Software delivery and maintenance Steam's primary purpose is to allow its users to
purchase games and other software, and then adding them to a virtual library from which they may be downloaded and installed an unlimited number of times. Initially, Valve was required to be the publisher for these games since it had sole access to Steam's database and engine, but with the introduction of the Steamworks
software development kit (SDK) in May 2008, anyone could integrate Steam into their game without Valve's direct involvement. With Steam, Valve wanted to make
digital rights management (DRM) "obsolete" as games released on Steam had traditional
anti-piracy measures, including the assignment and distribution of
product keys. Once the software is downloaded and installed, the user must then authenticate through Steam to de-encrypt the executable files to play the game. Normally this is done while connected to the Internet following the user's credential validation, but once they have logged into Steam once, a user can instruct Steam to launch in a special offline mode to be able to play their games without a network connection. Developers are not limited to Steam's CEG and may include other forms of DRM (or none at all) and other authentication services than Steam; for example, some games from publisher
Ubisoft require the use of its
Uplay gaming service. In September 2008, Valve added support for Steam Cloud, a service that can automatically store
saved game and related custom files on Valve's servers; users can access this data from any machine running the Steam client. Users can disable this feature on a per-game and per-account basis. Cloud saving was expanded in January 2022 for Dynamic Cloud Sync, allowing games developed with the feature to store saved states to Steam Cloud while a game is running rather than waiting until the user quit; this was added ahead of the portable Steam Deck unit so that users can save from the Deck and then put the unit into a suspended state. In May 2012, the service added the ability for users to manage their game libraries from remote clients, including computers and mobile devices.
Product keys sold through third-party retailers can also be redeemed on Steam. For games that incorporate Steamworks, users can buy redemption codes from other vendors and redeem these in the Steam client to add the title to their libraries. Steam also offers a framework for selling and distributing
downloadable content (DLC) for games. In September 2013, Steam introduced the ability to share most games with family members and close friends by authorizing machines to access one's library. Authorized players can install the game locally and play it separately from the owning account. Users can access their saved games and achievements provided the main owner is not playing. When the main player initiates a game while a shared account is using it, the shared account user is allowed a few minutes to either save their progress and close the game or purchase the game for their own account. Within Family View, introduced in January 2014, parents can adjust settings for their children's tied accounts, limiting the functionality and accessibility to the Steam client and purchased games. A more robust implementation of Family Sharing, titled "Steam Families", was released in September 2024, allowing up to six users to share games from a single account, including the ability to play different games on those accounts along with different game saves and profiles, and enhanced parental control tools for those accounts. By its
acceptable use policy, Valve retains the right to block customers' access to their games and Steam services when Valve's Anti-Cheat (VAC) software determines that the user is cheating in multiplayer games, selling accounts to others, or trading games to exploit regional price differences. Blocking such users initially removed access to their other games, leading to some users with high-value accounts losing access because of minor infractions. Valve later changed its policy to be similar to that of Electronic Arts'
Origin platform, in which blocked users can still access their games but are heavily restricted, limited to playing in offline mode and unable to participate in Steam Community features. Customers also lose access to their games and Steam account if they refuse to accept changes to Steam's
end user license agreements; this last occurred in August 2012. In April 2015, Valve began allowing developers to set bans on players for their games, but enacted and enforced at the Steam level, which allowed them to police their own gaming communities in a customizable manner.
