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Steam integration

Purpose: Developer reference for the optional Steam API bridge built into the Tauri desktop app. Covers the feature-flag model, Steam Cloud exclusions, achievements / stats / rich presence configuration, and graceful fallback behaviour when Steam is absent.

Audience: Platform engineers implementing or modifying the Steamworks integration in apps/desktop/src-tauri/src/steam.rs and the corresponding React hooks. See Steam achievements, stats, and rich presence for the Steamworks portal configuration companion (what to enter in App Admin).

Privacy guarantee: No conversation content, transcript text, audio, or session details are ever transmitted to Steam. Only aggregate integer counts and generic activity tokens are sent — and only when the Steamworks SDK is active and the player is inside Steam. This is enforced by the integration design, not just policy.


The Steam integration is compiled in only when the steam Cargo feature is enabled. Enabling the feature links the steamworks crate and activates the SteamRuntime implementation.

apps/desktop/src-tauri/Cargo.toml
[features]
steam = ["dep:steamworks", "dep:tauri-plugin-steam-overlay-surface"]
[dependencies]
steamworks = { version = "0.13", optional = true }
[target.'cfg(windows)'.dependencies]
tauri-plugin-steam-overlay-surface = { path = "vendor/tauri-plugin-steam-overlay-surface", optional = true }

steamworks-sys bundles Valve’s redistributable client library (steam_api64.dll, libsteam_api.dylib, libsteam_api.so) and links against it, so building with the feature needs no SDK download and no secret; set STEAM_SDK_LOCATION only to build against a different SDK. At runtime the matching shared library must sit next to the executable — the Windows depot packaging step in release.yml copies steam_api64.dll out of the steamworks-sys build output for exactly that reason.

Build commandSteam SDKUse case
cargo tauri buildNot linkedStandard open-source build; Steam features are no-ops
cargo tauri build --features steamLinkedSteam depot build; full integration active when Steam is running

The open-source release and the Steam depot release are compiled from the same source. Enabling the steam feature in the Steam depot build is the only structural difference between the two.

Which depots actually carry the feature. As of v0.2.8 the release workflow passes --features steam for the Windows Steam build only. Every Steam build before v0.2.8 was compiled without the feature on every platform — SteamAPI_Init never ran, so achievements, stats, rich presence, Workshop, DLC checks and the Shift+Tab forwarder were all inert in the shipped depot (this is why Valve’s Sep 12 2026 review reported the overlay as not appearing). macOS and Linux still build without it: their binaries would dynamically link libsteam_api.dylib / libsteam_api.so, which the .app and AppImage packaging does not yet bundle, so the app would fail to launch. Bundling those libraries (and the corresponding overlay work) is the tracked follow-up; see Platform scope.

Valve’s test App ID 480 (Spacewar) can be used for local integration testing without registering the production App ID.

Terminal window
# Start the Tauri dev server with the Steam feature and the test App ID.
SteamAppId=480 cargo tauri dev --features steam

The real App ID is embedded in the depot build by the release workflow via STEAM_APPID in tauri.conf.json. Do not hardcode the production App ID in source files — use the variable substitution in the VDF templates and the workflow environment.


The bridge consists of:

  1. apps/desktop/src-tauri/src/steam.rs — Rust module that wraps the steamworks crate. Contains the SteamRuntime struct (with the unlock_achievement, increment_stat, and set_rich_presence methods) and the graceful-fallback logic. The #[tauri::command] handlers that expose these methods to the front end live in apps/desktop/src-tauri/src/lib.rs.
  2. useSteamAchievements React hook — front-end wrapper that invokes the Tauri steam_unlock_achievement and steam_increment_stat commands.
  3. useSteamRichPresence React hook — front-end wrapper that invokes the Tauri steam_set_rich_presence command.
CommandArgumentsEffect when Steam activeEffect when Steam absent
steam_unlock_achievementname: StringCalls steamworks::UserStats::achievement(name).set() then store_stats()Returns false, no-op
steam_increment_statname: StringReads current value, increments by 1, calls store_stats()Returns false, no-op
steam_set_rich_presencevalue: StringCalls steamworks::Friends::set_rich_presence("steam_display", Some(value)) — the key is fixed internallyReturns false, no-op
steam_activate_overlay—Calls steamworks::Friends::activate_game_overlay("") to open the overlay (the Shift+Tab chord); returns false if the Steam client has the overlay disabled. See Steam overlay (Windows WebView2 caveat)Returns false, no-op
steam_overlay_status—Returns { overlay_enabled, surface_active, surface_error, screenshots_hooked } — the G3-03 QA readout (see the overlay section)All fields false / null
steam_trigger_screenshot—Captures the main window and adds it to the player’s Steam screenshot library (the F12 hotkey, forwarded from the webview). Windows onlyReturns false, no-op
steam_is_dlc_installeddlc_app_id: u32Calls steamworks::Apps::is_dlc_installed(AppId) — reports whether the player owns and installed that premium DLCReturns false, treated as not-owned

Commands can be called freely without checking whether Steam is available. The SteamRuntime managed-state object absorbs all failures silently.

