OpenSteamTool is a Windows DLL project built with CMake.
- 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/wudrmupstream APIs (default isopensteamtool), 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.
- Adding, modifying, deleting, or overwriting
.luafiles in any watched directory automatically triggers a reload. No restart, no offline/online toggle needed.
- Bypass Steam Family Sharing restrictions for games that have been added to the library with
addappidin Lua. All accounts in the Steam Family that participate in sharing must use OpenSteamTool for this to work.
- 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}, bothAppTicketandETicketareREG_BINARYvalues. - Use
setAppTicket(appid, "hex")andsetETicket(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
setAppTicketand existingAppTicketregistry values. If no explicit AppTicket is available, OpenSteamTool falls back to the forged local ConfigStore ticket path. - SteamID priority: read
SteamIDasREG_SZ(numeric-only) first; if missing, parse from explicitAppTicket.
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.
- Build the tools (see Build); the binary lands in
build/tools/Release/extract_tickets.exe. - Run it with the target AppId (or run it with no argument and type the AppId when prompted):
extract_tickets.exe 1361510
- 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):...
appticket:null/eticket:null. - Paste the hex strings from
tickets.txtinto your Lua config:setAppTicket(1361510, "14000000...") setETicket(1361510, "...")
Note: Tickets are only valid when extracted from an account that genuinely owns the game.
- Enable stats and achievements for unowned games.
- Uses
setStat(appid, "steamid")to configure which SteamID's achievement data to pull. - If no
setStatis configured for an app, falls back to the hardcoded default SteamID76561198028121353.
- Add
-onlinefixto 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.
- For games protected by Denuvo and SteamStub, find a safe timing to switch
GetSteamID(seesrc/Hook/Hooks_IPC.cpp#Handler_IClientUser_GetSteamIDTODO) 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.
- Run
build.batfrom the project root to build the project. - Copy generated
dwmapi.dll,xinput1_4.dllandOpenSteamTool.dllto the Steam root directory. - Create Lua directory (for example
C:\steam\config\lua) and place Lua scripts there. The DLL will automatically load and execute them. - 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.).
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"Two manifest code functions are supported:
Basic function that receives only the manifest GID.
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", ...}.
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):
- GitHub raw —
https://raw.githubusercontent.com/OpenSteam001/steam-monitor/pattern/.... Canonical source. - jsDelivr CDN — automatic fallback if GitHub raw is unreachable (connection refused / timeout / 5xx). No configuration required. Useful in regions where
raw.githubusercontent.comis blocked but jsDelivr is reachable (e.g. mainland China). - 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.
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 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.
- Windows 10/11
- CMake 3.20+
- Visual Studio 2022 with MSVC (x64 toolchain)
- Outbound HTTPS access to
raw.githubusercontent.comon first launch after a Steam update (see Steam version compatibility). Cached afterwards.
build.bat- 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
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.