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Before using this plugin, make sure you can get the official Greenworks plugin to work to debug any basic issues. If you only need the ACEs of the official plugin, there's no need to use this plugin


In developing a C3 game for Steam distribution, I found I needed more API calls than the official plugin, so using the official plugin as a template, I added the ACEs for the following Greenworks APIs: Cloud File, more Achievements and Stats, DLC.

Reporting Issues

Please use the github issue list to report issues.

Installing steamworks sdk and steam_appid.txt

See the official Greenworks plugin documentation for a description of where to get and where to install the needed *.dlls (windows) or *.dynlibs (osx) and steam_appid.txt after export to nw.js.

Exporting and overlay

When exporting to nw.js, add the command lines '--in-process-gpu --disable-direct-composition --enable-features=nw2' in the export dialog box for windows overlay to work on Windows. Mac OS overlay with Greenworks appears to be buggy, do not expect it to work. For nw.js version, use only 0.33.3 for the plugin as it is. Later versions of nw.js can be used see this forum post for details.

General usage

The plugin generally follows this pattern: Call action (API call), wait for trigger (API callback), check expressions for data or error, depending on the trigger. Some data which are relatively static are always available in expressions (language, userID, etc. from the original plugin.) The others require an action call and trigger before using the data. [Technical aside, this is due to the Greenworks API being called on the DOM side vs render side, so each call requires a JS promise/resolve/reject call.]


Some obvious things to check for which I have hit more than once myself:

  • Enable the nw.js or electron debug console to look for errors and info
  • If exporting with nw.js, it version 0.47.0? Other versions may not work - unless updated binaries are used.
  • Steamworks sdk libs (*.dll or *.dynlib are installed in the exported folder in the proper location? SDK version 1.49?
  • steam_appidt.txt is installed in exported folder with a valid id? '480' is a good test id, all users own this game. Use '480' for the example project.
  • Steam is running and a user is logged in?
  • To test with unreleased game or the test project on Steam use 'Games->Add non-steam game...'
  • Launched game _from_ Steam program for overlay to work?
  • If overlay not working, check if '--in-process-gpu --disable-direct-composition --enable-features=nw2' is used as command argument for nw.js,/electron.
  • If overlay not working, make sure render is occurring each frame, if needed add small rotating sprite in the display (set opacity to 1% so it's not visible to the user.)
  • See greenworks github docs for details on Greenworks APIs Greenworks APIs
  • On release to steam, disable F12 devtool shortcut for nw (otherwise Steam may reject it.) See this thread for more info on one devs way to intercept this. Also look at nw.js for options to remove developer mode.[/li]


I am also using Electron to build the final executable, so added support for Electron. See Armaldio's excellent ElectronForConstruct for a description of the process/tool that they created to support Construct with Electron. Once setup, the tool will download greenworks binaries for the version of Electron being used. Very useful tool!


  • Mac has issues with steam_appid.txt file, put in: /steam_appid.txt or ~/steam_appid.txt, not app dir.
  • Once released on Steam and users install, the steam_appid.txt file is no longer needed.

For more Mac tips see:

Further Development

If you _really_ need a specific existing Greenworks API added to the plugin for your game release, leave an issue in the comments and I will review. Note: the Greenworks API does not support Steamworks leaderboards (a conscious decision on part of the Greenworks developers.)