Skip to content
cccskills
FreePublished on GitHub

steam-publish

Prepare and release a game on Steam using Steamworks and SteamPipe. Configure store pages and downloadable files, check upload scripts, upload builds, test beta branches, and follow the review and manual release steps.

OriginalShow the original description

Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.

Run score Not tested

See how to install

Good for

  • Preparing a Steam store page and release checklist
  • Checking build scripts and upload file mappings
  • Uploading builds and testing beta branches
  • Releasing a game or updating its public build

Files included (3)

  • SKILL.md13.9 KB
  • references/steampipe-build-scripts.md10.4 KB
  • scripts/check_steam_build.py44.8 KB

SKILL.md (original)

Review the instructions the agent will receive before you install.

Steam Publish (Steamworks + SteamPipe)

Take a finished build to a live Steam store page. Two tracks run in parallel and both must be approved before release: the store page (presence) and the build (SteamPipe upload + the release checklists). This skill is the operational checklist; deep build-script, CI/CD, and troubleshooting detail lives in references/steampipe-build-scripts.md.

When to use

  • Use when setting up a Steam app, building/editing the store page, configuring depots and packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing and updating a Steam title.
  • Triggers: steam_appid.txt, the Steamworks SDK tools/ContentBuilder, app_build_*.vdf, steamcmd, "publish on Steam", "depot", "set build live".

When not to use: publishing on itch.io (use itch-publish); writing the Steamworks API in-game (achievements/cloud/overlay live in engine SDK integrations, not here); store/financial advice (pricing strategy, tax) — direct the user to Steamworks docs and their own counsel.

Prerequisites (do these once, in order)

  1. Partner account + Steam Direct fee. Onboarding asks for legal identity, bank and tax details (tax verification can take up to 30 days). Each new app needs the Steam Direct fee (USD $100 or equivalent per app at time of writing): not refundable, recouped once the product reaches $1,000 Adjusted Gross Revenue, and not payable with Steam Wallet funds. You receive an App ID — find it on your Steamworks homepage. Treat the App ID as the key to everything below. For your first few titles, Valve also enforces a 21-day wait between paying the app fee and releasing that game, so pay it well before the planned launch date.
  2. A dedicated build account with least privilege. Builds require a Steam account in your partner group with Edit App Metadata and Publish App Changes To Steam. Create a separate build account with only those permissions (not your admin login). Posting the Coming Soon page and releasing additionally need Manage pricing and discounts. Once the app is released, setting a build live on default needs an extra confirmation sent to the Steam Mobile Authenticator or, failing that, by SMS — so the account that sets builds live needs one of them attached.
  3. Download the Steamworks SDK on the upload machine. The SteamPipe tools are under tools/ContentBuilder/.

Security note: never commit account passwords or the config.vdf login token to the repo. See the CI/CD section in the reference for the supported token workflow.

Core workflow

  1. Configure the app (App Admin).
    • Set launch options (executable path + args per OS) under Installation. For a sub-folder exe, put the sub-folder in the Executable field — no leading slashes/dots. For macOS prefer the app bundle (Game.app) over the binary inside it: on Apple Silicon a bundle launch picks the best architecture in the app, while a direct binary launch runs with the Steam client's architecture (currently x86_64).
    • Add depots on the Depots page (a depot is a bucket of files). Name each depot ("Base Content", "Windows Content"). Leave [All languages] / [All OSes] unless the depot is genuinely OS- or language-specific.
    • Grant yourself the depots: add them to your Developer Comp package on the Associated Packages & DLC page, or you won't own the content you upload.
    • Publish the configuration. Unpublished config is the most common cause of upload failures.
  2. Build the store page (presence track). Fill graphical assets, description, tags, trailers, system requirements. Complete the Content Survey (general content, which generates regional age ratings; mature content; and generative AI — see Pitfalls) before you submit anything for review. When complete, click Mark as ready for review. Store review takes ~3-5 business days; submit at least 7 business days before you want it live. Approval does not publish the page: click Post as Coming Soon to make it public. A new product must be in Coming Soon for at least 2 weeks before release.
  3. Create your build scripts. Start with the simple app-build .vdf in Patterns below; for multi-depot/multi-platform apps use depot scripts (see the reference). The script maps local files into depots and names where build output/logs go.
  4. Check the scripts, then bootstrap steamcmd and upload. Run python scripts/check_steam_build.py <app_build.vdf> before you upload (Pattern 3) and fix every ERROR; then run steamcmd once to self-update and run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global BuildID.
  5. Set the build live on a branch. Go to https://partner.steamgames.com/apps/builds/<AppID>, pick the build, Preview Change, then Set Build Live Now for a branch. Test on a beta branch first (see references/steampipe-build-scripts.md for branch setup).
  6. Run the Game Build checklist and Mark as ready for review (store presence must be submitted before the build review). Valve reviews the build live on default: it should be near-final, launch on every OS the store page lists, and contain every feature the store page claims. Build review also takes ~3-5 business days; plan for at least 7 business days. Both tracks must be approved. Approval is once: later updates are not re-reviewed.
  7. Release manually. When approved and Coming Soon has run its time, use the green Release App button → Publish Now → Release Now. Approved titles do not release themselves.
  8. Update later by uploading a new build and setting it live on default (manually) or shipping to a beta branch first. See references/steampipe-build-scripts.md.