SteamRuntime is constructed once by steam::init() during setup() and registered as a Tauri managed state object in lib.rs, wrapped in an Arc<Mutex<…>> newtype (SteamRuntimeState) so the command handlers can share it:

apps/desktop/src-tauri/src/lib.rs
let (steam_status_val, steam_runtime_val) = steam::init();
let steam_runtime = Arc::new(Mutex::new(steam_runtime_val));
tauri::Builder::default()
.manage(SteamRuntimeState(Arc::clone(&steam_runtime)))
...

steam::init() attempts steamworks::Client::init(). If init fails for any reason — Steam not running, steam feature disabled, wrong App ID, SDK missing — the runtime stores a None client and all subsequent commands return false immediately without logging errors.


Steam Cloud is configured in the Steamworks partner portal to sync only the non-sensitive settings file. The integration is documented in detail in publishing/STEAM_APP_REGISTRATION.md — Steam Cloud configuration.

Layer 1 — Steamworks portal exclusion patterns

The authoritative exclusion list is in the Steamworks App Admin → Steam Cloud configuration. Every data subdirectory (db/, logs/, models/, packs/, exports/, cache/, crashes/, data/) is excluded with recursive patterns. Only steam_cloud_settings.json is included.

Layer 2 — .nosteamcloudpath sentinel files

The app writes a .nosteamcloudpath file to each data subdirectory on first launch. This sentinel file tells the Steam client not to sync its directory even if the portal configuration changes or is misconfigured. The sentinel files are written by the FastAPI app lifespan hook in services/convsim-core/convsim_core/app.py, which touches a .nosteamcloudpath marker in each data subdirectory on startup. The exclusion semantics are documented in services/convsim-core/convsim_core/steam_cloud.py.

This is the only file allowed to reach Steam Cloud. It carries a small set of non-sensitive preferences so a second machine can pick up where the last one left off. The schema is the CloudSettings model in services/convsim-core/convsim_core/steam_cloud.py; today it holds a single field:

{
"last_model_id": "qwen3-4b-q4_k_m"
}

last_model_id pre-selects the same model on a new device. It must be an opaque model identifier — a field_validator in CloudSettings rejects any value containing a path separator on both write and read, so a filesystem path (which could leak a username or home directory) can never reach the cloud file.

The Steam MVP scope sync scope also permits display preferences and UI layout state as future additions, but only last_model_id is synced today. Any new field must be added to CloudSettings and reviewed for privacy impact before it ships.

Fields that may never appear in this file:

  • Conversation text, prompts, or transcript excerpts
  • Session IDs, session history, or session scores
  • NPC names or scenario identifiers beyond the model preference
  • Audio data of any kind
  • Personal or identifying information

The authoritative sync scope is the Steam Cloud sync for non-sensitive settings row in the Steam MVP scope (display preferences, last-used model ID, UI layout state only — transcripts, model weights, audio files, and session history must never sync), and the privacy risks PR-01 through PR-03 in publishing/STEAM_COMPLIANCE_AND_RISK_REGISTER.md.

After configuring Steam Cloud in the Steamworks portal, verify with the B.11 Steam Cloud sync verification steps in the release checklist.


Full Steamworks portal configuration (App Admin → Achievements tab) is in Steam achievements, stats, and rich presence.

This section covers the integration points.

Display nameEnumAPI nameUnlock event
First ScenarioSteamAchievement::FIRST_SCENARIOACH_FIRST_SCENARIOSession ends or is manually ended
First DebriefSteamAchievement::FIRST_DEBRIEFACH_FIRST_DEBRIEFDebrief screen rendered
Practice StreakSteamAchievement::PRACTICE_STREAKACH_PRACTICE_STREAK3 consecutive calendar days with completed sessions
Pack ExplorerSteamAchievement::PACK_EXPLORERACH_PACK_EXPLORERSession completed from 3+ distinct packs
Creator First ValidateSteamAchievement::CREATOR_FIRST_VALIDATEACH_CREATOR_FIRST_VALIDATECreator workbench validates first custom pack
apps/web/src/hooks/useSteamAchievements.ts
const { unlock } = useSteamAchievements()
// Called at the debrief screen boundary
unlock(SteamAchievement.FIRST_SCENARIO)

The hook resolves to a no-op when window.__TAURI__ is absent (browser context) or when the Tauri command returns false (Steam not running).

