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SteamDB-Tracker committed Sep 28, 2024
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2 changes: 1 addition & 1 deletion docs/features/families.html
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Expand Up @@ -43,7 +43,7 @@ <h2 class="bb_section"><a name="3"></a>Checking Family Sharing status via Server
temporary and family members accessing a shared game shouldn't be granted any permanent ownership
rights on your backend.<br />
<br />
If you having problems solving any Steam Family sharing related issues using these APIs, please
If you are having problems solving any Steam Family sharing related issues using these APIs, please
contact Steam Support.<br />
<br />
<br />
26 changes: 14 additions & 12 deletions docs/features/playtest.html
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Expand Up @@ -196,20 +196,22 @@ <h2 class="bb_section"><a name="4"></a>Using Steam Keys for your Steam Playtest<
>.
<h2 class="bb_section"><a name="5"></a>Confidential Playtests for Unannounced Games</h2>
<br />
Be cautious whenever running a confidential playtest for an unannounced game. Given the speed with
which information moves on the internet, any leaked details from your playtest, including
screenshots or videos, could potentially spread across the world in moments. For this reason, it's
best to announce your game first, before running any external playtests outside of your
organization. <br />
Be cautious whenever running a confidential playtest for an unannounced game. Even when configured
properly, a confidential playtest will only ever be as confidential as your "least confidential"
playtester. Plus, given the speed with which information moves on the internet, any leaked details
from your playtest, including screenshots or videos, could potentially spread around the world in
moments. For this reason, it's best to announce your game first, before running any external
playtests outside of your organization. <br />
<br />
However, if you really want to run a confidential playtest for an unannounced game (sometimes called
a "friends &amp; family" alpha) the most secure way to attempt this is via Release Override Steam
keys on the <i>unreleased</i> base app. This is generally described in
a "friends &amp; family" alpha), the most secure way to attempt this is via Release Override Steam
keys on the <i>unreleased</i> base app (i.e. not a Playtest App). The process for this is described
in
<a href="https://partner.steamgames.com/doc//features/playtest#4" class="bb_doclink"
>Using Steam Keys for your Steam Playtest</a
>
above, but keep in mind that confidential playtests require extra steps, risks, and considerations
as follows:<br />
above, but keep in mind that maintaining confidentiality requires a few extra steps, risks, and
considerations:<br />
<br />
<ol class="bb_ol">
<li>
Expand All @@ -229,9 +231,9 @@ <h2 class="bb_section"><a name="5"></a>Confidential Playtests for Unannounced Ga
<br />
</li>
<li>
For extra security, consider using an innocuous codename for your playtest and temporary art
assets for your library header, icon, etc. Of course, you'll need to update these later when
your base game is announced. <br />
For extra security, consider using a nondescript codename for your playtest and temporary
art assets for your library header, icon, etc. Of course, you'll need to update these later
when your base game is announced. <br />
<br />
</li>
<li>
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2 changes: 1 addition & 1 deletion docs/sdk/api.html
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Expand Up @@ -372,7 +372,7 @@ <h4>Example</h4>
to track the status of a call result.
<h2 class="bb_section"><a name="manual_dispatch"></a>Manual Callback Dispatch</h2>
The classes and macros used to register callbacks are convenient in C++ code. But there is also a
lower-level mechanism for dealing with callbacks. This mechanism operates more like a windows event
lower-level mechanism for dealing with callbacks. This mechanism operates more like a Windows event
loop. Instead of a single function that dispatches all of the callbacks and call results to active
listeners, you fetch the next available callback in a loop, and dispatch it using whatever
mechanisms you want. The manual dispatch mode is especially useful for binding layers that expose
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4 changes: 2 additions & 2 deletions docs/store/advancedaccess.html
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Expand Up @@ -24,7 +24,7 @@ <h2 class="bb_section"><a name="3"></a>How to set up Advanced Access</h2>
<a href="https://help.steampowered.com" target="_blank" rel="noreferrer">Steam Support</a> and
inform them of the dates/time of advanced Access and the details of the offer. They will help
determine if your game is a good fit for advanced access. Advanced Access may not be right for all
games. For example, games where there’s a competitive advantage to getting a head start could deeply
games. For example, games where getting a head start could give a competitive advantage would deeply
impact user sentiment for the overall player base. Another possible poor player experience could be
a single player narrative game that can be completed in the duration of the Advanced Access where
you are spreading out users and diminishing the excitement around your launch (and possibly spoiling
Expand Down Expand Up @@ -134,7 +134,7 @@ <h4>Q: Is Advanced Access right for my game?</h4>
will help determine if your game is a good fit for Advanced Access and if so, they will need to
manually add that date into Steamworks.
<h4>Q: Is Advanced Access available only for games in Pre-Purchase?</h4>
A: Yes, Advanced Access is a Pre-Purchase incentive, so can only be used during Pre-Purchase.
A: Yes, Advanced Access is a Pre-Purchase incentive, so it can only be used during Pre-Purchase.
<h4>Q: Can my game use Advanced Access if it's the only Pre-Purchase incentive?</h4>
A: No, in order to use Advanced Access, the Pre-Purchase incentive must contain additional value
beyond just the Advanced Access time period.
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4 changes: 2 additions & 2 deletions docs/store/promo/publisher_page.html
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Expand Up @@ -132,7 +132,7 @@ <h2 class="bb_subsection"><a name="6"></a>Store Page Banners</h2>
optional ‘store banner’ that can be configured. That clickable banner would then appear on top of
each of your game’s store pages, leading players back to your main sale page.<br />
<br />
When all of your game's discounts go live, the players that wishlist any one of those games will get
When all of your games' discounts go live, the players that wishlist any one of those games will get
the usual Steam wishlist notification and can easily find their way from that individual game via
the store page banner to your full publisher sale page.
<h2 class="bb_subsection"><a name="7"></a>Curated Deal On A Featured Game</h2>
Expand All @@ -143,7 +143,7 @@ <h2 class="bb_subsection"><a name="7"></a>Curated Deal On A Featured Game</h2>
above) would help those players find their way to the rest of your catalog.<br />
<br />
For more information on curated promotions, please see
<a href="https://partner.steamgames.com/doc/marketing/discounts#11" class="bb_doclink"
<a href="https://partner.steamgames.com/doc/marketing/discounts#15" class="bb_doclink"
>Discounting: Curated Discounts</a
>
<h2 class="bb_section"><a name="8"></a>Examples</h2>
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4 changes: 2 additions & 2 deletions docs/store/promo/region_page.html
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Expand Up @@ -120,7 +120,7 @@ <h2 class="bb_section"><a name="2"></a>Rules</h2>
<li>
Once a participating game has been included in your sale page, the owner of that
game will see your event name and contact info in their Steamworks dashboard
<i> even if your event is hidden or unpublished</i>, so plan accordingly. <br />
<i>even if your event is hidden or unpublished</i>, so plan accordingly. <br />
</li>
<li>
The event should be open to any game created in the defined city/region/country.
Expand Down Expand Up @@ -209,7 +209,7 @@ <h2 class="bb_subsection"><a name="9"></a>Organic Visibility</h2>
Steam is already built to take advantage of the network effects of running such a sale: When you put
together your sale page and include games that have agreed to participate, you can set up a "store
page banner" which will appear on each of the participating games’ store pages. When your
participating games kick of their own discounts, players can easily find their way from individual
participating games kick off their own discounts, players can easily find their way from individual
games back to your main event page to find all of the related games.
<h2 class="bb_section"><a name="10"></a>Examples</h2>
Here you might find some inspiration from other regional events we've seen in the past:<br />
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