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How to Upload a Unity Build to Steam

3.4K views· 84 likes· 2:31· Oct 20, 2025

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#unity #unity2d #gamedev In this video, I’ll show you how to upload your Unity game build to Steam using Steamworks Console / SteamPipe (ContentBuilder). You’ll learn where to find your AppID and DepotID, and more importantly, how to keep them safe when showing your process in a public video. Chapters 00:00 Intro 00:06 Preparing Steamworks & ContentBuilder folder 00:55 Running steampipe.exe 01:08 Finding your AppID in Steamworks 01:20 Where to find your DepotID 01:45 Creating VDF files and setting up build 01:55 Upload process explained 02:15 Change Branch in Steamworks 🎮 Play my Steam game: https://store.steampowered.com/curator/45606083/ 👍 Subscribe for More Unity Tutorials: https://www.youtube.com/@CasayonaCode 💬 Join Our Discord Community: https://discord.gg/hzg93VwPJe 👑 Support on Patreon (Free Assets!): https://www.patreon.com/c/CasayonaCode ❤️ Check Out My Itch.io Page: https://casayonastudio.itch.io/ 🖥️ Download Source Code & Assets: https://www.patreon.com/collection/961077?view=expanded 📩 Contact Me: casayona.team@gmail.com ❓ Have any questions or need help? Feel free to ask in the comments or join the community. ················································································ #unity3d #unity2d #gamedev

About This Video

In this video I walk you through the exact workflow I use to upload a Unity build to Steam using Steamworks Console / SteamPipe (ContentBuilder). I start from the Steamworks partner site, downloading the Steamworks SDK, extracting it somewhere easy to find, and then navigating into the SDK path you actually need: tools > ContentBuilder > content. That “content” folder is basically the staging area—so I create a new folder there (name doesn’t matter) and drop my Unity build inside, because that’s the folder Steam’s uploader will read from. After that, I launch Steampipe and show what each field in the Steam build uploader means. I explain where your AppID lives in the Steamworks dashboard and why you must enter it correctly so Steam updates the right game. Then we go over DepotID—how depots usually represent platforms (Windows/Mac/Linux) and how your first upload often starts with a single depot. Finally, I generate the VDF files, hit upload, and watch the console logs to catch issues early. Once it’s done, I show the last step: verifying the build in Steamworks under the correct branch (and switching branches when needed).

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