Achievement unlock is idempotent — calling unlock on an already-unlocked achievement is silently ignored by the Steamworks API.


Full Steamworks portal configuration is in Steam achievements, stats, and rich presence.

Display nameEnumAPI nameIncrement event
Scenarios CompletedSteamStat::SCENARIOS_COMPLETEDSTAT_SCENARIOS_COMPLETEDSession ends
Debriefs GeneratedSteamStat::DEBRIEFS_GENERATEDSTAT_DEBRIEFS_GENERATEDDebrief screen displayed
Packs ValidatedSteamStat::PACKS_VALIDATEDSTAT_PACKS_VALIDATEDCreator workbench validates a pack
Text Mode SessionsSteamStat::TEXT_MODE_SESSIONSSTAT_TEXT_MODE_SESSIONSSession starts in text mode
Voice Mode SessionsSteamStat::VOICE_MODE_SESSIONSSTAT_VOICE_MODE_SESSIONSSession starts in voice mode

All stats are INT type, monotonically increasing, and count-only. A stat value reveals how many times an event occurred — nothing about the content of the event.

const { incrementStat } = useSteamAchievements()
// Called when the session-start API returns success
incrementStat(SteamStat.TEXT_MODE_SESSIONS)

Full Steamworks portal configuration (including the richpresence.vdf localization file) is in Steam achievements, stats, and rich presence.

TokenDisplay stringSet when
#AtMainMenuBrowsing scenariosscreens/Home and screens/ScenarioLibrary mount
#InScenarioIn a practice scenarioscreens/Conversation mounts
#ReviewingDebriefReviewing a debriefscreens/Debrief mounts
#EditingPackEditing a scenario packscreens/CreatorWorkbench mounts

Tokens are category labels only. No scenario title, NPC name, turn count, or any content from the conversation is transmitted to Steam.

const { setPresence } = useSteamRichPresence()
// Called in screens/Conversation.tsx's useEffect
setPresence(SteamActivity.IN_SCENARIO)

The steam_display key is the only key used. Valve uses the #<token> value to look up the localized string from the uploaded richpresence.vdf file.


Premium scenario-pack expansions ship as paid Steam DLC; their content is authored in the private ConversationSimulator-DLC repository and is never in the public repo. The full private-repo → Steam-DLC contract is in the DLC model. This section covers only the integration point.

The base app is the same open-source binary for everyone. Premium packs are gated purely by Steam ownership, checked at runtime:

  • SteamRuntime::is_dlc_installed(dlc_app_id) in steam.rs wraps steamworks::Apps::is_dlc_installed(AppId). It returns false when the steam feature is off, Steam is not running, or the player does not own the DLC.
  • The steam_is_dlc_installed Tauri command exposes it to the front end.
  • The useSteamDlc hook (apps/web/src/hooks/useSteamDlc.ts) exposes isDlcInstalled(dlcAppId) and isDlcInstalledForPack(packId) (the latter resolves the pack’s DLC App ID from the build-time DLC_REGISTRY, populated from STEAM_DLC_APP_IDS). Both resolve to “not owned” in any non-Tauri / non-Steam context, so the open-source and browser builds treat every premium pack as available-to-buy without special-casing.

Privacy: the ownership check reads local Steam state only. No DLC-usage event, pack identifier, or conversation content is transmitted to Steam or any server — consistent with the local-first guarantee above. Once a DLC is owned and installed, playing it requires no network.


The Steam overlay is the G3-03 release gate. On a Tauri app it does not work the way it does on a native game, and — critically — it fails in a way that looks like success. Read this before signing off G3-03 on Windows.

Steam draws its overlay by injecting gameoverlayrenderer64.dll into the game process and hooking the graphics API’s Present call, compositing the overlay into the frame the game is about to show. A Tauri app never creates a swapchain in its own process: the UI is rendered by WebView2 in separate msedgewebview2.exe processes and composited through DWM. Steam’s hook finds nothing to draw into, so the overlay has no surface. This is the same class of problem that makes Electron games pass --in-process-gpu.