Storefront features '' on Steam; the store page shows the game's description, screenshots, user rating and user-defined
tags. The Steam client includes a digital storefront called the Steam Store through which users can purchase games. Once the game is bought, a
software license is permanently attached to the user's Steam account, allowing them to download the software on any compatible device. Game licenses can be given to other accounts under certain conditions. Content is delivered from an international network of servers using a proprietary file transfer
protocol. Products sold on Steam are available for sale in different currencies, which changes depending on the user's location. In December 2010, the storefront began supporting
WebMoney for payments, and from April 2016 until December 2017 supported
Bitcoin payments before dropping support due to high value fluctuations and costly service fees. The Steam storefront validates the user's region; the purchase of games may be restricted to specific regions because of release dates, game classification, or agreements with publishers. Since 2010, the
Steam Translation Server project allowed users to assist with the translation of the Steam client, storefront, and a selected library of Steam games for several languages. In October 2018, official support for Vietnamese and Latin American Spanish was added, in addition to Steam's then 26 languages. Steam also allows users to purchase
downloadable content for games, and for some specific games such as
Team Fortress 2, the ability to purchase in-game inventory items. In February 2015, Steam began to open similar options for in-game item purchases for third-party games. In November 2007, achievements were added, similar to
Xbox 360 Achievements. In conjunction with developers and publishers, Valve frequently provides discounted sales on games on a daily and weekly basis, sometimes oriented around a publisher, genre, or holiday theme, and sometimes allows games to be tried for free during the days of these sales. The site normally offers a large selection of games at a discount during its annual Summer and Holiday sales, including
gamification of these sales. Since 2016, Steam held a sale for the
Lunar New Year (sometimes referred to as Chinese New Year by Valve) that is observed in some Asian countries. This sale was sometimes not held due to close proximity with the Spring Sale. Users of Steam's storefront can also purchase games and other software as gifts for another Steam user. Before May 2017, users could purchase these gifts to be held in their profile's inventory until they opted to gift them. However, this feature enabled a
gray market around some games, where a user in a country where the price of a game was substantially lower than elsewhere could stockpile giftable copies to sell to others in regions with much higher prices. In August 2016, Valve changed its gifting policy to require that games with VAC and Game Ban-enabled games be gifted immediately to another Steam user, which also served to combat players that worked around VAC and Game Bans; in May 2017, Valve expanded this policy to all games. The changes also placed limitations on gifts between users of different countries if there is a large difference in pricing. Due to runaway inflation in Argentina and Turkey, Valve eliminated the use of local currency pricing for users in those storefronts in November 2023, instead moving them to a special regional pricing model based on U.S. dollars as a means to provide fair payments to publisher and developers, though these local users saw effective price hikes as high as 2900%. The Steam store also enables users to redeem store
product keys to add software from their library. The keys are sold by third-party providers such as
Humble Bundle, distributed as part of a physical release, or given to a user as part of promotions, often used to deliver
Kickstarter and other crowdfunding rewards. A
grey market exists around Steam keys, where less reputable buyers purchase a large number of Steam keys for a game when it is offered for a low cost, and then resell these keys to users or other third-party sites at a higher price. This caused some of these third-party sites, such as
G2A, to be embroiled in this grey market. It is possible for publishers to have Valve track down where specific keys have been used and cancel them, removing the product from the user's libraries. Other legitimate storefronts, like Humble Bundle, have set a minimum price that must be spent to obtain Steam keys as to discourage mass purchases. In June 2021, Valve began limiting how frequently Steam users could change their default region to prevent them from purchasing games from outside their home region for cheaper. In 2013, Steam began to accept player reviews of games. Other users can subsequently rate these reviews as helpful, humorous, or otherwise unhelpful, which are then used to highlight the most useful reviews on the game's Steam store page. Steam also aggregates these reviews and enables users to sort products based on this feedback while browsing the store. In May 2016, Steam further broke out these aggregations between all reviews overall and those made more recently in the last 30 days, a change Valve acknowledges to how game updates, particularly those in Early Access, can alter the impression of a game to users. To prevent observed abuse of the review system by developers or other third-party agents, Valve modified the review system in September 2016 to discount review scores for a game from users that activated the product through a product key rather than directly purchased by the Steam Store, though their reviews remain visible. Alongside this, Valve announced that it would end business relations with any developer or publisher that it found to be abusing the review system. Separately, Valve has taken actions to minimize the effects of
