Tuesday, July 21, 2015

How to reset Dota 2 Charm Failed Prediction Gem



How to reset Dota 2 Charm Failed Prediction Gem

1. You need charm with failed prediction
2. You need any item with "socketing button" when the item is rightclicked
3. Drag the charm to the item
4. Right click on the item
5. Choose socketing
6. Right click the Failed Prediction Gem
7. Reset the Failed Prediction Gem

Taraaa and you got your Charm Failed Prediction Gem to 0 again :)

For Youtube Tutorial, watch the video clip below


Dota 2 Reborn

Dota 2 - Reborn (July 20 2015 Update)


General
• Ranked Matchmaking has been enabled in Reborn Beta.
• Compendium challenges are now enabled. For the next few weeks, challenges completed in the Reborn Beta award 50% additional coins.
• Reworked the client and server animation timing systems in order to improve features sensitive to animation desyncs, such as last hitting and projectiles.
• Enabled all cosmetic items released by 7/16 (including the Collector's Cache and Immortal Treasure 3)
• Rebuilt the network stream system in order to improve packet reliability as well as how the game responds whenever there is packet loss
• Fixed input lag in DX9 in cases where the GPU couldn’t keep up with the CPU.
• Fixed a bug where in-game portraits weren't showing overridden models, for example, Crystal Maiden's arcana.
• Fixed a crash relating to Luna's Eclipse when she has Aghanim's Scepter.
• Fixed a crash related to combining observer wards and sentry wards on the courier.
• Fixed "Normal Maps" video setting not being saved properly.
• Fixed some video settings changes getting reverted if they were made while playing a custom game.
• Fixed cases where fire particles in the map would show through tree geometry.
• Improved the performance with Tinker's Immortal Rollermaw.
• Reduced CPU usage of sound output.
• Added support for 7.1 audio systems.
• Made various adjustments to the Dota map.
• Fixed a bug with Windranger's first blood voice line.
• Improved font size for Thai characters.
• Fixed a bug where the courier's deliver items command could get into a bad state if one courier was dead.
• Fixed various client crashes and memory leaks.

User Interface
• Pressing the Enter key when the accept match dialog appears will now accept the match.
• Join Chat Channel dialog now allows sorting by channel name or channel member count.
• Added support for copy/paste to the dashboard chat.
• Added support for initiating and accepting trades from within the game client.
• Added the ability to gift wrap items from the armory.
• Fixed bugs where popups or context menus related to chat were minimizing the chat while they're up.
• Fixed some bugs where left/right clicking while interacting with a text selection in a label was behaving strangely.
• The embedded web browser is now properly put into Background Mode when the browser is no longer visible.
• Fixed a bug where tooltips wouldn't appear in the accept match dialog after the player accepts/declines.
• Many popups now support hitting the Escape key to dismiss them.
• Fixed various bugs related to the hero loadout screen becoming blank.
• Fixed cases where the hero loadout screen was playing the spawn animation too erroneously.
• Fixed bugs where the hero model would disappear from the loadout screen.

Custom Games
• Added more variability to the 9th and 10th slot of the top custom games list, to provide more opportunity for other popular games to grow a bigger player base and move up the list.
• Added a weighting factor to games displayed in the suggested games panel. Games that consistently get very low playtime when they appear in the suggested games panel will show up less frequently.
• Added a vote dialog that appears after playing a custom game you haven't voted on.
• Dota now also considers your upload network quality when choosing a host for a custom game.
• Some complex custom maps should load significantly faster now.
• IsCastableWhileHidden key added to npc_abilities.txt, to allow scripts to cast the ability while it is hidden.
• The dota_modifier_dump command now displays more accurate information.
• MODIFIER_EVENT_ON_ABILITY_FULLY_CAST now has a target defined in the modifier params.
• MODIFIER_PROPERTY_ABILITY_LAYOUT now uses the highest value instead of the first applied value.
• Added ModifierGained filter for adjusting modifiers when gained.
• Added the ability to create Lua-based items.
• Lua memory allocation tracking is now more accurate.

