Full Steam Installer Download

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• • • • rank Store: 206 (November 2017) Community: 160 (November 2017) Website Steam is a platform developed by, which offers (DRM), gaming, and. Steam provides the user with installation and automatic updating of games, and community features such as friends lists and groups,, and in-game voice and chat functionality. The software provides a freely available (API) called Steamworks, which developers can use to integrate many of Steam's functions into their products, including networking, matchmaking, in-game achievements,, and support for user-created content through Steam Workshop. Though initially developed for use on, versions for and were later released.

With connected functionality with the main software were later released for,, and devices in the 2010s. The Steam platform is considered to be the largest digital distribution platform for gaming, and was estimated by to have 75% of the market space in October 2013. In 2015, users purchasing titles through Steam or through Steam keys from third-party vendors totaled roughly $3.5 billion, representing 15% of the global PC game sales for the year, based on estimations made by the tracking website. By late 2017, the service had over 150 million registered accounts, and had reached a peak of 17.5 million. The success of the Steam platform has led to the development of a line of micro-consoles, as well as the.

Full Steam Installer Download

When connecting one's computer to a television, Steam's 'Big Picture' mode 'turns' the computer into a navigable with both a controller and mouse. Steam's 'Big Picture' mode was announced in 2011; public betas started in September 2012 and were integrated into the software in December 2012. Big Picture mode is a, which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse. Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit. SteamVR, a (VR) Big Picture interface, was introduced in beta in January 2014. The SteamVR mode enables the user to operate the Big Picture mode and play any game in their Steam library with a virtual theater displayed through the VR headset, the equivalent of looking at a 225-inch television screen, according to Valve.

Steam Free Download Latest Version for Windows PC. It is full offline setup installer of Steam. Automatic game updates. Hunting for patches and downloading from unorganized web sites is so twentieth-century. On Steam, your games stay up-to-date by themselves. Enjoy Steam-only special.

The mode was first introduced in beta for the headset and later expanded in March 2015 to support the, a VR unit developed jointly with Valve, with the feature to be publicly released shortly after the Vive's public launch in April 2016. In-Home Streaming was introduced in May 2014; this allows users to stream games installed on one computer to another—regardless of platform—on the same home network. The Steam client, as part of a, allows users to identify friends and join groups using the Steam Community feature. Users can use text chat and with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games.

Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private. In January 2010, Valve reported that 10 million of the 25 million active Steam accounts had signed up to Steam Community.

In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events. Steam Trading Cards were introduced in beta in May 2013 and were fully supported by June 2013.

By playing specific games, players would earn virtual trading cards, which they could trade with friends and use towards gaining rewards on the service such as game discounts, downloadable content, or in-game items, and customize their user profile page. In 2010, the Steam client became an provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials. In order to prevent abuse, access to most community features is restricted until a one-time payment of at least US$5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet. Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups.

Steamworks also provides (VAC), Valve's proprietary anti-cheat system; game servers automatically detect and report users who are using in online, multiplayer games. In August 2012, Valve added new features—including dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshots—to the Community area. In December 2012, a feature called Game Guides, where users can upload text and images detailing games and game strategies in the same manner as was added. Starting in beta in December 2014 and publicly released in January 2015, the Steam client allows players to to the public or Steam friends while playing video games. In September 2014, Steam Music, a built-in, was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer. Developer features [ ] Valve offers Steamworks, an (API) that provides development and publishing tools to take advantage of Steam client's features, free-of-charge to game and software developers.

Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games, matchmaking services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management.

Developers of software available on Steam are able to track sales of their titles through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set. Valve added the ability for developers to sell games under an model with a special 'Early Access' section of the Steam store, starting in March 2013. This program allows developers to release functional but yet-incomplete products such as beta versions to the service to allow users to buy the titles and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their titles. The Early Access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of titles, significantly increasing the number of available titles on the service.

Developers are able to request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different profitization. Valve generally honors all such requests, but clarified that they would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features. For example, Valve said that a request for 500,000 keys for a game that has significantly negative reviews and 1,000 sales on Steam is unlikely to be granted. Steam Workshop [ ] The Steam Workshop is a Steam account-based hosting service for videogame user-created content.

