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Beneath is a guide to using SteamPipe, Valve's tool for delivering content to Steam. For more information on best practices for updating your game, run across Updating Your Game - Best Practices.

Introduction to the SteamPipe Content Arrangement

SteamPipe is the game/awarding content system that powers Steam. SteamPipe includes the post-obit features:

  • Efficient and fast content delivery.
  • Public and private "beta" branches, allowing multiple builds to exist tested.
  • Simple web-based management of builds - push out a new build or rollback to a previous build with just a few clicks.
  • Ability to see the update size of a build before setting it live.
  • Power to share content betwixt multiple applications.
  • Ability to build installer discs from public or beta content.
  • Games/apps stay available offline even after an update download has been started.
  • All content is e'er encrypted, and non-active versions are non visible to customers.
  • A SteamPipe Local Content Server which can be used during development.

Note: In that location are a few concepts which are integral to SteamPipe, before getting started you should be familiar with all of the concepts outlined in the Applications documentation. Having even a basic agreement of how these pieces fit together will be very useful when uploading your production to Steam.

Steamworks Video Tutorial - Building Your Game in Steampipe

This tutorial introduces SteamPipe and steps through building a sample awarding for Steam via the Steamworks tools.
https://www.youtube.com/lookout?v=SoNH-v6aU9Q

Steamworks Video Tutorial - Adding New Platforms and Languages

This tutorial walks you through adding new platforms and languages to your game by adding depots to your app.
https://world wide web.youtube.com/sentry?v=PShS32hcing

SteamPipe Technical Details

SteamPipe uses the HTTP protocol for content delivery. Since downloads are regular web traffic, any third-party HTTP enshroud between the customer and Steam servers will increase download speed. Content tin exist hosted by external CDN providers, which can be easily added to our content network. Most consumer firewalls allow HTTP traffic and won't block downloads.

SteamPipe has an efficient patching algorithm based on binary deltas, only changing the modified portions of existing content files. When this content is updated, only these deltas need exist sent. This ways both developer and user transfers are smaller and faster. Nearly partners will discover that using a SteamPipe Local Content Server not necessary since they tin efficiently patch builds on private branches.

Steam Build Account

Before y'all tin create whatever builds on Steam, you must have a Steam account in your Steamworks account with the "Edit App Metadata" and "Publish App Changes To Steam" permissions granted. For security reasons it's recommended that y'all have a dedicated build account with just those permissions, you may create a new Steam account for this purpose at https://store.steampowered.com/join.

Any ambassador of your Steamworks account tin add together a Steam account and grant the necessary permissions. More data on this process tin can be found in the Managing Your Steamworks Business relationship documentation. An example of what this account might wait similar is:

create_build_account.png

Initial Setup for New SteamPipe Apps

Follow these steps to set up upwards new SteamPipe apps:

  1. Find the app ID for your application (this can be found by selecting the application on your homepage in Steamworks)
  2. Get to the General Installation Settings page for your app.
  3. Define at to the lowest degree ane launch option (the path and optionally, whatever arguments required to launch the game). Hover over the (?) to learn more than about each field.

    The example below shows 5 launch options, 2 for Windows, two for macOS and 1 for Linux.
    Launch option 3 will simply be shown on Windows if the user besides owns the DLC specified.

    updatedlaunchoptions_3.png

  4. Go to the Depots page and add together depots equally needed for this app. By default, a depot may already be configured for your application.
    1. Click the default depot and change the name of the depot to a proper and recognizable name (such as "Base of operations Content" or "Windows Content").
    2. Leave the language set to [All languages] unless this is a language-specific depot.
    3. Leave the OS set to [All OSes] unless this is an OS-specific depot (if the app is all-in-1, or is but PC or just Mac, information technology should exist left to [All OSes]. Only specify for OS-specific game depots.
    4. Click Add New Depot to create additional depots.
    5. Click Salvage Changes to save whatever changes fabricated.
  5. In one case yous are done defining your depots, publish the changes that you take made from the Publish folio.
  6. Your newly defined depots volition need to be included in a package to grant yous ownership of them. Each game on Steam should accept a Developer Comp package which is automatically granted to the accounts listed within your publisher group.
    You lot can add the new depots to that package (and/or other packages that should have these depots) on the Associated Packages & DLC folio.

