> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill steam-publish
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.
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
scripts/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
}
}
}
}
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.
// 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 a*beta* 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.Comprehensive GitHub project management with swarm-coordinated issue tracking, project board automation, and sprint planning
Comprehensive technology-agnostic prompt for analyzing and documenting project folder structures. Auto-detects project types (.NET, Java, React, Angular, Python, Node.js, Flutter), generates detailed blueprints with visualization options, naming conventions, file placement patterns, and extension templates for maintaining consistent code organization across diverse technology stacks.
Use when complex problems require systematic step-by-step reasoning with ability to revise thoughts, branch into alternative approaches, or dynamically adjust scope. Ideal for multi-stage analysis, design planning, problem decomposition, or tasks with initially unclear scope.
Multi-agent workflow examples to work together on the OpenServ Platform. Covers agent discovery, multi-agent workspaces, task dependencies, and workflow orchestration using the Platform Client. Read reference.md for the full API reference. Read openserv-agent-sdk and openserv-client for building and running agents.
> Compress natural language memory files (CLAUDE.md, todos, preferences) into caveman format to save input tokens. Preserves all technical substance, code, URLs, and structure. Compressed version overwrites the original file. Human-readable backup saved as FILE.original.md.
API design principles and decision-making. REST vs GraphQL vs tRPC selection, response formats, versioning, pagination.
Patterns for automating GitHub workflows with AI assistance, inspired by [Gemini CLI](https://github.com/google-gemini/gemini-cli) and modern DevOps practices.
Groups existing components into logical business domains to plan service-based architecture. Use when asking "which components belong together?", "group these into services", "organize by domain", "component-to-domain mapping", or planning service extraction from an existing codebase. Do NOT use for identifying new domains from scratch (use domain-analysis) or analyzing coupling (use coupling-analysis).
Take gamedev-skills/steam-publish from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.