A very helpful tutorial on such a tricky topic. The STEAM tutorials are vague and outdated, so it's nice to see fresh tutorial videos up to date with 2021. You have earned my subscription! Thanks for making this!
you're a life-saver! I'm a programmer and got their standard tutorial to work, but it's still such a pain modifying the text files everytime you need to update things. A nice GUI is so much easier, thanks for putting this together.
So happy it was useful! Yeah, I dunno why they have that as their main tutorial. Good luck on your project! Feel free to post a link to it on here when it's up and ready.
Mate, you have NO IDEA how much this helped me. Thank you so much for showing this step by step, you're a life saver. For those of you getting an error in the GUI that says "ERROR! Failed to initialize build on server" it's because you are trying top upload to a depot that hasn't been published. You need to click 'publish' before you upload to a depot.
thank you for having literally the only tutorial on how to do this! even steamworks doesn't tell you how to do this! They just assume everyone just knows I guess.
That's all there was to it? Good grief. Thank YOU so much, but also. What was so gosh darned hard about giving us directions this clear and easy, Steam? Sanity preserved. Thanks, OP!
Fair play to Valve, they made a really robust platform here. And fair play to this youtuber - a nice no-nonsense, up to date walkthrough of this stuff. Reassuring, when you're looking to upload your first game and you're getting neurotic about it.
Appreciate the kind words. And yes, that's actually the whole reason why I uploaded in the first place. I was going crazy trying to figure this out and still meet my delivery date. Glad it was helpful.
Thank you very much for this the tutorials they have are not only convoluted but badly outdated and you perfectly helped me understand their GUI so thank you!
After I clicked upload it asked for a steam guard code. They emailed me a code that I had to type in. Before the first time uploading there is nothing in the build page on steam. After you click upload then it shows up. Thanks for the great tutorial.
Very helpful. Now, I wish there was one tutorial about how to set up achievements and DLCs for Visual Novel Maker. I saw you already own the software so, fingers crossed for if you ever have the mood to make something like that because I haven't found anything useful and up to date and it's pretty frustrating when after following their instructions to the T and adapt to the fact that their information is out of date, the testing Steam console drops many errors and the game runs blank, not even running the first intro scene you setted as default for testing purposes 😭
I added a Linux version to our game with a new depot but had trouble getting the build to connect with the new depot. I then found out you also have to add your new depot in the Associated Packages and DLC section in all appropriate spaces. It then worked
Why did you want to blur out your Steam ID? Is it even harmful to have it public? Also there are quite a few moments where your Steam ID is visible (outside the blur and in the URL), so if it is important to you to not have it be known, maybe you should change the ID, as now it is public.
Hey, thank you so much for this tutorial! I just have one question since you haven't mentioned the Steam fee. When am I supposed to pay the $100 fee: before or after the process?
Hey! Yeah, sorry about that. The $100 fee would be placed in the beginning. They will then give you an app ID and you can create depots. Good luck with your project.
Thanks for this, this is SO useful, saved me SOOOOO much time man. Wish I could give ya a hug. I noticed you skipped over DRM, I imagine that's not really a big deal, right?
Thanks for the kind words. Glad it was useful! With Steam, DRM is kinda built in. The only thing you might need to do is request steam keys for developing. There is a DRM section under main dashboard> click the app id you wish to alter> go to "edit steamworks settings" and "security" on the dorp down menu, you should see DRM. (I've never used this function)
Thanks. These aren't important unless someone has your log in info. It was mostly to keep viewers focused on the important stuff. Appreciate the heads up.
@@skyridestudios Currently developing my own app I'm planning to release to steam, and was just doing some research beforehand, so I just wanted to let you know as I wasn't sure how important that id was, so you don't accidentally leak anything
Yeah this simplifies it way more than steams documentation. So here’s my big question I’ve been wondering: Is there more needed on our end for implementing security like file encryption, authentication, needing to lock/encrypt any specific files? Like does Steamworks require or highly recommend that you implement some API by them or anything? I’m not sure how hands on steam is with preventing hackers from modifying your game files. Or since my game is multiplayer - how can I protect my end users so their host info like their IP is not vulnerable and public. If it is all up to us devs- any advice for us? Id say this is a pretty crucial topic that surprisingly doesn’t get addressed anywhere
Skyride Studios does have a point that steams old videos are hard and complex to understand, where people such as Skyride Studios, he has made it easy for indie devs to upload their game onto steam without the worry about the pain and stress it might have caused! P.s Skyride Studios do you know the max limit when asking for steam keys for UA-camrs?
