Steam Integration
Enrich every linked player with real Steam data — presence, level, badges, bans, ownership, and playtime — sourced through a per-tenant API key, then put it to work as verified tournament eligibility and consent-first re-engagement.
Key Features
Per-tenant Steam credentials
Each project supplies its own Steam Web API key, stored encrypted and never shared across tenants. A project with no key configured is a visible skip with a health record — never a silent failure.
Key health, monitored hourly
A per-project probe checks key health on a sweep, tracking status, HTTP result, latency, and consecutive failures, so a bad or revoked key surfaces before it blocks a sync.
Full-fidelity player capture
Persona, presence and now-playing, badges and level/XP, owned and recently-played games, per-app playtime and achievements, VAC/game/community ban counters, and vanity URL — kept current on an adaptive cadence.
Verified tournament eligibility
Gate registration on real Steam data: minimum account age, total or per-app playtime, owned games, Steam level, app ownership, and ban rules. Missing or unsynced data fails closed — it never counts as a pass.
Consent-first re-engagement
Re-engagement messaging runs through a per-rule cooldown, a per-user lifetime cap, a per-project daily cap, an idempotency key, and finally the player's own notification preferences before anything sends.
Friend count, never the friend list
We store how many friends a player has for engagement signals. We never store or expose the friend list itself.
From API key to eligible player
Key configured
An organizer adds a Steam Web API key for their project, stored encrypted.
Sync scheduled
Presence, deep profile, and catalog syncs run on independent, quota-aware schedules.
Profile captured
Persona, badges, level, playtime, achievements, and ban status are recorded.
Change detected
Each sync diffs against the prior snapshot and emits a typed change event.
Eligibility checked
Entry requirements evaluate the latest synced data at registration time.
Player notified (if opted in)
Re-engagement messages pass the anti-spam funnel and consent check before sending.
Use cases
Built for organizers who need trust, not just a login button
Skill and ownership gates
Require a minimum Steam level, playtime, or game ownership before a player can register for a tournament — enforced automatically, never a manual check.
Win back dormant players
Classify players as active-on-arena, active-on-steam-only, dormant, or never-active from real match and library activity, then reach the right segment — only if they opted in.
Player-facing profile card
Show presence, level, badges, friend count, bans, and recent playtime on a player's own profile, with a marketing opt-in toggle that is off by default.
FAQ
Steam integration, answered
Put Steam data to work
Verified eligibility, honest engagement segmentation, and consent-first re-engagement — built on data your players already have on Steam.
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