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April 2025

GodotSteam Updates For All Branches

Finally got all the updates for Godot 4.4.1 and Steamworks SDK 1.62 finished and rolled out some hefty changes for all the GodotSteam branches: godot4, godot3, gdextension, server4, server3, and server gdextension! Steamworks SDK 1.62 brought a bunch of new Remote Play features and some minor changes to a few other classes; the docs still need updated for these changes and that will be coming this week. The current in-editor docs should reflect these updates though; with the exception of the GDExtension ones. For whatever reason, they are failing to display correctly again and that is another problem for another time.

One massive change is the ability to auto-initialize Steam before the game starts; thanks to TriMay. This should fix the overlay issues with Forward+ that people have had. While this does not fix overlay when running from editor, it should fix it if you were not able to get overlay running from the Steam client. If you need this, you can enable it from a brand-new project settings: Steam > Initialization:

Project Settings

Wait, instead of calling steamInit or steamInitEx, now what? You can just easily replace either call in your code with get_steam_init_result and this will pass back the expected dictionary of values so very little has to change in your code if you use this initialization process.

In these new project settings, you can also set both your app ID and whether you want callbacks embedded here. Setting them here means you do not have to set them if you call either steamInit or steamInitEx. However, you will want to set app ID here if you are using auto-initialization.

Also, the initialization functions themselves have changed. steamInit now returns a bool, as Valve intended. Both it and steamInitEx now only take two arguments: app ID and embed callbacks. Originally, the first argument was a bool for pulling statistics or achievements at boot but that was removed in SDK 1.61 and we kept it to prevent breakage in projects. However, it has now been removed which bumps up app ID and callback embedding. Used to be Steam.steamInitEx(true, 480, true) but now is Steam.steamInitEx(480, true).

Expect an initialization documentation update for this and a new short video too. Also, embedding callbacks is now available on the GDExtension version too!

That being said, the planned tutorial for Statistics and Achievements got pushed back and instead the next one will be Leaderboards instead. This way I can also release the leaderboards scene for Skillet to pair with that.

Speaking of Skillet, since there is more time currently, production is ramping back up and this week I will put together Github Project cards for tasks that need finished to better keep track of where the game is. Those of you who expressed interest in working on the game will finally be able to chip in. I will write up more on where Skillet is and what needs done in the next news update.

❤ Gramps

Servers 4.5.2 and 3.5.1

Seems like we just updated the servers not too long ago and now there is a new patch to fix an apparently long-standing glitch which caused the servers to crash any time IP addresses were converted internally.

The functions now use a somewhat rolled back method from a few versions ago which seems to work good.

Everything has been pushed public and things are compiled and ready to go! You can find the Godot 4 server here and the Godot 3 server here, with the GDExtension version on the Godot Asset Library.

These IP conversion functions will get backported to the standard branches soon too.

Godot 4.4 and GodotSteam 4.13

Hey, gang! So Godot 4.4 was just released yesterday and we are now rolling out versions of GodotSteam 4.13 too! The Godot 4 pre-compiles, GDExtension, and MultiplayerPeer have been updated and are now available on Github in the release section, linked through the website, or on the Godot Asset Library; well, at least for GDExtension.

Github Actions still has not been fully updated to create Angle and Direct3D versions yet so that will take a bit more time but are expected to be released (hopefully) this week. The Server builds will also be updated for Godot 4.4 but that won't be until tomorrow.

For the full list of changes, check out the change-log for Godot 4.

Exporting? Shipping? Yes!

Getting Your Game Exported And On Steam

Hey, gang! A few days ago we released an updated text tutorial that goes into more details on the process of exporting your game from Godot, setting up some basic things in the Steamworks partner site, and then shipping the game to Steam. Today, we are releasing the video version of that text tutorial on MakerTube.

You can also find the tutorial on the Godot Barn!

As usual, there will probably be some tweaks and updates to this over time. A new video tutorial, and updated text tutorial, will be out next month; this time covering Statistics and Achievements.

Server Updates; No, GodotSteam Server

Today I pushed through what seems like a small change-log worth of fixes but, under the hood, was actually a lot of fixes for all classes available in the GodotSteam Server branches. Thankfully, a user, Michael Janeway, found that many of the class functions were linked incorrectly to the non-server versions and causing issues. After a pull-request and then combing through the rest of the functions, everything is now sorted out.

If you are using the server branches, now would be a great time to download the new versions on the Github releases page or the Godot Asset Library. All branches (Godot 4.x, Godot 3.x, and GDExtension) have been updated; since the GDNative version was deprecated, however, it will not get updated.