Thanks. A lot of this was helpful but I didn't need to do any of the app build stuff or editing .vdf Steam has improved things since this video, I guess? Anyhow, still helpful for the most part.
Appreciate it. I'm aware. Even if someone did try to upload to it, they wouldn't be able to publish or sign into my account, so all good. It was more just to re-direct people's eyes to the important parts.
I’m very new to this…. Was watching a few other videos on this and they mentioned generating VDFs and then modifying the files. Why didn’t you do that? Should I of not done that? I’m asking cause I’m having problems getting my game to launch. I see the folder it created in the directory, but I can’t access it. Just grabbing a straws, trying to resolve this.
If anyone is wondering, what the GUI (the tool used in the video) does, is creating these .vdf files. You can absolutely create them manually, but it takes more time. The GUI takes care of that.
Hello! Sorry, I'm a bit confused about the question. If you're talking about steamworks, the ID they give is the one you have to use. If you're talking about the SDK, you should be able to click in the area you want to change and type a new number.
Would you make an updated tutorial on this same title for late 2024 or early 2025 version? thanks, great video (subscribed the channel and liked the video)
Thanks for a great straghtforward tutorial! But what about "Upload depots as ZIP directly without using steamcmd (2048MB max)"? It allows creating builds even faster without using any software. I'm new to all this, so can you explain the difference?
You're very welcome @eromaxi . According to reddit: "That upload form (ZIP) is buggy; it'll freeze before it gets to 100% and give you an error message. You have to keep retrying. Sometimes up to 10 times." Plus most games are far beyond that 2048 MB limit and you would be uploading the same data over and over where as the GUI looks for the changes you've made, and only uploads those changes. You'd save yourself hours of upload time.
@@skyridestudios Thanks for the explanation, appreciated! I've managed to upload a test project in zip format using this method - seems to be fine so far, no errors. And yeah, it's smaller than 2048 MB.
Hi so, quick question. Having problems so, trying to figure it out. Every time I make a change, I just need to go to publish and hit "Prepare for Publishing" right? Or do I need to push "Really release" to make the changes stick? "Really release" doesn't actually make it public for everyone using steam to see, right? EDIT: AHAHAHAHAHAAAAA! I DID IT!!!! OK! To finalize changes, I'm pretty sure you DO need to hit "Really publish!" For anyone concerned, I also checked. "Really publish" does *NOT* put your game on the public steam store for all to see! YES!!!
Hi, i wanna ask if we create more than 1 game, do we need to create many sdk folder, or just same sdk folder is fine (with multiple app_build and depot_build)?
@@skyridestudios Thank you for response. I have another questions if that's okay. What happen if we accidentaly delete the output folders inside the sdk/tools/... ? Thank you
3:36 When I change the new game build to be the default, Steam keeps trying to merge in my previous game build into the new one I uploaded. Is there a way to disable this?
There isn't a way to disable it, as far as I'm aware. That's how their uploads are designed. They're supposed to upload only the files that have changed since your previous build. You could ask steam support and see if there's something they can do on their end or if there's a way to go around it. My only thought would be to upload a txt file as the game build (as this would change all the build files) and then upload your new game build. But I've never tried it.
So you upload your first build and lets says its 2.5gb, so when you upload your second build does that mean with the scanning, it looks for what has changed in timestamps and upload that? Cos that doesn't sound right. If you build a new version the timestamp for all files will be different, unless it looks at the file sizes?
How do I update a game that's already been released? When I click "publish build", a red message appears: "Failed to send SMS". Steam used to let developers update their games, but now, in September 2024, something happened to them. How will developers fix bugs and add improvements now?
The best methods are the most simple. I hope you explain the steps, starting with exporting the game from Unity engine to the last step to upload it to Steam. Thank you. Subscribe to the channel
I was wondering how to make a demo version. I have a game, and I can upload, and update the game page, and build, but I would like to add a demo version to it. Do I need to pay the $100 again, and have that as a whole new Application? Or is the a button or section for this? etc.