Custom Games : Panorama
• Added GameUI.SetCameraYaw, GameUI.SetCameraPitchMin.
• Added Game.IsInAbilityLearnMode(), Game.EnterAbilityLearnMode(), Game.EndAbilityLearnMode.
• Added Entities.GetAbilityPoints.
• Custom games can now specify keybinds in addoninfo.txt which are local to that game mode.
• Changed JS API EmitSound() to return a handle that can be passed to StopSound().
• Changed PrepareUnitOrders() to use new OrderQueueBehavior_t rather than bForceQueue.
• The UI Example has been refactored to demonstrate improved panel performance techniques.

Custom Games : RPG Example
• Added Lina as a playable hero.
• Shift+Click now has cast-in-place behavior.
• Shift+Click uses the new QueueBehavior order, to prevent shift key queuing the ability.
• Added an example of using custom game keybindings.
• Added Lua defined items, an example of dynamic item properties.
• Juggernaut's abilities now scale with base damage as well as ability damage.
• Added item_broadsword_epic to rpg_example to showcase dota_item_lua.
• Added two Lua-based items that provide effects to their user when a target dies: item_saprophytic_blade, item_ritual_dirk.
• Allow player to teleport to checkpoints (they're now buildings that get their team assigned when they're triggered).
• Play sound when checkpoint is activated.
• Item drops get launched from the killed unit.

Mac / Linux
• Mac/Linux: Made various framerate and bug fixes.
• Mac/Linux: Added a fullscreen mode that allows better interactions between the game and the desktop.
• Mac: Improved performance on OSX systems with nVidia GPUs.
• Mac: Fixed issues going from fullscreen to windowed mode.
• Linux: Fix various problems when running under Turkish locales

Tools
• Enabled support for stereo morphs
• Model Editor: Added menu options to re-order animation groups
• Model Editor: Fixed a bug where arrays in the property editor were not drag-and-drop reorderable.
• Hammer: Fixed tint not working on static props that had alpha set to 0.
• Hammer: Added the gamma_to_linear and linear_to_gamma console commands to convert color values.
• Hammer: Fixed bug where copying a tile from one tile set to another could result in tiles with invalid property values which could then never be successfully matched.
• Hammer: Fixed bug where lifting the material under the cursor would pickup hidden tool materials in tile sets.
• Hammer: Fixed bug where lifting materials or using assets under mouse didn't work for models placed in a tile map
• Hammer: Added a toolbar button to toggle tools materials seperately from everything else.
• SFM: Added support for rendering alpha masks to poster and movie layoff
• SFM: Fixed materials using expressions to use SFM time when rendered from the SFM
• SFM: Fixed IK pole controls to draw correctly
• SFM: Transform controls are now drawn with left/right/center/misc color-coding
• SFM: Typing in character picker now always filters by name
• SFM: Particles recorded from the game which were attached to models now are locked to (ie follow) those models
• SFM: Fixed depth of field using only as many progressive refinement samples as motion blur
• SFM: Recording from demo files now works
• SFM: More work making Auto Attach Rigs more robust
• PET: Improved preview of psf-related operators
• PET: Fix for crash when selecting a model helper pointer or scene object pointer as the target of a scalar value.

