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Get Started Free →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.
.claude/skills/gamedev-skills-steam-publish/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-02 | ✗→✓ | ▲ Improved | 53% | 0% |
| case-05 | ✗→✓ | ▲ Improved | 30% | 0% |
| case-12 | ✗→✓ | ▲ Improved | 75% | 0% |
| case-16 | ✗→✓ | ▲ Improved | 64% | 0% |
| case-19 | ✗→✓ | ▲ Improved | 83% | 0% |
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.
packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing and updating a Steam title.
steam_appid.txt, the Steamworks SDK tools/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.
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.
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.
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.
sub-folder exe, put the sub-folder in the Executable field — no leading slashes/dots.
("Base Content", "Windows Content"). Leave [All languages] / [All OSes] unless the depot is genuinely OS- or language-specific.
Associated Packages & DLC page, or you won't own the content you upload.
failures.
trailers, system requirements. When complete, click Mark as ready for review. Store review takes ~3-5 business days; submit at least 7 days before you want it live. It must be in Coming Soon for at least 2 weeks before release.
.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.
steamcmd once to self-update, then run the build(Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global BuildID.
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).
submitted before the build review). Both tracks must be approved.
Release App button → Publish Now → Release Now. Approved titles do not release themselves.
default (manually) orshipping to a beta branch first. See references/steampipe-build-scripts.md.
texttools/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
app_build_1000.vdftext// 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 } } } }
batREM 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
textWhat 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.
text// 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"
default branch cannot be set live automatically. SetLive only works for abeta branch; you must set the default (customer) build live by hand in App Admin. Plan releases around this.
until store presence is submitted; both must pass, and Coming Soon must run ~2 weeks.
the chosen moment.
Add every depot to the package on Associated Packages & DLC.
depots, launch options, or the App ID config were never Published.
status = 6 on build. The build account lacks permission for the App ID, orContentRoot/LocalPath points at the wrong (empty) path.
config.vdf Steam Guard token and account password aresecrets. Keep them out of the repo; use the CI workflow in the reference.
wait before you can set a build live for a released app — don't reconfigure the account right before launch.
FileExclusion/FileProperties,beta-branch setup, the CI/CD login-token workflow, and the SteamPipe troubleshooting table, read references/steampipe-build-scripts.md.
partner.steamgames.com/doc/sdk/uploading),"Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches), "Depots" (/doc/store/application/depots).
itch-publish — the same game shipped on itch.io with butler (often done alongside Steam).game-jam / prototype-fast — earlier stages of the same project's lifecycle.| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-24 | pass→pass | 14,545 | 11,331 | -22% | 1 | 1 | 0% | 2,224 | 3,784 | +70% | 0 | 0 | — |
case-04 | pass→pass | 19,898 | 8,855 | -55% | 1 | 1 | 0% | 2,717 | 3,837 | +41% | 0 | 0 | — |
case-01 | pass→pass | 12,557 | 10,225 | -19% | 1 | 1 | 0% | 1,447 | 3,452 | +139% | 0 | 0 | — |
case-02 | fail→pass | 21,678 | 22,619 | +4% | 1 | 1 | 0% | 3,523 | 5,405 | +53% | 0 | 0 | — |
case-03 | fail→fail | 7,930 | 11,719 | +48% | 1 | 1 | 0% | 1,427 | 3,506 | +146% | 0 | 0 | — |
case-05 | fail→pass | 21,161 | 6,925 | -67% | 1 | 1 | 0% | 2,635 | 3,437 | +30% | 0 | 0 | — |
case-06 | pass→pass | 14,673 | 13,062 | -11% | 1 | 1 | 0% | 2,410 | 3,551 | +47% | 0 | 0 | — |
case-07 | pass→pass | 9,146 | 6,024 | -34% | 1 | 1 | 0% | 1,562 | 3,429 | +120% | 0 | 0 | — |
case-08 | pass→pass | 10,169 | 7,163 | -30% | 1 | 1 | 0% | 1,769 | 3,579 | +102% | 0 | 0 | — |
case-09 | pass→pass | 12,043 | 7,841 | -35% | 1 | 1 | 0% | 1,906 | 3,608 | +89% | 0 | 0 | — |
case-22 | pass→pass | 10,250 | 7,781 | -24% | 1 | 1 | 0% | 1,567 | 3,431 | +119% | 0 | 0 | — |
case-10 | pass→pass | 10,445 | 3,764 | -64% | 1 | 1 | 0% | 918 | 2,863 | +212% | 0 | 0 | — |
case-11 | pass→pass | 10,736 | 9,727 | -9% | 1 | 1 | 0% | 1,751 | 2,996 | +71% | 0 | 0 | — |
case-12 | fail→pass | 12,776 | 8,913 | -30% | 1 | 1 | 0% | 2,211 | 3,864 | +75% | 0 | 0 | — |
case-13 | pass→pass | 10,434 | 4,956 | -53% | 1 | 1 | 0% | 1,671 | 3,081 | +84% | 0 | 0 | — |
case-14 | pass→pass | 8,010 | 3,547 | -56% | 1 | 1 | 0% | 1,333 | 2,800 | +110% | 0 | 0 | — |
case-15 | pass→pass | 6,574 | 3,539 | -46% | 1 | 1 | 0% | 1,077 | 2,812 | +161% | 0 | 0 | — |
case-16 | fail→pass | 14,657 | 5,938 | -59% | 1 | 1 | 0% | 1,981 | 3,247 | +64% | 0 | 0 | — |
case-17 | pass→pass | 6,663 | 3,508 | -47% | 1 | 1 | 0% | 1,027 | 2,753 | +168% | 0 | 0 | — |
case-23 | pass→pass | 2,428 | 1,866 | -23% | 1 | 1 | 0% | 393 | 2,600 | +562% | 0 | 0 | — |
case-18 | pass→pass | 16,471 | 12,444 | -24% | 1 | 1 | 0% | 2,579 | 4,461 | +73% | 0 | 0 | — |
case-19 | fail→pass | 12,204 | 7,142 | -41% | 1 | 1 | 0% | 1,880 | 3,434 | +83% | 0 | 0 | — |
case-20 | pass→pass | 11,079 | 8,525 | -23% | 1 | 1 | 0% | 1,640 | 3,600 | +120% | 0 | 0 | — |
case-21 | pass→pass | 13,303 | 12,262 | -8% | 1 | 1 | 0% | 2,035 | 4,103 | +102% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 24 cases were attempted. The headline lift of +21 percentage points is the difference between those two pass rates over the 24 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.