Publishing to Steam
Connect Steam, point a workflow at your App ID and depots, and upload builds — set them live when you're ready.
EngineForge can publish desktop builds to Steam using Valve's SteamPipe tooling. This page covers the Steam-specific setup; the rest of the build flow is the same as any build.
Desktop only. Steam publishes Windows, macOS, and Linux builds. There's no Web concept on Steam, so a Web build is never sent there.
Connect Steam
Steam sign-in uses Steam Guard, which the build machine can't answer, so you authenticate once locally and hand EngineForge the result:
- Run
steamcmd +login <account>on your own machine and enter the Steam Guard code. - Base64-encode the resulting
~/Steam/config/config.vdf. - In the console, Settings → Services → Steam, enter your account name, paste the
base64
config.vdf, and connect.
(Full account setup is on Connecting your accounts.)
Point the workflow at Steam
In the project's workflow editor:
- Build target → Steam
- Steam App ID — your game's numeric App ID from the Steamworks partner site.
- Depots — map each desktop platform you build to its Depot ID. Each platform uploads to its own depot (for example, Windows → one depot, macOS → another).
- Platforms — choose the desktop platforms to build (Windows / macOS / Linux).
Upload now, go live when you're ready
By default a Steam build is uploaded only — it's pushed to your depots but not set live. You flip it live yourself in the Steamworks partner site when you're ready. The default branch is never set live automatically.
If you want EngineForge to set a build live as part of publishing, enable the set live option and specify a branch to release it on — leave it off to upload only.
What you'll see
The Publish step uploads each platform's build to its depot, and (if you enabled it) sets the chosen branch live. As with any build, you also get a downloadable zip per platform in the console and a result email when it finishes.