Sunday, July 19, 2015

Garena

Garena Logo.png

Garena is a consumer Internet platform provider based in Asia, with 17 million monthly active users on the PC and 11 million on mobile. It was founded in Singapore in 2009 by Forrest Li and his friends. With the launch of its first product in 2010, Garena+, an online game and social platform for people to discover, download and play online games, Garena has become a leading platform provider for online entertainment and communication tools across Southeast AsiaTaiwan, and Hong Kong. Garena has partnerships with game developers including Riot Games and Electronic Arts.
Garena exclusively distributes game titles on Garena+ in various countries across Southeast Asia and Taiwan, such as themultiplayer online battle arena games League of Legends and Heroes of Newerth, the online soccer game FIFA Online 3 and the first-person shooter game, Point Blank.
Since its launch, Garena has experienced unprecedented growth in the region. In 2014, it was valued at $1 billion, and in March 2015, the Ontario Teachers Pension Plan invested in the company, driving its value up to $2.5 billion.
History
Garena was founded in Singapore in 2009, when Forrest Li and his friends aspired to transform their passion for entrepreneurship into a great company. Forrest named the company “Garena,” a portmanteau of the phrase “global arena”, to convey his vision of connecting the world.
In November 2011, Garena announced that it had publishing rights for the anticipated team-based shooter game, Firefall, in Southeast Asia and Taiwan. Firefall claims to be the first team-shooter game and was awarded Anticipated MMO of 2012 in TenTonHammer’s Readers Choice contest.
In December 2011, Garena announced their collaboration with online games developer, Changyou, to publish and operate the popular 3D martial arts game, Duke of Mount Deer, in Taiwan. The game is the first MMORPG game available through Garena+. The game combines a classic Chinese story with the latest 3D rendering technology and cinematic quality graphics. Duke of Mount Deer was created by several top online-gaming experts from China and South Korea and has gained much popularity in China.
Also in December 2011, Garena released the “Dominion” game mode for Garena’s League of Legends players in Singapore and Malaysia.
In November 2012, Garena was announced as a winner in the 2012 Red Herring Top 100 Asia Award and eventually the Red Herring Top 100 Global Award. In the same month, Garena was also ranked number 15 in the Deloitte Technology Fast 500™ Asia Pacific 2012.
In 2014, the World Startup Report valued Garena as an US$1 billion internet company and ranked it as the largest internet company in Singapore.
In March 2015, the Ontario Teachers Pension Plan (OTPP), one of the largest pension funds in the world, invested in Garena, valuing the company at over USD 2.5 billion.
Products
Garena+ is an online game and social platform. It has an interface similar to instant messaging platforms. Garena+ features allows gamers to develop buddy lists, chat with friends online and check on game progress and achievements. Gamers are also able to form groups or clans, and chat with multiple gamers simultaneously through public or private channels through Garena+.
BeeTalk is a mobile social networking platform created by Garena. Launched in 2013, it is the first indigenous mobile social network in Southeast Asia that enables users to forge new relationships and join communities based on location and interests. Within 1 year of its launch, BeeTalk has garnered up to 10 million users across Asia, with Taiwan as its strongest growing market, accumulating 2 million users in six weeks.
TalkTalk is a real-time interactive voice and video communication platform that features live game streaming, voice chats and DJ shows.
Language Support
Virtual Currency
Like other online game service providers, Garena+ users use a virtual currency, Shells. Gamers can create their own unique identity by customizing their avatar or changing their names.
