- Steam requires RTMP with H.264 High 4.1, keyframes at 2s and AAC-LC at 128kbps max.
- The key is to coordinate permissions, correct AppID, and pre-testing in "Friends Only."
- An event on Steam and multistreaming with OBS/Restream multiply the reach.
¿How to stream on Steam? If you want your game to shine on its own store listing, Steam Broadcasting is your ally. In this practical guide I explain, step by step, how to configure your broadcast with RTMP, how to get OBS ready, how to test that everything looks good, and how to create a Steam event to engage your community.
In addition, you will see a real case of an indie studio that used a 7-hour marathon with Steam Broadcasting to gain visibility, so you can replicate ideas and avoid pitfalls. Note: I've also included Steam's technical specifications and a troubleshooting section so you don't get stuck.
Prerequisites: Get your account and app ready
Before you touch anything, please make sure your account is in order. You need an uncapped Steam account (have spent at least $5 USD); otherwise, you won't be able to generate the RTMP identifier or stream to your store page.
It is also essential that the account you are going to broadcast with has the game in its library. Log in to the Steam client and check that you see the title in your library. to avoid last minute scares.
Finally, your organization must be enabled to issue. The account must have permission to "Broadcast Live" on Steamworks or belong to the store's broadcast beta group.

Set up your RTMP broadcast on Steam
Steam uses the RTMP protocol to receive your signal from external tools (such as OBS). You don't need to master the protocol to broadcast, but it is worth knowing two or three basic points.
- Visit the emissions upload page: http://steamcommunity.com/broadcast/upload/.
- Click "Create RTMP Identifier" to have Steam assign you a upload server near your location. Steam chooses the closest ingest based on your IP to minimize latency.
- Find your RTMP ID and save it. That code will be your emission "key" and enter it into your streaming software.What is the RTMP identifier? It is a unique value that links your token to your Steam page.You must generate it at the URL above and enter it as is into your broadcast program.
- Enter the Application ID (AppID) of your game. You can see it on Steamworks or in the URL of your game's listing. in the store. Important: Use only the AppID for the base game, not for DLC, demos, soundtracks, or other sub-apps.
- Adjust the broadcast permissions. By default, it's set to "Friends Only," ideal for testing. You can preview it from "Your Streaming URL" in the Quick Access section. from the upload page. When everything is OK, change the permission to "Public" so it appears on your store listing.
Configure OBS (optional but recommended)

