Steampublish

SKILLAI 工具
AI 工具 未标注权限 许可证不明确
安装这个技能

SteamPublish专用技能,帮助AI Agent高效完成相关任务。

一句话选型结论

按资料字段整理

Steampublish是AI 工具类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类AI 工具 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_3c6cb52e/steam-publish-bvzl
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

AI 工具
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_3c6cb52e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622896
正文体量9.0 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
组合多个 AI 能力

把写作、检索、总结串成一条流程。

搭工作流

把固定流程做成可重复调用的步骤。

做提示词与评测

整理提示词并对比输出效果。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在AI 工具场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Steampublish当前 未标注权限 未标注 未标注 未标注 有
执行计划 只读 GitHub 仓库 151.5 万 Codex、Claude、Cursor 有
Playwright MCP 测试 浏览器控制 ClawHub 市场 136.5 万 OpenClaw 有
完成前的验证 未标注权限 GitHub 仓库 131.9 万 Codex、Claude、Cursor 有
子 Agent 驱动开发 只读 GitHub 仓库 131.2 万 Codex、Claude、Cursor 有
前端设计 执行命令 GitHub 仓库 125.6 万 Codex、Claude、Cursor 有

SKILL.md 全文

9.0 KB
模型实际读到的说明书原文,来自技能仓库

Steam Publish (Steamworks + SteamPipe)

Take a finished build to a live Steam store page. Two tracks run in parallel and both must be
approved before release: the store page (presence) and the build (SteamPipe upload +
the release checklists). This skill is the operational checklist; deep build-script,
CI/CD, and troubleshooting detail lives in references/steampipe-build-scripts.md.

When to use

  • Use when setting up a Steam app, building/editing the store page, configuring depots and
    packages, uploading a build via SteamPipe/steamcmd, managing beta branches, or releasing
    and updating a Steam title.
  • Triggers: steam_appid.txt, the Steamworks SDK tools/ContentBuilder, app_build_*.vdf,
    steamcmd, "publish on Steam", "depot", "set build live".

When not to use: publishing on itch.io (use itch-publish); writing the
Steamworks API in-game (achievements/cloud/overlay live in engine SDK integrations, not
here); store/financial advice (pricing strategy, tax) — direct the user to Steamworks docs
and their own counsel.

Prerequisites (do these once, in order)

  1. Partner account + Steam Direct fee. Each new app requires the Steam Direct recoupable
    fee (USD $100 per app at time of writing). You receive an App ID — find it on your
    Steamworks homepage. Treat the App ID as the key to everything below.
  2. A dedicated build account with least privilege. Builds require a Steam account in your
    partner group with Edit App Metadata and Publish App Changes To Steam. Create a
    separate build account with only those permissions (not your admin login). Releasing the
    app additionally needs Manage pricing and discounts.
  3. Download the Steamworks SDK on the upload machine. The SteamPipe tools are under
    tools/ContentBuilder/.

> Security note: never commit account passwords or the config.vdf login token to the repo.
> See the CI/CD section in the reference for the supported token workflow.

Core workflow

  1. Configure the app (App Admin).
    - Set launch options (executable path + args per OS) under Installation. For a
    sub-folder exe, put the sub-folder in the Executable field — no leading slashes/dots.
    - Add depots on the Depots page (a depot is a bucket of files). Name each depot
    ("Base Content", "Windows Content"). Leave [All languages] / [All OSes] unless the
    depot is genuinely OS- or language-specific.
    - Grant yourself the depots: add them to your Developer Comp package on the
    Associated Packages & DLC page, or you won't own the content you upload.
    - Publish the configuration. Unpublished config is the most common cause of upload
    failures.
  2. Build the store page (presence track). Fill graphical assets, description, tags,
    trailers, system requirements. When complete, click Mark as ready for review. Store
    review takes ~3-5 business days; submit at least 7 days before you want it live. It
    must be in Coming Soon for at least 2 weeks before release.
  3. Create your build scripts. Start with the simple app-build .vdf in Patterns below;
    for multi-depot/multi-platform apps use depot scripts (see the reference). The script maps
    local files into depots and names where build output/logs go.
  4. Bootstrap steamcmd and upload. Run steamcmd once to self-update, then run the build
    (Patterns). steamcmd chunks files (~1 MB), uploads only changed chunks, and registers a
    global BuildID.
  5. Set the build live on a branch. Go to https://partner.steamgames.com/apps/builds/<AppID>,
    pick the build, Preview Change, then Set Build Live Now for a branch. Test on a
    beta branch first (see references/steampipe-build-scripts.md for branch setup).
  6. Run the Game Build checklist and Mark as ready for review (store presence must be
    submitted before the build review). Both tracks must be approved.
  7. Release manually. When approved and Coming Soon has run its time, use the green
    Release App button → Publish Now → Release Now. Approved titles do not
    release themselves.
  8. Update later by uploading a new build and setting it live on default (manually) or
    shipping to a beta branch first. See references/steampipe-build-scripts.md.

