
steam-publish
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, appbuild.vdf/steamcmd uploads, depots, beta branches, or a store page release.
- Installs
- 6.2K
- Last 24h
- +320
- Trending rank
- #923
- Security
- Pass
Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill steam-publish- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads steam-publish automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
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)
- Partner account + Steam Direct fee. Onboarding asks for legal identity, bank and tax details (tax verification can take up to 30 days). Each new app needs the Steam Direct fee (USD $100 or equivalent per app at time of writing): not refundable, recouped once the product reaches $1,000 Adjusted Gross Revenue, and not payable with Steam Wallet funds. 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.
- 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). Posting the
Coming Soon page and releasing additionally need Manage pricing and discounts. Once the
app is released, setting a build live on
defaultneeds an extra confirmation sent to the Steam Mobile Authenticator or, failing that, by SMS — so the account that sets builds live needs one of them attached. - Download the Steamworks SDK on the upload machine. The SteamPipe tools are under
tools/ContentBuilder/.
Security note: never commit account passwords or the
config.vdflogin token to the repo. See the CI/CD section in the reference for the supported token workflow.
Core workflow
- 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. For
macOS prefer the app bundle (
Game.app) over the binary inside it: on Apple Silicon a bundle launch picks the best architecture in the app, while a direct binary launch runs with the Steam client's architecture (currently x86_64). - 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.
- 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. For
macOS prefer the app bundle (
- Build the store page (presence track). Fill graphical assets, description, tags, trailers, system requirements. Complete the Content Survey (general content, which generates regional age ratings; mature content; and generative AI — see Pitfalls) before you submit anything for review. 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. Approval does not publish the page: click Post as Coming Soon to make it public. A new product must be in Coming Soon for at least 2 weeks before release.
- Create your build scripts. Start with the simple app-build
.vdfin 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. - Check the scripts, then bootstrap steamcmd and upload. Run
python scripts/check_steam_build.py <app_build.vdf>before you upload (Pattern 3) and fix every ERROR; then runsteamcmdonce to self-update and run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global BuildID. - 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 (seereferences/steampipe-build-scripts.mdfor branch setup). - Run the Game Build checklist and Mark as ready for review (store presence must be
submitted before the build review). Valve reviews the build live on
default: it should be near-final, launch on every OS the store page lists, and contain every feature the store page claims. Build review also takes ~3-5 business days; plan for at least 7 business days. Both tracks must be approved. Approval is once: later updates are not re-reviewed. - 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.
- Update later by uploading a new build and setting it live on
default(manually) or shipping to a beta branch first. Seereferences/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. Check the build scripts before uploading (read-only, no login)
# Run before you upload. Parses the app script and every depot script, resolves
# ContentRoot/LocalPath exactly as SteamPipe documents, and counts what each depot would upload.
python scripts/check_steam_build.py tools/ContentBuilder/scripts/app_build_1000.vdf
python scripts/check_steam_build.py app_build_1000.vdf --json --strict # CI gate
ERROR depot_build_1002.vdf:7: LocalPath "bin\*" matches no files under ../content
fix: LocalPath is relative to the content root; check the folder names, ...
Depots:
1001 [depot_build_1001.vdf]: 412 files, 1.8 GiB, 3 excluded, from ../content
Summary: 1 errors, 0 warnings in 3 files checked
Exit 0 = no errors, 1 = errors (or warnings with --strict), 2 = file missing or not an
AppBuild script. Errors cover: unparseable VDF, missing/non-numeric AppID or DepotID, no
depots, duplicate depots, missing depot script, ContentRoot or InstallScript, a LocalPath
that matches nothing or names a bare folder, and a depot that would upload zero files.
Warnings cover SetLive without Preview (goes live on that branch at once; default
gets a louder warning), missing Desc, Local builds, BuildOutput inside ContentRoot,
and misspelled keys. Read the per-depot file count and size before you upload.
