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 SDKtools/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)
- Partner account + Steam Direct fee. Each new app requires the Steam Direct recoupable
fee (USD $100 per app at time of writing). You receive an App ID — find it on your Steamworks homepage. Treat the App ID as the key to everything below.
- 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). Releasing the app additionally needs Manage pricing and discounts.
- Download the Steamworks SDK on the upload machine. The SteamPipe tools are under
tools/ContentBuilder/.
Security note: never commit account passwords or the
config.vdflogin token to the repo. See the CI/CD section in the reference for the supported token workflow.
Core workflow
- 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.
- 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 Unpublished config is the most common cause of upload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.
- Build the store page (presence track). Fill graphical assets, description, tags,
trailers, system requirements. When complete, click Mark as ready for review. Store review takes ~3-5 business days; submit at least 7 days before you want it live. It must be in Coming Soon for at least 2 weeks before release.
- Create your build scripts. Start with the simple app-build
.vdfin 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.
- Bootstrap steamcmd and upload. Run
steamcmdonce to self-update, then run the build
(Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global BuildID.
- 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).
- Run the Game Build checklist and Mark as ready for review (store presence must be
submitted before the build review). Both tracks must be approved.
- 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.
- 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. 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.
4. 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
defaultbranch cannot be set live automatically.SetLiveonly 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.
- Titles never auto-release. Even after approval, a human must click Release App at
the chosen moment.
- 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 = 6on 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.vdfSteam Guard token and account password are
secrets. Keep them out of the repo; use the CI workflow in the reference.
- Released-app safety delay. Changing the build account's email/phone forces a 3-day
wait before you can set a build live for a released app — don't reconfigure the account right before launch.
References
- For advanced multi-depot/multi-platform build scripts,
FileExclusion/FileProperties,
beta-branch setup, the CI/CD login-token workflow, and the SteamPipe troubleshooting table, read references/steampipe-build-scripts.md.
- Primary docs: Steamworks "Uploading to Steam" (
partner.steamgames.com/doc/sdk/uploading),
"Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches), "Depots" (/doc/store/application/depots).
Related skills
itch-publish— the same game shipped on itch.io withbutler(often done alongside Steam).game-jam/prototype-fast— earlier stages of the same project's lifecycle.











