build(steam): the SDK zip IS the only download — ContentBuilder included, links recorded

The partner dashboard offers exactly one download because there is only one: the SDK zip
carries the runtime (steam_api64.dll) and the release tooling (sdk/tools/ContentBuilder
with steamcmd.exe for Windows and steamcmd.sh for Linux/macOS, plus the app_build and
depot_build VDF templates). Verified against the zip rather than assumed.

scripts/steam-sdk.sh gains --contentbuilder, opt-in because it is 27 MB of binaries that
only the uploading machine needs.

Distribution.md §2 now opens with that fact — there is no separate ContentBuilder
download to hunt for — plus a reference table of the pages that actually get used:
SteamPipe upload, DLC setup, BIsDlcInstalled, store artwork sizes, Coming Soon window,
the Wallet rule, recurring subs, partner support and Steamworks.NET.
This commit is contained in:
2026-11-01 07:26:51 -08:00
parent 1fe84be64a
commit f189c5e328
2 changed files with 56 additions and 3 deletions
+26 -3
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@@ -40,6 +40,28 @@ dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
## 2. Steamworks setup, once
**The SDK zip is the only download.** It is ~24 MB and contains the runtime
(`sdk/redistributable_bin/win64/steam_api64.dll`) *and* the release tooling
(`sdk/tools/ContentBuilder/` → `steamcmd.exe` for Windows, `steamcmd.sh` for Linux/macOS, plus the
`app_build_*.vdf` / `depot_build_*.vdf` templates). There is no separate "ContentBuilder download"
on the partner dashboard — the dashboard's Downloads page only re-offers the SDK.
**Reference links, so nobody hunts again:**
| What | Where |
|---|---|
| SDK zip (sign in to partner first) | `partner.steamgames.com/downloads/steamworks_sdk.zip` |
| Docs home | `partner.steamgames.com/doc/home` |
| SteamPipe upload (steamcmd + VDF fields) | `partner.steamgames.com/doc/sdk/uploading` |
| DLC configuration | `partner.steamgames.com/doc/store/application/dlc` |
| `BIsDlcInstalled` | `partner.steamgames.com/doc/api/ISteamApps` |
| Store artwork sizes | `partner.steamgames.com/doc/store/assets/standard` |
| Coming Soon / 2-week public window | `partner.steamgames.com/doc/store/coming_soon` |
| Wallet rule (in-app purchases) | `partner.steamgames.com/doc/features/microtransactions` |
| Recurring subscriptions | `partner.steamgames.com/doc/store/pricing/subscriptions` |
| Partner support | `help.steampowered.com/en/wizard/HelpWithPublishing` |
| Steamworks.NET (managed wrapper) | `nuget.org/packages/Steamworks.NET` |
1. **Steamworks account** → onboarding (NDA, identity, company details, tax interview, payout bank,
then the **$100 Steam Direct fee** per app). The store page cannot be configured before the fee.
2. **App IDs.** One **base app** (free) and one **DLC app** (the lifetime Pro). Note both numbers:
@@ -49,9 +71,10 @@ dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
4. **Steamworks SDK.** `./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip` extracts
`steam_api64.dll` from `sdk/redistributable_bin/win64/` into `steam/` (gitignored) and stages
`steam_appid.txt` = 480 — Valve's Spacewar app, so `SteamAPI.Init()` works locally before
LlamaCasty has an App ID. The csproj copies the DLL **beside the exe** (`Link`) with
`ExcludeFromSingleFile`, and copies `steam_appid.txt` in Debug only — never into a depot. The
managed side is the `Steamworks.NET` package (`SteamApps.BIsDlcInstalled`).
LlamaCasty has an App ID. Add `--contentbuilder` on the machine that uploads a depot. The csproj
copies the DLL **beside the exe** (`Link`) with `ExcludeFromSingleFile`, and copies
`steam_appid.txt` in Debug only — never into a depot. The managed side is the `Steamworks.NET`
package (`SteamApps.BIsDlcInstalled`).
5. **Store page** configured and made public **two weeks before release** — Valve's rule, and it is
the window where wishlists accumulate.
+30
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@@ -7,6 +7,11 @@
# is only needed on the machine that uploads a depot.
#
# ./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip
# ./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip --contentbuilder
#
# --contentbuilder also extracts sdk/tools/ContentBuilder into steam/contentbuilder/ — that is
# the release tooling (steamcmd + the app_build/depot vdf templates). It is a separate opt-in
# because it is only needed on the machine that uploads a depot, and it is ~12 MB of binaries.
#
# steam_api64.dll is Valve's redistributable — shipping it beside a Steam-published exe is
# permitted by the Steamworks terms. It is NOT committed: steam/ is gitignored, like ffmpeg/.
@@ -14,6 +19,7 @@
set -euo pipefail
ZIP="${1:-$HOME/Downloads/steamworks_sdk_165.zip}"
WANT_CONTENTBUILDER="${2:-}"
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
[ -f "$ZIP" ] || { echo "❌ SDK zip not found: $ZIP" >&2; echo " Download it from partner.steamgames.com/downloads/steamworks_sdk.zip while signed in." >&2; exit 1; }
@@ -41,5 +47,29 @@ PY
printf '480\n' > "$ROOT/steam/steam_appid.txt"
echo "✓ steam/steam_appid.txt = 480 (Spacewar, local Debug testing only)"
if [ "$WANT_CONTENTBUILDER" = "--contentbuilder" ]; then
python3 - "$ZIP" "$ROOT" <<'PY'
import sys, zipfile, pathlib
zip_path, root = sys.argv[1], pathlib.Path(sys.argv[2])
prefix = "sdk/tools/ContentBuilder/"
dest = root / "steam" / "contentbuilder"
count = 0
with zipfile.ZipFile(zip_path) as z:
for name in z.namelist():
if not name.startswith(prefix) or name.endswith("/"):
continue
target = dest / name[len(prefix):]
target.parent.mkdir(parents=True, exist_ok=True)
with z.open(name) as src, open(target, "wb") as out:
out.write(src.read())
count += 1
print(f"✓ steam/contentbuilder/ ({count} files)")
print(" Windows upload: steam/contentbuilder/builder/steamcmd.exe +login <user> +run_app_build <vdf>")
PY
fi
echo ""
echo "Next: the entitlement seam (IEntitlement + SteamApps.BIsDlcInstalled)."