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.rsand 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.
Feature flag and build variants
Section titled “Feature flag and build variants”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.
[features]steam = ["dep:steamworks"]
[dependencies]steamworks = { version = "0.11", optional = true }Build variants
Section titled “Build variants”| Build command | Steam SDK | Use case |
|---|---|---|
cargo tauri build | Not linked | Standard open-source build; Steam features are no-ops |
cargo tauri build --features steam | Linked | Steam 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.
Testing with Steam App ID 480
Section titled “Testing with Steam App ID 480”Valve’s test App ID 480 (Spacewar) can be used for local integration testing
without registering the production App ID.
# Start the Tauri dev server with the Steam feature and the test App ID.SteamAppId=480 cargo tauri dev --features steamThe 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.
Steam API bridge
Section titled “Steam API bridge”The bridge consists of:
apps/desktop/src-tauri/src/steam.rs— Rust module that wraps thesteamworkscrate. Contains theSteamRuntimestruct (with theunlock_achievement,increment_stat, andset_rich_presencemethods) and the graceful-fallback logic. The#[tauri::command]handlers that expose these methods to the front end live inapps/desktop/src-tauri/src/lib.rs.useSteamAchievementsReact hook — front-end wrapper that invokes the Tauristeam_unlock_achievementandsteam_increment_statcommands.useSteamRichPresenceReact hook — front-end wrapper that invokes the Tauristeam_set_rich_presencecommand.
Tauri commands
Section titled “Tauri commands”| Command | Arguments | Effect when Steam active | Effect when Steam absent |
|---|---|---|---|
steam_unlock_achievement | name: String | Calls steamworks::UserStats::achievement(name).set() then store_stats() | Returns false, no-op |
steam_increment_stat | name: String | Reads current value, increments by 1, calls store_stats() | Returns false, no-op |
steam_set_rich_presence | value: String | Calls steamworks::Friends::set_rich_presence("steam_display", Some(value)) — the key is fixed internally | Returns false, no-op |
Commands can be called freely without checking whether Steam is available.
The SteamRuntime managed-state object absorbs all failures silently.
SteamRuntime managed state
Section titled “SteamRuntime managed state”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:
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 exclusions
Section titled “Steam Cloud exclusions”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.
How exclusions are enforced (two layers)
Section titled “How exclusions are enforced (two layers)”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.
steam_cloud_settings.json schema
Section titled “steam_cloud_settings.json schema”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.
Verifying the Steam Cloud configuration
Section titled “Verifying the Steam Cloud configuration”After configuring Steam Cloud in the Steamworks portal, verify with the B.11 Steam Cloud sync verification steps in the release checklist.
Achievements
Section titled “Achievements”Full Steamworks portal configuration (App Admin → Achievements tab) is in Steam achievements, stats, and rich presence.
This section covers the integration points.
Defined achievements
Section titled “Defined achievements”| Display name | Enum | API name | Unlock event |
|---|---|---|---|
| First Scenario | SteamAchievement::FIRST_SCENARIO | ACH_FIRST_SCENARIO | Session ends or is manually ended |
| First Debrief | SteamAchievement::FIRST_DEBRIEF | ACH_FIRST_DEBRIEF | Debrief screen rendered |
| Practice Streak | SteamAchievement::PRACTICE_STREAK | ACH_PRACTICE_STREAK | 3 consecutive calendar days with completed sessions |
| Pack Explorer | SteamAchievement::PACK_EXPLORER | ACH_PACK_EXPLORER | Session completed from 3+ distinct packs |
| Creator First Validate | SteamAchievement::CREATOR_FIRST_VALIDATE | ACH_CREATOR_FIRST_VALIDATE | Creator workbench validates first custom pack |
Unlock call pattern
Section titled “Unlock call pattern”const { unlock } = useSteamAchievements()
// Called at the debrief screen boundaryunlock(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.
