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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 opensteamtool / steamrun / wudrm upstream APIs (default is opensteamtool), 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 for games that have been added to the library with addappid in Lua. All accounts in the Steam Family that participate in sharing must use OpenSteamTool for this to work.

Compatible with games protected by Denuvo and SteamStub

  • SteamStub-only games do not require configuring AppTicket. OpenSteamTool can reuse Steam's local ConfigStore ticket and forge the requested AppId through a SteamDRMP off-by-four ticket parsing vulnerability, without injecting into the game process.
  • Denuvo-protected games still require explicit ticket data. 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.
  • AppTicket priority: explicit tickets have the highest priority, including tickets configured by setAppTicket and existing AppTicket registry values. If no explicit AppTicket is available, OpenSteamTool falls back to the forged local ConfigStore ticket path.
  • SteamID priority: read SteamID as REG_SZ (numeric-only) first; if missing, parse from explicit AppTicket.

Extracting tickets with extract_tickets

The extract_tickets tool dumps the AppTicket and ETicket hex strings you need for setAppTicket / setETicket. Run it on a machine where Steam is running and logged into an account that owns the target game.

  1. Build the tools (see Build); the binary lands in build/tools/Release/extract_tickets.exe.
  2. Run it with the target AppId (or run it with no argument and type the AppId when prompted):
    extract_tickets.exe 1361510
  3. It reads the Steam install path from the registry, loads steamclient64.dll, and writes everything into an <appid>/ folder next to the executable:
    • appticket.bin — raw app ownership ticket (binary)
    • eticket.bin — raw encrypted app ticket (binary)
    • tickets.txt — plain-text summary with the hex strings:
      appid:1361510
      appticket(184 bytes):14000000...
      eticket(143 bytes):...
      
    A ticket that could not be obtained is reported as appticket:null / eticket:null.
  4. Paste the hex strings from tickets.txt into your Lua config:
    setAppTicket(1361510, "14000000...")
    setETicket(1361510, "...")

Note: Tickets are only valid when extracted from an account that genuinely owns the game.

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: "opensteamtool", "steamrun", "wudrm"
url = "opensteamtool"

# 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 metadata mirror. See "Steam version compatibility" below.
[remote]
# url_template = "https://your.server/{channel}/{component}/{sha256}.toml"

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 fallback is enough. To use a private mirror or intranet server, configure a full URL template. A custom mirror replaces the built-in remote sources; local cache fallback remains available.

The template must include {channel}, {component}, and {sha256}. Channels currently used are pattern and ipc.

[remote]
url_template = "https://your.server/{channel}/{component}/{sha256}.toml"
# url_template = "https://fast.jsdelivr.net/gh/OpenSteam001/steam-monitor@{channel}/{component}/{sha256}.toml"

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.

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