Hey, sorry it took so long. But here's how I added a demo to my game: Click your game app in steamworks and click under "view associated items". The very first thing listed is demo and a button to "add demo". Basically you should see a check list of things you need to complete before the demo will be live (most of it is the same as the checklist you need to release the game). Steam will still need a build of the demo to verify before you can publish it.
I followed this tutorial, but can't get my Mac build to upload. It shows 'ERROR ACCESS DENIED" in the console. in terms of the depot of my MAC build. Any way I can solve this?
hey, do you know how to work with the steamworks sdk for like implementing multiplayer features and all? im having a really bad time trying to understand it
THANK YOU SO MUCH. Every 'tutorial' I've tried to watch or read on this has been HORRIFIC. Can't thank you enough.
good that someone made a video 2 years ago for today
Still works regardless ;-)
A very helpful tutorial on such a tricky topic. The STEAM tutorials are vague and outdated, so it's nice to see fresh tutorial videos up to date with 2021. You have earned my subscription! Thanks for making this!
you're a life-saver! I'm a programmer and got their standard tutorial to work, but it's still such a pain modifying the text files everytime you need to update things. A nice GUI is so much easier, thanks for putting this together.
So happy it was useful! Yeah, I dunno why they have that as their main tutorial. Good luck on your project! Feel free to post a link to it on here when it's up and ready.
I've been trying since monday to upload my build to steam and all tutorials I found were long and complicated. Thank you so much for this.
Glad I was able to help. Good luck on your game!
Mate, you have NO IDEA how much this helped me. Thank you so much for showing this step by step, you're a life saver.
For those of you getting an error in the GUI that says "ERROR! Failed to initialize build on server" it's because you are trying top upload to a depot that hasn't been published. You need to click 'publish' before you upload to a depot.
So glad it was helpful! And thanks for the error fix!
thank you for having literally the only tutorial on how to do this! even steamworks doesn't tell you how to do this! They just assume everyone just knows I guess.
Wow that is so simple. I spent hours in the docs trying to figure this out and nothing ever even reference this steampipe builder gui.... Thanks man!
That's all there was to it? Good grief. Thank YOU so much, but also. What was so gosh darned hard about giving us directions this clear and easy, Steam? Sanity preserved. Thanks, OP!
Fair play to Valve, they made a really robust platform here.
And fair play to this youtuber - a nice no-nonsense, up to date walkthrough of this stuff. Reassuring, when you're looking to upload your first game and you're getting neurotic about it.
Appreciate the kind words. And yes, that's actually the whole reason why I uploaded in the first place. I was going crazy trying to figure this out and still meet my delivery date. Glad it was helpful.
Wow what a simple way to do it, I was rusty, hadn't done it in a while and I'm glad I found YOUR method. So simple, thank you!
Glad to help spread the word! You're very welcome.
I wish this video had existed when I uploaded my first game to Steam. This was very useful for a refresher. Thanks a bunch man.
You have no idea how helpful your concise tutorial was for me.....thank you so so so much
Peace from Egypt
I'm so happy it was helpful for you. Peace and love back from the USA.
THIS should be the link put into official documentation, thank you very much, couldn't be more to the point and straightforward.
Appreciate the kind words. Glad it was helpful.
Thank you very much for this the tutorials they have are not only convoluted but badly outdated and you perfectly helped me understand their GUI so thank you!
Amazing to hear! I'm so happy it was helpful. Thank you for the kind words.
After I clicked upload it asked for a steam guard code. They emailed me a code that I had to type in. Before the first time uploading there is nothing in the build page on steam. After you click upload then it shows up. Thanks for the great tutorial.
Wow thanks a lot for this video! It made it way more clear then just the Steam documentation.
Thank you very much! I've been struggling all day with trying to get my build up on steam. You're a life saver!
What's your game called? :)
@@mem3b0i_ It's called Lil Splody: Look Out Below!
It actually just got released two days ago.
Very helpful. Now, I wish there was one tutorial about how to set up achievements and DLCs for Visual Novel Maker. I saw you already own the software so, fingers crossed for if you ever have the mood to make something like that because I haven't found anything useful and up to date and it's pretty frustrating when after following their instructions to the T and adapt to the fact that their information is out of date, the testing Steam console drops many errors and the game runs blank, not even running the first intro scene you setted as default for testing purposes 😭
Steam's documentation is currently completely incorrect.