review bombs on Steam. In particular, Valve announced in March 2019 that it marks reviews it believes are "off-topic" as a result of a review bomb, and eliminate their contribution to summary review scores; the first such games it took action on with this were the
Borderlands games after it was announced
Borderlands 3 would be a timed-exclusive to the
Epic Games Store. In August 2025, Valve released the ability to filter reviews between languages. This was intended for users to get more accurate review scores based on their nationality, as poor localizations and other regional- or language-based differences can drastically affect reviews. In February 2014, user-defined tags for games were added to Steam. Valve added support for
free-to-play games on Steam as well as support for in-game
microtransactions through the use of Steamworks in June 2011, while support was added in September 2011 for trading in-game items and "unopened" gifts between users. Steam Coupons, which was introduced in December 2011, provides single-use coupons that provide a discount to the cost of items. Steam Coupons can be provided to users by developers and publishers; users can trade these coupons between friends in a similar fashion to gifts and in-game items. In May 2015,
GameStop began selling Steam Wallet cards. Steam Market, a feature introduced in beta in December 2012 that would allow users to sell virtual items to others via Steam Wallet funds, further extended the idea. Valve levies a transaction fee of 15% on such sales and game publishers that use Steam Market pay a transaction fee. For example,
Team Fortress 2the first game supported at the beta phaseincurred both fees. Full support for other games was expected to be available in early 2013. In April 2013, Valve added subscription-based game support to Steam; the first game to use this service was
Darkfall Unholy Wars. In October 2012, Steam introduced non-gaming applications, which are sold through the service in the same manner as games. Creativity and productivity applications can access the core functions of the Steamworks API, allowing them to use Steam's simplified installation and updating process, and incorporate features including cloud saving and Steam Workshop. Steam also allows
game soundtracks to be purchased to be played via Steam Music or integrated with the user's other
media players. Valve adjusted its approach to soundtracks in 2020, no longer requiring them to be offered as DLC, meaning that users can buy soundtracks to games they do not own, and publishers can offer soundtracks to games not on Steam. From 2015 to 2019, Steam had the ability for publishers to rent and sell digital movies via the service, with initially most being video game documentaries. Following
Warner Bros. Entertainment offering the
Mad Max films alongside the September 2015 release of the
game based on the series,
Lionsgate entered into agreement with Valve to rent over one hundred feature films from its catalog through Steam starting in April 2016, with more films following later. In March 2017,
Crunchyroll started offering various
anime for purchase or rent through Steam. However, by February 2019, Valve shuttered its video storefront save for videos directly related to gaming content. While available, users could also purchase
Steam Machine related hardware. Valve took a flat 30%
share of all revenue generated from direct Steam sales and microtransactions until October 2018 when it changed its policy to reduce the cut to 25% once revenue for a game surpasses , and further to 20% at . The policy change was seen by journalists as trying to entice larger developers to stay with Steam, while the decision was also met with backlash from indie and other small game developers, as their revenue split remained unchanged. While Steam allows developers to offer demo versions of their games at any time, Valve worked with
Geoff Keighley in 2019 in conjunction with
The Game Awards to hold a week-long Steam Game Festival to feature a large selection of game demos of current and upcoming games, alongside sales for games already released. This event has since been repeated two or three times a year, typically in conjunction with game expositions or award events, and since has been renamed as the Steam Next Fest. Valve expanded support for demo versions of games in July 2024, allowing demos to have their own store page with user reviews and made it easier for user to manage demos within their game library. A Steam Points system and storefront was added in June 2020, which mirrored similar temporary points systems that had been used in prior sales on the storefront. Inititally, users earned points through purchases on Steam or by receiving community recognition for helpful reviews or discussion comments. These points can be redeemed in the separate storefront for cosmetics that apply to the user's profile and chat interface. In January 2026, Steam overhauled the points system, changing community rewards and deleting the famous "Clown" reward, together with removing the ability to earn points through rewards on content, in order to prevent users from profiting from provocative comments.
