From aff2d5d25989bb79938a93c66810351b36af3d24 Mon Sep 17 00:00:00 2001 From: Wendy Date: Sat, 28 Sep 2024 05:02:15 +0000 Subject: [PATCH] 6 files | families.html, playtest.html, api.html, advancedaccess.html, publisher_page.html, region_page.html --- docs/features/families.html | 2 +- docs/features/playtest.html | 26 ++++++++++++++------------ docs/sdk/api.html | 2 +- docs/store/advancedaccess.html | 4 ++-- docs/store/promo/publisher_page.html | 4 ++-- docs/store/promo/region_page.html | 4 ++-- 6 files changed, 22 insertions(+), 20 deletions(-) diff --git a/docs/features/families.html b/docs/features/families.html index 62c42b2..e4526ad 100644 --- a/docs/features/families.html +++ b/docs/features/families.html @@ -43,7 +43,7 @@

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.

-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.


diff --git a/docs/features/playtest.html b/docs/features/playtest.html index 4afac4f..cd45653 100644 --- a/docs/features/playtest.html +++ b/docs/features/playtest.html @@ -196,20 +196,22 @@

Using Steam Keys for your Steam Playtest< >.

Confidential Playtests for Unannounced Games


-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.
+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.

However, if you really want to run a confidential playtest for an unannounced game (sometimes called -a "friends & family" alpha) the most secure way to attempt this is via Release Override Steam -keys on the unreleased base app. This is generally described in +a "friends & family" alpha), the most secure way to attempt this is via Release Override Steam +keys on the unreleased base app (i.e. not a Playtest App). The process for this is described +in Using Steam Keys for your Steam Playtest -above, but keep in mind that confidential playtests require extra steps, risks, and considerations -as follows:
+above, but keep in mind that maintaining confidentiality requires a few extra steps, risks, and +considerations:

  1. @@ -229,9 +231,9 @@

    Confidential Playtests for Unannounced Ga

  2. - 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.
    + 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.

  3. diff --git a/docs/sdk/api.html b/docs/sdk/api.html index 3ec4b04..e6e30e0 100644 --- a/docs/sdk/api.html +++ b/docs/sdk/api.html @@ -372,7 +372,7 @@

    Example

    to track the status of a call result.

    Manual Callback Dispatch

    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 diff --git a/docs/store/advancedaccess.html b/docs/store/advancedaccess.html index 20d943b..aae03b2 100644 --- a/docs/store/advancedaccess.html +++ b/docs/store/advancedaccess.html @@ -24,7 +24,7 @@

    How to set up Advanced Access

    Steam Support 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 @@ -134,7 +134,7 @@

    Q: Is Advanced Access right for my game?

    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.

    Q: Is Advanced Access available only for games in Pre-Purchase?

    -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.

    Q: Can my game use Advanced Access if it's the only Pre-Purchase incentive?

    A: No, in order to use Advanced Access, the Pre-Purchase incentive must contain additional value beyond just the Advanced Access time period. diff --git a/docs/store/promo/publisher_page.html b/docs/store/promo/publisher_page.html index 5425752..0ed2cb5 100644 --- a/docs/store/promo/publisher_page.html +++ b/docs/store/promo/publisher_page.html @@ -132,7 +132,7 @@

    Store Page Banners

    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.

    -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.

    Curated Deal On A Featured Game

    @@ -143,7 +143,7 @@

    Curated Deal On A Featured Game

    above) would help those players find their way to the rest of your catalog.

    For more information on curated promotions, please see -Discounting: Curated Discounts

    Examples

    diff --git a/docs/store/promo/region_page.html b/docs/store/promo/region_page.html index 1160f02..24dd0bc 100644 --- a/docs/store/promo/region_page.html +++ b/docs/store/promo/region_page.html @@ -120,7 +120,7 @@

    Rules

  4. 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 - even if your event is hidden or unpublished, so plan accordingly.
    + even if your event is hidden or unpublished, so plan accordingly.
  5. The event should be open to any game created in the defined city/region/country. @@ -209,7 +209,7 @@

    Organic Visibility

    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.

    Examples

    Here you might find some inspiration from other regional events we've seen in the past: