On crowd funded Epic-exclusive games, we would gladly support partners distributing Steam keys to backers. However, Valve has privately told partners they can’t distribute Steam keys to backers until or unless they offer their game publicly for sale on Steam.
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And at the far end of the spectrum, requiring a particular launcher to be running to deliver the service. Best practices suggest using the principle of least privilege, setting the minimum set of requirements that are compatible with delivering each particular service reliably.
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Services like matchmaking should only require an API key (to mitigate DDOS attacks), while only features requiring user account access (such as friends systems) would require user login, but not be tied to being launched by a particular store.
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It's what we said globally - Free access - API key but game server part (for avoiding to lose the key) - Persistent auth would need some thinking about "clients" other computer / account. If It's account based it fallback on having an account on the store/API.
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The only part I think is needing to be done is asking Valve to migrate the API that not exist as webservice right now.
End of conversation
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