Run the script path relative to this skill directory, or resolve the installed skill path
first. It needs Python 3.10+ and nothing else, and never logs in or uploads.
4. 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.
5. 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.
- Coming Soon clock never started. An approved store page stays hidden until someone clicks Post as Coming Soon; the two-week minimum only runs while the page is public.
- Titles never auto-release. Even after approval, a human must click Release App at the chosen moment.
- Generative AI content left out of the Content Survey. Disclose AI-made content that ships to players (art, audio, text, localization) as pre-generated; content made while the game runs is live-generated and also needs a description of the guardrails that stop it producing illegal content. AI tools used only to work faster do not need to be listed. Some answers cannot be edited after approval without contacting Steam Support.
- Build rejected for missing features. Every feature selected in the store's Basic Info tab and every OS the page lists must work in the reviewed build; remove a feature there until it is implemented.
- 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, orContentRoot/LocalPathpoints 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. Any security change on the build account (email, phone number, …) forces a 3-day wait before it can set a build live for a released app — don't reconfigure the account right before launch.
- Private beta leaked. Set the branch password before you set a build live on that branch; a branch without a password is visible to every owner in Game Versions & Betas.
- "Unknown" on Steam Deck / Steam Machine. Hardware compatibility is a separate review from the release review and does not block release. It requires a completed build review; results publish automatically after about a week unless you ship a fix first. See the reference for the checklist (controller input and glyphs, on-screen keyboard, default framerate, Deck text size).
References
- For advanced multi-depot/multi-platform build scripts,
FileExclusion/FileProperties, beta-branch setup, the CI/CD login-token workflow, the Steam Deck / Steam Machine compatibility checklist, and the SteamPipe troubleshooting table, readreferences/steampipe-build-scripts.md. scripts/check_steam_build.py— read-only check of an app build script, its depot scripts and content folders;--helplists every check and the exit codes.- Primary docs: Steamworks "Uploading to Steam" (
partner.steamgames.com/doc/sdk/uploading), "Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches), "Builds" (/doc/store/application/builds), "Depots" (/doc/store/application/depots), "Onboarding" (/doc/gettingstarted/onboarding, first-title waiting periods), "Steam Direct Fee" (/doc/gettingstarted/appfee), "Coming Soon" (/doc/store/coming_soon), "Content Survey" (/doc/gettingstarted/contentsurvey), "Review Process" (/doc/store/review_process), "Steam Deck and Steam Machine Compatibility Review" (/doc/steamhardware/compat).
Related skills
itch-publish— the same game shipped on itch.io withbutler(often done alongside Steam).game-jam/prototype-fast— earlier stages of the same project's lifecycle.
FAQ
What does the steam-publish skill do?
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, appbuild.vdf/steamcmd uploads, depots, beta branches, or a store page release.
How do I install steam-publish?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill steam-publish in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/steam-publish/ (personal) or .claude/skills/steam-publish/ (project).
Which AI agents can use steam-publish?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is steam-publish safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains steam-publish?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,221 recorded installs.
More from gamedev-skills/awesome-gamedev-agent-skills
game-feel
gamedev-skills/awesome-gamedev-agent-skills
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as engine-neutral techniques that pair with the detected engine's tween, particle, and camera APIs. Use when the user mentions game feel, juice, "make it feel good/punchy", screen shake, hit stop, screen freeze, easing, squash and stretch, impact frames, or feedback/polish on hits, jumps, pickups, and deaths.
game-ui-ux
gamedev-skills/awesome-gamedev-agent-skills
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
level-design
gamedev-skills/awesome-gamedev-agent-skills
Design and build playable levels — the blockout/whitebox-to-playable workflow, player metrics and grid layout, pacing and flow (tension/rest curve), gating and the critical path, and encounter design. Engine-neutral practice. Use when the user mentions level design, blockout/whitebox/greybox, level layout, level pacing, encounter design, or the critical path through a level.
