steam-publish
gamedev-skills/awesome-gamedev-agent-skills
Publish and update games on Steam using Steamworks, SteamPipe, and steamcmd.
What is steam-publish?
Automate Steam game releases by configuring depots, uploading builds via SteamPipe, managing branches, and running release checklists. Use this when setting up a Steam app, uploading builds, managing beta branches, or releasing updates to a live Steam title.
- Configure app metadata, depots, and packages in Steamworks App Admin
- Upload game builds to Steam using steamcmd and SteamPipe ContentBuilder
- Set builds live on beta branches for testing before public release
- Manage store page presence (assets, description, trailers, system requirements)
- Run Game Build and store page review checklists before launch
- Update live games by uploading new builds and setting them live on the default branch
How to install steam-publish
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill steam-publish- Steam Direct partner account with recoupable app fee (USD $100 per app)
- App ID from Steamworks (obtained after paying the app fee)
- Dedicated build account with Edit App Metadata and Publish App Changes permissions
- Steamworks SDK downloaded on the upload machine (contains ContentBuilder tools)
- 21-day wait period between paying app fee and release (enforced by Valve for new titles)
How to use steam-publish
- 1.Create or obtain your App ID from Steamworks partner dashboard
- 2.Configure app in App Admin: set launch options (executable path + args per OS), add depots, grant depots to your Developer Comp package, and publish the configuration
- 3.Build your store page: add graphical assets, description, tags, trailers, system requirements, then mark as ready for review (submit 7+ days before desired launch)
- 4.Create app_build_*.vdf script(s) mapping your local build files to depots using ContentBuilder layout
- 5.Run steamcmd once to bootstrap, then execute your build script with your build account credentials to upload
- 6.Navigate to partner.steamgames.com/apps/builds/<AppID>, select the build, preview the change, and set it live on a beta branch for testing
- 7.Run the Game Build checklist and ensure store page is approved before submitting build for review
- 8.When both tracks are approved and Coming Soon period is complete, manually click Release App → Publish Now → Release Now
Use cases
- Initial Steam app setup: configure depots, packages, and launch options
- Pre-launch workflow: build store page, upload build, set live on beta branch for QA testing
- Public release: submit store page and build for review, then release when approved
- Post-launch updates: upload new build and set it live on the default branch
- Multi-platform releases: configure OS-specific depots and upload platform-specific builds
- Game developers publishing to Steam
- DevOps engineers managing game build pipelines
- QA teams testing beta builds on Steam branches
- Studio leads coordinating store page and build release timing
steam-publish FAQ
No. SetLive in the .vdf script only works for beta branches. You must manually set the default branch live via App Admin using the green Release App button.
The most common cause is unpublished app configuration. Ensure your depots, launch options, and App ID settings are all published in Steamworks App Admin.
Valve enforces a 21-day wait between paying the app fee and releasing the game. Additionally, your store page must be in Coming Soon for at least 2 weeks before release.
Not required, but recommended for large games. If you use OS-specific depots, ensure every depot is added to your package on Associated Packages & DLC, or players on other platforms will fail to install.
No. Create a separate build account with only Edit App Metadata and Publish App Changes permissions. Never commit account passwords or config.vdf tokens to your repository.
Full instructions (SKILL.md)
Source of truth, from gamedev-skills/awesome-gamedev-agent-skills.
name: steam-publish description: > 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)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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. - Bootstrap steamcmd and upload. Run
steamcmdonce to self-update, then 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). Both tracks must be approved.
- 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. 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, 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. Changing the build account's email/phone forces a 3-day wait before you can set a build live for a released app — don't reconfigure the account right before launch.
References
- For advanced multi-depot/multi-platform build scripts,
FileExclusion/FileProperties, beta-branch setup, the CI/CD login-token workflow, and the SteamPipe troubleshooting table, readreferences/steampipe-build-scripts.md. - Primary docs: Steamworks "Uploading to Steam" (
partner.steamgames.com/doc/sdk/uploading), "Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches), "Depots" (/doc/store/application/depots), "Onboarding" (/doc/gettingstarted/onboarding, first-title waiting periods), "Review Process" (/doc/store/review_process).
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.
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