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rlabrecque/Steamworks.NET

Steamworks.NET: a C# wrapper that stays close to Valve's C++ API

Steamworks wrapper for Unity / C#

3,625 stars447 forksC#MIT

At a glance

What is it?
Steamworks.NET binds Valve's Steamworks SDK for Unity and plain C# applications, and it deliberately mirrors the C++ surface rather than hiding it. Here is what that design costs you, and how it differs from Facepunch.Steamworks.
Who is it for?
Adopt Steamworks.NET if you want the Steamworks surface to look like Valve's own documentation and you accept that most C# conveniences are yours to write. Do not adopt it if you expect the wrapper to abstract callbacks, lifetime or threading for you; it does not, by design.
Can I use it commercially?
Yes. MIT is a permissive licence: you can use, modify and sell software built on it, as long as you keep its copyright and licence notices.
Is it still maintained?
Yes. The repository last received commits 55 days ago.
What is it written in?
Mainly C#, according to GitHub's language statistics.

Answers come from the project's GitHub data, last synced on September 30, 2026, and from our analysis. They are not legal advice.

Editorial analysis

The problem Steamworks.NET solves, and for whom

Valve ships Steamworks as a C++ SDK. A C# project, whether it is a Unity game or a desktop application, cannot call that API directly without a binding layer. Steamworks.NET is that layer: a C# wrapper for Valve's Steamworks API, usable either with Unity or in a plain C# application.

The target reader is a developer who already knows what they want to call on Steam. Achievements, stats, the overlay, matchmaking, the friends list: the wrapper exposes them under names that match the original C++ API. The README states the project was designed to be as close as possible to the original C++ API, and that Valve's own documentation largely covers usage of Steamworks.NET. That is the whole pitch. If you have read Valve's Steamworks docs, you already know this library's shape.

The corollary matters as much as the promise. C# idioms and conveniences are not the wrapper's job; the README says they can be implemented on top of it. So the library is a binding, not a framework. Teams that want an opinionated, C#-first Steam layer will find this one thin on purpose.

How the binding is organised: CodeGen, Standalone and the Unity package

The repository layout tells you how the project is maintained. CodeGen/ sits at the top level, which indicates the C# surface is generated rather than hand-written for each Steamworks entry point. That is the mechanism that lets the project track Valve's SDK without a human retyping hundreds of signatures: regenerate against a new SDK, and the wrapper follows.

Standalone/ and Standalone2.0/ hold the non-Unity distribution, the assemblies you drop into a plain C# application. com.rlabrecque.steamworks.net/ is the Unity package layout, the directory name matching the package identifier Unity uses for embedded packages. Two consumers, two packaging paths, one generated API surface.

The README states the project currently builds against Steamworks SDK 1.65 and fully supports Windows (32 and 64 bit), OSX and Linux. Note what that support list does not include. There is no mention of mobile platforms or consoles, and the wrapper inherits whatever the underlying Steamworks SDK does on each platform. If your shipping target is not one of those three desktop families, this is not the layer that will get you there.

Because the API mirrors C++, the data flow is the C++ one. You call an interface method, you get a result, and asynchronous events arrive through callbacks that you register and that must be pumped. Nothing in the README suggests the wrapper reinterprets that model into tasks or events for you.

Installing it and making a first real call

The README does not inline installation steps. It points to a dedicated page: the installation instructions live at steamworks.github.io/installation/. That page is the source of truth for the current procedure, and the exact steps depend on whether you are targeting Unity or a standalone C# application, so read it before you start moving files.

For a Unity project, the repository carries the package under com.rlabrecque.steamworks.net/, which is the layout Unity expects for an embedded package. The README does not print the copy command or the destination folder, so the installation page is where you confirm the exact placement of that directory and any additional files it needs.

For a starting point that actually runs, the README lists four sample repositories: Steamworks.NET Example, Steamworks.NET Test, Steamworks.NET ChatClient and Steamworks.NET GameServerTest. The Example project is the shortest path to a working scene, and it shows the order of operations the wrapper expects, including initialisation. Read it before writing your own setup, because the README itself does not include an initialisation snippet.

One practical constraint: initialisation only succeeds when a Steam client is running and the application is recognised. A build launched outside Steam, or with an app ID that Steam does not know, will not initialise. That is Steam's behaviour, not the wrapper's, but it is the first thing that bites people.

Where the thin-binding approach hurts

The design decision that makes Steamworks.NET easy to reason about is the same one that pushes work onto you. Callbacks in the C++ model must be dispatched, and the wrapper does not hide that. If your game loop does not call the pump, your callbacks do not fire. There is no scheduler inside the library that will do it for you.

Lifetime is the second cost. The wrapper is close to C++, and C++ Steamworks code manages handles, buffers and callback registration explicitly. A C# developer coming from a managed-first library will find fewer guardrails here. The README's own framing is the warning: niceties can be implemented on top, which means they are not included.