Patterns

1. SteamPipe ContentBuilder layout (Steamworks SDK)

tools/ContentBuilder/
  builder/         steamcmd.exe (Windows)   <- run once to bootstrap
  builder_linux/   steamcmd (Linux)
  builder_osx/     steamcmd (macOS)
  content/         <- your final, runnable build goes here (the files players get)
  output/          build logs + chunk cache (safe to delete; speeds up re-uploads)
  scripts/         <- your *.vdf build scripts live here

2. Minimal app build script — scripts/app_build_1000.vdf

// AppID 1000 with one depot (1001): upload everything under ../content recursively.
// VDF is Valve KeyValues: "key" "value", braces for nesting. Adjust IDs to your app.
"AppBuild"
{
    "AppID"       "1000"                 // your App ID
    "Desc"        "1.0.0 launch build"   // internal only; visible in Your Builds

    "ContentRoot" "..\content\"          // root of files to upload (relative to this file)
    "BuildOutput" "..\output\"           // logs + chunk cache

    "Depots"
    {
        "1001"                           // your Depot ID
        {
            "FileMapping"
            {
                "LocalPath"  "*"         // all files from ContentRoot
                "DepotPath"  "."         // mapped to the depot root
                "recursive"  "1"         // include subfolders
            }
        }
    }
}

3. Upload the build (Windows; substitute the platform builder elsewhere)

REM Run from the SDK. Bootstrap once, then build. Use a build account, not your admin login.
tools\ContentBuilder\builder\steamcmd.exe ^
  +login <build_account> <password> ^
  +run_app_build ..\scripts\app_build_1000.vdf ^
  +quit
What happens: steamcmd self-updates -> logs in -> for each depot, hashes files into ~1 MB
chunks -> uploads only NEW chunks -> writes a depot manifest -> finishes with a global
BuildID. The build is NOT live yet; set it live per the workflow above.

4. Iterate safely with a preview build (uploads nothing)

// Add to the AppBuild block to validate file mappings without uploading:
"Preview" "1"     // outputs logs + a file manifest into BuildOutput only
// And to auto-set live on a BETA branch after a successful build (never 'default'):
"SetLive" "beta-qa"

Pitfalls

  • The default branch cannot be set live automatically. SetLive only works for a
    beta branch; you must set the default (customer) build live by hand in App Admin. Plan
    releases around this.
  • Store page must be approved before the build. You cannot submit the build for review
    until store presence is submitted; both must pass, and Coming Soon must run ~2 weeks.
  • Titles never auto-release. Even after approval, a human must click Release App at
    the chosen moment.
  • Mac/Linux install nothing. Almost always: the OS-specific depots aren't in the package.
    Add every depot to the package on Associated Packages & DLC.
  • Unpublished app config. "Failed to get application info" / build errors usually mean
    depots, launch options, or the App ID config were never Published.
  • status = 6 on build. The build account lacks permission for the App ID, or
    ContentRoot/LocalPath points at the wrong (empty) path.
  • Committing the login token. The config.vdf Steam Guard token and account password are
    secrets. Keep them out of the repo; use the CI workflow in the reference.
  • Released-app safety delay. Changing the build account's email/phone forces a 3-day
    wait before you can set a build live for a released app — don't reconfigure the account
    right before launch.

References

  • For advanced multi-depot/multi-platform build scripts, FileExclusion/FileProperties,
    beta-branch setup, the CI/CD login-token workflow, and the SteamPipe troubleshooting table,
    read references/steampipe-build-scripts.md.
  • Primary docs: Steamworks "Uploading to Steam" (partner.steamgames.com/doc/sdk/uploading),
    "Release Process" (/doc/store/releasing), "Branches (Betas)" (/doc/store/application/branches),
    "Depots" (/doc/store/application/depots).

Related skills

  • itch-publish — the same game shipped on itch.io with butler (often done alongside Steam).
  • game-jam / prototype-fast — earlier stages of the same project's lifecycle.

常见问题

5 问
答案由本站依据条目字段整理
Steampublish怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c6cb52e/steam-publish-bvzl。安装方式为未标注。装完刷新技能列表或重开客户端。

Steampublish支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Steampublish权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Steampublish收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Steampublish用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。