Notation: If your executable is in a sub-folder of the main installation folder, add the sub-binder name in the Executable field. Don't use leading slashes or dots.

Platform Note: As shown in a higher place, macOS applications may exist launched past specifying either an app parcel (Game.app) or a script/binary (Game.app/Contents/MacOS/Game). In general the app bundle format should be preferred if possible equally it allows macOS to more correctly determine launch parameters in the manner information technology would if launched manually outside of Steam.

One instance of this to annotation is that currently applications that are launched through an app bundle on Apple Silicon devices will launch the best compages available in the application whereas direct binary launches volition use the same architecture every bit the Steam process (currently x86_64).

Setting up the SDK for SteamPipe uploads

Download and unzip the latest version of the Steamworks SDK on the auto you will exist uploading builds on.

The SteamPipe tools tin be institute within the SDK in the tools binder which contains 2 relevant sub-directories.

The ContentBuilder directory is where your game content and SteamPipe build tools will alive. This directory contains the following sub-directories:

  • builder - This directory initially contains just steamcmd.exe which is the control line version of Steam.
  • builder_linux - The linux version of steamcmd.
  • builder_osx - The macOS version of steamcmd.
  • content - This directory contains all game files that volition exist built into depots.
  • output - This directory volition be the location for build logs, chunk cache, and intermediate output. Notation: This folder can be deleted or emptied at whatsoever time, only subsequently it'due south deleted, the adjacent upload time volition take longer.
  • scripts - This directory is where you lot'll place all of your build scripts for building your game depots.

steampipebuilddir.png

It's recommended that you run steamcmd.exe straight in the architect folder for your platform one time to bootstrap your build arrangement. This should populate your architect directory with all the files it needs to build depots.

The ContentServer directory contains the tools for running your own SteamPipe Local Content Server if you choose to practice so.

SteamCmd on macOS

To enable SteamCmd on macOS y'all must consummate the following steps:

  1. From the concluding, browse to the tools\ContentBuilder\builder_osx\osx32 folder
  2. Run chmod +10 steamcmd
  3. Browse upwardly to the parent folder (tools\ContentBuilder\builder_osx)
  4. Type bash ./steamcmd.sh
  5. SteamCmd will and so run and update to the latest build, leaving you in the SteamCmd prompt
  6. Type get out and press return to exit the prompt

You can then follow the rest of this documentation (substituting paths as appropriate) to create depot and app config files for uploading your content to Steam.

Creating SteamPipe Build Config Files

To upload files for your app with SteamPipe, you must create scripts which describe your build and each depot that will be included in it. The instance scripts shown here are in the Tools\ContentBuilder\scripts folder in the Steamworks SDK.

SteamPipe GUI Tool

If you're running on Windows and would adopt a GUI tool to help create these config files and upload your builds yous can use the SteamPipeGUI which is available in the tools folder of the Steamworks SDK. Included in the zip are boosted instructions to get you lot started.

If you choose to use the GUI tool then reading the post-obit sections is still recommended to help you become more familiar with how the SteamPipe system works.