Documentation is the third. The README states that Valve's documentation largely covers usage, which is true for signatures and semantics, but it leaves the C#-specific questions unanswered. Which Unity lifecycle hook should pump callbacks? How do you marshal a string into the buffer a given call expects? Valve's C++ docs will not answer those, and the README does not either. The sample projects are where that knowledge lives.

This is not the right tool if you want a Steam integration you can wire up in an afternoon without reading Valve's documentation. It is also the wrong choice if you need a platform outside Windows, OSX and Linux, since the README claims support only for those.

Steamworks.NET versus Facepunch.Steamworks

Facepunch.Steamworks is the alternative people compare against, and the difference is philosophical rather than a matter of feature checklists. Facepunch's library is a C#-first API. It presents Steam concepts in C# shapes, with its own naming and its own conveniences, so you read its documentation rather than Valve's.

Steamworks.NET goes the other way. Its method names and structures track the C++ API, so Valve's documentation is the manual. The trade is direct: with Steamworks.NET you translate C++ examples mentally but you never wonder whether the wrapper changed a semantic. With a C#-first wrapper you get a friendlier surface but you depend on that project's interpretation of Steam's behaviour.

Neither choice is free. Pick Steamworks.NET when your team already knows the Steamworks API and wants the binding to stay out of the way. Pick a C#-first wrapper when the Steamworks API is unfamiliar and you would rather learn one library than two languages' worth of documentation. The README's sample list is a reasonable proxy for how much the first path assumes: Example, Test, ChatClient and GameServerTest are all there to show C++-shaped usage in C#.

Maintenance, releases and what the MIT licence leaves you

The last push to the repository was on 2026-08-07, and the most recent release is 2025.164.1 from 2026-08-02, with 2025.164.0 a week earlier and 2025.163.0 in December 2025. The version numbers follow Valve's SDK versioning, which is the useful signal here: a release means the wrapper has been regenerated against a newer Steamworks SDK. Upgrading the wrapper is therefore an SDK upgrade, and you should expect to re-read Valve's release notes for the SDK version you move to, not just the wrapper's.

The upgrade cost is bounded by the CodeGen directory. Because the surface is generated, the wrapper can follow Valve quickly, but generated code means your own code compiles against signatures you did not choose. When a Steamworks entry point changes shape between SDK versions, your call sites change with it.

The licence is MIT, per the README and LICENSE.txt. That is permissive: it allows use in closed-source commercial products and does not require you to publish your game's source. MIT does not grant you anything from Valve. The Steamworks SDK itself is governed by Valve's own terms, which is a separate agreement from this wrapper's licence, and nothing in the README suggests otherwise. Whether your specific distribution model is compatible with Valve's terms is a question for Valve's documentation and, if the stakes are high, a lawyer. This article is not legal advice.

One maintenance note: the README asks that only Steamworks.NET specific issues go to the GitHub issue tracker, and that general API questions go to the Steam community discussion board. That split is worth respecting, because a question about Steam's behaviour will get a better answer from other Steam developers than from the wrapper's tracker.

Editorial conclusion

Adopt Steamworks.NET if you want the Steamworks surface to look like Valve's own documentation and you accept that most C# conveniences are yours to write. Do not adopt it if you expect the wrapper to abstract callbacks, lifetime or threading for you; it does not, by design. Before committing, read the installation page at steamworks.github.io/installation/, confirm which Steamworks SDK version the release you pick builds against, and decide whether you need the Unity package layout in com.rlabrecque.steamworks.net or the standalone assemblies.

Frequently asked questions

How do I use Steamworks.NET with Unity?

The repository includes com.rlabrecque.steamworks.net/, which is the Unity package layout, and the README points to steamworks.github.io/installation/ for the steps. The Steamworks.NET Example repository is the shortest working reference, and the README notes that Valve's own documentation largely covers usage of the API.

What is Steamworks.NET?

It is a C# wrapper for Valve's Steamworks API that can be used with Unity or a plain C# application. The README states it was designed to be as close as possible to the original C++ API, and that it currently builds against Steamworks SDK 1.65.

Does Steamworks.NET cost anything?

The wrapper is MIT licensed, so there is no cost to use it. The Steamworks SDK it binds to is governed by Valve's own terms, which the README does not address, so questions about Steam access and Steamworks costs belong with Valve rather than this project.

Which platforms does Steamworks.NET support?

The README states it fully supports Windows (32 and 64 bit), OSX and Linux. No other platforms are claimed, so mobile and console targets are outside what the documentation promises.

How does Steamworks.NET differ from Facepunch.Steamworks?

Steamworks.NET keeps its API close to Valve's C++ surface, so Valve's documentation applies directly. A C#-first wrapper such as Facepunch.Steamworks presents its own API and its own documentation instead, which is the trade you make for a friendlier surface.

Where do I report a bug in Steamworks.NET?

The README directs Steamworks.NET specific issues to the GitHub issue tracker at github.com/rlabrecque/Steamworks.NET/issues. General API questions are asked on the Steam community discussion board, not the tracker.

Official sources

  1. License: MIT
  2. Project website
  3. README
  4. Releases
  5. rlabrecque/Steamworks.NET on GitHub
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