Skip to content

OpenSteam001/OpenSteamTool

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

46 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

OpenSteamTool

cpp CMake OnlyWindows

Ask DeepWiki

OpenSteamTool is a Windows DLL project built with CMake.

Feature

Core Unlocks

  • Unlock an unlimited number of unowned games.
  • Unlock all DLCs for unowned games.
  • Support auto load depot decryption keys from Lua config.
  • Support auto manifest download via steamrun / wudrm upstream APIs(default is wudrm), or a custom Lua endpoint (see Manifest via Lua).
  • Support downloading protected games or DLCs that require an access token.
  • Support binding manifest to prevent specific games from being updated.

Hot Reload

  • Adding, modifying, deleting, or overwriting .lua files in any watched directory automatically triggers a reload. No restart, no offline/online toggle needed.

Family Sharing and Remote Play

  • Bypass Steam Family Sharing restrictions, allowing shared games to be played without limitations.

Compatible with games protected by Denuvo and SteamStub

  • For AppTicket and ETicket: in HKEY_CURRENT_USER\Software\Valve\Steam\Apps\{AppId}, both AppTicket and ETicket are REG_BINARY values.
  • Use setAppTicket(appid, "hex") and setETicket(appid, "hex") in Lua config to write these values to the registry automatically.
  • SteamID priority: read SteamID as REG_SZ (numeric-only) first; if missing, parse from AppTicket.

Stats and Achievements

  • Enable stats and achievements for unowned games.
  • Uses setStat(appid, "steamid") to configure which SteamID's achievement data to pull.
  • If no setStat is configured for an app, falls back to the hardcoded default SteamID 76561198028121353.

Online Fix

  • Add -onlinefix to the Steam launch parameters to enable 480-based online play in games that use lobby matchmaking. The current limitation is that only one such game can run at a time.To revert, simply remove -onlinefix from the launch parameters — online play returns to normal on the next launch.

Future

  • For games protected by Denuvo and SteamStub, find a safe timing to switch GetSteamID (see src/Hook/Hooks_IPC.cpp#Handler_IClientUser_GetSteamID TODO) so save files are not affected.(Suggestions welcome — when is the earliest point after game initialization that we can safely switch the SteamID without affecting save file binding?)
  • Steam Cloud synchronization support.(This is a huge project)
  • Add Auto Denuvo Authorization Sharing for Legitimate Accounts.

Usage

  1. Run build.bat from the project root to build the project.
  2. Copy generated dwmapi.dll, xinput1_4.dll and OpenSteamTool.dll to the Steam root directory.
  3. Create Lua directory (for example C:\steam\config\lua) and place Lua scripts there. The DLL will automatically load and execute them.
  4. Lua example:
addappid(1361510) -- unlock game with appid 1361510

addappid(1361511, 0,"5954562e7f5260400040a818bc29b60b335bb690066ff767e20d145a3b6b4af0") -- unlock game with appid 1361511 depotKey is "5954562e7f5260400040a818bc29b60b335bb690066ff767e20d145a3b6b4af0" 

addtoken(1361510,"2764735786934684318") -- add access token ("2764735786934684318") for game with appid 1361510 
-- No Longer Supported:
--pinApp(1361510) -- pin game with appid 1361510 to prevent it from being updated

setManifestid(1361511,"5656605350306673283") -- pin depotid:1361511 manifest_gid:5656605350306673283, size defaults to 0
setManifestid(1361511,"5656605350306673283", 12345678) -- same but with explicit size

setAppTicket(1361510,"0100000000000000...") -- write AppTicket (REG_BINARY) to HKCU\Software\Valve\Steam\Apps\1361510\AppTicket

setETicket(1361510,"0100000000000000...") -- write ETicket (REG_BINARY) to HKCU\Software\Valve\Steam\Apps\1361510\ETicket

setStat(1361510, "76561197960287930") -- use the specified SteamID's achievement data for appid 1361510
-- If not configured, default SteamID 76561198028121353 is used.

