How to Put Your Game on Steam // Uploading Game Builds to Steam

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Are you wondering how to put your game  on Steam? Like, in practice, how to take   your game that you have in Unity or some other  game engine and make it playable through Steam?   Good, you’re in the right place! In this video  I will first give you a very quick rundown on   how the game builds are handled in Steam and what  are the most important concepts there. After that   I will also show in practice how you  can upload your game to Steam.   Hey, my name is Auro. I’m a full-time indie  game developer, creator of Mortal Glory and   currently working on a game called Chambers of  Devious Design. On top of that, I also make these   weekly youtube videos, sharing my experiences,  to help you on your own gamedev journey.   Alright, let’s start with a quick rundown  on the basics. There are 4 Steam related   words that you should know about. Those  are: Depot, Build, Branch and Package.   Let’s start with the Depot. Depot is essentially  a collection of files that Steam will deliver to   players’ devices. You are the one who decides what  any depot contains. In the simplest and probably   most common case, you will have just one depot  and that depot contains the latest version of your   game. But, you can also have multiple depots. In  that case, the first depot might contain a windows   version of your game, the second depot could  contain a linux version of your game, the third   could contain DLC files for your game and a fourth  one could contain some exclusive soundtrack files   for your game. You will be able to decide which  of your players get access to which depots.   It depends on your situation how many depots you  should have. If you only have one collection of   files and you want to deliver those  same files to all of your customers,   then having just one depot is the right answer. Ok, so that’s depot. Let’s move on to build.   Build is just a collection of depots. When you  upload your files to Steam, so in other words,   when you upload your depots to Steam, a new  build is created within Steam. You can have   as many builds as you want. In a simple example,  build 1 could contain version 1.0 of your game   and a newer build 2 could contain version 1.1  of your game. In most cases I would say it’s   safe to think of builds as basically just  different version numbers for your game.   Next, what is a branch? Branches are used to  define which build of the game your players   will get. By default, all games have just one  branch, the default branch that every new player   is on. So all your players will get delivered the  same game build that you have set for that branch.   But you can also add new branches. You could  have for example a beta branch that has   a newer build of the game and only let a few  players access that branch. You yourself can   define how many branches your game has and which  build is active on each of those branches.   Those 3 terms should give you a good understanding  of how your game files are handled within Steam,   but let’s still quickly talk  about one more related term:   the Package. Packages are how players can get  access to your game. The most common situation   is that the player buys the game on your steam  page, in other words, buys the default store   package for your game and by doing that, gains  access to a package that contains your game.   The default store package is usually enough and  you don’t need to do anything special to get   it working. But it’s good to know that you can  also create additional packages and define what   applications and/or what depots those packages  contain. You could for example create a package   that contains all your games or a package that  contains a million different DLCs to your game.   So that’s the quick theory portion. Now let’s  see in practice how you can upload your game   builds to Steam. There are a few different ways  to upload builds to Steam and many professional   developers have probably automated the process  to some extent. What I will show you is the   simple way that should work with all games and  how I do it myself. Alright, let’s start!   First of all, you need to have a Steamworks  developer account. If you don’t have one,   I have a separate video about how you can get one.  I’ll leave a link to that in the description. Now,   assuming you have the account, you first need  to download the Steam SDK. You can find a link   to the latest version on your steamworks  home page. Once you have downloaded it,   extract the files and within them, find a folder  called “ContentBuilder”. It should be under the   “tools” folder. Under the “ContentBuilder”  folder, create a new folder for each of your   depots. Let’s assume you have just one depot so  create just one folder. You can name it whatever   you want, for example “Windows version”. Now, to get something to fill that folder with,   go to Unity or whatever engine you are  using and build the game. Once it’s done,   copy-paste all the build files into  the new folder you just created.   Alright, so now you need to find a zip file called  SteamPipeGUI within the Steam SDK files. It should   also be under the tools folder. Extract the files  in that zip file. There’s a short readme file in   there that’s good to read, but let's continue with  the tutorial. The other file you extracted is the   executable for a Steam Pipe Graphical User  Interface app. Open the file to run the app.   In here, you will need to fill out some  details. At the top fill in the ID of your app,   which you can see on your steamworks page. Then  you can enter whatever build description you   like - it doesn’t matter what it is. Under those  there’s a depot list where you will need to add   all the depots you want to upload. We only created  one folder so add that folder to this list. The   Depot ID should be correct automatically if you  only have one depot. If you want to make sure or   otherwise check your depot ID’s, you can do that  on the depot page in your Steamworks settings.   