Depending on the title, new levels, art assets, gameplay modifications, or other content may be published to or installed from the Steam Workshop through an automated, online account-based process. The Workshop was originally used for distribution of new items for Team Fortress 2; it was redesigned to extend support for any game in early 2012, including modifications for.

A May 2012 patch for Portal 2, enabled by a new map-making tool through the Steam Workshop, introduced the ability to share user-created levels. Independently-developed games, including, are able to provide Steam Workshop support for user-generated content.

Became Valve's third published title available for the Steam Workshop in June 2012; its features include customizable accessories, character, and announcer packs. As of January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including Team Fortress 2 and Dota 2; with over $57 million being paid to content creators using the Workshop. Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for Skyrim. This feature was pulled a few days afterward following. Six months later, Valve stated they were still interested in offering this type of functionality in the future, but would review the implementation to avoid these previous mistakes.

In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with being the first game to use the feature. Steam for Schools [ ] Steam for Schools is a function-limited version of the Steam client that is available free-of-charge to educational institutions for use in classrooms. It is part of Valve's initiative to support for classroom instruction; it was released alongside free versions of and a standalone program called 'Puzzle Maker' that allows teachers and students to create and manipulate levels. It features additional authentication security that allows teachers to share and distribute content via a Steam Workshop-type interface but blocks access from students. Storefront curation [ ].

The number of games, by year, published on Steam, estimated by in November 2016. Years 2004 and 2005 are not visible on this chart. In general, up through 2012, Valve would manually select games to be included on the Steam service, generally limiting these to games that either had a major developer supporting them, or smaller studios with proven track records for Valve's purposes. Valve have sought ways to enable more games to be offered through Steam, while pulling away from manually approving games for the service, short of validating that a game runs on the platforms the publisher had indicated. Alden Kroll, a member of the Steam development team, said that Valve knows Steam is in a near-monopoly for game sales on personal computers, and the company does not want to be in a position to determine what gets sold, and thus had tried to find ways to make the process of adding games to Steam outside of their control. At the same time, Valve recognized that unfettered control of games onto the service can lead to discovery problems as well as low-quality games that are put onto the service for a cash grab. Steam Greenlight [ ] Valve's first attempt to streamline game addition to the service was with Steam Greenlight, announced in July 2012 and released the following month.

Through Greenlight, Steam users would choose which games were added to the service. Developers were able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users would pledge support for these games, and Valve would help to make top-pledged games available on the Steam service. In response to complaints during its first week that finding games to support was made difficult by a flood of inappropriate or false submissions, Valve required developers to pay US$100 to list a game on the service to reduce illegitimate submissions. Those fees were donated to the charity.

This fee was met with some concern from smaller developers, who often are already working in a deficit and may not have the money to cover such fees. A later modification allowed developers to put conceptual ideas on the Greenlight service to garner interest in potential projects free-of-charge; votes from such projects are only visible to the developer. Valve also allowed non-gaming software to be voted onto the service through Greenlight. The initial process offered by Steam Greenlight was panned because while developers favored the concept, the rate of games that are eventually approved by Valve is very small. At the time, Valve acknowledged that this was a problem and believed it could be improved upon it. In January 2013, Newell stated that Valve recognized that its role in Greenlight was perceived as a bottleneck, something the company was planning to eliminate in the future through an open marketplace infrastructure.

On the eve of Greenlight's first anniversary, Valve simultaneously approved 100 titles through the Greenlight process to demonstrate this change of direction. While the Greenlight service had helped to bring more and varied games onto Steam without excessive bureaucracy, it also led to an excessively large number of games on the service that make it difficult for a single title to stand out, and as early as 2014, Valve had discussed plans to phase out the Greenlight process in favor of providing developers with easier means to put their games onto the Steam service. Steam Direct [ ] Steam Greenlight was phased out and replaced with Steam Direct in June 2017.