Events and Tournaments
Garena has been a strong advocate for the development of e-sports and regularly organizes local and regional tournaments to provide platforms for gamers to compete and realize their dream of playing professionally.
Besides competitive tournaments, Garena also organizes events to cater to users to meet and connect offline. This includes the annual Garena Carnival held in Singapore and Malaysia.
In one of the most well-known competitive game events worldwide, WCG, League of Legends has been added as one of the official game titles. Garena has participated at the WCG Asian legs held in Singapore. In 2011, the top Heroes of Newerth teams from Malaysia, Thailand, Vietnam and the Philippines were sponsored by Garena to represent their countries and compete in the WCG Asian qualifiers in Singapore.
In May 2012, Garena launched the Garena Premier League (GPL), a six-month-long online professional gaming league with more than 100 matches to be played. The first season of GPL is a League of Legends competition which comprises six professional teams. The teams are: the Bangkok Titans, KL Hunters, Manila Eagles, Saigon Jokers, Taipei Assassins and Singapore Sentinels, which represent top players from respective countries. GPL matches are captured and broadcast online along with commentaries, which are available for viewers to watch on the GPL official website.
In October 2012, Taiwan-based eSports team, the Taipei Assassins (TPA), won the League of Legends Season Two World Championships held at Galen Center in Los Angeles. oThe Assassins, with a rosterf Stanley, Lilballz, Toyz, Bebe, MiSTakE, colalin, NeXAbc and their manager, Erica, beat their contenders, Azubu Frost from South Korea, three games to one in a best-of-five to secure the US$1,000,000 cash prize and the coveted handcrafted Summoner's Cup. The competition was watched live by nearly 20,000 people at the center while more than a million people watched via the livestream and TV. The competition had 12 teams from around the world competing for a total prize money of US$2 million.
In January 2013, Garena announced the second season of the Garena Premier League would start on 4 Jan 2013. Garena Premier League 2013 includes two new teams from Taiwan and Vietnam, bringing the total number of teams to eight. The teams are: AHQ, Saigon Fantastic Five (SF5), Bangkok Titans, KL Hunters, Manila Eagles, Saigon Jokers, Taipei Assassins and Singapore Sentinels.
In January 2015, Garena launched Iron Solari League, a women's League of Legends tournament in the Philippines. It is a monthly event organized in the second half of each month. It aims to encourage participation by under-represented groups and is open to all those who self-identify as female.
Controversies
Two American-made games have their South East Asian versions hosted by Garena, namely League of Legends and Heroes of Newerth. Garena has made agreements with the publishers of these two games (Riot Games for LoL and S2 Games for HoN) to restrict Southeast Asian gamers' access to the North American and European game servers via Internet Protocol (IP) blocking (a common practice among game publishers). This initially led to public outrage even among the North American gamers. In 2010, Southeast Asian gamers complained of finding it hard to play the game as the SEA player base of these two games are too small. Conversely, it was recently announced that League of Legends had surpassed 1 million players in Taiwan alone.
On February 3, 2015, Garena restricted how many LGBT people can be on a team in the women-only tournament, The Iron Solari. The reason was due to "unfair advantage" and the penalty for violating the rule was a one-year ban. On February 4, 2015, Garena apologized and lifted the limits on LGBT participation in the women-only tournament, the Iron Solari in the Philippines, so opening the tournament to all self-identifying females.