THIS VIDEO saved my Steam NEXT demo from going up too-late.
Thank you!
Wow...it's actually insanely simple and this video makes it even more simple :)
Thank you, straight to the point. saved me many hours of trial and error.
So happy it helped. That was the goal. Thank you.
wow nice. I have to watch it twice for understanding this process. Good job!
Thank you for the tutorial! It was really helpful and straight to the point!
Cheers!
Thank you very much for this. My build just got over the 2 GB limit compressed lol and yeah I had to use this method. Thanks again!!!
Hey, you're very welcome and glad it was helpful
Awesome! Thanks for the quick tutorial.
You're very welcome!
I wish I could like this video multiple times
That's high praise. Thank you.
Not all heroes wear capes. Thanks for the video.
Thank you so much for this tutorial! Super helpful!
You''re very welcome!
Thank you for this quick and easy tutorial!
You're very welcome
Okay, you are my hero. Merry Christmas/Happy Holidays!
Great quick tutorial, thank you!
So happy it was helpful. You're very welcome.
Thank you for the information, I'll be needing this later after my project has been completed.
Thank you thank you thank you!!! This is so simple and amazing. Really appreciated!
You're very welcome. Glad it helped!
Thank you!! That is EXACTLY what I needed!
You're very welcome! Glad it was useful.
Thank you this was very helpful. My game just grew in size so I couldn't use the webpage uploader anymore.
I added a Linux version to our game with a new depot but had trouble getting the build to connect with the new depot. I then found out you also have to add your new depot in the Associated Packages and DLC section in all appropriate spaces. It then worked
Best video on this yet
Thank you for the kind words. Much appreciated.
I'm back a year later and just want to say thank you again
Welcome back. Glad it's still adding value. Have a great one.
Why did you want to blur out your Steam ID? Is it even harmful to have it public?
Also there are quite a few moments where your Steam ID is visible (outside the blur and in the URL), so if it is important to you to not have it be known, maybe you should change the ID, as now it is public.
Valve's tutorial made this sound like piloting a rocket ship. It was the easiest process in the world with this tutorial
Much appreciated. Glad it was helpful.
Great tutorial mate, it helped me a lot!
No Integration with Engine, No C++, No Hassle. This is a God Tier tutorial that I hope works!
@@skyridestudios Would have been nice to see how you've set up Launch Options and a few other features, but this tutorial worked perfect. Many thanks!
This was SOOOOOOOOOOOOOOOOO much more helpful like MY GOD. Thank you so much!
Thanks, saved my life (or at least my game) :D
Happy to help!
Very helpful video. Thank you =)
Thank you so much. You're very welcome.
You sir are amazing I can't thankyou enough for creating this video
This is very nice, thanks!
YOU'RE very nice. haha. Thanks and glad it was useful.
Hey, thank you so much for this tutorial! I just have one question since you haven't mentioned the Steam fee. When am I supposed to pay the $100 fee: before or after the process?
Hey! Yeah, sorry about that. The $100 fee would be placed in the beginning. They will then give you an app ID and you can create depots. Good luck with your project.
Thanks for this, this is SO useful, saved me SOOOOO much time man. Wish I could give ya a hug. I noticed you skipped over DRM, I imagine that's not really a big deal, right?
Thanks for the kind words. Glad it was useful!
With Steam, DRM is kinda built in. The only thing you might need to do is request steam keys for developing.
There is a DRM section under main dashboard> click the app id you wish to alter> go to "edit steamworks settings" and "security" on the dorp down menu, you should see DRM. (I've never used this function)
@@skyridestudios Thanks friend. Very useful.
Thanks a lot! I found this really helpful!
I'm so glad it was helpful. You're very welcome.
Nice ❤
Thank you for making this simple. Lmao. Awesome dude!
Thanks for the video. You are a life saver.
HOLY SHIT THANK YOU! hate steam's tutorials for this stuff
Amazing! God bless you!
I'm glad it was useful! Thanks.
Hey, thank you so much and shout out to Maddison Baek for the link...
You're very welcome and I don't know @MaddisonBaek but yes, thanks for sharing the link
I wish I could like a video more than once
That means a lot. Thank you and glad it helped.
