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.
The SDK zip is 24 MB of headers, examples and tools we never build. The runtime
dependency is one native library, so scripts/steam-sdk.sh extracts exactly
sdk/redistributable_bin/win64/steam_api64.dll into steam/ (gitignored, like ffmpeg/ —
the script is the audit trail) and writes steam_appid.txt = 480, Valve's Spacewar app,
so SteamAPI.Init() resolves an app id locally before LlamaCasty has one of its own.
Two csproj details that would have cost a debugging session:
- Link="steam_api64.dll" puts it BESIDE the exe; without Link, None items keep their
relative path and it lands in steam/, where the loader does not look.
- ExcludeFromSingleFile, for the same reason ffmpeg needed it: a native DLL otherwise
gets swallowed into the single-file bundle and cannot be loaded at runtime.
steam_appid.txt is Debug-only — Valve's guidance is not to ship it — and the publish
output confirms it: dll present at the root, no appid file, exe still 127 MB (proof the
DLL was not bundled).
Also queued, as asked: preview undo (Ctrl+Z / Ctrl+Shift+Z) in edit mode, noted as the
partner to the defaults-vs-current split — undo covers the slip, defaults cover the mess.