release: This publishes your game immediately. It will be available for buy and play via Steam.
- Fix for Coming Shortly: This publishes your game store page as Coming Soon. Steam users will exist able to add your game to their Wish Listing and your community will be live and active.
- Prepare for Early Access: This publishes your game store folio with your Early Access content available for download. User's will be allowed to buy and download your Early Access content, but not the full game.
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Click Publish Now . It'southward the light-green button on the review page. This publishes your store page and publishes live on Steam. Congratulations! You lot take published your game on Steam.
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Commodity Summary X
1. Sign upward to go a game programmer at Steam partner at https://partner.steamgames.com/.
two. Fill out all the paperwork and pay the $100 submission fee to complete the onboarding procedure.
3. Log in at https://partner.steamgames.com/habitation and click Edit Shop Page.
4. Fill out the forms under each tab to build your shop page.
v. Click "Edit Steamworks Settings and create a new launch option.
6. Get the appID and depot ID from the Steamworks Settings page.
seven. Download the Steamworks SDK bundle from https://partner.steamgames.com/doc/sdk and extract information technology.
8. Navigate to the "\sdk\tools\ContentBuilder\scripts" binder in the Steamworks SDK package.
9. Change the app ID and depot ID in the "app_build_1000.vdf" and "depot_build_1001.vdf" files to match your actual app ID and depot ID from the Steamworks Settings website.
11. Launch SteamCMD in the "ContentBuilder"
12. Blazon "run_app_build " and press Enter. thirteen. Suggest a toll for your game in Steamworks.
14. Upload your Community Images in the "Basic Infor" tab under Steamworks Settings.
15. Mark your game as "Fix for Review" and expect for Valve to corroborate your game.
16. Publish your game as "Ready for Release" or "Set up for Coming Soon."
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