Friday, July 17, 2015

Steam

Steam Icon 2014.png

Steam

Steam is an Internet-based digital distribution platform developed by Valve Corporation offering digital rights management(DRM), multiplayer, and social networking. Steam provides the user with installation and automatic updating of games on multiple computers, and community features such as friends lists and groups, cloud saving, and in-game voice and chat functionality. The software provides a freely available application programming interface (API) called Steamworks, which developers can use to integrate many of Steam's functions, including networking and matchmaking, in-game achievements,micro-transactions, and support for user-created content through Steam Workshop, into their products.
Though initially developed for use on Microsoft Windows, versions for OS X and Linux operating systems, and a limited-function version for the PlayStation 3 console, have also been developed. Chatting and shopping applications for iOS andAndroid mobile devices have also been written. The Steam website also replicates much of the storefront and social network features of the stand-alone application. The success has led to the development of a line of Steam Machine micro-consoles and personal computers meeting minimum specifications, and SteamOS, a Linux-based operating system built around the Steam client.
As of February 2015, over 4,500 games are available through Steam, which has 125 million active users. Steam has had as many as 10 million concurrent users as of June 2015. In November 2009, Stardock estimated it at 70% and then later, in October 2013, it was estimated by Screen Digest that 75% of games bought online for the PC are downloaded 
Initial Release
Before implementing Steam, Valve had problems updating its online games, such as Counter-Strike; providing patches would result in most of the online user base disconnecting for several days. Valve decided to create a platform that would update games automatically and implement stronger anti-piracy and anti-cheat measures. Valve approached several companies, including MicrosoftYahoo!, andRealNetworks to build a client with these features, but were refused.
Steam's development began before 2002. Working titles for the product included "Grid" and "Gazelle". It was first revealed to the public on March 22, 2002, at the Game Developers Conference, where it was presented purely as a distribution network. To demonstrate the ease of integrating Steam with a game, Relic Entertainment created a special version of Impossible Creatures. However, the game was never released on Steam. Valve partnered with several companies, including AT&TAcer, andGameSpy Industries. The first mod released on the system was Day of Defeat.
The Steam client was first made available for public beta testing in January 2003 during the beta period for Counter-Strike 1.6, for which it was mandatory to install and use. At the time, Steam's primary function was streamlining the patch process common in online computer games. Steam was an optional component for all other games. 80,000–300,000 gamers tested the system when it was in its beta period. The system and website choked under the strain of thousands of users simultaneously attempting to play the latest version of Counter-Strike. In 2004, the World Opponent Network was shut down and replaced by Steam. The online features of games which required World Opponent Network ceased to work unless they were converted to Steam.
Around that time, Valve began negotiating contracts with several publishers and independent developers to release their products, including Rag Doll Kung Fu and Darwinia, on Steam. Canadian publisher Strategy First announced in December 2005 that it would partner with Valve for digital distribution of current and future titles. In 2002, the head of Valve Gabe Newell said he was offering mod teams a game engine license and distribution over Steam for US$995. Valve's Half-Life 2 was the first game to require installation of the Steam client to play, even for retail copies. This decision was met with concerns about software ownership, software requirements, and issues with overloaded servers demonstrated previously by the Counter-Strike rollout. During this time users faced multiple issues attempting to play the game.
Profitability
In 2005, third-party games began to appear on Steam, and Valve announced that Steam had become profitable because of some highly successful Valve games. Although digital distribution could not yet match retail volume, profit margins for Valve and developers were far larger on Steam. Large developer-publishers, including id Software, Eidos Interactive, and Capcom, began distributing their games on Steam in 2007. By May that year, 13 million accounts had been created on the service, and 150 games were for sale on the platform.
Client functionality (Software delivery and maintenance)
Steam's primary service is to allow its users to download games and other software that they have in their virtual software libraries to their local computers as game cache files (GCFs). Steam provides digital rights management (DRM) for software titles by providing "custom executable generation" for executable files that are unique for each user; this allows the user to install the software on multiple computing devices via Steam or through software backups without limitations. The user is required to be running Steam while connected to the Internet for authentication prior to playing a game or have previously set up Steam in an "offline" mode while connected to the Internet, storing their credentials locally to allow play without an Internet connection. Steam's DRM is available to software developers through Steamworks; the service allows developers and publishers to include other forms of DRM and other authentication services than Steam; for example, some games on Steam require the use of Games for Windows – Live and some titles from publisherUbisoft require the use of their UPlay gaming service.
In September 2008, Valve added support for Steam Cloud, a service that can automatically store saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client. Games must use the appropriate features of Steamworks for Steam Cloud to work. Users can disable this feature on a per-game and per-account basis. In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices; users can instruct Steam to download and install games they own through this service if their Steam client is currently active and running. Some games sold through retail channels can be redeemed as titles for users' libraries within Steam by entering a product code within the software. For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing downloadable content (DLC) for games.
In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements providing the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for his or her own account. Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased titled.
In accordance with its Acceptable Use Policy, Valve retains the right to block and unblock customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others or trading games to exploit regional price differences. Blocking such users initially removed access to his or her other games, leading to some users with high-value accounts losing access because of minor infractions of the AUP. Valve later changed its policy to be similar to that of Electronic Arts' Origin platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features. Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's end user license agreements; this occurred in August 2012. In April 2015, Valve added Game Bans to its service, allowing developers to set bans on players for their games but enacted and enforced at the Steam level, allowing developers to police their own gaming communities in customizable manner.