With Steam Direct, a developer or publisher wishing to distribute their game on Steam needs only to complete appropriate identification and tax forms for Valve and then pay a recouperable application fee for each game they intend to publish. Once they apply, a developer must wait thirty days before publishing the game as to give Valve the ability to review the game to make sure it is 'configured correctly, matches the description provided on the store page, and doesn't contain malicious content.' On announcing its plans for Steam Direct, Valve suggested the fee would be in the range of $100–5,000, meant to encourage earnest software submissions to the service and weed out poor quality titles that are treated as, improving the discovery pipeline to Steam's customers.

Smaller developers raised concerns about the Direct fee harming them, and excluding potentially good indie games from reaching the Steam marketplace. Valve opted to set the Direct fee at $100 after reviewing concerns from the community, recognizing the need to keep this at a low amount for small developers, and outlining plans to improve their discovery algorithms and inject more human involvement to help these. Valve then refunds the fee should the game exceed $1,000 in sales. In the process of transitioning from Greenlight to Direct, Valve mass-approved most of the 3,400 remaining titles that were still in Greenlight, though the company noted that not all of these were at a state to be published. Valve anticipated that the volume of new games added to the service would further increase with Direct in place.

Some groups, such as publisher and crowd funding/investment site, have offered to pay the Direct fee for indie developers who can not afford it. Discovery updates [ ] Without more direct interaction on the curation process, allowing hundreds more games on the service, Valve had looked to find methods to allow players to find games they would be more likely to buy based on previous purchase patterns. The September 2014 'Discovery Update' added tools that would allow existing Steam users to be curators for game recommendations, and sorting functions that presented more popular titles and recommended titles specific to the user, as to allow more games to be introduced on Steam without the need of Steam Greenlight, while providing some means to highlight user-recommended games. This Discovery update was considered successful by Valve, as they reported in March 2015 in seeing increased use of the Steam Storefront and an increase in 18% of sales by revenue from just prior to the update. A second Discovery update was released November 2016, giving users more control over what titles they want to see or ignore within the Steam Store, alongside tools for developers and publishers to better customize and present their game within these new users preferences. By February 2017, Valve reported that with the second Discovery update, the number of games shown to users via the store's front page increased by 42%, with more conversions into sales from that viewership.

In 2016, more games are meeting a rough metric of success defined by Valve as selling more than $200,000 in revenues in its first 90 days of release. Valve added a 'Curator Connect' program in December 2017. Curators can set up descriptors for the type of games they are interested in, preferred languages, and other tags along with social media profiles, while developers can find and reach out to specific curators from this information, and, after review, provide them directly with access to their game. This step, which eliminates the use of a Steam redemption key, is aimed to reduce the reselling of keys, as well as dissuade users that may be trying to game the curator system to obtain free game keys. Valve still recognizes it has a problem with what it calls 'fake games', those that are built around reused assets and little other innovation, designed only to generate profit from unsuspecting users. To help assist finding and removing these games from the service, the company plans to add Steam Explorers atop its existing Steam Curator program, according to various YouTube personalities that have spoken out about such games in the past and with Valve directly, including and. Install Slax Di Flashdisk. Any Steam user is able to sign up to be an Explorer, and are asked to look at under-performing games on the service as to either vouch that the game is truly original and simply lost among other releases, or if it is an example of a 'fake game', at which point Valve can take action to remove the game.

Valve also made changes to the trading card system in May 2017 to prevent abuse by 'fake games'. Valve found that some of the 'bad actors' that released these games with trading card support then distributed game codes to thousands of bot-operated accounts that would run the game to earn trading cards that they could then sell for profit; these games would also create false positives that make these titles appear more popular than they really were and would impact games suggested to legitimate players through their store algorithms. Subsequent to this patch, games must reach some type of confidence factor based on actual playtime before they can generate trading cards, with players credited for their time played towards receiving trading cards before this metric is met. Policies [ ] In June 2015, Valve created a formal process to allow purchasers to request full refunds on games they had purchased on Steam for any reason, with refunds guaranteed within the first two weeks as long as the player had not spent more than two hours in the game. Prior to June 2015, Valve had a no-refunds policy, but allowed them in certain circumstances, such as if third-party content had failed to work or improperly reports on certain features. For example, the Steam version of was originally stated to have a single, post-installation online DRM check with its publisher Ubisoft, but the released version of the game required a DRM check with Ubisoft's servers each time it was used.

