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)
- 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.vdf login 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 Unpublished config is the most common cause of upload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
.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.
- Bootstrap steamcmd and upload. Run
steamcmd once 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
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.
- 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 = 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. 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 with butler (often done alongside Steam).
game-jam / prototype-fast — earlier stages of the same project's lifecycle.
1---2name: steam-publish3description: 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.4---5
6# Steam Publish (Steamworks + SteamPipe)
7
8Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
9approved before release: the **store page** (presence) and the **build** (SteamPipe upload +
10the release checklists). This skill is the operational checklist; deep build-script,
11CI/CD, and troubleshooting detail lives in `references/steampipe-build-scripts.md`.
12
13## When to use
14
15- Use when setting up a Steam app, building/editing the store page, configuring depots and
16 packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing
17 and updating a Steam title.
18- Triggers: `steam_appid.txt`, the Steamworks SDK `tools/ContentBuilder`, `app_build_*.vdf`,
19 `steamcmd`, "publish on Steam", "depot", "set build live".
20
21**When *not* to use:** publishing on itch.io (use `itch-publish`); writing the
22Steamworks **API** in-game (achievements/cloud/overlay live in engine SDK integrations, not
23here); store/financial *advice* (pricing strategy, tax) — direct the user to Steamworks docs
24and their own counsel.
25
26## Prerequisites (do these once, in order)
27
281. **Partner account + Steam Direct fee.** Each new app requires the Steam Direct recoupable
29 fee (USD $100 per app at time of writing). You receive an **App ID** — find it on your
30 Steamworks homepage. Treat the App ID as the key to everything below.
312. **A dedicated build account with least privilege.** Builds require a Steam account in your
32 partner group with **Edit App Metadata** and **Publish App Changes To Steam**. Create a
33 *separate* build account with only those permissions (not your admin login). Releasing the
34 app additionally needs **Manage pricing and discounts**.
353. **Download the Steamworks SDK** on the upload machine. The SteamPipe tools are under
36 `tools/ContentBuilder/`.
37
38> Security note: never commit account passwords or the `config.vdf` login token to the repo.
39> See the CI/CD section in the reference for the supported token workflow.
40
41## Core workflow
42
431. **Configure the app (App Admin).**
44 - Set **launch options** (executable path + args per OS) under *Installation*. For a
45 sub-folder exe, put the sub-folder in the Executable field — no leading slashes/dots.
46 - Add **depots** on the *Depots* page (a depot is a bucket of files). Name each depot
47 ("Base Content", "Windows Content"). Leave *[All languages]* / *[All OSes]* unless the
48 depot is genuinely OS- or language-specific.
49 - **Grant yourself the depots:** add them to your **Developer Comp** package on the
50 *Associated Packages & DLC* page, or you won't own the content you upload.
51 - **Publish** the configuration. Unpublished config is the most common cause of upload
52 failures.
532. **Build the store page (presence track).** Fill graphical assets, description, tags,
54 trailers, system requirements. When complete, click **Mark as ready for review**. Store
55 review takes ~3-5 business days; submit at least **7 days** before you want it live. It
56 must be in **Coming Soon** for at least **2 weeks** before release.
573. **Create your build scripts.** Start with the simple app-build `.vdf` in Patterns below;
58 for multi-depot/multi-platform apps use depot scripts (see the reference). The script maps
59 local files into depots and names where build output/logs go.
604. **Bootstrap steamcmd and upload.** Run `steamcmd` once to self-update, then run the build
61 (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a
62 global **BuildID**.
635. **Set the build live on a branch.** Go to `https://partner.steamgames.com/apps/builds/<AppID>`,
64 pick the build, **Preview Change**, then **Set Build Live Now** for a branch. Test on a
65 beta branch first (see `references/steampipe-build-scripts.md` for branch setup).
666. **Run the Game Build checklist** and **Mark as ready for review** (store presence must be
67 submitted *before* the build review). Both tracks must be approved.
687. **Release manually.** When approved and Coming Soon has run its time, use the green
69 **Release App** button → **Publish Now** → **Release Now**. Approved titles do **not**
70 release themselves.
718. **Update later** by uploading a new build and setting it live on `default` (manually) or
72 shipping to a beta branch first. See `references/steampipe-build-scripts.md`.