Storefront Features
The Steam client includes a digital storefront called the Steam Store through which users can purchase computer games. Once the game is bought, a software license is permanently attached to the user's Steam account, allowing him or her to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer protocol. Steam sells its products in US and Canadian dollars, euros, pounds sterling, Brazilian reais, and Russian rubles depending on the user's location. From December 2010, the client supports the Webmoney payment system, which is popular in many European, Middle Eastern, and Asian countries. The Steam storefront validates the user's region; the purchase of titles may be restricted to specific regions because of release dates, game classification, or agreements with publishers. The client also offers the Steam Translation Server, which assists Steam users assistance with the translation of Steam and a selected library of Steam games in twenty-five languages. Steam also allows users to purchase downloadable content for games, and for some specific game titles such as Team Fortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games.
During mid-2011, Valve began to offer free-to-play games, such as Global AgendaSpiral Knights and Champions Online; this offer was linked to the company's move to makeTeam Fortress 2 a free-to-play title. Valve included support via Steamworks for microtransactions for in-game items in these titles through Steam's purchasing channels, in a similar manner to the in-game store for Team Fortress 2. Later that year, Valve added the ability to trade in-game items and "unopened" game gifts between users. Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items. Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example, Team Fortress 2—the first game supported at the beta phase—incurred both fees. Full support for other games was expected to be available in early 2013. In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was Darkfall Unholy Wars.
In October 2012, Steam introduced non-gaming applications, which will be sold through the service. Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop. Developers of non-gaming software may submit their applications to the Steam Greenlight service to judge interest for later inclusion on the Steam storefront. The Steam store allows game soundtracks to be purchased to be played via Steam Music or integrated with the user's other media players. Valve has also added the ability for publishers to sell digital movies via the service. With the onset of Steam Machines as announced in March 2015, the Steam storefront also includes the ability to purchase Steam Machine-related hardware via the Steam store.
In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher or genre theme, and may allow games to be played for free during the days of these sales. The site had offered a large selection of games at discount during its annual Summer and Holiday sales, including gamification of these sales to incentive users to purchase more games.
Prior to June 2015, Valve has had a no-refunds policy but in some circumstances it has offered refunds if third-party content fails to work or improperly reports on certain features. For example, the Steam version of From Dust 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 The War Z‍ '​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 sale 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. 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 and if the player had not spent more than two hours in the game.
Valve will remove games if they no longer meet Valve's business terms for developers. Grand Theft Auto: Vice City was removed from Steam because of a claim from theRecording Industry Association of America over an expired license for one of the songs on the soundtrack. Near the launch of Electronic Arts' (EA) own digital storefront Origin, Valve removed Crysis 2 and Dragon Age 2 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. Games that are removed can still be downloaded and played by those that have already purchased these titles.
Security
The popularity of Steam has led to the service being attacked by hackers in the past. A notable attempt occurred on November 6, 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. On November 10, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information—including encrypted password and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity.
Valve added Steam Guard functionality to the Steam client in March 2011 to protect against the hijacking of accounts via phishing schemes, one of the largest support issues Valve had at the time. Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation Core processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks. An alternative option available to users who want to use Steam Guard is two-factorrisk-based authentication that uses a one-time verification code sent to a verified email address associated with the Steam account. If Steam Guard is enabled, the verification code is sent each time the account is used from an unknown machine. It is necessary to authenticate every Steamworks game online the first time it is played, whether purchased via Steam itself or installed via a retail disc. After the initial authentication, an offline mode allows games to be run without being connected to the Internet. In April 2015, Valve implemented a rule that made any new account have to spend money ($5 USD or more) before the account became unrestricted. Some restrictions include: unable to send friend invites, unable to vote on greenlight and workshop submissions and the inability to use the browser chat and mobile chat.
ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted steam:// URL in a browser. The report was taken up by various online publications. This was the second serious vulnerability of gaming-related software following a recent problem with Ubisoft's copy protection system "Uplay"; the German IT platform "Heise online" recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming.
User Interface
Since November 2013, Steam allows for users to review their purchased titles and organize them into categories set by the user and add to favorite lists for quick access. Players can add non-Steam games to their libraries, allowing the game to be easily accessed from the Steam client and providing support where possible for Steam Overlay features. The Steam interface allows for user-defined shortcuts to be added. In this way, third-party modifications and games not purchased through the Steam Store can use Steam features. Valve sponsors and distributes some modifications free-of-charge; and modifications that use Steamworks can also use VAC, Friends, the server browser, and any Steam features supported by their parent game. For most games launched from Steam, the client provides an in-game overlay that can be accessed by a keystroke. From the overlay, the user can access his or her Steam Community lists and participate in chat, manage selected Steam settings, and access a built-in web browser without having to exit the game. Since the beginning of February 2011 as a beta version, the overlay also allows players to take screenshots of the games in process; it automatically stores these and allows the player to review, delete, or share them during or after his or her game session. As a full version in 24 February 2011, this feature was reimplemented so that users could share screenshots on websites of FacebookTwitter, and Reddit straight from a user's screenshot manager.

