Steam Publish logo

Steam Publish

OrganizationPopular
gamedev-skills
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 page release.

Overview

Publishergamedev-skills
Repositoryawesome-gamedev-agent-skills
Skill namesteam-publish
Stars
1.3K
Forks
107
Bundled files
1
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 1 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by gamedev-skills on GitHub. Read the source before you install it.

Installation

Install the Steam Publish AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/workflows/steam-publish
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git /tmp/awesome-gamedev-agent-skills
mkdir -p .claude/skills
cp -r /tmp/awesome-gamedev-agent-skills/skills/workflows/steam-publish .claude/skills/steam-publish
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Steam Publish in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Steam Publish on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Steam Publish is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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. 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.
  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 business 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)

text
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

text
// 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)

bat
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
text
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)

text
// 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 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.
  • 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 = 6 on build. The build account lacks permission for the App ID, or ContentRoot/LocalPath points at the wrong (empty) path.
  • Committing the login token. The config.vdf Steam 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, read references/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 with butler (often done alongside Steam).
  • game-jam / prototype-fast — earlier stages of the same project's lifecycle.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Steam Publish AI 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, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.

Why use Steam Publish on TypingMind?

Because you install it once and use it with any model. Steam Publish is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Steam Publish in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/workflows/steam-publish. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Steam Publish?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Steam Publish?

As many as you like. As long as a model supports skills, you can use Steam Publish with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Steam Publish AI skill free?

Yes. It is published on GitHub by gamedev-skills under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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