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.
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@@ -40,6 +40,28 @@ dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
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## 2. Steamworks setup, once
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**The SDK zip is the only download.** It is ~24 MB and contains the runtime
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(`sdk/redistributable_bin/win64/steam_api64.dll`) *and* the release tooling
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(`sdk/tools/ContentBuilder/` → `steamcmd.exe` for Windows, `steamcmd.sh` for Linux/macOS, plus the
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`app_build_*.vdf` / `depot_build_*.vdf` templates). There is no separate "ContentBuilder download"
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on the partner dashboard — the dashboard's Downloads page only re-offers the SDK.
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**Reference links, so nobody hunts again:**
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| What | Where |
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|---|---|
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| SDK zip (sign in to partner first) | `partner.steamgames.com/downloads/steamworks_sdk.zip` |
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| Docs home | `partner.steamgames.com/doc/home` |
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| SteamPipe upload (steamcmd + VDF fields) | `partner.steamgames.com/doc/sdk/uploading` |
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| DLC configuration | `partner.steamgames.com/doc/store/application/dlc` |
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| `BIsDlcInstalled` | `partner.steamgames.com/doc/api/ISteamApps` |
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| Store artwork sizes | `partner.steamgames.com/doc/store/assets/standard` |
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| Coming Soon / 2-week public window | `partner.steamgames.com/doc/store/coming_soon` |
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| Wallet rule (in-app purchases) | `partner.steamgames.com/doc/features/microtransactions` |
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| Recurring subscriptions | `partner.steamgames.com/doc/store/pricing/subscriptions` |
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| Partner support | `help.steampowered.com/en/wizard/HelpWithPublishing` |
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| Steamworks.NET (managed wrapper) | `nuget.org/packages/Steamworks.NET` |
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1. **Steamworks account** → onboarding (NDA, identity, company details, tax interview, payout bank,
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then the **$100 Steam Direct fee** per app). The store page cannot be configured before the fee.
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2. **App IDs.** One **base app** (free) and one **DLC app** (the lifetime Pro). Note both numbers:
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@@ -49,9 +71,10 @@ dotnet publish ytLive.csproj -c Release -r win-x64 --self-contained true \
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4. **Steamworks SDK.** `./scripts/steam-sdk.sh ~/Downloads/steamworks_sdk_165.zip` extracts
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`steam_api64.dll` from `sdk/redistributable_bin/win64/` into `steam/` (gitignored) and stages
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`steam_appid.txt` = 480 — Valve's Spacewar app, so `SteamAPI.Init()` works locally before
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LlamaCasty has an App ID. The csproj copies the DLL **beside the exe** (`Link`) with
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`ExcludeFromSingleFile`, and copies `steam_appid.txt` in Debug only — never into a depot. The
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managed side is the `Steamworks.NET` package (`SteamApps.BIsDlcInstalled`).
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LlamaCasty has an App ID. Add `--contentbuilder` on the machine that uploads a depot. The csproj
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copies the DLL **beside the exe** (`Link`) with `ExcludeFromSingleFile`, and copies
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`steam_appid.txt` in Debug only — never into a depot. The managed side is the `Steamworks.NET`
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package (`SteamApps.BIsDlcInstalled`).
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5. **Store page** configured and made public **two weeks before release** — Valve's rule, and it is
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the window where wishlists accumulate.
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