When hooking up one's computer to a television, Steam's "Big Picture" mode "turns" the computer into a console, allowing for the user to experience console simulation.
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 10-foot user interface, 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 has stated that Big Picture mode is a step towards a dedicated Steam entertainment hardware unit. In January 2014, Valve introduced beta support for SteamVR, a virtual reality (VR) Big Picture interface that worked within the Oculus Rift headset; the VR support was expanded in March 2015 to support the HTC Vive, a VR unit developed jointly with Valve. 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 social network service, allows users to identify friends and join groups using the Steam Community feature. Users can use text chat and peer-to-peer VoIP 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. The Steam client has become an OpenID provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials.
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 Valve Anti-Cheat (VAC), Valve's proprietary anti-cheat system; game servers automatically detect and report users who are using cheats 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 GameFAQs was added. Starting in beta in December 2014 and publically released in January 2015, the Steam client allows players to broadcast video streams to the public or Steam friends while playing video games.
In September 2014, Steam Music, a built-in music player, 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 application programming interface (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 will allow developers to set up their own sales for their titles independent of any sales that Valve may set for titles.
Steam Greenlight, announced in July 2012 and released the following month, is a way for Steam users to help choose which games are added to the service. Developers are able to submit information about their games, as well as early builds or beta versions, for consideration by users. Users can pledge support for these games, and Valve will 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. The fee will be donated to the charity Child's Play. 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 first game to be released via Steam Greenlight was McPixel. 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. Valve has acknowledged that this is a problem and believes it can improve upon it; Valve's Tom Bui said, "we aren't where we want to be yet". In January 2013, Newell stated that Valve recognized that its role in Greenlight has been perceived as a bottleneck, something it plans 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. Valve stated in January 2014 that it plans to phase out the Greenlight process in favor of providing developers with easier means to put their games onto the Steam service. 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.
Steam's Early Access program was launched 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.
Steam Workshop
The Steam Workshop allows players of Valve and Steamworks-enabled games to source user-created content. Users can use in-game or discrete tools to construct and publish new levels, game modifications, or other content for games that support the Workshop. Users can then subscribe to such content through the Steam client or the website and automatically download it to their computers and integrate it with the game. The Workshop was originally used for distribution of new items for Team Fortress 2; it was redesigned to extend support for any game, including modifications for The Elder Scrolls V: Skyrim, in early 2012. 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 Dungeons of Dredmor, are able to provide Steam Workshop support for user-generated content. Dota 2 became Valve's third published title available for the Steam Workshop in June 2012; its features include customizable accessories, skins, and voice packs.
Valve has provided some user-developed Workshop content as paid-for features in Valve-developed games, including Team Fortress 2 and DOTA 2; as of January 2015, over $57 million has been paid to content creators using the Workshop. Valve began allowing developers to use these advanced features in January 2015; the developer and content generator will 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 negative user feedback and reports of pricing and copyright misuse.
Other Function
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 gamification of learning for classroom instruction; it was released alongside free versions of Portal 2 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 through a Steam Workshop-type interface but blocks access from students.
Steam Machine
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. During the week beginning on September 23, 2013, Valve unveiled a console operating system called SteamOS built atop the Linux operating system, a console input device called the Steam Controller, and the final concept of the Steam Machine hardware, which were tentatively scheduled to be released in 2014 but now will be released in late 2015. Unlike other consoles, the Steam Machine has no set hardware; its technology is implemented at the discretion of the manufacturer and is fully customizable in the same lieu as a personal computer. The Steam client enables users to purchase this hardware directly.
Market Share and Impact
Valve does not release any sales figures for its Steam service; it only provides the data to companies with games on Steam, which they cannot release without permission because of a non-disclosure agreement with Valve. However, Stardock, the previous owner of competing platform Impulse, estimated that as of 2009, Steam had a 70% share of the digital distribution market for video games.[11] In early 2011, Forbes reported that Steam sales constituted 50–70% of the US$4 billion market for downloaded PC games and that Steam offered game producers gross margins of 70% of purchase price, compared with 30% at retail. Steam's success has led to some criticism because of its support of DRM and for being an effective monopoly. Free Software Foundation founder Richard Stallman commented on the issue following the announcement that Steam would come to Linux; he said that while he supposes that its release can boost GNU/Linux adoption leaving users better off than with Microsoft Windows, he stressed that he sees nothing wrong with commercial software but that the problem is that Steam is unethical for not being free software and that its inclusion in GNU/Linux distributions teaches the users that the point is not freedom and thus works against the software freedom that is his goal.
In November 2011, the developer of The Witcher 2: Assassins of Kings revealed that Steam was responsible for 200,000 (80%) of the 250,000 online sales of the game. Steam was responsible for 58.6% of gross revenue for Defender's Quest during its first three months of release across six digital distribution platforms—comprising four major digital game distributors and two methods of purchasing and downloading the game directly from the developer.