Install in Claude Code
Copygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills /tmp/steam-publish && cp -r /tmp/steam-publish/skills/workflows/steam-publish ~/.claude/skills/steam-publishThen start a new Claude Code session; the skill loads automatically.
Definition
SKILL.md
# 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.** 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.
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). Releasing the
app additionally needs **Manage pricing and discounts**.
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.
- 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. 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.
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. **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**.
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). Both tracks must be approved.
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)
```text
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`
```text
// 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)
```bat
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> ^
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