At the request of Ubisoft, Valve offered refunds to customers who bought the game while Ubisoft worked to release a patch that would remove the DRM check altogether. On 's release, players found that the game was still in an alpha-build state and lacked many of the features advertised on its Steam store page. Though the developers Hammerpoint Interactive altered the description after launch to reflect the current state of the game software, Valve removed the title from Steam and offered refunds to those who had bought it. Valve also removed Earth: Year 2066 from the Early Access program and offered refunds after discovering that the game's developers had reused assets from other games and used developer tools to erase negative complaints about the title.

Valve stated it would continue to work on improving the discovery process for users, taking principles they learned in providing transparency for in to make the process better, and using that towards Steam storefront procedures to help refine their algorithms with user feedback. Valve has full authority to remove games from the service for various reasons; however games that are removed can still be downloaded and played by those that have already purchased these titles. Was removed from Steam in 2012 because of a claim from the over an expired license for one of the songs on the soundtrack. Near the launch of Electronic Arts' (EA) own digital storefront during the same year, Valve removed and from Steam because the terms of service prevented games from having their own in-game storefront for downloadable content.

In the case of Crysis 2, a ' Maximum Edition' that contained all the available downloadable content for the game and removed the in-game storefront was re-added to Steam. Valve also remove games that are formally stated to be violating copyright or other intellectual property when given such complaints. In 2016, Valve removed Orion by Trek Industries when filed a (DMCA) complaint about the game after it was discovered that one of the game's artists had taken, among other assets, gun models directly from and. Other actions will prompt Valve to remove games. In one example, the developer had issued a lawsuit against 100 unnamed Steam users for leaving poor reviews of its games; Valve subsequently removed their games from the storefront 'for being hostile to Steam customers', according to a response written by Valve's Doug Lombardi. Digital Homicide later dropped the lawsuit, in part due to the removal of the games from Steam affecting their financial ability to proceed with the lawsuit. In another situation in September 2017, Valve removed 170 games developed by Silicon Echo (operating under several different names) that they had released over a period of a few months in 2017, after the implementation of Steam Direct.

Valve cited that these were cheap 'fake games' that relied on 'asset flipping' with pre-existing assets so that they could be published quickly, and were designed to take advantage of the trading card market to allow players and the developers to profit from the trading card sales. Supported platforms [ ] Steam was released in 2003 exclusively for the operating system but has since been expanded to other platforms. OS X [ ] On March 8, 2010, Valve announced that Steam was developing a client for. The announcement was preceded by a change in the Steam beta client to support the cross-platform web browser rendering engine instead of the of. Before this announcement, Valve teased the release by e-mailing several images to Mac community and gaming websites; the images featured characters from Valve games with logos and parodies of vintage advertisements. Valve developed a full video homage to Apple's Macintosh commercial to announce the availability of Half-Life 2 and its episodes on the service; some concept images for the video had previously been used to tease the Mac Steam client.

Steam for OS X was originally planned for release in April 2010; it was launched worldwide on May 12, 2010, following a successful beta period. In addition to the Steam client, several features were made available to developers, allowing them to take advantage of the cross-platform Source engine, and platform and network capabilities using Steamworks.

Through SteamPlay, the OS X client allows players who have purchased compatible products in the Windows version to download the Mac versions at no cost, allowing them to continue playing the game on the other platform. Some third-party titles may require the user to re-purchase them to gain access to the cross-platform functionality. The Steam Cloud is cross-platform compatible.

Multiplayer games can also be cross-compatible, allowing Windows and Mac players to play with each other. Linux [ ] Valve announced in July 2012 that it was developing a Steam client for Linux and modifying the Source engine to work natively on Linux, based on the distribution. This announcement followed months of speculation, primarily from the website that had discovered evidence of Linux developing in recent builds of Steam and other Valve software. Newell stated that getting Steam and games to work on Linux is a key strategy for Valve; Newell called the closed nature of, 'a catastrophe for everyone in the PC space', and that Linux would maintain 'the openness of the platform'. Valve is extending support to any developers that want to bring their games to Linux, by 'making it as easy as possible for anybody who's engaged with us—putting their games on Steam and getting those running on Linux', according to Newell. The team developing the Linux client had been working for a year before the announcement to validate that such a port would be possible.

