Steam C++

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AppsFlyer Steam C++ SDK integration

AppsFlyer empowers gaming marketers to make better decisions by providing powerful tools that solve real pain points, including cross-platform attribution, mobile and web analytics, deep linking, fraud detection, privacy management and preservation, and more.

Game attribution requires the game to communicate with AppsFlyer APIs over HTTPS and report user activities like first opens, consecutive sessions, and in-app events. For example, purchase events.
We recommend you use this sample app as a reference for integrating the code that reports user activities in your C++. Note: The sample code that follows is currently only supported in a Windows environment.


vcpkg install nlohmann-json:x86-windows
vcpkg install openssl:x86-windows

AppsflyerSteamModule - Interface

AppsflyerSteamModule.h”, included in the appsflyer-module folder, contains the required code and logic to connect to AppsFlyer servers and report events.


This method receives your API key and app ID and initializes the AppsFlyer Module.

Method signature

void init(const char* devkey, const char* appID)


AppsflyerSteamModule()->init("DEV_KEY", "STEAM_APP_ID");



This method sends first open and /session requests to AppsFlyer.

Method signature

void start(bool skipFirst = false)


// without the flag

// with the flag
bool skipFirst = [SOME_CONDITION];


This method receives an event name and JSON object and sends in-app events to AppsFlyer.

Method signature

void logEvent(std::string event_name, json event_values)


json event_values = { {"af_currency", "USD"}, {"af_price", 6.66}, {"af_revenue", 24.12} };
std::string event_name = "af_purchase";
AppsflyerSteamModule()->logEvent(event_name, event_values);

Note: To use the JSON, make sure to use the following imports:

#include <nlohmann/json.hpp>
using json = nlohmann::json;

OnCallbackSuccess, OnCallbackFailure

The above methods are placeholders for the desired actions upon success/failure.
It is possible to handle different types of events with the switch case of the context within each function (“FIRST_OPEN_REQUEST”, ”SESSION_REQUEST”, ”INAPP_EVENT_REQUEST”).

Method signature

void onCallbackSuccess(long responseCode, uint64 context)
void onCallbackFailure(long responseCode, uint64 context)


Get AppsFlyer's unique device ID. The SDK generates an AppsFlyer unique device ID upon app installation. When the SDK is started, this ID is recorded as the ID of the first app install.

Method signature

std::string getAppsFlyerUID()




This method receives a date string and returns true if the game folder modification date is older than the date string. The date string format is: "2023-January-01 23:12:34"

Method signature

bool isInstallOlderThanDate(std::string datestring)


// the modification date in this example is "2023-January-23 08:30:00"

// will return false
bool dateBefore = AppsflyerSteamModule()->isInstallOlderThanDate("2023-January-01 23:12:34");

// will return true
bool dateAfter = AppsflyerSteamModule()->isInstallOlderThanDate("2023-April-10 23:12:34");

Running the sample app

  1. Install Visual Studio.
  2. Open the solution ../appsflyer-steam-sample-app/steam-sample-app/steamworksexample/SteamworksExample.sln.
  3. Open the Source Files/Main.cpp file.
  4. On line 244, replace DEV_KEY and STEAM_APP_ID with your app details.
  5. Run the app by clicking Play on the top toolbar (Local Windows Debugger). Make sure that the mode is set to Debug.
    Visual Studio Toolbar Image
  6. After 24 hours, the dashboard updates and shows organic and non-organic installs and in-app events.

Implementing AppsFlyer in your Steam game


  1. Copy the files from the appsflyer-module folder into your C++ project under Header Files > AppsFlyer.
  2. Import the Module:
#include "AppsflyerSteamModule.h"
  1. Import nlohmann-json.
#include <nlohmann/json.hpp>
using json = nlohmann::json;
  1. Initialize the AppsFlyer integration and call start.
  2. Report in-app events.