Elementary Build Script

Permit's start with the most basic build script possible. In our case we have a game (AppID thou) that has 1 depot (DepotID 1001) and want to upload all files from a content folder and it's subfolders. We just demand a single build script for that, have a look at "simple_app_build.vdf" included in the SDK :

"AppBuild" { "AppID" "1000" // your AppID "Desc" "This is a simple build script" // internal description for this build "ContentRoot" "..\content\" // root content folder, relative to location of this file "BuildOutput" "..\output\" // build output folder for build logs and build cache files "Depots" { "1001" // your DepotID { "FileMapping" { "LocalPath" "*" // all files from contentroot folder "DepotPath" "." // mapped into the root of the depot "recursive" "1" // include all subfolders } } } }

Adjust the AppID and DepotID for your game equally needed. To boot off a build yous need to run steamcmd and pass a couple of parameters :

tools\ContentBuilder\architect\steamcmd.exe +login <account_name> <password> +run_app_build ..\scripts\simple_app_build.vdf +quit

Annotation: Your first attempt at running a build may fail due to Steam Guard. If the login fails due to Steam Baby-sit, check your email for the Steam Baby-sit code, and run steamcmd as: steamcmd.exe "set_steam_guard_code <lawmaking>", and try once again. After logging in with Steam Guard in one case, a sentinel file is used to verify the login is 18-carat.

If you are using steamcmd from a car or VM that gets re-imaged frequently, you should include the sentry and config file in your image so you won't exist prompted for a Steam Baby-sit every time. The sentry file is located in <Steam>\ssfn<hashOfNumbers>, and the config file is located in <Steam>\config\config.vdf.

The following steps occur during a SteamPipe build:

  1. Steamcmd.exe will update itself to the latest version.
  2. Steamcmd.exe is logging into the Steam backend using the given builder Steam account.
  3. The app build start is registered with the MDS (Chief Depot Server), which volition ensure the user has the proper privileges to alter this app.
  4. For each depot included in the app build, a file list is generated based on the files in the content folder and the filter rules defined in depot build config file.
  5. Each file is scanned and divided into small chunks of nigh 1MB. If the depot has been built before, this sectionalisation will preserve equally many of the unchanged chunks equally possible.
  6. New file chunks are compressed, encrypted, and then uploaded to the MDS.
  7. A final manifest is generated for this depot version; each manifest is identified past a unique 64-scrap manifest ID.
  8. Once all depots accept been candy, the MDS finishes this app build and assigns information technology a global BuildID.
  9. After the build is done, there may be *.csm and *.csd files in the build ouput folder. These are temporary and tin can be deleted, just they speed up subsequent build times.

Once the build is complete you tin meet it on your app builds page, in this case information technology would be https://partner.steamgames.com/apps/builds/k. There you lot can set that build live for the default co-operative or any beta branch and users will be able to download this update with a couple of minutes.

Advanced Build Scripts

If your app has a lot of depots with circuitous file mapping rules, you can create a depot build script for each depot which will be referenced by the app build script. Get-go allow's take a look at bachelor parameters in the app build script:

  • AppID - The AppID of your game. The uploading Steam partner account needs 'Edit App Metadata' privileges
  • Desc - The description is but visible to yous in the 'Your Builds' department of the App Admin panel. This tin exist changed at any time later on uploading a build on the 'Your Builds' page.
  • ContentRoot - The root folder of your game files, can exist an absolute path or relative to the build script file.
  • BuildOutput - This directory volition be the location for build logs, depot manifests, chunk caches, and intermediate output. For best performance, use a separate disk for your build output. This splits the deejay IO workload, letting your content root disk handle the read requests and your output deejay handle the write requests.
  • Preview - This blazon of build only outputs logs and a file manifest into the build output binder. Edifice preview builds is a good way to iterate on your upload scripts and make sure your file mappings, filters and properties work as intended.
  • Local - Set this to the htdocs path of your SteamPipe Local Content Server (LCS). LCS builds put content merely on your own HTTP server and let you to test the installation of your game using the Steam client.
  • SetLive - Beta branch name to automatically set alive later successful build, none if empty. Note that the 'default' co-operative tin can non be fix alive automatically. That must be done through the App Admin panel.
  • Depots - This section contains all file mappings, filters and file properties for each depot or references a separate script file for each depot

Example app build script "app_build_1000.vdf" is using all options:

"AppBuild" { "AppID" "one thousand" // Your AppID "Desc" "Your build clarification here" // internal description for this build "Preview" "1" // make this a preview build simply, aught is uploaded "Local" "..\..\ContentServer\htdocs" // put content on local content server instead of uploading to Steam "SetLive" "AlphaTest" // set this build alive on a beta branch "ContentRoot" "..\content\" // content root binder relative to this script file "BuildOutput" "D:\build_output\" // put build cache and log files on dissimilar drive for better performance "Depots" { // file mapping instructions for each depot are in split script files "1001" "depot_build_1001.vdf" "1002" "depot_build_1002.vdf" } }

This app build script references ii depot build script files that specify all file mappings and file properties. The following instructions are available in a depot build script ( and likewise if the section is included directly into the app build script).

  • DepotID - The DepotID for this section
  • ContentRoot - Lets you optionally override the ContentRoot folder from the app build script on a per depot footing
  • FileMapping - This maps a unmarried file or a set of files from the local content root into your depot. There can be multiple file mappings that add files to the depot. The LocalPath parameter is a relative path to the content root folder and may contain wildcards similar '?' or '*'. It volition likewise employ to matching files in subfolders if Recursive is enabled. The DepotPath parameter specifies where the selected files should announced in the depot (use just '.' for no special mapping)
  • FileExclusion - will excluded mapped files again and can too contain wildcards similar '?' or '*'
  • InstallScript - volition mark a file equally install scripts and will sign the file during the build process. The Steam client knows to run them for any awarding which mounts this depot.
  • FileProperties - will mark a file with special flags:
    • userconfig - This file is modified by the user or game. It cannot be overridden past an update, and it won't trigger a verification mistake if it'southward dissimilar from the previous version of the file.
    • versionedconfig - Like to userconfig, however if the file is updated in the depot, it will be overwritten locally when the user's game updates. But update the file in the depot when there is a necessary format alter or bug fix.

Example depot build script depot_build_1002.vdf showing use of all options:

"DepotBuild" { "DepotID" "1002" "ContentRoot" "C:\content\depot1002" // override ContentRoot from app build script "FileMapping" { // all source files and folders in ".\bin" will be mapped into binder ".\executables" in depot "LocalPath" "bin\*" "DepotPath" "executables\" "Recursive" "1" // include all subfolders } "FileMapping" { // override sound files in \\sound with German versions "LocalPath" "localization\german\audio\*" "DepotPath" "sound\" } "FileMapping" { // copy install script for german version into depot root binder "LocalPath" "localization\german\german_installscript.vdf" "DepotPath" "." } "FileExclusion" "bin\server.exe" // exclude this file "FileExclusion" "*.pdb" // exclude all .PDB files everywhere "FileExclusion" "bin\tools*" // exclude all files nether bin\tools\ "InstallScript" "localization\german\german_installscript.vdf" "FileProperties" { "LocalPath" "bin\setup.cfg" "Attributes" "userconfig" // this file volition be modified during runtime } }

NOTE: You tin can name these scripts what ever you want, but we use the names app_build_<AppID> and depot_build_<DepotID> for consistency. If you know that you'll exist building apps on this machine, it might be a good idea to create sub-directories in your scripts directory for each application, to help organize each application'south build scripts.

Managing Updates

After your app releases to customers, your customers will exist receiving the build marked every bit the Default build. When uploading a new build it'south always a skillful idea to exam it before shipping it to your customers, for more information on how to successfully practise this run across Testing On Steam.

Debugging Build Issues

If your build wasn't successful, you should look in your output directory for error information, not the console where the build script was run. Virtually error information can be establish in the *.log files.
Yous can use these Steam customer commands and client-side files to debug issues:

  • "app_status [appid]" - Shows the current state of the app on this client.
  • "app_info_print [appid]" - Shows the current Steamworks configuration for this game (depots, launch options, etc.).
  • "app_config_print [appid]" - Shows the current user configuration for this game (current linguistic communication, install directory, etc.).
  • file "logs\content_log.txt" - Lists all logged SteamPipe operations and errors.
  • file "steamapps\appmanifest_[appid].acf" - Shows the current install country of this app (KeyValues).