This was very helpful thank you!
This is excellent work.
You forgot to blur out the app id number once, and you can also see through the blurred ones if you try hard enough
Thanks. These aren't important unless someone has your log in info. It was mostly to keep viewers focused on the important stuff. Appreciate the heads up.
@@skyridestudios Currently developing my own app I'm planning to release to steam, and was just doing some research beforehand, so I just wanted to let you know as I wasn't sure how important that id was, so you don't accidentally leak anything
@@Krullfath Apprecaite you. Thanks for looking out. 🙂
Yeah this simplifies it way more than steams documentation. So here’s my big question I’ve been wondering:
Is there more needed on our end for implementing security like file encryption, authentication, needing to lock/encrypt any specific files? Like does Steamworks require or highly recommend that you implement some API by them or anything?
I’m not sure how hands on steam is with preventing hackers from modifying your game files. Or since my game is multiplayer - how can I protect my end users so their host info like their IP is not vulnerable and public. If it is all up to us devs- any advice for us? Id say this is a pretty crucial topic that surprisingly doesn’t get addressed anywhere
Skyride Studios does have a point that steams old videos are hard and complex to understand, where people such as Skyride Studios, he has made it easy for indie devs to upload their game onto steam without the worry about the pain and stress it might have caused!
P.s Skyride Studios do you know the max limit when asking for steam keys for UA-camrs?
Thanks. A lot of this was helpful but I didn't need to do any of the app build stuff or editing .vdf Steam has improved things since this video, I guess? Anyhow, still helpful for the most part.
Awesome, glad to know. Thanks.
thank you, this video very helpful !
You're very welcome.
Thank you a lot, man!
My pleasure! Glad it was helpful.
Thank you so much
You're very welcome!
Thank you soo much !!!
You're very welcome!
Great job and thank you.
it was simple and straight to point thank you Sub+ and res+
Great video but please be more careful I can see all the blurred information
Appreciate it. I'm aware. Even if someone did try to upload to it, they wouldn't be able to publish or sign into my account, so all good. It was more just to re-direct people's eyes to the important parts.
Awesomesauce!
I’m very new to this….
Was watching a few other videos on this and they mentioned generating VDFs and then modifying the files. Why didn’t you do that? Should I of not done that? I’m asking cause I’m having problems getting my game to launch. I see the folder it created in the directory, but I can’t access it. Just grabbing a straws, trying to resolve this.
If anyone is wondering, what the GUI (the tool used in the video) does, is creating these .vdf files. You can absolutely create them manually, but it takes more time. The GUI takes care of that.
Awesome tutorial! Thank you so much. I have one additional question. I have my own ID. How to input that one, instead of default test 480 id ?
Thanks!
Hello! Sorry, I'm a bit confused about the question. If you're talking about steamworks, the ID they give is the one you have to use. If you're talking about the SDK, you should be able to click in the area you want to change and type a new number.
Would you make an updated tutorial on this same title for late 2024 or early 2025 version? thanks, great video (subscribed the channel and liked the video)
beautiful vid haha they need to hire you to redo the docs video!
THIS is super useful :P
Much appreciated, glad it was useful.
Thank you so much for this tut. And you're right, it's like a coder did the tutorial lol.
You're very welcome! Glad it was helpful.
Thanks! So after you upload, does Steam then charge the $100 to have the game published?
You're welcome! And no, sadly you need to pay the $100 in order to first get an app ID.
@@skyridestudiosGotcha. Thanks!
Thanks for a great straghtforward tutorial!
But what about "Upload depots as ZIP directly without using steamcmd (2048MB max)"? It allows creating builds even faster without using any software.
I'm new to all this, so can you explain the difference?
You're very welcome @eromaxi . According to reddit: "That upload form (ZIP) is buggy; it'll freeze before it gets to 100% and give you an error message. You have to keep retrying. Sometimes up to 10 times."
Plus most games are far beyond that 2048 MB limit and you would be uploading the same data over and over where as the GUI looks for the changes you've made, and only uploads those changes. You'd save yourself hours of upload time.
@@skyridestudios Thanks for the explanation, appreciated! I've managed to upload a test project in zip format using this method - seems to be fine so far, no errors. And yeah, it's smaller than 2048 MB.