All function names are case-insensitive. setAppTicket, setappticket, SetAppticket, SETAPPTICKET etc. are all equivalent. The same applies to every registered function (addAppId, AddToken, SETManifestid, etc.).

Configuration (optional)

Rename opensteamtool.example.toml to opensteamtool.toml and place it in the Steam root directory (next to steam.exe). If no config file is found, built-in defaults are used — no auto-creation.

[log]
# Debug build only.  Level: trace, debug, info, warn, error
level = "info"

[manifest]
# Upstream API for depot manifest request codes.  Options: "steamrun", "wudrm"
url = "steamrun"

# HTTP timeouts for manifest requests (milliseconds)
timeout_resolve_ms = 5000
timeout_connect_ms = 5000
timeout_send_ms    = 10000
timeout_recv_ms    = 10000

# Additional Lua config directories (optional).
# Files are loaded after the default <Steam>/config/lua folder.
# The default folder is always loaded last so user files take priority.
[lua]
paths = []

# Optional signature-file mirror. See "Steam version compatibility" below.
# Leave commented out for the built-in default (raw.githubusercontent.com).
[pattern]
# mirror = "https://cdn.jsdelivr.net/gh/OpenSteam001/steam-monitor@pattern"

Manifest via Lua

Two manifest code functions are supported:

fetch_manifest_code(gid)

Basic function that receives only the manifest GID.

fetch_manifest_code_ex(app_id, depot_id, gid) (recommended)

Extended function that receives app_id, depot_id, and gid. Allows constructing API endpoints that require app identification.

The C++ runtime provides two Lua helpers:

Function Signature Returns
http_get http_get(url [, headers]) body, status_code
http_post http_post(url, body [, headers]) body, status_code

headers is an optional table: {["Key"]="Value", ...}.

Steam version compatibility

OpenSteamTool no longer ships byte-pattern signatures inside the DLL. Instead, on each launch it computes the SHA-256 of steamclient64.dll and steamui.dll on disk and looks up a matching pattern file from the upstream tracker at OpenSteam001/steam-monitor (pattern branch).

Lookup order (every launch):

  1. GitHub rawhttps://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern/.... Canonical source.
  2. jsDelivr CDN — automatic fallback if GitHub raw is unreachable (connection refused / timeout / 5xx). No configuration required. Useful in regions where raw.githubusercontent.com is blocked but jsDelivr is reachable (e.g. mainland China).
  3. Local cache<Steam>\opensteamtool\pattern\<subdir>\<sha256>.toml. Used only when remote is unreachable. The cache is overwritten after every successful remote fetch.

Remote is consulted on every launch so users automatically pick up upstream re-publications (e.g. the bot adding a new signature, or fixing an existing one) without having to clear any cache.

If a step returns HTTP 404 the mirror loop stops immediately — all mirrors serve the same content, so a 404 means the upstream bot has not yet published a TOML for this Steam build. The code then falls back to the local cache if one exists; otherwise a one-shot popup appears with the unmatched DLL name, its SHA-256, the expected cache path, and the upstream URL. Only the hooks tied to that DLL are disabled — the rest of OpenSteamTool keeps working.

You can also drop a pattern TOML into the cache directory manually if you know the layout for a given build; the file name must be <sha256>.toml. The cache fallback will pick it up the next time remote is unreachable.

A short outbound HTTPS request is performed at every launch (one per DLL: steamclient64.dll, steamui.dll). The downloaded bodies are tiny (~10 KB each) and the work runs on a worker thread, so it never blocks Steam's loader.

Using a different mirror

For most users, the built-in GitHub → jsDelivr automatic fallback is enough; you do not need to touch opensteamtool.toml at all.

If you want to force a specific source (private mirror, intranet server, or a CDN that's faster on your network than the defaults), set it explicitly in opensteamtool.toml. Setting mirror disables the automatic GitHub→jsDelivr fallback — only the URL you specify is tried, on the principle that an explicit user choice should win.