Building Efficient Depots for SteamPipe

The onetime Steam content system would patch updates on a file level, which meant that if a single byte in a file changed, the entire new file would be downloaded by all users. This was particularly inefficient if the game used pack files, which are collections of game content files in a unmarried big file. Pack files can easily exceed 1 GB, so updates often led to unnecessarily large downloads. A common fashion to avoid these large downloads was to add new pack files that overrode content of already shipped pack files. That worked for updates, but it hurt new users long-term, since they ended upward downloading unused, already-patched content.

The new content organisation fixes this problem past splitting each file into roughly 1-MB chunks. Each chunk is then compressed and encrypted before beingness distributed by the Steam content system. If the game content has large redundant parts, these chunks are reused and the user only has to download each repeated chunk once. Nevertheless, the real strength of this organisation is building efficient update patches. While the organization is building a patch, the new content is scanned for already known chunks. If it finds them, it reuses them. This means if y'all alter or inject a few bytes in a big file, the user only has to download the changes.

This works well in near cases, merely there are still a few pitfalls that demand to be avoided when designing the content layout of a game. You may not desire to compress or encrypt your game information. This is already done for in-flight downloads and retail discs by the Steam content arrangement. If you practice it likewise, it can reduce the effectiveness of delta patching. Pinch and encryption are simply advised if each individual asset inside a package file is separately compressed and/or encrypted. Otherwise, a modify to one asset will always require downloading several other potentially unchanged assets.

If you package multiple assets in a single pack file, make certain that with each re-packaging, no unnecessary changes are made. One problematic do is including the full name of the original source files on disk, because the names may change, depending on the build car. Another bad pattern is including build fourth dimension stamps for each file. If possible, always add new content to the end of your pack files and continue the guild of existing files. Also, keep your pack file's metadata (offset and sizes to individual assets) in one place and don't intersperse it with the asset data. Apply a binary difference tool like BeyondCompare to look at 2 builds of your pack files to brand sure that hundreds of unwanted changes don't show upwardly.

If you follow these rules you will minimize patch sizes and only new content will need to be downloaded. Your customers volition thanks for that and you lot will be able to increase the quality of your product by shipping more updates.

If you suspect that your game packaging is not interacting well with the SteamPipe update process, please contact your Valve representative and we can expect into enabling advanced features to assist with this.

Building Retail Install Discs

To build retail install disc for SteamPipe games, you must first setup a build project file.
In this case, the SKU file is called "sku_goldmaster.txt":

"sku" { "proper name" "Examination Game Installer" "appid" "202930" "disk_size_mb" "640" "included_depots" { "i" "202931" "2" "202932" } }

Some tips to keep in mind:

  • Create a new folder where the retail disc images will be written to, due east.chiliad., "D:\retail_disks". Only depots in the included_depots sections are added; at that place is no exclude section anymore.
  • You can use Steam.exe (with the -dev and -console command-line parameters) or steamcmd.exe to build installer images. In both cases, utilise the "build_installer" command.
  • Log on with a Steam account that owns the game and all depots yous want to put on the retail disc. Otherwise, the account doesn't need special rights, then anyone can build installer discs.
  • If you utilise Steam.exe, stop all other downloads.
  • Go to the panel page and run the build_installer command:

    build_installer sku_goldmaster.txt "D:\retail_disks"