Patterns

1. SteamPipe ContentBuilder layout (Steamworks SDK)

tools/ContentBuilder/
  builder/         steamcmd.exe (Windows)   <- run once to bootstrap
  builder_linux/   steamcmd (Linux)
  builder_osx/     steamcmd (macOS)
  content/         <- your final, runnable build goes here (the files players get)
  output/          build logs + chunk cache (safe to delete; speeds up re-uploads)
  scripts/         <- your *.vdf build scripts live here

2. Minimal app build script — app_build_1000.vdf

// AppID 1000 with one depot (1001): upload everything under ../content recursively.
// VDF is Valve KeyValues: "key" "value", braces for nesting. Adjust IDs to your app.
"AppBuild"
{
    "AppID"       "1000"                 // your App ID
    "Desc"        "1.0.0 launch build"   // internal only; visible in Your Builds

    "ContentRoot" "..\content\"          // root of files to upload (relative to this file)
    "BuildOutput" "..\output\"           // logs + chunk cache

    "Depots"
    {
        "1001"                           // your Depot ID
        {
            "FileMapping"
            {
                "LocalPath"  "*"         // all files from ContentRoot
                "DepotPath"  "."         // mapped to the depot root
                "recursive"  "1"         // include subfolders
            }
        }
    }
}

3. Check the build scripts before uploading (read-only, no login)

# Run before you upload. Parses the app script and every depot script, resolves
# ContentRoot/LocalPath exactly as SteamPipe documents, and counts what each depot would upload.
python scripts/check_steam_build.py tools/ContentBuilder/scripts/app_build_1000.vdf
python scripts/check_steam_build.py app_build_1000.vdf --json --strict   # CI gate
ERROR depot_build_1002.vdf:7: LocalPath "bin\*" matches no files under ../content
  fix: LocalPath is relative to the content root; check the folder names, ...
Depots:
  1001 [depot_build_1001.vdf]: 412 files, 1.8 GiB, 3 excluded, from ../content
Summary: 1 errors, 0 warnings in 3 files checked

Exit 0 = no errors, 1 = errors (or warnings with --strict), 2 = file missing or not an AppBuild script. Errors cover: unparseable VDF, missing/non-numeric AppID or DepotID, no depots, duplicate depots, missing depot script, ContentRoot or InstallScript, a LocalPath that matches nothing or names a bare folder, and a depot that would upload zero files. Warnings cover SetLive without Preview (goes live on that branch at once; default gets a louder warning), missing Desc, Local builds, BuildOutput inside ContentRoot, and misspelled keys. Read the per-depot file count and size before you upload. Run the script path relative to this skill directory, or resolve the installed skill path first. It needs Python 3.10+ and nothing else, and never logs in or uploads.

4. Upload the build (Windows; substitute the platform builder elsewhere)

REM Run from the SDK. Bootstrap once, then build. Use a build account, not your admin login.
tools\ContentBuilder\builder\steamcmd.exe ^
  +login <build_account> <password> ^
  +run_app_build ..\scripts\app_build_1000.vdf ^
  +quit
What happens: steamcmd self-updates -> logs in -> for each depot, hashes files into ~1 MB
chunks -> uploads only NEW chunks -> writes a depot manifest -> finishes with a global
BuildID. The build is NOT live yet; set it live per the workflow above.

5. Iterate safely with a preview build (uploads nothing)

// Add to the AppBuild block to validate file mappings without uploading:
"Preview" "1"     // outputs logs + a file manifest into BuildOutput only
// And to auto-set live on a BETA branch after a successful build (never 'default'):
"SetLive" "beta-qa"

