Steamworks Release Assistant

io.github.wazzapsenkv0.3.1更新於 Oct 3, 2026

Put a game on Steam: store page, achievements, Valve-rule checks, market data, Steamworks.

概覽

AI 產生的概覽

協助助理準備 Steam 發行:商店頁文案、圖片、成就、程式碼檢查、市場資料,以及填寫 Steamworks 欄位。

功能
讀取遊戲專案(Unity、Godot、Unreal),把每個 Steam 發行相關設定值記錄在可讀的 steamworks.yaml 中,並標示為缺少、草稿、已核准或已套用。它能草擬商店文案、成就、設定與 SDK 程式碼,依 Valve 規則與商店文案評分標準檢查,用既有主視覺產生商店圖片,並依發行步驟回報缺口。它也會取得 Steam 公開商店資料,用於市場、定價與評論比較,並可在試跑後把已核准的值寫入 Steamworks。
適用情境
適合在準備或進行 Steam 發行時使用,讓助理草擬商店文案、檢查 Steamworks 整合程式碼、規劃成就、比較市場或填寫 Steamworks 欄位。鎖定想把發行清單與 Valve 規則檢查集中處理的個人與小型團隊。
執行需求
以 PyPI 套件 steamworks-mcp 在本機透過 stdio(網頁用戶端可用 HTTP)執行,用 uv/uvx 啟動;需要 Claude、ChatGPT 或 Codex 等支援的助理。STEAMWORKS_MCP_ROOT 指定存放遊戲專案的資料夾。啟動不需要 Steam 登入或金鑰;選用密鑰 STEAMWORKS_PUBLISHER_KEY 僅用於組建、測試分支與排行榜。遠端 HTTP 使用需要通道,以及 OAuth 或 bearer token。
安裝前請注意
它可以寫入 Steamworks:已核准的值會在試跑後套用,設定 goes_live_now 時商店標籤一經儲存即上線。它不會發行、提交審核、編輯 package 或在預設分支上線組建,也不會索取密碼或 Steam Guard 驗證碼。選用的 STEAMWORKS_PUBLISHER_KEY 是機密,切勿分享。市場資料來自 Steam 公開商店,銷量估算只是經驗法則,並非預測。

安裝

在 SourceWeft 中

  1. 開啟 儀表板中的 Steamworks Release Assistant,將其新增到工作區。
  2. 為需要使用其工具的對話啟用該服務。

Desktop only,透過 STDIO。 STDIO 服務會啟動本機處理程序,因此需要 SourceWeft 桌面主機。

其他 MCP 客戶端

參照 儲存庫 中的啟動說明。

README

steamworks-mcp

Put your game on Steam with your AI assistant. It reads your game project, asks you what it cannot find, writes your store page with you, checks everything against Valve's rules, and fills in Steamworks only after you say yes. It never publishes anything: you press Publish.

Works with Claude (Desktop, Code and claude.ai), ChatGPT (web and desktop app) and Codex (app, CLI and IDE extension). Free and open source (MIT).

37 tools · 36 skills · 24 code rules · 124 release checks · 114 store-text rules · Unity, Godot and Unreal

Not affiliated with or endorsed by Valve. "Steam" and "Steamworks" are trademarks of Valve Corporation.

Contents: How it works · Install · Your first conversation · Words you will see · What it can do · Skills · Code rules · Safety · Known limits · Advanced setup

How it works

mermaid
flowchart LR    A["Your game folder"] --> B["Scan: what the project<br/>already says"]    B --> C["Questions for<br/>what is missing"]    C --> D["Drafts: store text, achievements,<br/>images, settings, SDK code"]    D --> E{"You approve?"}    E -- "change it" --> D    E -- "yes" --> F["Checks against<br/>Valve's rules"]    F --> G["Files + a checklist<br/>for Steamworks"]    F --> H["Fills Steamworks<br/>after a dry run and your OK"]    G --> I["You press Publish<br/>in Steamworks"]    H --> I

Your game goes through four release steps, the same ones Valve reviews. The tool shows how far each one is:

mermaid
flowchart LR    S0["Step 0 · Prerequisites<br/>account, bank, tax, app fee"] --> S1["Step 1 · Store page<br/>texts, images, tags, languages"]    S1 --> S2["Step 2 · Build review<br/>the game, Steam features"]    S2 --> S3["Step 3 · Release<br/>date, price, Release button"]

Everything about your game's Steam release lives in one readable file in your game folder, steamworks.yaml. Every value in it has a status: missing, draft (found or written, not yet checked by you), approved (you said it is right), or done in Steamworks.