    The build can take a while since all depots are re-downloaded the get-go fourth dimension.
  • If y'all're edifice a GM using a local content server, run:
    @localcontentserver "webserver"
    build_installer sku_goldmaster.txt "D:\retail_disks" local
    The spew refers to 'Backup' since 'Retail install Deejay' and local game backups are basically the same.
  • Once you come across "Fill-in finished for AppID...", the install disk images are prepare. You lot tin find more details nearly the fill-in build in logs\backup_log.txt.
  • There are new folders (Disk_1, Disk_2, and then on) in "D:\retail_disks", each not bigger than 640 MB, as specified with "disk_size_mb". Each disk binder contains a "sku.sis" file and a .csd and .csm for each depot. Bigger depots bridge beyond multiple disks. All retail install disk content is always encrypted (dissimilar local game backup files). Re-create the SDK GM setup files (setup.exe, setup.ini, etc.) into the folder of your first disk and the retail disc installer is complete.
  • When creating a GM for macOS be sure to open up the goldmaster/disk_assets/SteamRetailInstaller.dmg image on a Mac. So take the app that is in there and re-create information technology to the root of your media. You will probably want to change the name of the install app, brand the icon and decorate the window to just show the installer.
  • When creating a multi-disc GM for macOS, be sure the volume proper noun for each disc matches. The volume proper noun becomes part of the mountain path, and if the names don't match the installer won't exist able to find the next disc.

Optionally edifice a retail installer from a beta branch

The process above volition create a retail installer based on the default branch. If yous need to create an installer based on a beta branch, you must first create a beta co-operative named "baseline". Then use the following control to build from the baseline branch:

build_installer <project file> <target binder> <beta primal> <beta pwd> steamcmd ex: build_installer sku_goldmaster.txt "D:\retail_disks" baseline superSecret script ex: steamcmd.exe +login user_name password +build_installer "..\Build\GameDataSku.txt" c:\destination beta_key beta_password +leave

Installing DLC from a retail installer

In some circumstances, y'all may wish to create a retail installer that includes your DLC packages. In such cases, the process to create the installer requires only a few changes.
In "sku_goldmaster.txt", include the DLC AppIDs under the "included_depots" department. Once you take run the "build_installer" process, find the generated sku.sis file for the installer and open it with a text editor.
Add the DLC AppID in the "apps" section. For case, if I had a game with AppID 1000 and DLC AppID 1010, I would adjust the "apps" section equally follows:

"apps" { "0" "one thousand" "1" "1010" }

This volition ensure that Steam checks for ownership of the DLC and prompt the user for a primal if the DLC is not owned by the account that they are logging into on Steam.

Building a retail installer for multiple App IDs on a single disc/install packet

To build a GM containing multiple Steam Piping apps. Build each app installer 1 by 1 but point them all to the same output binder. Each build volition merge itself with the already existing install image.

Customizing a Retail install disk

Meet Customizing a gilt master for more details on customizing your retail install disk.

Preloading Games earlier Release

By default, all content is always encrypted, on all retail discs and on all content servers. Switching a game to preload mode means owners tin download the content, only it stays encrypted on the users' deejay and tin can't be played. Once the game becomes officially released, Steam volition decrypt the preloaded content and the user can play the game.

Switching a game to preload mode is recommended in these cases:

  • Shipping retail discs with product keys before the game is really bachelor (0-twenty-four hour period piracy).
  • Games that run a pre-purchase and are larger than 20GBs in size.

Please submit a ticket to Steam Publishing if you believe your game requires preloading.

Building DLC

DLC is built as a depot of the base of operations game. See the Downloadable Content (DLC) documentation for more data.

Troubleshooting SteamPipe

"Login Failure: Account Login Denied Failed" when logging in via steamcmd

Cause: Probably SteamGuard is preventing login. Resolution:

  • Bank check the email associated with the account y'all are trying to log on with and await for an email from Steam Support. Re-create the code from that email.
  • Run the post-obit steamcmd: set_steam_guard_code <lawmaking>
  • Re-Attempt login from steamcmd: Steam>login <buildaccount> <password>

Full general Troubleshooting for Download Issues

  • Restart computer, modem, router, etc.
  • Verify firewall settings. The new system requires port fourscore (HTTP) and all other Steam ports, listed here.
  • Temporarily disable local Anti-Virus or Spam-Blocker programs.
  • Cheque the Steam download region nether Settings->Downloads. It should match your location.
  • Terminate the download, uninstall, and reinstall the game (clear manifest caches).
  • Exit Steam, delete the two folders appcache and depotcache in your Steam install binder.
  • Attempt to set your Steam download region to some other location far away. This might work if a content server near you is serving bad data.

