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How-To GDExtension

Please Note

If you are using the GDExtension version of GodotSteam, make sure not to download or use the module version in tandem; it will cause a lot of problems. The two are not compatible with each other.

This also means you cannot use the GodotSteam templates for exporting; you must use the normal Godot templates.

1a. Downloading

Just like the module version, the easiest way to use GodotSteam is downloading the plug-in and installing it into your project.

At this point you can skip all the following steps and check our our tutorials to learn more about integrating Steamworks or just explore the SDK!

1b. Compile Yourself

For those of you who are comfortable compiling or want to give it a shot, here are some steps to follow.

  • Set your system up for compiling based on Godot's recommendations / required tools.
  • Create a new folder and call it GDExtension (or whatever you want).
  • Acquire the GodotSteam GDExtension source either by downloading it or cloning the repo:
    • Download this repository then unpack it into the GDExtension folder.
    • Alternatively, clone this repository into your GDExtension folder:
      • Use git clone -b gdextension
  • Download the Steamworks SDK; this requires a Steam developer account.
  • Download the Godot cpp, the 4.0 branch.
    • Unpack the godot_cpp into the GDExtension folder.
    • Alternatively, you can just use these commands inside the GDExtension folder to clone them:
        git clone --recursive -b 4.0
  • CD into the godot-cpp folder and compile the bindings (make sure your slashes are OS appropriate):
      scons platform=<your platform> target=template_release
      scons platform=<your platform> target=template_debug

2. Setting Up the SDK

Move the following from the unzipped Steamworks SDK to the /godotsteam/sdk folder:


3. Double-Checking Folder / File Structure

The compiling directory contents should now look like this:

  --- bin/*
  --- cmake/*
  --- gdextension/*
  --- gen/*
  --- include/*
  --- misc/*
  --- src/*
  --- test/*
  --- tools/*
  --- CMakeLists.txt
  --- Makefile
  --- SConstruct
  --- doc_classes/*
  --- sdk/
  --- --- public/steam/*
  --- --- redistributable_bin/*
  --- api.json
  --- godotsteam.h
  --- godotsteam.cpp
  --- register_types.cpp
  --- register_types.h

4. Compiling Time

Before compiling, create a bin directory in the GDExtension folder. This is where the compiled binaries will be placed.

The Visual Studio instructions carried over from GDNative probably do not work anymore so they were removed. If anyone would like to contribute new ones, please feel free to do so!

Just open the powershell or VS command prompt and run:

scons platform=windows target=template_release
scons platform=windows target=template_debug

Just run terminal from within the GDExtension folder and run:

scons platform=linux target=template_release
scons platform=linux target=template_debug

You can also replace platform=linux with platform=linuxbsd.

Run the following from a terminal within the GDExtension folder:

scons platform=macos target=template_release
scons platform=macos target=template_debug

5. All Together Now

Copy the /win64, /linuxbsd, or /osx folder from within the GDExtension/bin/ folder then place it into the /addons/godotsteam/ folder inside your game's project folder. Then you will want to copy the matching Steam API file and put it in with the corresponding platform's folder.

Sound a little confusing? It should look a little something like this:

Note: If you compile for Windows 32-bit, get the steam_api.dll file instead.


Note: You will want to rename linuxbsd to x11.


Nothing extra for Mac, just this.


Copy the godotsteam.gdextension file from the base of your compiling folder and place it in the addons/godotsteam/ folder in your project.

That's it! Done!

6. Usage

Now you should be able to call functions from Steam like you would normally with the GodotSteam module:

func _ready():
    var isRunning = Steam.isSteamRunning()

    if (!isRunning):
        print("Steam is not running.")

    print("Steam is running.")

    var id = Steam.getSteamID()
    var name = Steam.getFriendPersonaName(id)
    print("Your steam name: " + str(name))

Note that you do not have to enable this in the editor for the extension to work; it is just always present.

Make sure to create a file called steam_appid.txt and place it with your editor or at the root of your game's project folder. You'll need this to run the game from the editor.

The documentation for GodotSteam modules should apply to GodotSteam GDExtension as they are built from the same code and have all the same functions; generally speaking.

7. Exporting / Shipping Your Game

For a full explanation of exporting and shipping your game with GodotSteam, please refer to our Export and Shipping tutorial.

That being said, you should be able to export your game with the normal Godot templates. Also, here is a quick rundown of some things to remember.

When uploading your game to Steam, you must upload your game's executable and Steam API .dll/.so/.dylb (steam_api.dll, steam_api64.dll, libsteam_api.dylib, and/or as well as the exported GodotSteam file .dll/.so/.dylib (godotsteam.dll,, and/or libgodotsteam.dylib).

Do not include the steam_appid.txt or any .lib files as they are unnecessary; however, they won't hurt anything.