Install

You need uv, a small tool that runs Python programs (one command to install), and Claude, ChatGPT or Codex. You do not need Steam keys or a Steam login to start.

The server speaks both MCP transports:

TransportForStarted by
stdio (the default)Apps that start the server on your computer: Claude Desktop, Claude Code, Codex (app, CLI, IDE extension), Cursorthe app itself (steamworks-mcp); setup and the plugin configure it
Streamable HTTPApps that connect over the internet: ChatGPT (web and desktop app), claude.aisteamworks-mcp remote (with a secure address), or steamworks-mcp --http (local only, details)

Over HTTP every request needs sign-in (OAuth, or a bearer token); over stdio only the app that started the server can talk to it.

Claude Desktop

In a terminal:

bash
uvx steamworks-mcp setup

It asks where your games are and connects Claude Desktop (and Claude Code, if you have it). Restart Claude Desktop. To use the skills there too, add the folders in skills/ as skills in Claude's settings.

Claude Code: the plugin (server and skills in one step)

In Claude Code, type:

/plugin marketplace add https://github.com/wazzapsenk/steamworks-mcp/plugin install steamworks@steamworks-mcp

It asks for your games folder. That's it.

ChatGPT (web or desktop app) and claude.ai

These apps reach the server over the internet, through a secure address on your computer.

  1. Install cloudflared once (free, from Cloudflare). On Windows: winget install --id Cloudflare.cloudflared; on a Mac: brew install cloudflared.

  2. In a terminal:

    bash
    uvx steamworks-mcp remote

    The first time, it asks where your games are. Then it prints an address that ends in /mcp and an access code.

  3. Add the address in your app, with OAuth as the authentication:

    • ChatGPT on the web: Settings > Apps & Connectors > Advanced settings: turn on Developer mode, then create a connector.
    • ChatGPT desktop app (Windows, macOS): Settings > Plugins > MCPs > Add.
    • claude.ai: Settings > Connectors > Add custom connector.
  4. A steamworks-mcp page opens and asks for the access code: type the one from step 2.

  5. Ask your assistant: "Where are my games on Steam?"

Keep the terminal from step 2 open while you work. Custom connectors in ChatGPT need developer mode; check that your plan has it. The address changes every time you start remote (update the connector's URL then); a fixed address needs a little more setup.

Codex (app, CLI and IDE extension)

  1. In a terminal (the same command as for Claude Desktop):

    bash
    uvx steamworks-mcp setup
  2. Type the folder that holds your games (Enter keeps the one shown). The keys it offers are optional: Enter skips them.

  3. When it asks Codex?, answer y. If it says "not found", Codex has not run on this computer yet; y still works.

  4. Restart Codex (the app, or a new CLI session) and ask: "Where are my games on Steam?"

The server goes into ~/.codex/config.toml, which the Codex app, the CLI and the IDE extension all read, so one setup covers all three. Codex starts the server on your computer: no tunnel and no access code. Tools that only read run without asking; Codex asks before every tool that changes something.

Check the installation

bash
uvx steamworks-mcp doctor

Other apps (Cursor and anything else that supports MCP) and connecting by hand: docs/ADVANCED.md.

Your first conversation

Just talk to your assistant. Some things you can say:

You want to…Say
Start"Where are my games on Steam?" · "Help me get my game in MyGame/ onto Steam."
See what's left"What's still missing before my store page can go live?"
Store page"Write my store page." · "Make my short description better."
Know the market"What do the closest popular games do on their store pages?" · "Compare my game with games like it."
Price"What should my game cost, and in each country?"
Achievements"Design achievements for my game." · "Add the Steam code for them."
Check the code"Check my game's Steam integration."
Images"Make all my store images from my key art and logo."
Translations"Translate my store page into German, French and Japanese."
Fill Steamworks"Show me what would change in Steamworks, then apply it."
After launch"How is my launch going?" · "What are players complaining about?"