performance-optimization
gamedev-skills/awesome-gamedev-agent-skills
Find and fix game performance problems methodically — measure with the engine profiler first, reason about the frame-time budget, locate the CPU-vs-GPU bottleneck, then apply the right fix: object pooling, draw-call batching, fewer allocations/GC spikes, and asset budgets. Engine- neutral method that pairs with each engine's profiler. Use when the user mentions performance, optimize, low/dropping FPS, frame drops, stutter, lag, profiler, frame budget, draw calls, batching, garbage collection/GC spikes, object pooling, or "the game runs slow".
game-ai
gamedev-skills/awesome-gamedev-agent-skills
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A, navmesh, seek, or patrol/chase.
audio-design
gamedev-skills/awesome-gamedev-agent-skills
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.
Popular ai & agents skills
google-agents-cli-publish
google/agents-cli
This skill should be used when the user wants to "publish an agent", "publish my ADK agent", "register an agent with Gemini", "publish to Gemini" (formerly Gemini Enterprise), or needs guidance on the agents-cli publish gemini command. Also use when the user wants to "manage agents in Agent Registry", "list/update/delete registered agents", or "register an MCP server". Covers ADK vs A2A registration modes, programmatic and interactive usage, flag reference, auto-detection from deployment metadata, Agent Registry fleet management, and troubleshooting. Part of the agents-cli skills suite. Do NOT use for deployment (use google-agents-cli-deploy).
google-agents-cli-eval
google/agents-cli
This skill should be used when the user wants to "run an evaluation", "evaluate my agent", "evaluate my ADK agent", "write an eval dataset", "analyze eval failures", "compare eval results", "optimize agent", or needs guidance on the Gemini platform eval methodology and the Quality Flywheel. Covers eval metrics, dataset schema, LLM-as-judge scoring, and common failure causes. Applies to any agents-cli project, whatever framework the agent is written in. Do NOT use for agent API code patterns (ADK: use google-agents-cli-adk-code), deployment (use google-agents-cli-deploy), or project scaffolding (use google-agents-cli-scaffold).
skill-creator
anthropics/skills
Create new skills, modify and improve existing skills, and measure skill performance. Use when users want to create a skill from scratch, edit, or optimize an existing skill, run evals to test a skill, benchmark skill performance with variance analysis, or optimize a skill's description for better triggering accuracy.
codex-pet
prime-skills/runcomfy-agent-skills
Codex Pet generator on RunComfy. Build a Codex-compatible Codex Pet spritesheet.webp + pet.json from a single reference image, drop it into ${CODEXHOME:-$HOME/.codex}/pets/ / and Codex picks it up as a custom Codex Pet next to the 8 built-ins. This skill produces the exact Codex Pet atlas Codex expects (1536x1872 PNG/WebP, 8 cols x 9 rows, 192x208 cells, 9 animation states — idle, running-right, running-left, waving, jumping, failed, waiting, running, review). Calls OpenAI GPT Image 2 edit ONCE via the local RunComfy CLI as runcomfy run openai/gpt-image-2/edit to produce a canonical Codex Pet pose, then assembles all 9 animation rows programmatically with ImageMagick micro-transforms — no Codex Pro, no $imagegen, no OPENAIAPIKEY required, only RUNCOMFYTOKEN. Triggers on "codex pet", "create codex pet", "make codex pet", "hatch codex pet", "/hatch image", "desktop pet codex", "codex pets", "spritesheet.webp", or any explicit ask to build a custom pet for OpenAI Codex.
full-output-enforcement
leonxlnx/taste-skill
Overrides default LLM truncation behavior. Enforces complete code generation, bans placeholder patterns, and handles token-limit splits cleanly. Apply to any task requiring exhaustive, unabridged output.
executing-plans
obra/superpowers
Use when executing an implementation plan in the current session as the implementer yourself — your human partner chose inline execution, or no subagent tool is available