[pattern]
# Default if unset:
#   https://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern
# Examples:
mirror = "https://cdn.jsdelivr.net/gh/OpenSteam001/steam-monitor@pattern"
# mirror = "https://ghproxy.com/https://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern"
# mirror = "https://your.server.com/opensteamtool-patterns"

The full URL fetched at runtime is <mirror>/steamclient/<sha256>.toml and <mirror>/steamui/<sha256>.toml. Any HTTPS server that serves the same directory layout works. A trailing / is allowed but optional.

Resolved URL by config (example, for the steamui lookup):

Config Resulting URL
[pattern] omitted, or mirror = "" https://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern/steamui/<sha>.toml
mirror = "https://cdn.jsdelivr.net/gh/OpenSteam001/steam-monitor@pattern" https://cdn.jsdelivr.net/gh/OpenSteam001/steam-monitor@pattern/steamui/<sha>.toml
mirror = "https://your.server.com/p/" (trailing slash) https://your.server.com/p/steamui/<sha>.toml (slash stripped at parse)

Verifying a mirror in your browser: paste a complete URL — base + subdir + a real SHA-256 + .toml. The base URL alone (without the file path) will return Invalid URL from most CDNs, which is expected behavior, not a sign the mirror is broken. Example URLs you can paste directly:

https://cdn.jsdelivr.net/gh/OpenSteam001/steam-monitor@pattern/steamui/7a72275b5efc6781a964f6a8e5414ea2226c4a0a64a82e79b9e7d501dfcc3b57.toml
https://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern/steamui/7a72275b5efc6781a964f6a8e5414ea2226c4a0a64a82e79b9e7d501dfcc3b57.toml

Replace the hash with a real one from the upstream pattern branch. If the browser returns 200 you're good; 404 means upstream hasn't published a file for that DLL yet (open an issue), and connect/timeout errors mean the mirror itself isn't reachable from your network — pick another.

Debug logging

Debug builds write per-module log files under <Steam>/opensteamtool/:

File Source Content
main.log General Init, config loading, Lua parsing,Utils
ipc.log LOG_IPC_* IPC commands, InterfaceCall dispatch, spoofing
netpacket.log LOG_NETPACKET_* Network packet send/recv, eMsg dispatch
manifest.log LOG_MANIFEST_* Manifest download, fetch_manifest_code,manifest binding
decryptionkey.log LOG_DECRYPTIONKEY_* Depot decryption key injection
keyvalue.log LOG_KEYVALUE_* KeyValues patching (manifest binding)
misc.log LOG_MISC_* Engine pointer capture, AppId hints
winhttp.log LOG_WINHTTP_* HTTP requests
achievement.log LOG_ACHIEVEMENT_* UserStats requests/responses, steamid spoofing
pics.log LOG_PICS_* PICS access token injection
package.log LOG_PACKAGE_* Package injection, FileWatcher events
onlinefix.log LOG_ONLINEFIX_* Online fix (480 AppId spoofing)

The log level is controlled by [log] level in opensteamtool.toml.

Build

Requirements

  • Windows 10/11
  • CMake 3.20+
  • Visual Studio 2022 with MSVC (x64 toolchain)

Runtime requirements

  • Outbound HTTPS access to raw.githubusercontent.com on first launch after a Steam update (see Steam version compatibility). Cached afterwards.

Quick build

build.bat

Output

  • Debug: build/Debug/OpenSteamTool.dll, build/Debug/dwmapi.dll, build/Debug/xinput1_4.dll
  • Release: build/Release/OpenSteamTool.dll, build/Release/dwmapi.dll, build/Release/xinput1_4.dll

Disclaimer

This project is provided for research and educational purposes only. You are responsible for complying with local laws, platform terms of service, and software licenses.

About

Open Source Steam Unlocker

Resources

License

Stars

Watchers

Forks

Packages

 
 
 

Contributors