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Steam DLC: what fits, setup, soundtracks and launching it

29 Oct 2026 · 6 min read

Downloadable content (DLC) is extra content for your game, free or paid, that players buy on Steam or activate with a key. This guide covers what fits as DLC, Valve's day-one caution, setup, soundtracks and how a DLC launch is promoted, from Valve's DLC doc and the Steamworks docs it connects to, checked 29 Oct 2026.

What fits as DLC

In the Steam client a game and its DLC show as one app; the DLC is listed in the game's properties. Once owned, it is treated as part of the game: Steam installs it with the game and updates it with patches.

UseFor
DLCExpansions, new maps or levels, extra characters, and extras outside the game such as artbooks or wallpapers
Soundtrack appGame soundtracks: their own app type, not DLC
MicrotransactionsCosmetics, consumable items and in-game currencies may fit better here

Valve on day-one DLC: it might not be a good idea to launch with DLC on day one. Players may think the full game was ready and you held content back to sell as paid DLC. Valve notes that DLC can offer value to your most invested players, but also has costs in how customers see you that are hard to measure.

Sources: Downloadable Content (DLC). Checked 29 Oct 2026. Valve updates these pages; the Steamworks docs always win.

Setting up a DLC

▪Its own App ID. Each DLC gets one. Create it from the base game's All Associated Packages, DLC, Demos And Tools page with Add New DLC.
▪Your game checks ownership. Online games with a secure server can use the CheckAppOwnership web API; other games can use BIsSubscribedApp in the client API.
▪Two ways to ship the content: in the game files every owner gets, unlocked when the player owns the DLC, or in its own depot that only owners download. All DLC depots are managed in the base game, not in the DLC.
▪In-game store. The Steam overlay can show all your DLC, or one item, and run the whole purchase without leaving the game. Steam only downloads new content if the player runs the newest version of the game.
▪Testing. Your publisher group owns new DLC through a "Developer Comp" package. Valve explains how to switch that license off and on in the Steam console to test a purchase.

Soundtracks are not DLC

Steam has a separate soundtrack app type, and Valve recommends converting soundtracks sold as DLC where it fits. Per Valve's soundtrack doc:

▪People who do not own the game can buy a soundtrack app. DLC requires the base game.
▪A soundtrack downloads without the game content. DLC needs the base game downloaded first.
▪Soundtrack apps can be surfaced and marketed on the store in ways DLC cannot, with album art and high-quality or lossless files.
▪A conversion tool sits on the Basic Info tab of the Store Page Admin. Nothing changes for customers until you publish, and players who own the DLC automatically own the converted soundtrack.

Launching and promoting a DLC

A DLC has no visibility rounds of its own. Valve's visibility doc suggests posting a community announcement about the DLC and then using one of the base game's Update Visibility Rounds, with the short description about the DLC. Visitors then land on the base game's page, where they also see the other DLC you have.

▪Discounts: Valve's discounting doc suggests discounting all associated packages, DLC and Deluxe Editions, at the same time. The rules are in Steam discount rules.
▪Editions: a Deluxe or Soundtrack Edition, the base game plus one DLC, is a Must Purchase Together bundle; packages of DLC only are exempt from the bundle minimum price. See Steam bundles.
▪Keys: Steam product keys can be requested for DLC that is on Steam, and cosmetic-only DLC for crowdfunding backers is an allowed exception. See Steam product keys.

Fraud and in-game items

Valve warns that anything of value that can be bought attracts fraud: high-value DLC bought with a stolen card, its contents moved to another account or the account sold. So Valve does not recommend putting in-game currency or tradable items in DLC; those fit microtransactions better. Steam catches most fraudulent purchases within 48 hours, and an ownership check at launch or after 48 hours picks up the updated status.

Where a broadcast fits

A DLC launch sends people to the base game's store page, and a broadcast there shows them the new content. A Steam broadcast always uses the base game's App ID, never a DLC's; see how to get your Steam stream key. Loopcast keeps a store page broadcast running from an uploaded video, billed per minute on air. You can try it free for 7 days, no card needed.

FAQ

Should I launch my game with DLC on day one?

Valve says it might not be a good idea: players may think the full game was ready and content was held back to sell as paid DLC.

Does a DLC get its own Steam visibility rounds?

No. Use one of the base game's Update Visibility Rounds with a community announcement about the DLC. Visitors land on the base game's page and see the DLC there.

Should my soundtrack be DLC or a soundtrack app?

Valve recommends a soundtrack app where it fits: people who do not own the game can buy it, it downloads without the game, and it can be marketed on the store in ways DLC cannot. A tool converts existing DLC.

Can players buy DLC without the base game?

No. DLC requires ownership of the base game to buy, and the base game content is downloaded first.

Can I put in-game currency in a DLC?

Valve does not recommend it, because of fraud with stolen payment methods. In-game currency and tradable items fit microtransactions better.

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