As of the official announcement, a near-feature-complete Steam client for Linux had been developed and successfully run on Ubuntu. Internal of the Linux client started in October 2012; external beta testing occurred in early November the same year. Open beta clients for Linux were made available in late December 2012, and the client was officially released in mid-February 2013. At the time of announcement, Valve's Linux division assured that its first game on the OS,, would run at an acceptable frame rate and with a degree of connectivity with the Windows and OS X versions. From there, it began working on porting other games to Ubuntu and expanding to other Linux distributions. Linux games are also eligible for SteamPlay availability.

Versions of Steam working under and were released by October 2013. By June 2014, the number of Linux-compatible games on Steam had reached over 500, surpassing over 1,000 by March 2015. A year later, this number doubled to over 2,000. Consoles [ ] At, Newell announced that Steamworks would arrive on the with Portal 2. It would provide automatic updates, community support, downloadable content and other unannounced features. Steamworks made its debut on with Portal 2 's PlayStation 3 release. Several features—including cross-platform play and, Steam Cloud for saved games, and the ability for PS3 owners to download Portal 2 from Steam (Windows and Mac) at no extra cost—were offered.

Valve's also supports Steamworks and cross-platform features on the PlayStation 3, including using keyboard and mouse controls as an alternative to the gamepad. Valve said it 'hope[s] to expand upon this foundation with more Steam features and functionality in DLC and future content releases'. In October 2016, Valve announced plans to provide controller customization features similar to what Steam offers for the Steam controller for other third-party controllers, starting with the. The Xbox 360 does not have support for Steamworks. Newell said that they would have liked to bring the service to the console through the game Counter-Strike: Global Offensive, which would have allowed Valve to provide the same feature set that it did for the PlayStation 3, but later said that cross-platform play would not be present in the final version of the game. Valve attributes the inability to use Steamworks on the Xbox 360 to limitations in the Xbox Live regulations of the ability to deliver patches and new content.

Valve's Erik Johnson stated that Microsoft requires that new content must be certified and validated before distribution, which would limit the usefulness of Steamworks' delivery approach. Mobile platforms [ ] Valve released an official Steam client for and devices in late January 2012, following a short beta period. The application allows players to log into their accounts to browse the storefront, manage their games, and communicate with friends in the Steam community.

The application also incorporates a system that works with Steam Guard, further enhancing the security of a user's account. Newell stated that the application was a strong request from Steam users and sees it as a means 'to make [Steam] richer and more accessible for everyone'.

A mobile Steam client for devices was released in June 2016. Steam Machine [ ]. Main article: Prior to 2013, industry analysts believed that Valve was developing hardware and tuning features of Steam with apparent use on its own hardware. These computers were pre-emptively dubbed as 'Steam Boxes' by the gaming community and expected to be a dedicated machine focused upon Steam functionality and maintaining the core functionality of a traditional video game console.

In September 2013, Valve unveiled, a custom -based operating system they had developed specifically aimed for running Steam and games, a console input device called the Steam Controller, and the final concept of the hardware. Unlike other consoles, the Steam Machine does not have set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable, much like a personal computer. Market share and impact [ ] Users [ ] Valve reporting that there were 125 million active accounts on Steam by the end of 2015. By August 2017, the company reported that there were 27 million new active accounts since January 2016, bringing the total number of active users to at least 150 million.

While most accounts are from North America and western Europe, Valve has seen a significant growth in accounts from Asian countries within recent years, spurred by their work to help localize the client and make additional currency options available to purchasers. Valve also considers the a key indicator of the success of the platform, reflecting how many accounts were logged into Steam at the same time. By August 2017, Valve reported that they saw an maximum of 14 million concurrent players, up from 8.4 million in 2015, with 33 million concurrent players each day and 67 million each month.

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