My Mac and/or Linux Builds aren't installing any files. Why?

If you're testing via Steam the installation of your game or application across multiple platforms, you may meet a situation where the build deploys on Windows but doesn't deploy whatever files on Mac or Linux despite your SteamPipe process existence setup to upload Mac and/or Linux depots. There is a step that is easily missed which involves calculation your alternate Depots to the Package being deployed. You can cheque what depots are included in a packet via the post-obit steps:

  1. Navigate to your App Admin page
  2. From the View Associated Items section, click All Associated Packages, DLC, Demos and Tools.
  3. Click on the title of the Package you lot're attempting to download
  4. Review the Depots Included section
  5. Use the Add/Remove Depots to ensure the correct ready of Depots are assigned to the Package

In that location are a number of give-and-take threads about this that may also aid:

  • Empty binder later installing the game
  • Unity Builds for PC/Mac/Linux
  • Preparing Content for Mac Packaging

Running steamcmd.exe results in the following error: "SteamUpdater: Error: Steam needs to be online to update. Please ostend your network connexion and try once more."

Resolution: Go to Net Options->Connections->Lan Settings and check Automatically detect settings.

Running the app build results in the following error: "Error! Failed 'DepotBuild for scriptname.vdf' - status = 6."

Possible Causes:

  • Account does not have permissions for the app.
    • Check that the app ID is right in the app_build.vdf.
    • Cheque that the build account has proper permissions to the app ID.
  • Steamcmd cannot find the depot contents.
    • Check that the "contentroot" value in the app_build script is a valid path relative to the location of the script file.
    • Cheque that the "LocalPath" value in the depot_build script is a valid path relative to the path in the app_build script. Check that the path contains bodily content.

Running the app build results in the following error: "Error! Failed to become application info for app NNNNN (cheque login and subscription)"

This means that Steam tin't recall information nearly the app, either because it doesn't exist or the user doesn't take access to the app.

  • Check that the NNNNN is the app ID you lot were assigned for the app.
  • Check that the app ID is correct in the app_build.vdf.
  • If it is a new app ID, cheque that the Steamworks app admin configuration has been published. New apps should have a Steam Pipage install directory on the config tab, a depot on the depot tab, and all changes published on the publish tab.
  • If all of that looks right, brand sure that your account owns the app ID.

"An error occurred while installing [AppName] (Invalid content configuration)" at launch time

Possible Causes:

  • No build has been set live on the branch you're trying to install from.
    Resolution: Ready your build alive on a co-operative past going to https://partner.steamgames.com/apps/builds/<YourGameAppId>, and select that co-operative in the Steam client (every bit described here).
  • Invalid game launch options.
    Resolution: Verify the launch options on the Installation tab in the app admin for your game https://partner.steamgames.com/apps/config/<YourGameAppId>.
  • You don't own the Depot IDs that brand upward the game.
    Resolution: Make sure the necessary depots are added to the development subscription (See Editing packages for additional details).

"Error code 15" at launch time

This is the CEG servers rejecting the request to CEG the exe. Check the release state on the game page. If it is not 'playable', you lot will need to asking Steam keys that override the release state.

"The Steam Servers are likewise busy to handle your asking... Error Code (two)" at launch time

This is the CEG servers failing to observe a matching CEG exe. Double check that you have a working CEG executable on the CEG tab of your app admin. Click the 'condition' button to make certain that it's propped.

I can't remember what that steamcmd command was or how it worked

Use the 'find' command in steamcmd to search for any steamcmd control. It will practise partial matching on the control name and it will list out the command syntax.

Steam>find build_installer ConVars: Commands: build_installer : <project file> <target folder> <beta key> <beta pwd>

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Source: https://partner.steamgames.com/doc/sdk/uploading

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