Thank you for the video. Should I edit script files in Content Builder Folder? Or That GUI does it for me?
Hi so, quick question.
Having problems so, trying to figure it out. Every time I make a change, I just need to go to publish and hit "Prepare for Publishing" right?
Or do I need to push "Really release" to make the changes stick?
"Really release" doesn't actually make it public for everyone using steam to see, right?
EDIT: AHAHAHAHAHAAAAA! I DID IT!!!!
OK! To finalize changes, I'm pretty sure you DO need to hit "Really publish!"
For anyone concerned, I also checked. "Really publish" does *NOT* put your game on the public steam store for all to see!
YES!!!
@@skyridestudios Thank you~.
The video: how to publish a steam game 2023
When it was made: 2021💀
Also great tutorial!
Hi, i wanna ask if we create more than 1 game, do we need to create many sdk folder, or just same sdk folder is fine (with multiple app_build and depot_build)?
@@skyridestudios Thank you for response. I have another questions if that's okay. What happen if we accidentaly delete the output folders inside the sdk/tools/... ? Thank you
3:36 When I change the new game build to be the default, Steam keeps trying to merge in my previous game build into the new one I uploaded. Is there a way to disable this?
There isn't a way to disable it, as far as I'm aware. That's how their uploads are designed. They're supposed to upload only the files that have changed since your previous build. You could ask steam support and see if there's something they can do on their end or if there's a way to go around it. My only thought would be to upload a txt file as the game build (as this would change all the build files) and then upload your new game build. But I've never tried it.
@@skyridestudios I tried uploading a text file in a folder as a game build and it worked! Thanks for replying so quickly!
When trying to test the game I get an error and the installation folder is empty, why is that?
So you upload your first build and lets says its 2.5gb, so when you upload your second build does that mean with the scanning, it looks for what has changed in timestamps and upload that? Cos that doesn't sound right. If you build a new version the timestamp for all files will be different, unless it looks at the file sizes?
Not sure the magic they use for figuring out what changes are made, but haven't ever had a issue with updating new builds.
You are a life saver!
I'm glad it was helpful. Have a good one.
How do I update a game that's already been released? When I click "publish build", a red message appears: "Failed to send SMS". Steam used to let developers update their games, but now, in September 2024, something happened to them. How will developers fix bugs and add improvements now?
Reach out to steam support. This sound like an internal error of some kind. There should be no reason you can't update your own game.
The best methods are the most simple. I hope you explain the steps, starting with exporting the game from Unity engine to the last step to upload it to Steam. Thank you. Subscribe to the channel
I've actually never used Unity, but the steps are universal for any game engine. Thanks for the video idea!
Thank you 👏👏👏
You're very welcome
I was wondering how to make a demo version.
I have a game, and I can upload, and update the game page, and build, but I would like to add a demo version to it.
Do I need to pay the $100 again, and have that as a whole new Application?
Or is the a button or section for this? etc.
You can upload a demo to your main game build. You do not need to pay a extra $100. I'll message tomorrow with how to do that in this comment thread.
Hey, sorry it took so long. But here's how I added a demo to my game:
Click your game app in steamworks and click under "view associated items". The very first thing listed is demo and a button to "add demo".
Basically you should see a check list of things you need to complete before the demo will be live (most of it is the same as the checklist you need to release the game). Steam will still need a build of the demo to verify before you can publish it.
Lol it's so damn simple, thanks xD !
Glad it was useful. You're welcome!
I followed this tutorial, but can't get my Mac build to upload. It shows 'ERROR ACCESS DENIED" in the console. in terms of the depot of my MAC build. Any way I can solve this?
@@skyridestudios In the end I had to run the Steam UGUI in administrator mode. I guess it's because the mac app was notorized.
What is a depot id and etc so I can know more also what did you use Unity or Unreal?
thanks a lot for this!!!
My pleasure. Glad it was so helpful!
THANK YOU
You're very welcome!
you didn't block out your app id on the top browser section. not sure if it matters but just a heads up.
hey, do you know how to work with the steamworks sdk for like implementing multiplayer features and all? im having a really bad time trying to understand it
Hey. Sadly I have never done multiplayer implementation. However, steamworks support should be able to give you the correct steps to take.
Wow! That easy? What about setting the amount you want to sell your game and setting up payment? Thank you for your video.