Every answer starts with one plain sentence and, where it helps, a table. The assistant shows you each draft; only you approve.

Words you will see

WordMeans
MCP serverA helper program your AI app talks to. This project is one.
ToolOne thing the server can do, like "check my code" or "make my images". Your assistant picks the tools.
SkillA ready-made recipe for your assistant, like "write the store page" (several tools in the right order).
PromptThe same as a skill, for apps that show prompts instead of skills.
Code ruleA check of your game's code against Steamworks requirements, with the fix.
steamworks.yamlThe file in your game folder with every Steam setting of your game. Readable and editable.
Draft / approved / doneA value found or written for you / a value you confirmed / a value Steamworks has.
Release stepStep 0-3 above (in the code: "gate").
Dry runShowing what would change in Steamworks without changing anything. Every write starts with one.
BROWSER modeOptional: the tool fills Steamworks pages in a browser window you signed in to yourself.
Publisher keyOptional: a Steamworks key for builds, branches and leaderboards. Never share it.

What it can do

Start and see where you are

WhatTools
Find your games and show how far each one is, with the one next stepstatus
Start tracking a game and read what the project already says (Unity, Godot, Unreal)init_project, scan_project
Game already in Steamworks? Fill the empty fields from what Steam has; never overwritesimport_from_steamworks
What is missing before each release step, with Valve's source for every rulegap_report
Short batches of questions (a form when your app supports it), saving and approving answersstart_interview, set_field, approve_fields, mark_applied
What is turned on (keys, modes), reference dataserver_info, get_spec_info

Store page, images and translations

WhatTools
Briefs for the store text, achievements and settings; your assistant writes, the server checksgenerate, save_draft
Check everything against Valve's rules, a store-text rubric and an anti-copy checkvalidate
Preview the store text with the first screen markedpreview_store
Every store, library and icon image from one key art and one logoprepare_images
Translate every text into every target language (your assistant translates, the server checks)localization_status, localization_pending, localization_set
Measure a successful game's page (numbers only)fetch_reference

Market (live data from Steam's public store)

WhatTools
Look any game up: price, reviews, players right now, featuresstore_lookup
Study the closest popular games' store pages, compare them side by sidestudy_market, save_market_study, compare_games
What close games charge in the US and in each countryprice_brief
Rough sales from review counts and from your wishlists (rules of thumb, never a forecast)estimate_sales
What players praise and criticize, in close games or your ownstudy_reviews, save_review_study
After launch: reviews, players and price against the last checklaunch_watch

Your game's code

WhatTools
Check the code, engine settings and build scripts against 24 Steamworks rulescheck_code
Steam SDK code with your exact app id and achievement, stat and leaderboard names (Unity, Godot, Unreal, C++)integration_code

Steamworks

WhatTools
Every file plus a checklist that says which Steamworks page and field it goes toexport_package
Apply approved values (dry run first): Steam Cloud, installation, achievements, store text and page, images, depots, tags, leaderboards, buildsapply
See what Steamworks has now; set a build live on a beta branchsteamworks_inspect, set_build_live
BROWSER mode: open Steamworks, undo a writesteamworks_open, restore_snapshot

How each area gets done in Steamworks (Web API, BROWSER mode, a file to upload, or a manual step) and how well it is verified: docs/CAPABILITIES.md.

Skills

36 recipes for your assistant. In Claude Code with the plugin they show as /steamworks:<name>.