Pitfalls

  • The default branch cannot be set live automatically. SetLive only works for a beta branch; you must set the default (customer) build live by hand in App Admin. Plan releases around this.
  • Store page must be approved before the build. You cannot submit the build for review until store presence is submitted; both must pass, and Coming Soon must run ~2 weeks.
  • Coming Soon clock never started. An approved store page stays hidden until someone clicks Post as Coming Soon; the two-week minimum only runs while the page is public.
  • Titles never auto-release. Even after approval, a human must click Release App at the chosen moment.
  • Generative AI content left out of the Content Survey. Disclose AI-made content that ships to players (art, audio, text, localization) as pre-generated; content made while the game runs is live-generated and also needs a description of the guardrails that stop it producing illegal content. AI tools used only to work faster do not need to be listed. Some answers cannot be edited after approval without contacting Steam Support.
  • Build rejected for missing features. Every feature selected in the store's Basic Info tab and every OS the page lists must work in the reviewed build; remove a feature there until it is implemented.
  • Mac/Linux install nothing. Almost always: the OS-specific depots aren't in the package. Add every depot to the package on Associated Packages & DLC.
  • Unpublished app config. "Failed to get application info" / build errors usually mean depots, launch options, or the App ID config were never Published.
  • status = 6 on build. The build account lacks permission for the App ID, or ContentRoot/LocalPath points at the wrong (empty) path.
  • Committing the login token. The config.vdf Steam Guard token and account password are secrets. Keep them out of the repo; use the CI workflow in the reference.
  • Released-app safety delay. Any security change on the build account (email, phone number, …) forces a 3-day wait before it can set a build live for a released app — don't reconfigure the account right before launch.
  • Private beta leaked. Set the branch password before you set a build live on that branch; a branch without a password is visible to every owner in Game Versions & Betas.
  • "Unknown" on Steam Deck / Steam Machine. Hardware compatibility is a separate review from the release review and does not block release. It requires a completed build review; results publish automatically after about a week unless you ship a fix first. See the reference for the checklist (controller input and glyphs, on-screen keyboard, default framerate, Deck text size).

References

  • For advanced multi-depot/multi-platform build scripts, FileExclusion/FileProperties, beta-branch setup, the CI/CD login-token workflow, the Steam Deck / Steam Machine compatibility checklist, and the SteamPipe troubleshooting table, read references/steampipe-build-scripts.md.
  • scripts/check_steam_build.py — read-only check of an app build script, its depot scripts and content folders; --help lists every check and the exit codes.
  • Primary docs: Steamworks "Uploading to Steam" (partner.steamgames.com/doc/sdk/uploading), "Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches), "Builds" (/doc/store/application/builds), "Depots" (/doc/store/application/depots), "Onboarding" (/doc/gettingstarted/onboarding, first-title waiting periods), "Steam Direct Fee" (/doc/gettingstarted/appfee), "Coming Soon" (/doc/store/coming_soon), "Content Survey" (/doc/gettingstarted/contentsurvey), "Review Process" (/doc/store/review_process), "Steam Deck and Steam Machine Compatibility Review" (/doc/steamhardware/compat).

Related skills

  • itch-publish — the same game shipped on itch.io with butler (often done alongside Steam).
  • game-jam / prototype-fast — earlier stages of the same project's lifecycle.

Reviews

No reviews yet. Tell others what you thought.

Comments

No login needed. Share how it worked for you, ask a question, or note where it did not run.

No comments yet. Be the first to write one.

Comments are published right away. Do not include personal information such as email addresses or phone numbers. Up to 2 URLs.

0 / 1,000 characters

This form is protected by reCAPTCHA, and the Google Privacy Policy and Terms of Service apply.

More skills from this repository

Implement reusable decision systems for game characters using behavior trees, which organize conditional actions, and Utility AI, which scores available choices. Build either approach or combine them to control patrols, combat, targeting, and needs-based behavior.

  • Build a reusable behavior tree runtime
  • Choose attacks or targets using action scores
  • Combine patrol and combat trees with Utility AI
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

audio-design

FreeSummary

Design game audio with grouped volume controls, music that responds to gameplay, and varied sound effects. Plan how music lowers during dialogue and how events follow the beat, using principles that can be adapted to different game engines.

  • Plan grouped volume controls for music, effects, and dialogue
  • Lower background music while dialogue plays
  • Change music layers or segments with gameplay intensity
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

bevy-ecs

FreeSummary

Build and debug Rust games in Bevy using ECS, a way to separate game data from behavior. Organize apps and plugins, query entities, control execution order, and fix conflicting data access or frame-dependent movement.

  • Organizing a Bevy app with plugins
  • Defining components and shared resources
  • Fixing conflicting queries and execution order
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

camera-systems

FreeSummary

Build and tune game cameras for smooth 2D following and 3D viewing. Covers motion smoothing, look-ahead, level boundaries, wall avoidance, and framing multiple targets, with techniques that apply across engines.

  • Smooth player-follow cameras in 2D games
  • Keep the camera view within level boundaries
  • Prevent third-person cameras from clipping through walls
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

card-game

FreeSummary

Design the core rules of a card game, including decks, hands, discards, drawing, shuffling, turns, and resource costs. Represent card effects as data and define their resolution order so card movement and gameplay outcomes follow explicit rules.

  • Building a deckbuilder or trading card game
  • Implementing draws and discard reshuffling
  • Defining turn phases and card costs
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

Plan and prepare consistent game artwork, from sprites and backgrounds to UI icons and 3D briefs. Organize asset requirements, generate or source related visuals, standardize files, and check their appearance and technical fit inside the game.

  • Create sprites and backgrounds with a consistent visual style
  • Check asset dimensions, transparency, and tile seams
  • Track asset sources and licenses before release
gamedev-skills/awesome-gamedev-agent-skills3.9KUpdated Oct 24, 2026

See all skills by gamedev-skills

Report a problem with this skill