OBS is free, open source, and works great with Steam Broadcasting. Steam accepts any RTMP-compatible software., but below I detail the typical configuration in OBS to avoid errors.
- In OBS, go to File > Settings > Broadcast.
- In the service drop-down menu, choose “Custom…”. This way you can enter the Steam RTMP URL that the upload server assigned to you.
- Under “Server,” paste the RTMP URL you got from the Steam upload page.
- Under “Streaming Key,” enter the RTMP ID/key you generated on Steam. Respect upper and lower case.
- In File > Settings > Output, change the “Output Mode” to “Advanced.”
- In the Broadcast tab, set the keyframe interval to 2 seconds. This setting is critical: without keyframes every 2 seconds, the broadcast will not start..
Test that everything works before making it public.
Once you have OBS set up, start streaming. Then go back to the upload page and look on the right for the link “Your Streaming URL”. There you will see the signal coming in if everything is okay and you will be able to validate audio, video and permissions.
During testing, keep the permission set to "Friends Only" so the broadcast won't appear on your profile yet. Once you're happy, switch to "Public" for the stream to be displayed on your store page.
Create an event on Steam to attract an audience
Announcing your broadcast with an event is a plus for visibility. From your game's Steamworks app, go to the community/moderation section. and click “Post or manage events and announcements.”
- Click “Create a new event or announcement” and choose the “Live/Streaming” type.
- Open the “Broadcasting” tab and activate the feature. This brings up the stream configuration options. within the event.
- Select a title (or create your own and add translations). Designate the Steam accounts authorized to broadcast to your store during the eventNote: The account you set up and the account you're broadcasting from must be friends on Steam to appear on this screen.
- Upload optional artwork for the broadcast. These creatives will be displayed on both sides of the video. and will serve you in future events.
- In the “Options” tab, validate the start and end times. You can continue broadcasting up to 24 hours after the end time. of the event if you need it.
- Save and publish. Keep in mind that It may take up to 5 minutes for the broadcast to appear on your store listing after you start, so it's a good idea to start a few minutes early.
Troubleshooting common problems
If you don't see the stream on the game page, take a deep breath and watch it in parts. First, refresh the product page after a few secondsFirst-time viewers often take a little longer to connect.
The next step is to check the AppID in the Steam broadcast settings. If the AppID is not the base game, the store will not link your signal. and it won't show up in the listing or featured. Fix it, generate a new RTMP ID, and re-enter it into your software.
Technical specifications required by Steam (RTMP)
If you notice stuttering, slowdowns, or micro-stops when playing, check your encoding. Steam requires specific video and audio parameters to accept the signal.
Video Requirements:
- H.264 codec.
- High Profile.
- Level 4.1.
- Framerate: 30 or 60 FPS.
- Aspect ratio 16: 9.
- Keyframe interval: 2 seconds.
- Maximum bitrate: 7000 kbps in CBR.
Audio Requirements: AAC-LC with a maximum bitrate of 128 kbps. If you use another profile or a higher bitrate, playback may fail.
Note for vMix users: by default it uses Main profile and level 3.0. You must change it to High and level 4.1 for Steam to correctly accept the broadcast.
Broadcast on multiple platforms at once (multistream)
If you want to be on Steam and Twitch/YouTube simultaneously, a multi-streaming service makes it easy. Restream works well alongside OBS and allows you to send the same signal to multiple platforms. at the same time without complicating things.
Make sure your connection holds up and that you comply with each platform's rules. Some partner restrictions prohibit simultaneous multistreaming. or impose temporary exclusivity; look at the fine print before hitting the button.
Content and moderation rules
When you broadcast on your product listing, you are the visible face of your studio. Follow Steam Broadcasting's content rules to avoid moderations, broadcast concealments, or measures on your partner account.
Please see the Steam Streaming FAQ for details and updates. Valve may take action on broadcasts that violate the rules, including suspension of privileges.
How to Watch and Stream from the Steam Client (Beta History Note)
In its early stages, Steam Broadcasting was tested on the client's beta channel. You could join from Steam > Settings > Beta Participation > Steam Beta Update, reboot and start testing the feature.
To watch a friend play, just right-click on their name and choose “Watch Game.” If accepted, the retransmission would start within the client.At that time, compatibility was first released on Windows and then came to other systems.
When broadcasting, you could select privacy levels: "Only friends I invite," "My friends can request it," "My friends can always see me," and "Anyone can see me." If you chose the open option, your stream could appear on the game's public hub. within the Community.
At that stage, automatic broadcast saving was not offered, and monetization was not contemplated. For creators who depend on streaming revenue, that limitation could be key., which is why many kept Twitch/YouTube as their main channels.
Case study: An indie studio and its 7-hour marathon
An indie team shared a detailed plan for gaining traction with its Early Access launch. The idea: a 7-hour live marathon broadcast on Steam and other platforms, supported by coordinated communication actions.
On the technical side, they used OBS along with Restream to send the signal to various platforms. They took advantage of OBS's multiple scenes to alternate segments of the program (gameplay, insert videos, camera, pauses), all with coherent information overlays, and a colleague controlled the production remotely to change scenes fluidly.
To attract audiences, they combined several channels: Keymailer for sharing keys with verified creators (encouraging joining or co-hosting), a $500 Facebook ad (with issues: late start and high CPC; they recommend having it approved before D-Day), ads and an event within Steam, a newsletter to ~4.500 subscribers, and a social media push.
They also invited about fifteen local streamers and put together a script for the event. Two Romanian creators, Baabuska and Bobospider, joined and co-hosted on Twitch., providing rhythm and support in the dissemination.
They customized the Steam stream interface so that the mini-player on the tab reflected what was happening. The content focused on playing and teaching the game live., with sections peppered with giveaways and other activations: launching the game "live" by pressing the button, explaining why to opt for Early Access, AMA sessions, games with developers opening the server, interactive integrations with Twitch and even celebrating the impromptu birthday of a team member.
To switch from one block to another, OBS scenes were the key. They showed examples of overlays and compositions for each section, so that the audience always knew what came next.
The next day, they re-uploaded the event, indicating that the footage was pre-recorded, but kept the chat open. This allowed them to talk to more people interested in the game., answer questions and collect feedback.
In numbers, they reached a peak of 230 simultaneous viewers, far from the top of the moment on Steam (3.500), but still got relevant appearances in the store: : Early Access main carousel (in English, Chinese and Brazilian Portuguese), “Early Access: What’s New and Trending” top 6, “Under 10 Euros” list (in Europe), “Recommended Specials” and first page when searching for tags like “Indie”, “Casual” or “Action”.
After the experience, the team was left wanting more. They devised recurring formats to continue broadcasting: Monday meetings to discuss what's coming up, "Build Wednesdays" to release a new version live, and "Play with the Devs Fridays" to gather fresh feedback.
If you want to replicate this approach, my advice is that Prepare a clear program, recruit guests, and orchestrate the promotion in advance. (Steam + networks + mailing list + creator platforms). And if your game lends itself to it, think about engaging interactive activations.
Extra tips and small warnings

Always check the AppID, permissions, and keyframe interval before announcing anything. These three points explain 90% of last-minute scares.If something goes wrong, cut it off, fix it, and restart the signal.
Avoid music and content to which you do not have the rights. Steam may moderate broadcasts that violate its rules. and, even if your signal comes in correctly, it will not be displayed in the store if it violates policies.
Some websites will show you cookie notices when you view documentation or tools. It's normal: they store basic information to remember preferences and measure which sections are most interesting. It doesn't affect your broadcast.
If you use vMix or other encoders, check H.264 profiles and levels, and standardize the output at 30/60 FPS, 16:9, CBR 7 Mbps max. A clean setup prevents skipping and microbuffering that scare the audience.
With all of the above in place, you're ready to show your game to the world. Plan, test, announce and broadcast wiselyVisibility comes when technique and content pull in the same direction.
Passionate about technology since he was little. I love being up to date in the sector and, above all, communicating it. That is why I have been dedicated to communication on technology and video game websites for many years. You can find me writing about Android, Windows, MacOS, iOS, Nintendo or any other related topic that comes to mind.