AreaSkills
Startsteamworks-getting-started (first steps, in plain words) · steamworks-release (the whole road) · steamworks-review-gate (everything open before one release step)
Store pagesteamworks-store-page · steamworks-store-assets (images, screenshots, trailers) · steamworks-content-survey (mature content, AI disclosure) · steamworks-localize
Marketsteamworks-market-research · steamworks-store-lookup · steamworks-compare-games · steamworks-pricing · steamworks-sales-estimate · steamworks-review-analysis · steamworks-sales-calendar (release date, Next Fest, sales)
Game codesteamworks-sdk-integration · steamworks-code-check · steamworks-achievements · steamworks-cloud-saves · steamworks-leaderboards · steamworks-input (controllers, Steam Input) · steamworks-multiplayer · steamworks-social (Rich Presence, overlay) · steamworks-inventory (items, in-game purchases) · steamworks-workshop · steamworks-anticheat · steamworks-api-reference
Builds and setupsteamworks-app-config (depots, launch options) · steamworks-build-upload (SteamPipe, branches, CI) · steamworks-testing-sandbox · steamworks-steam-deck · steamworks-playtest-demo · steamworks-dlc · steamworks-migration (from Epic, GOG, itch.io)
After launchsteamworks-launch-week · steamworks-community (announcements, keys) · steamworks-bug-reports

Each skill uses the server's tools where one fits and links Valve's documentation. A test checks that every tool, steamworks.yaml field and skill a skill names really exists.

Code rules

check_code reads your game's own code (plugins and the SDK wrappers are skipped) and reports each problem with the file, the line, why it matters and the fix. A key or password it finds is never shown.

GroupWhat it catches
steamworks-app-id480 (Valve's test app) left in; app ids that differ from your game's
steamworks-sdk-lifecycleInit result not checked; no RestartAppIfNecessary; callbacks never run; no Shutdown
steamworks-stats-achievementsSet without StoreStats; names Steamworks does not know; achievements nothing unlocks
steamworks-secretsWeb API keys, steamcmd passwords, Steam login files in the project
steamworks-build-scriptssetlive default; missing content roots, depot scripts or files; steam_appid.txt in builds
steamworks-steam-deckForced resolution; no gamepad input; anti-cheat that needs Proton support
steamworks-saves-cloudProgress in PlayerPrefs; hard-coded Windows paths; BinaryFormatter
steamworks-networkingThe old ISteamNetworking P2P API; auth tickets nothing verifies

The full list with Valve's sources: src/steamworks_mcp/data/code_rules.yaml.

Safety: what it never does

  • Publish, prepare to publish, revert, submit for review or release anything. You do that in Steamworks. (Store tags go live as soon as they are saved; the tool saves them only with your separate goes_live_now=true.)
  • Write anything to Steamworks without a dry run first and your OK, or write values you have not approved.
  • Edit packages (they change what customers own at once) or set a build live on the default branch.
  • Delete anything in Steam unless you explicitly ask for it.
  • Type, store or ask for passwords or Steam Guard codes, or read cookie values.
  • Write into your game project. The scanners only read; generated code goes to .steam-mcp/exports/ for you to copy.
  • Generate artwork. Images are cut from your own art; missing art is reported.
  • Send your texts to a translation or AI service. Your own assistant writes and translates; the server checks.

Every write saves a snapshot of what Steam had, reads Steam again afterwards and is logged. Details: Writing to Steam and BROWSER mode.

Known limits

  • Scans read Unity, Godot and Unreal projects. Other engines answer the questions instead; everything after the scan works the same.
  • Still manual in Steamworks: pricing, the content survey and ratings, the Controller and Accessibility surveys, the release date, stat definitions, screenshots and trailers, creating depots, packages and DLC, and setting a build live on the default branch. The checklist from export_package tells you exactly where.
  • Not verified live: writing store tags, setting a beta branch live, the app and shortcut icons, and the Auto-Cloud overrides suggested for macOS and Linux saves.
  • Images: the tool fills empty image slots only; it never replaces or removes an image in Steamworks.
  • The BROWSER mode follows the Steamworks site as it was on 2026-10-03. When a page changes, the tool stops before writing.
  • Market numbers come from Steam's public store; Steam publishes no sales, so sales estimates are rules of thumb.

More

License

MIT

來源:README.md,提交 8170501

工具

0
工具後設資料尚未被收錄。

版本歷史

1
  1. v0.3.1最新Oct 3, 2026