Defined stats
Section titled “Defined stats”| Display name | Enum | API name | Increment event |
|---|---|---|---|
| Scenarios Completed | SteamStat::SCENARIOS_COMPLETED | STAT_SCENARIOS_COMPLETED | Session ends |
| Debriefs Generated | SteamStat::DEBRIEFS_GENERATED | STAT_DEBRIEFS_GENERATED | Debrief screen displayed |
| Packs Validated | SteamStat::PACKS_VALIDATED | STAT_PACKS_VALIDATED | Creator workbench validates a pack |
| Text Mode Sessions | SteamStat::TEXT_MODE_SESSIONS | STAT_TEXT_MODE_SESSIONS | Session starts in text mode |
| Voice Mode Sessions | SteamStat::VOICE_MODE_SESSIONS | STAT_VOICE_MODE_SESSIONS | Session 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.
Increment call pattern
Section titled “Increment call pattern”const { incrementStat } = useSteamAchievements()
// Called when the session-start API returns successincrementStat(SteamStat.TEXT_MODE_SESSIONS)Rich presence
Section titled “Rich presence”Full Steamworks portal configuration (including the richpresence.vdf
localization file) is in
Steam achievements, stats, and rich presence.
Defined tokens
Section titled “Defined tokens”| Token | Display string | Set when |
|---|---|---|
#AtMainMenu | Browsing scenarios | screens/Home and screens/ScenarioLibrary mount |
#InScenario | In a practice scenario | screens/Conversation mounts |
#ReviewingDebrief | Reviewing a debrief | screens/Debrief mounts |
#EditingPack | Editing a scenario pack | screens/CreatorWorkbench mounts |
Tokens are category labels only. No scenario title, NPC name, turn count, or any content from the conversation is transmitted to Steam.
Set call pattern
Section titled “Set call pattern”const { setPresence } = useSteamRichPresence()
// Called in screens/Conversation.tsx's useEffectsetPresence(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.
Graceful fallback outside Steam
Section titled “Graceful fallback outside Steam”Every integration point degrades gracefully when Steam is absent. The fallback layers are:
| Layer | Condition | Behaviour |
|---|---|---|
| Cargo feature disabled | steam feature not in build | SteamRuntime stubs compile to instant no-ops at zero runtime cost |
Feature enabled but Client::init() fails | Steam not running, wrong App ID, SDK unavailable | SteamRuntime stores None client; all commands return false |
| Tauri context absent | App running in browser (not Tauri shell) | Hooks check window.__TAURI__; calls are skipped entirely |
Command returns false | Any of the above | Caller 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.
End-to-end test
Section titled “End-to-end test”Run this manual test before the Stage 4 public release gate to confirm the integration is wired correctly:
# Start the app with the test App ID and the steam feature enabled.SteamAppId=480 cargo tauri dev --features steam- Open Steam in the background (must be logged in).
- Launch the Tauri dev app.
- Navigate to a scenario and complete it. Confirm the Steam overlay shows the
ACH_FIRST_SCENARIOunlock notification. - Open the Debrief screen. Confirm
ACH_FIRST_DEBRIEFnotification appears. - Navigate to the Creator Workbench. Confirm rich presence changes to
"Editing a scenario pack"in the Steam friends list. - 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.
Checklist
Section titled “Checklist”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_STREAKandACH_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.jsonincluded; 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.
apps/desktop/src-tauri/src/steam.rs— Rust Steam bridge implementation- Steam achievements, stats, and rich presence — Steamworks portal configuration: achievements, stats, rich presence
publishing/STEAM_APP_REGISTRATION.md— Steam Cloud quota, root paths, and exclusion patterns- Privacy — local-first data handling; base privacy policy
- Steam MVP scope — release gates and the authoritative Steam Cloud sync scope (non-sensitive settings only)
- Release checklist — B.11 Steam Cloud sync verification
publishing/STEAM_COMPLIANCE_AND_RISK_REGISTER.md— privacy risks PR-01 through PR-03