steam-dlc-expansion-planning

Plan Steam DLC App IDs, depot configs, season passes, and post-launch content schedules.

1|Updated Mar 26, 2026
One-click install
npx skills add https://github.com/TMHSDigital/Steam-Cursor-Plugin --skill steam-dlc-expansion-planning-tmhsdigital
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: steam-dlc-expansion-planning
Source: https://github.com/TMHSDigital/Steam-Cursor-Plugin/tree/main/skills/steam-dlc-expansion-planning
Command: npx skills add https://github.com/TMHSDigital/Steam-Cursor-Plugin --skill steam-dlc-expansion-planning-tmhsdigital

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Planning downloadable content for a Steam game involves coordinating DLC App ID creation, depot configuration, pricing tiers, season pass packaging, and in-game ownership checks, and this Skill consolidates that entire workflow into one guided process. ## Core Features & Use Cases - DLC Structure Planning: Choose from cosmetic packs, content packs, story expansions, soundtracks, and season passes with typical pricing benchmarks. - Steamworks Configuration: Generate DLC App ID setup steps, VDF depot build configs, and ownership-check code in C++, C#, and GDScript. - Content Cadence & Pricing: Build a 12-month post-launch roadmap balancing free updates and paid DLC, with season pass discount structures. - Use Case: A developer with a released roguelike wants three DLC packs and a season pass; the Skill proposes the DLC lineup, pricing, release cadence, depot configs, and ownership-check code. ## Quick Start Ask the assistant to plan a DLC roadmap with a season pass for your Steam game, providing your base game App ID and the type of content you want to release.

Frequently Asked Questions about steam-dlc-expansion-planning

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a DLC App ID on Steamworks?▼

In the Steamworks Partner site, open your base game and go to All Associated Packages, DLC, Demos, and Tools, then click Add New DLC. Steamworks creates a new App ID linked to your base game, which you then configure with its own store page, pricing, and depots.

How do I check DLC ownership in my game code?▼

Call SteamApps()->BIsDlcInstalled(dlcAppId) in C++, SteamApps.BIsDlcInstalled in C#, or Steam.isDlcInstalled in GDScript via GodotSteam. Check at game start, cache the result, and listen for the DlcInstalled_t callback for mid-session purchases.

How should I price a season pass for my Steam game?▼

Create a Package containing all planned DLC App IDs and price it 10-20% below the sum of the individual DLC prices. Buyers automatically receive each DLC as it releases, and announcing the roadmap early encourages pass purchases.

When should content be a free update instead of paid DLC?▼

Bug fixes, balance changes, QoL improvements, and small features should be free updates, while substantial new content players would not expect in the base game can be paid DLC. A common benchmark is 25-50% of the base game price for substantial content packs.

Why is my DLC content not visible to players who own it?▼

The usual cause is misconfigured depot inheritance, where the DLC depot does not properly reference the base app's depots. Verify the DLC depot IDs follow the appid + N convention and that ownership checks gate the content correctly.