Exporting your game to the Steam Platform

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • Hi guys,

    This may sound like a stupid question to some on here.. However though, how does one export their game to the Steam Platform with Fusion 2.5 ? And after export, is the export complete and ready to upload to one's Steam Account or is there additional steps needed afterwards before your game is 100% ready to be uploaded to Steam? What is the step by step process to complete this? Many thanks in advance to all you kind souls out there that try's to help with this. God Bless! ;)

  • There is an older thread about this, maybe you’ll find some answers there. I have no game on Steam yet.
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    Steam has an own documentation about setting up a store page and registration for your product which will lively involve some paperwork.
    For your app a normal windows build is technically Steam-ready as long as you don’t need achievements and cloud save. You probably know that there’s the free Steamworks extension in the Clickstore that can handle Steam interactions, don’t know how well it is maintained tho.
    In case you wanna check if your game is compliant with the Steam overlay you can always manually add a build to your library and test.

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  • Hi! I am no expert but I have 4 games and a soundtrack on Steam now and may be able to assist.

    There's a lot of setup on the Steamworks side of things but as far as your exe goes you don't have to change anything to it specifically. They'll give you a link to download the Steamworks dev kit and in there is a folder called 'content' which is where your game actually goes. Then you have to set up a batch file that includes your game's official AppID number with valve and by running that your game gets uploaded to their servers.

    In all honesty I found this entire thing to be very daunting and confusing the first time I tried figuring it out, even with their documentation (which many times didnt really answer my questions!) The good news is that you should have access to the Steamworks dev group by now and there are many people there who know what they're doing and will be able to help you more than the documentation will.

    Basically there are two major sections for every game up there: The App stuff (game build, achievements and etc) and the Store stuff (trailers, screenshots, general description etc). They will give you a checklist which appears on the right side of the screen and is super helpful to see what still needs to be done before you can submit your game to valve for them to give you the ok to release it publically. Some advice I'll give you now is that the game assets are a big pain in the ass because they want maybe 15-20 versions of your main game image and the sizes vary wildly. So say they want a main capsule image which has to be 331 x 167 (I'm making these numbers up now) and resizing your image to these weird specs might make it look not as good as you'd like, so there's some thought you have to put into it because of course you don't want it to look crappy.

    P.S: To echo what julian82 said the Steamworks object is incredible and very powerful. Setting up achievements and using this thing to unlock them has almost always worked 100% of the time for me, and the times it didn't it was my error. If you can add achievements I highly suggest you do. Many players will want to 100% their games and by keeping them playing it has an added bonus of pushing them out of that 2 hour window of getting a refund too.

    Weebish Mines, my retro Metroidvania!
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    Edited 2 times, last by Del_Duio (August 25, 2018 at 4:00 PM).

  • Like others have said, as long as your game can boot up and there are no immediate technical issues with the game, you can publish your game.
    SteamPipe (the tool for uploading builds) is a bit confusing at first, but once you have it setup, you can easily upload builds.
    For Steamworks features (achievements, etc.), you will need to use the Steamworks extension (Please login to see this link.).
    Obviously, you might want to consider other features such as trading cards, Steam Cloud, and so on. Steam Cloud can be enabled automatically and requires little configuration.

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