/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, app_build.vdf/steamcmd uploads, depots, beta branches, or a store
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill steam-publish --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/steam-publish
Context preview
The summary Claude sees to decide when to auto-load this skill.
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
SKILL.md
steam-publish.SKILL.mdname: 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 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.
Prerequisites (do these once, in order)
1. **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. 2. **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**. 3. **Download the Steamworks SDK** on the upload machine. The SteamPipe tools are under `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.
Core workflow
1. **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. 2. **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 days** before you want it live. It must be in **Coming Soon** for at least **2 weeks** before release. 3. **Create your build scripts.** Start with the simple app-build `.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. 4. **Bootstrap steamcmd and upload.** Run `steamcmd` once to self-update, then run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **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 (see `references/steampipe-build-scripts.md` for branch setup). 6. **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. 7. **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. 8. **Update later** by uploading a new build and setting it live on `default` (manually) or shipping to a beta branch first. See `references/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" "1Read more
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 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.
Prerequisites (do these once, in order)
1. **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. 2. **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**. 3. **Download the Steamworks SDK** on the upload machine. The SteamPipe tools are under `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.
Core workflow
1. **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. 2. **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 days** before you want it live. It must be in **Coming Soon** for at least **2 weeks** before release. 3. **Create your build scripts.** Start with the simple app-build `.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. 4. **Bootstrap steamcmd and upload.** Run `steamcmd` once to self-update, then run the build (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a global **BuildID**. 5. **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 (see `references/steampipe-build-scripts.md` for branch setup). 6. **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. 7. **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. 8. **Update later** by uploading a new build and setting it live on `default` (manually) or shipping to a beta branch first. See `references/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<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
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