Privacy, security and abuse The popularity of Steam has led to it being attacked by
hackers. An attempt occurred in November 2011, when Valve temporarily closed the community forums, citing potential hacking threats to the service. Days later, Valve reported that the hack had compromised one of its customer databases, potentially allowing the perpetrators to access customer information, including encrypted passwords and credit card details. At that time, Valve was not aware whether the intruders actually accessed this information or discovered the encryption method, but nevertheless warned users to be alert for fraudulent activity. Valve launched Steam Guard in March 2011 with the goal of protecting Steam users against account hijacking via
phishing schemes, one of the largest security problems Valve had at the time. Steam Guard was advertised to take advantage of the identity protection provided by Intel's second-generation
Core processors and compatible motherboard hardware, which allows users to lock their account to a specific computer. Once locked, activity by that account on other computers must first be approved by the user on the locked computer. Support APIs for Steam Guard are available to third-party developers through Steamworks. Steam Guard also offers
two-factor,
risk-based authentication that uses a one-time verification code sent to a verified email address associated with the Steam account; this was later expanded to include two-factor authentication through the Steam mobile application, known as Steam Guard Mobile Authenticator. In 2015, Valve stated that the potential monetary value of virtual goods attached to user accounts had drawn hackers to try to access accounts for financial benefit. After a
Counter-Strike: Global Offensive gambling controversy, Valve stated it was cracking down on third-party websites using Steam inventory trading for
skin gambling in July 2016. ReVuln, a commercial vulnerability research firm, published a paper in October 2012 that said the Steam browser protocol was posing a security risk by enabling malicious exploits through a simple user click on a maliciously crafted steam:// URL in a browser. This was the second serious vulnerability of gaming-related software following a problem with Ubisoft's
Uplay. German IT platform
Heise online recommended strict separation of gaming and sensitive data, for example using a PC dedicated to gaming, gaming from a second Windows installation, or using a computer account with limited rights dedicated to gaming. In December 2015, Steam's
content delivery network was misconfigured in response to a
DDoS attack, causing cached store pages containing personal information to be temporarily exposed for 34,000 users. Valve added new privacy settings to Steam in April 2018, allowing users to hide their activity status, game lists, inventory, and other profile elements. While these changes brought Steam's privacy settings in line with services such as
PlayStation Network and the
Xbox network, third-party services such as
Steam Spy were impacted, due to their reliance on public data to estimate Steam product sales. Valve established a
HackerOne bug bounty program in May 2018, a crowdsourced method to test and improve the security features of the Steam client. In August 2019, a security researcher exposed a
zero-day vulnerability in the Windows client of Steam, which allowed for any user to run arbitrary code with LocalSystem privileges using just a few simple commands. The vulnerability was then reported to Valve via the program, but it was initially rejected for being "out-of-scope". Following a second vulnerability found by the same user, Valve apologized and patched them both, and expanded the program's rules to accept any other similar problems. In April 2020, the
Anti-Defamation League published a report that stated the Steam Community platform harbors hateful content. In January 2021, a trading card glitch let players generate Steam Wallet funds from free Steam trading cards with
bots using
Capcom Arcade Stadium and other games, resulting in the game becoming one of the statistically most played titles. On August 30, 2025, an update was pushed to the game
BlockBlasters on Steam that contained
malware. By the time Valve realized what happened, in September, the game had already stolen thousands of dollars from users, including a streamer who had been holding a fundraiser for his battle with cancer. Valve quickly removed the update and encouraged users who had launched the game to run a full virus scan, so as to remove any remaining malware. Earlier the same year, in February 2025, another Steam game, PirateFi, also distributed malware.
User interface and functionality Since November 2013, Steam has allowed for users to review their purchased games and organize them into categories set by the user and add to favorite lists for quick access. Players can add non-Steam games to their libraries, allowing the game to be easily accessed from the Steam client and providing support where possible for Steam Overlay features. The Steam interface allows for user-defined shortcuts to be added. In this way, third-party modifications and games not purchased through the Steam Store can use Steam features. Valve sponsors and distributes some modifications free of charge; and modifications that use
Steamworks can also use any Steam features supported by their parent game. For most games launched from Steam, the client provides an in-game overlay from which the user can access Steam Community lists and participate in chat, manage selected Steam settings, and access a built-in
web browser without having to exit the game. Beginning in February 2011 in the beta version of the feature, the overlay also allows players to take
screenshots of the games in process. In the full version, released on February 24, 2011, the feature was reimplemented so that users could share screenshots on websites of
Facebook,
Twitter, and
Reddit directly from a user's screenshot manager. Store game pages display a score from
Metacritic since 2007. public betas started in September 2012, and it was launched worldwide in December 2012. Big Picture mode is a
10-foot user interface which optimizes the Steam display to work on high-definition televisions, allowing the user to control Steam with a gamepad or with a keyboard and mouse.