There are three independent failures, and all three had to be fixed:

  1. The Steamworks SDK was never in the shipped build. Until v0.2.8 the release workflow built every Steam depot without --features steam, so SteamAPI_Init never ran and nothing below could work regardless of the code. The Windows Steam build now passes the feature and ships steam_api64.dll (see Feature flag and build variants).
  2. The Shift+Tab chord never reaches Steam. Steam opens the overlay by catching Shift+Tab in the game process via an input hook. In a Tauri app the keystroke lands in the WebView2 process, which Steam’s hook never sees, so the default chord is a silent no-op. Same for F12 (screenshots).
  3. The overlay has nothing to render into (the swapchain problem above), so even once opened it is not visible.

Why this is dangerous: every Steamworks signal says success

Section titled “Why this is dangerous: every Steamworks signal says success”

When the overlay is activated on a Tauri app, Steam still reports success on every channel that a tester would check:

  • the friends list shows the player as “In-Game”;
  • is_overlay_enabled() returns true;
  • GameOverlayActivated fires.

Only the visible overlay is missing. A tester following the G3-03 wording (“Shift+Tab opens and closes without breaking the app or the current session”) sees no crash and no session disruption, so the honest report is an ambiguous “nothing happened” rather than a clear FAIL. Do not treat “no crash” as a pass on Windows. See the G3-03 pass criterion in steam-mvp-scope and the QA step in QA Steam platform matrix, which require the overlay to be visibly composited over the app on Windows.

Hotkey forwarding (all platforms). The front-end useSteamOverlay hook (apps/web/src/hooks/useSteamOverlay.ts) listens for Shift+Tab and F12 in the webview and forwards them to the steam_activate_overlay / steam_trigger_screenshot Tauri commands. It only repurposes the keys when get_steam_status().is_steam_enabled is true, so the standard reverse-tab affordance (and F12 devtools in the browser) are untouched in non-Steam builds.

Compositing surface (Windows). vendor/tauri-plugin-steam-overlay-surface (MIT, PSG Studios — vendored with two hardening edits, see its VENDORED.md) gives Steam’s injected layer something to draw into: a transparent, click-through, borderless owned window exactly covering the main window, with a wgpu swapchain presenting empty frames at vsync. Steam composites the overlay, notifications, and toasts into those frames at Present time; the app stays visible through every untouched pixel. While the overlay is open the surface paints a frozen PrintWindow snapshot of the game behind Steam’s UI, so Steam dims a game frame the way it does for native titles.

Wiring (lib.rs / steam.rs). The order is load-bearing:

  1. steam::init() runs before tauri::Builder — Steam’s overlay DLL hooks device/swapchain creation, so SteamAPI_Init must be resident before the plugin creates its wgpu device. init() also starts the callback pump thread (steam-callbacks, 50 ms); before v0.2.8 nothing ever called run_callbacks, so no Steamworks callback in the app could fire.
  2. The plugin is registered only when SteamAPI_Init succeeded (no decoy window presenting frames for nobody when the exe runs outside Steam).
  3. In setup(), SteamRuntime::wire_overlay_callbacks forwards GameOverlayActivated to the plugin (show + focus the sheet and accept input while the overlay is open; hide, drop the backdrop and hand focus back to the webview when it closes) and enables hooked screenshots (HookScreenshots(true) + ScreenshotRequested → live capture → AddScreenshotToLibrary). Without hooking, F12 would save the decoy’s backbuffer, which never contains the game.

QA readout. steam_overlay_status returns { overlay_enabled, surface_active, surface_error, screenshots_hooked }. Read it as:

overlay_enabledsurface_activeMeaning
truetrueShift+Tab should visibly open the overlay. If it does not, record GPU + Windows build (see below).
truefalseSteam is willing but the app has no surface; surface_error says why the decoy gave up (no transparent alpha mode, no adapter, 120 consecutive failed presents).
false—The Steam client has the overlay disabled for this game (Steam → Settings → In Game), or the DLL was not injected (not launched through Steam).