Then, at the bottom you also need to add  the path to your ContentBuilder folder   and also fill in the account details of  your Steamworks developer account.   If this is your first time uploading a build  for your game, you will also need to press the   Generate VDFs button. This will create some  configuration files that are needed for the   upload process. You only need to press the  button once and later on repeat only if you   add new depots to the list or your configuration  files have been removed for some reason.   Ok, now we have everything set up in the tool.  Press upload and a command line interface will   pop up. It will probably first do some updates  and then it might ask you for a Steam Guard   code. After you pass those, it should start  uploading your build and if everything goes   smoothly, the command line will soon disappear  and you will have a log message saying that it   was a success. You can now close this app. Let’s go check out our newly uploaded build in   Steamworks. Navigate to the builds section  in your Steamworks settings. In here,   you can see all the builds you have uploaded,  including the one you just now uploaded.   But before we do anything with that, let’s go  to the General Installation section under the   Installation tab. In here we need to tell  Steam how your game can be opened. So add   a new launch option and in there fill in the  details. If you are not doing anything special,   the only thing you need to do here is add the  name of the Executable file. Do note that if your   executable file is inside a folder in your build,  you will need to add the exact path for that file.   After setting up the launch option, you need to go  to the publish tab and publish changes so that the   new launch option will work. Don’t worry. Your  game will not be published by doing this.   Once we are done with that, let’s go back to the  builds section. Now in your newly uploaded build,   set the branch as default and hit preview change.  You still need to confirm the change on a new page   and then after that your build will be live  on the default branch. And no worries again,   this doesn’t mean random people can  now play your game. It just means that   your game can now be played through Steam by  those who have access to the default branch. If   you haven’t given out access rights to anyone, it  should be just you who can now play the game.   Let’s go see if it works. If your steam  has been running in the background,   you might need to restart it.   Seems to work great, that’s what you want to  see. But if instead of seeing your game pop up,   you see an error like this… You probably messed  up something with the Launch Option details,   like I did with a typo in the executable  name. Go recheck that and do note that   you might again need to restart your  steam for the change to take effect.   But otherwise if you didn’t get any errors,  that’s it! That’s the whole process.   On the first time it’s a bit of work to figure  out everything, but after that it’s very easy.   When you want to update your game, you just build  a new version of the game in your game engine,   upload a new build with your SteamPipe tool and  in the build tab set the new build to the default   branch. Now you have a new version out that will  automatically be delivered to your players.   Before I end the video, I’ll quickly  show you a few additional things that   might be interesting to you. What if you want to give someone else   access to play your game during the  development phase? To achieve this,   you can go to the Request Keys section in  Steamworks and submit a request. There are   separate sections there that are meant for the  development team or testers. After submitting   the request, you will usually get them within  a few hours once Steam grants the request.   While you are uploading your first builds, you  might also want to create a new branch in the   build settings. This will enable you to have  multiple builds active for your game on Steam   so you can have your default branch that  normal players use and then for example a   password-protected beta branch that you can use  to test newer builds that might not yet be quite   ready for the default branch. This way you can  hopefully avoid any awkward situations where   suddenly none of your players  can actually start the game.   If you need to have multiple depots for your game.  For example a different depot for a mac version,   you can go to the Depots tab here, add a new  depot and set the details accordingly. Then   when you are doing this whole uploading process,  you just need to have additional folders for the   additional depots and in the SteamPipeGUI  you need to have all the depots added   on the list. Also remember that whenever you  add a new depot, you also need to recreate the   VDF configuration files. Now when you upload  the build, it will include multiple depots.   And that’s everything you need to  know to start uploading your games   to Steam. I hope this was helpful to you and let  me know in the comments if there was anything that   is still unclear. Alright, thanks for  watching and I’ll see you in the next one!
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Channel: AuroDev
Views: 2,656
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Keywords: how to put your game on steam, uploading game builds to steam, steam branch, steam depot, steam package, steam build, getting your game on steam, how to upload your unity game to steam, how to upload builds to steam, how to upload your game to steam, how to get a game on steam, AuroDev, creating a steam page, uploading builds to steam, get your game on steam, how to upload a game on steam, putting my game on steam
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Length: 11min 44sec (704 seconds)
Published: Wed Sep 08 2021
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