Gabe Newell stated that Big Picture mode was a step towards a dedicated Steam entertainment hardware unit. With the introduction of the Steam Deck, Valve began pushing the new Big Picture mode based on the Steam Deck UI in beta testing in October 2022, and full release in February 2023. The new UI was also adopted by SteamVR in October 2023. It was part of Valve's initiative to support the
gamification of learning. It was released alongside free versions of
Portal 2 and a standalone program called "Puzzle Maker" that allowed teachers and students to create and manipulate levels. It featured additional authentication security that allowed teachers to share and distribute content via a Steam Workshop-type interface but blocks access from students. In-Home Streaming was introduced in May 2014; it allows users to stream games installed on one computer to another on the same home network with low latency. By June 2019, Valve renamed this feature to Remote Play, allowing users to stream games across devices that may be outside of their home network. Steam's "Remote Play Together", added in November 2019 after a month of beta testing, gives the ability for local multiplayer games to be played by people in disparate locations, though will not necessary resolve latency problems typical of these types of games. Remote Play Together was expanded in February 2021 to give the ability to invite non-Steam players to play through a Steam Link app approach. The Steam client, as part of a
social network service, allows users to identify friends and join groups using the Steam Community feature. Through the Steam Chat feature, users can use text chat and
peer-to-peer VoIP with other users, identify which games their friends and other group members are playing, and join and invite friends to Steamworks-based multiplayer games that support this feature. Users can participate in forums hosted by Valve to discuss Steam games. Each user has a unique page that shows his or her groups and friends, game library including earned achievements, game wishlists, and other social features; users can choose to keep this information private. In January 2010, Valve reported that 10 million of the 25 million active Steam accounts had signed up to Steam Community. In conjunction with the 2012 Steam Summer Sale, user profiles were updated with Badges reflecting the user's participation in the Steam community and past events.
Steam Trading Cards, a system where players earn virtual trading cards based on games they own, were introduced in May 2013. Using them, players can trade with other Steam users on the Steam Community Marketplace and use them to craft "Badges", which grant rewards such as discount coupons, and user profile page customization options. In 2010, the Steam client became an
OpenID provider, allowing third-party websites to use a Steam user's identity without requiring the user to expose his or her Steam credentials. In order to prevent abuse, access to most community features is restricted until a one-time payment of at least 5 is made to Valve. This requirement can be fulfilled by making any purchase of five dollars or more on Steam, or by adding at the same amount to their wallet. Through Steamworks, Steam provides a means of server browsing for multiplayer games that use the Steam Community features, allowing users to create lobbies with friends or members of common groups. Steamworks also provides
Valve Anti-Cheat (VAC), Valve's anti-cheat system; game servers automatically detect and report users who are using
cheats in online, multiplayer games. In August 2012, Valve added new featuresincluding dedicated hub pages for games that highlight the best user-created content, top forum posts, and screenshotsto the Community area. In December 2012, a feature where users can upload walkthroughs and guides detailing game strategy was added. Starting in January 2015, the Steam client allowed players to
livestream to Steam friends or the public while playing games on the platform. For the main event of
The International 2018 Dota 2 tournament, Valve launched Steam.tv as a major update to Steam Broadcasting, adding Steam Chat and Steamworks integration for spectating matches played at the event. It has also been used for other events, such as a pre-release tournament for the digital card game
Artifact and for
The Game Awards 2018 and
Steam Awards award shows. Game Recording was added in beta in June 2024 and released in full by November 2024, allowing for recording of gameplay sessions both on demand or as a background recording. Users can then edit and clip footage to share via Steam with other users. In September 2014, Steam Music was added to the Steam client, allowing users to play through music stored on their computer or to stream from a locally networked computer directly in Steam. An update to the friends and chat system was released in July 2018, allowing for non-peer-to-peer chats integrated with voice chat and other features that were compared to
Discord. A standalone mobile app based on this for
Android and
iOS was released in May 2019. A major visual overhaul of the Library was released in October 2019, with the goal of aiding users in organizing their games and helping to showcase what shared games a user's friends are playing, games that are being live-streamed, and new content that may be available, along with more customization options for sorting games. Along with the redesign, Valve launched Steam Events, allowing game developers to communicate when new in-game events are approaching, which appear to players in the Library and game listings. In June 2023, a visual and architectural overhaul was released, unifying the backend functions of the Steam and Steam Deck clients and redesigning the desktop client. As part of this, the in-game overlay received a new customizable design where users can pin windows such as chat or game guides on top of the current game window. It also received several new features, including the ability to create pinnable personal notes stored in the cloud.