73
74## Patterns
75
76### 1. SteamPipe ContentBuilder layout (Steamworks SDK)
77
78```text
79tools/ContentBuilder/
80 builder/ steamcmd.exe (Windows) <- run once to bootstrap
81 builder_linux/ steamcmd (Linux)
82 builder_osx/ steamcmd (macOS)
83 content/ <- your final, runnable build goes here (the files players get)
84 output/ build logs + chunk cache (safe to delete; speeds up re-uploads)
85 scripts/ <- your *.vdf build scripts live here
86```
87
88### 2. Minimal app build script — `app_build_1000.vdf`
89
90```text
91// AppID 1000 with one depot (1001): upload everything under ../content recursively.
92// VDF is Valve KeyValues: "key" "value", braces for nesting. Adjust IDs to your app.
93"AppBuild"
94{
95 "AppID" "1000" // your App ID
96 "Desc" "1.0.0 launch build" // internal only; visible in Your Builds
97
98 "ContentRoot" "..\content\" // root of files to upload (relative to this file)
99 "BuildOutput" "..\output\" // logs + chunk cache
100
101 "Depots"
102 {
103 "1001" // your Depot ID
104 {
105 "FileMapping"
106 {
107 "LocalPath" "*" // all files from ContentRoot
108 "DepotPath" "." // mapped to the depot root
109 "recursive" "1" // include subfolders
110 }
111 }
112 }
113}
114```
115
116### 3. Upload the build (Windows; substitute the platform builder elsewhere)
117
118```bat
119REM Run from the SDK. Bootstrap once, then build. Use a build account, not your admin login.
120tools\ContentBuilder\builder\steamcmd.exe ^
121 +login <build_account> <password> ^
122 +run_app_build ..\scripts\app_build_1000.vdf ^
123 +quit
124```
125
126```text
127What happens: steamcmd self-updates -> logs in -> for each depot, hashes files into ~1 MB
128chunks -> uploads only NEW chunks -> writes a depot manifest -> finishes with a global
129BuildID. The build is NOT live yet; set it live per the workflow above.
130```
131
132### 4. Iterate safely with a preview build (uploads nothing)
133
134```text
135// Add to the AppBuild block to validate file mappings without uploading:
136"Preview" "1" // outputs logs + a file manifest into BuildOutput only
137// And to auto-set live on a BETA branch after a successful build (never 'default'):
138"SetLive" "beta-qa"
139```
140
141## Pitfalls
142
143- **The `default` branch cannot be set live automatically.** `SetLive` only works for a
144 *beta* branch; you must set the default (customer) build live by hand in App Admin. Plan
145 releases around this.
146- **Store page must be approved before the build.** You cannot submit the build for review
147 until store presence is submitted; both must pass, and Coming Soon must run ~2 weeks.
148- **Titles never auto-release.** Even after approval, a human must click **Release App** at
149 the chosen moment.
150- **Mac/Linux install nothing.** Almost always: the OS-specific depots aren't in the package.
151 Add every depot to the package on *Associated Packages & DLC*.
152- **Unpublished app config.** "Failed to get application info" / build errors usually mean
153 depots, launch options, or the App ID config were never **Published**.
154- **`status = 6` on build.** The build account lacks permission for the App ID, or
155 `ContentRoot`/`LocalPath` points at the wrong (empty) path.
156- **Committing the login token.** The `config.vdf` Steam Guard token and account password are
157 secrets. Keep them out of the repo; use the CI workflow in the reference.
158- **Released-app safety delay.** Changing the build account's email/phone forces a **3-day**
159 wait before you can set a build live for a *released* app — don't reconfigure the account
160 right before launch.
161
162## References
163
164- For advanced multi-depot/multi-platform build scripts, `FileExclusion`/`FileProperties`,
165 beta-branch setup, the CI/CD login-token workflow, and the SteamPipe troubleshooting table,
166 read `references/steampipe-build-scripts.md`.
167- Primary docs: Steamworks "Uploading to Steam" (`partner.steamgames.com/doc/sdk/uploading`),
168 "Release Process" (`/doc/store/releasing`), "Branches (Betas)" (`/doc/store/application/branches`),
169 "Depots" (`/doc/store/application/depots`).
170
171## Related skills
172
173- `itch-publish` — the same game shipped on itch.io with `butler` (often done alongside Steam).
174- `game-jam` / `prototype-fast` — earlier stages of the same project's lifecycle.