steam-publish Checked
Installation
Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.
Install the "steam-publish" skill by following the instructions at https://skill123.me/install/steam-publish.
Run in your terminal — downloads and installs to ~/.claude/skills/.
curl -fsSL https://skill123.me/install/steam-publish.sh | bash
Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.
⬇ Download v1.0.0 · 8 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
Steam Publish (Steamworks + SteamPipe)
Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
approved before release: the **store page** (presence) and the **build** (SteamPipe upload +
the release checklists). This skill is the operational checklist; deep build-script,
CI/CD, and troubleshooting detail lives in references/steampipe-build-scripts.md.
Documentation
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
Steam Publish (Steamworks + SteamPipe)
Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
approved before release: the **store page** (presence) and the **build** (SteamPipe upload +
the release checklists). This skill is the operational checklist; deep build-script,
CI/CD, and troubleshooting detail lives in references/steampipe-build-scripts.md.
When to use
- Use when setting up a Steam app, building/editing the store page, configuring depots and
packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing
and updating a Steam title.
- Triggers:
steam_appid.txt, the Steamworks SDKtools/ContentBuilder,app_build_*.vdf,
steamcmd, "publish on Steam", "depot", "set build live".
**When *not* to use:** publishing on itch.io (use itch-publish); writing the
Steamworks **API** in-game (achievements/cloud/overlay live in engine SDK integrations, not
here); store/financial *advice* (pricing strategy, tax) — direct the user to Steamworks docs
and their own counsel.
Prerequisites (do these once, in order)
1. **Partner account + Steam Direct fee.** Each new app requires the Steam Direct recoupable
fee (USD $100 per app at time of writing). You receive an **App ID** — find it on your
Steamworks homepage. Treat the App ID as the key to everything below. For your first few
titles, Valve also enforces a **21-day wait** between paying the app fee and releasing
that game, so pay it well before the planned launch date.
2. **A dedicated build account with least privilege.** Builds require a Steam account in your
partner group with **Edit App Metadata** and **Publish App Changes To Steam**. Create a
*separate* build account with only those permissions (not your admin login). Releasing the
app additionally needs **Manage pricing and discounts**.
3. **Download the Steamworks SDK** on the upload machine. The SteamPipe tools are under
tools/ContentBuilder/.
> Security note: never commit account passwords or the config.vdf login token to the repo.
> See the CI/CD section in the reference for the supported token workflow.
Core workflow
View full documentation
1. **Configure the app (App Admin).**
- Set **launch options** (executable path + args per OS) under *Installation*. For a
sub-folder exe, put the sub-folder in the Executable field — no leading slashes/dots.
- Add **depots** on the *Depots* page (a depot is a bucket of files). Name each depot
("Base Content", "Windows Content"). Leave *[All languages]* / *[All OSes]* unless the
depot is genuinely OS- or language-specific.
- **Grant yourself the depots:** add them to your **Developer Comp** package on the
*Associated Packages & DLC* page, or you won't own the content you upload.
- **Publish** the configuration. Unpublished config is the most common cause of upload
failures.
2. **Build the store page (presence track).** Fill graphical assets, description, tags,
trailers, system requirements. When complete, click **Mark as ready for review**. Store
review takes ~3-5 business days; submit at least **7 business days** before you want it
live. It must be in **Coming Soon** for at least **2 weeks** before release.
3. **Create your build scripts.** Start with the simple app-build .vdf in Patterns below;
for multi-depot/multi-platform apps use depot scripts (see the reference). The script maps
local files into depots and names where build output/logs go.
4. **Bootstrap steamcmd and upload.** Run steamcmd once to self-update, then run the build
(Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a
global **BuildID**.
5. **Set the build live on a branch.** Go to https://partner.steamgames.com/apps/builds/<AppID>,
pick the build, **Preview Change**, then **Set Build Live Now** for a branch. Test on a
beta branch first (see references/steampipe-build-scripts.md for branch setup).
6. **Run the Game Build checklist** and **Mark as ready for review** (store presence must be
submitted *before* the build review). Both tracks must be approved.
7. **Release manually.** When approved and Coming Soon has run its time, use the green
**Release App** button → **Publish Now** → **Release Now**. Approved titles do **not**
release themselves.
8. **Update later** by uploading a new build and setting it live on default (manually) or
shipping to a beta branch first. See references/steampipe-build-scripts.md.
Patterns
### 1. SteamPipe ContentBuilder layout (Steamworks SDK)
tools/ContentBuilder/
builder/ steamcmd.exe (Windows) <- run once to bootstrap
builder_linux/ steamcmd (Linux)
builder_osx/ steamcmd (macOS)
content/ <- your final, runnable build goes here (the files players get)
output/ build logs + chunk cache (safe to delete; speeds up re-uploads)
scripts/ <- your *.vdf build scripts live here
### 2. Minimal app build script — app_build_1000.vdf
// AppID 1000 with one depot (1001): upload everything under ../content recursively.
// VDF is Valve KeyValues: "key" "value", braces for nesting. Adjust IDs to your app.
"AppBuild"
{
"AppID" "1000" // your App ID
"Desc" "1.0.0 launch build" // internal only; visible in Your Builds
"ContentRoot" "..\content\" // root of files to upload (relative to this file)
"BuildOutput" "..\output\" // logs + chunk cache
"Depots"
{
"1001" // your Depot ID
{
"FileMapping"
{
"LocalPath" "*" // all files from ContentRoot
"DepotPath" "." // mapped to the depot root
"recursive" "1" // include subfolders
}
}
}
}
### 3. Upload the build (Windows; substitute the platform builder elsewhere)
REM Run from the SDK. Bootstrap once, then build. Use a build account, not your admin login.
tools\ContentBuilder\builder\steamcmd.exe ^
+login <build_account> <password> ^
+run_app_build ..\scripts\app_build_1000.vdf ^
+quit
What happens: steamcmd self-updates -> logs in -> for each depot, hashes files into ~1 MB
chunks -> uploads only NEW chunks -> writes a depot manifest -> finishes with a global
BuildID. The build is NOT live yet; set it live per the workflow above.
### 4. Iterate safely with a preview build (uploads nothing)
// Add to the AppBuild block to validate file mappings without uploading:
"Preview" "1" // outputs logs + a file manifest into BuildOutput only
// And to auto-set live on a BETA branch after a successful build (never 'default'):
"SetLive" "beta-qa"
Pitfalls
- **The
defaultbranch cannot be set live automatically.**SetLiveonly works for a
*beta* branch; you must set the default (customer) build live by hand in App Admin. Plan
releases around this.
- **Store page must be approved before the build.** You cannot submit the build for review
until store presence is submitted; both must pass, and Coming Soon must run ~2 weeks.
- **Titles never auto-release.** Even after approval, a human must click **Release App** at
the chosen moment.
- **Mac/Linux install nothing.** Almost always: the OS-specific depots aren't in the package.
Add every depot to the package on *Associated Packages & DLC*.
- **Unpublished app config.** "Failed to get application info" / build errors usually mean
depots, launch options, or the App ID config were never **Published**.
- **
status = 6on build.** The build account lacks permission for the App ID, or
ContentRoot/LocalPath points at the wrong (empty) path.
- **Committing the login token.** The
config.vdfSteam Guard token and account password are
secrets. Keep them out of the repo; use the CI workflow in the reference.
- **Released-app safety delay.** Changi
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