Developer features Valve provides developers the ability to create storefront pages to help generate interest in their game ahead of release. This is also necessary to fix a release date that functions into Valve's "build review", a free service performed by Valve about a week before this release date to make sure the game's launch is trouble-free. Updates in 2020 to Discovery queues have given developers more options for customizing their storefront page and how these pages integrate with users' experiences with the Steam client. Steamworks provides networking and player authentication tools for both server and peer-to-peer multiplayer games,
matchmaking services, support for Steam community friends and groups, Steam statistics and achievements, integrated voice communications, and Steam Cloud support, allowing games to integrate with the Steam client. The API also provides anti-cheating devices and digital copy management. In 2016, after introducing the
Steam Controller and improvements to the Steam interface to support numerous customization options, the Steamworks API was also updated to provide a generic controller library for developers and these customization features for other third-party controllers, starting with the
DualShock 4. Steam's Input API has since been updated to include official support for other console controllers such as the
Nintendo Switch Pro Controller in 2018, the
Xbox Wireless Controller for the
Xbox Series X and Series S consoles, and the
PlayStation 5's
DualSense, as well as compatible controllers from third-party manufacturers in 2020. In November 2020, Valve said the controller usage had more than doubled over the past 2 years. In March 2019, Steam's game server network was opened to third-party developers. Developers of software available on Steam can track sales of their games through the Steam store. In February 2014, Valve announced that it would begin to allow developers to set up their own sales for their games independent of any sales that Valve may set. Valve may also work with developers to suggest their participation in sales on themed days. Data on installed software began to be collected in 2010. Valve added the ability for developers to sell games under an
early access model with a special section of the Steam store, starting in March 2013. This program allows developers to release functional, but not finished, products such as beta versions to the service to allow users to buy the games and help provide testing and feedback towards the final production. Early access also helps to provide funding to the developers to help complete their games. The early access approach allowed more developers to publish games onto the Steam service without the need for Valve's direct curation of games, significantly increasing the number of available games on the service. Valve added Steam Playtest for developers in 2020, allowing them to run closed beta testing for their games prior to a public release. Developers can request Steam keys of their products to use as they see fit, such as to give away in promotions, to provide to selected users for review, or to give to key resellers for different prioritization. Valve generally honors all such requests, but clarified that it would evaluate some requests to avoid giving keys to games or other offerings that are designed to manipulate the Steam storefront and other features. Valve enabled the ability for multiple developers to create bundles of games from their offerings in June 2021.
Steam Workshop The Steam Workshop is a service that allows users to share user-made content and
modifications for video games available on Steam. New levels, art assets, gameplay modifications, or other content may be published to or installed from the Workshop depending on the title. The Workshop was originally used for distribution of new in-game items for
Team Fortress 2; it was redesigned to extend support for any game in early 2012, including modifications for
The Elder Scrolls V: Skyrim. A May 2012 patch for
Portal 2, enabled by a new map-making tool through the Workshop, introduced the ability to share user-created levels. Independently developed games, including
Dungeons of Dredmor, are able to provide Workshop support for user-made content.
Dota 2 became Valve's third published title available for the Workshop in June 2012; its features include customizable accessories, character
skins, and announcer packs. Workshop content may be monetized; Newell said that the Workshop was inspired by
gold farming from
World of Warcraft to find a way to incentive both players and content creators in video games, and which had informed it of its approach to
Team Fortress 2 and its later multiplayer games. By January 2015, Valve themselves had provided some user-developed Workshop content as paid-for features in Valve-developed games, including
Team Fortress 2 and
Dota 2; with over $57 million being paid to content creators using the Workshop. Valve began allowing developers to use these advanced features in January 2015; both the developer and content generator share the profits of the sale of these items; the feature went live in April 2015, starting with various mods for
Skyrim. This feature was pulled a few days afterward following
negative user feedback and reports of pricing and copyright misuse. Six months later, Valve stated it was still interested in offering this type of functionality in the future. In November 2015, the Steam client was updated with the ability for game developers to offer in-game items for direct sale via the store interface, with
Rust being the first game to use the feature.
SteamVR SteamVR is a
virtual reality hardware and software platform developed by Valve, with a focus on allowing "room-scale" experiences using
positional tracking base stations, as opposed to those requiring the player to stay in a singular location. SteamVR was first introduced for the
Oculus Rift headset in 2014, and later expanded to support other
virtual reality headsets. Initially released for support on Windows, macOS, and Linux, Valve dropped macOS support for SteamVR in May 2020. SteamVR 2.0 was released in October 2023, introducing a new overlay interface that is unified with the updated SteamOS and Big Picture mode interfaces. == Storefront curation ==