Known limitation and a trap not to fall into

Section titled “Known limitation and a trap not to fall into”
  • Alt-tab deafness (Windows). After alt-tabbing away and back, the Shift+Tab forwarder is deaf until the user clicks the page once, because Windows reactivates the native window without returning keyboard focus to the webview.
  • Do NOT “fix” it with webview.set_focus() in the Rust focus handlers. Shipping exactly that was reported (upstream plugin v0.1.1) to kill Shift+Tab entirely, even on a fresh launch, and was reverted. useSteamOverlay deliberately contains no focus workaround.
  • Screenshot feedback is ours. With hooked screenshots Steam plays no shutter and its “saved” toast lags by seconds; the hook flashes the page on a successful capture. If the player rebinds Steam’s screenshot key, only F12 is forwarded while the overlay is closed (Steamworks has no API to read the binding); the rebound key still works while the overlay is open.
  • OBS / capture. Use OBS’s WGC capture method (“Windows 10 1903 and up” or Automatic); legacy BitBlt shows black for accelerated WebView2 content. The decoy carries WS_EX_TOOLWINDOW so it never appears in OBS’s window picker.
  • Cosmetic. Steam’s semi-transparent dim layer may blend slightly differently than on a native title (unpremultiplied alpha); panels are opaque and unaffected. Steam stores overlay panel positions per game in pixels, so after shrinking the window a panel can sit off-screen — re-summon it from the overlay toolbar.

The compositing surface is Windows only, and so is the --features steam build for now. On macOS and Linux the Steam depots still ship without the SDK: enabling the feature there also requires bundling libsteam_api.dylib inside the .app (next to the executable, or install_name_tool to @executable_path/../Frameworks/, before code signing) and libsteam_api.so inside the AppImage with $ORIGIN in the rpath — otherwise the app fails to launch. Overlay-over-webview on WebKitGTK / WKWebView is a separate and largely unsolved problem. So v0.2.8 closes one third of G3-03 (the Windows leg), not the whole gate; Valve’s build review is performed on Windows.

Overlay behaviour is GPU- and driver-sensitive, and the surface’s verification sample so far is small (upstream: a real Steam-launched build, open/close/alt-tab cycles, 1920×1080 / 2560×1440 / 5120×1440 including live switches and fullscreen↔windowed; hybrid-GPU laptops are the least-tested case). When testing G3-03 on Windows, record GPU, Windows build, the steam_overlay_status readout, and whether the surface came up in QA Steam platform matrix. WGPU_BACKEND=dx12|vulkan|gl forces a backend for experiments without a rebuild.


Every integration point degrades gracefully when Steam is absent. The fallback layers are:

LayerConditionBehaviour
Cargo feature disabledsteam feature not in buildSteamRuntime stubs compile to instant no-ops at zero runtime cost
Feature enabled but Client::init() failsSteam not running, wrong App ID, SDK unavailableSteamRuntime stores None client; all commands return false
Tauri context absentApp running in browser (not Tauri shell)Hooks check window.__TAURI__; calls are skipped entirely
Command returns falseAny of the aboveCaller receives false; no retry, no error UI shown

The application functions identically whether Steam is present or not. No UI state, no feature gate, no error message is conditioned on Steam availability. This is a deliberate product decision: the Steam integration is additive, not structural.


Run this manual test before the Stage 4 public release gate to confirm the integration is wired correctly:

Terminal window
# Start the app with the test App ID and the steam feature enabled.
SteamAppId=480 cargo tauri dev --features steam
  1. Open Steam in the background (must be logged in).
  2. Launch the Tauri dev app.
  3. Navigate to a scenario and complete it. Confirm the Steam overlay shows the ACH_FIRST_SCENARIO unlock notification.
  4. Open the Debrief screen. Confirm ACH_FIRST_DEBRIEF notification appears.
  5. Navigate to the Creator Workbench. Confirm rich presence changes to "Editing a scenario pack" in the Steam friends list.
  6. Confirm no session title, NPC name, or turn content appears in any Steam-facing string.

Also run with Steam closed to confirm the no-op fallback: all three actions above must complete without any error, console warning, or UI change.


Use this checklist at the Stage 4 gate:

  • All five achievements created in App Admin with correct API names and icon pairs.
  • Hidden flag set on ACH_PRACTICE_STREAK and ACH_PACK_EXPLORER.
  • All five stats created as INT type.
  • Rich presence localization file uploaded for English (at minimum).
  • End-to-end test above completed with Steam running: achievements, stats, and rich presence all fire correctly.
  • End-to-end test completed with Steam closed: no errors, no UI changes.
  • Steam Cloud configured in Steamworks portal — only steam_cloud_settings.json included; all data subdirectories excluded.
  • B.11 Steam Cloud sync verification steps in the release checklist completed and passing.
  • Confirmed no session content appears in any Steam-facing string.