Steam Next Fest October 2026 Demo Upload Rejected - Missing Steam Input Default Config Metadata on Demo Branch - How to Fix
Problem: Your SteamPipe upload to the fest demo branch succeeds, but Steamworks shows STEAM_INPUT_DEFAULT_CONFIG_MISSING (or an equivalent metadata banner) and blocks the festival visibility toggle for Steam Next Fest October 2026. The default branch looks green; only the demo branch fails.
Who is affected now: Micro-studios promoting a fest_demo (or similarly named) branch in early September 2026 when the October fest submission window opened with a stricter metadata gate: Steam Input default config must be present on the branch players download during the fest, not only on default.
Fastest safe fix: Confirm the VDF and controller_base/ payload ship inside the demo depot → run a clean SteamPipe build that includes controller configs → regenerate library assets on the demo branch in Steamworks → leave fest visibility off until the metadata bar is green → add a CI matrix that runs the same metadata smoke on default and fest_demo.
Direct answer
The upload did not “fail”—the binary arrived without Steam Input default config metadata on that branch. Steamworks validates per-branch store metadata. If you built the demo from a preset that omitted controller files, promoted a depot without controller_base/, or never regenerated library assets after adding VDF, the portal correctly refuses to enable Next Fest visibility.
Why this issue spikes in October 2026
- Next Fest October 2026 opened with demo-branch checks that were looser or manual in prior years—teams optimized
defaultonly. - Steam Input is now part of fest readiness alongside capsule and build stability—not only Deck Verified cert.
- Branch promotion workflows often copy game binaries but not controller config folders from the main depot recipe.
- Indie Slack channels report the same pattern: “upload OK, fest toggle red, main branch fine.”
This is metadata on the branch, not “controls dead on first launch.” If players have no bindings at runtime, see Steam Input default action set fails first launch. If glyphs fail Deck review, see Deck Verified Xbox Elite glyph fix.
Symptoms and search phrases
- Steamworks: demo branch upload succeeded, fest participation toggle disabled with Input metadata error.
- Error text or tooltip referencing default config, Steam Input, or controller configuration missing on demo only.
defaultbranch: green metadata;fest_demo: red banner.- You promoted depots from an old build manifest that listed
*.exebut notcontroller_base/. - Library thumbnail / controller config preview missing in Steamworks for demo build ID.
Root causes (check in order)
- Demo depot recipe excludes VDF — separate ContentBuilder script or
.vdfignore rules. - *`controller_
keys only ondefault` branch** in Steamworks — demo branch never received config assignment. - Partial depot promotion — binary updated,
controller_basefolder from previous build dropped. - Library assets not regenerated after adding Steam Input files to demo depot.
- Wrong branch targeted — uploaded to internal QA branch, fest points at
fest_demowithout configs. - Runtime-only Steam Input — game uses API but never shipped published VDF in depot (metadata still missing).
Fastest safe fix path
Step 1 — Prove the demo depot contains controller files locally
On the machine that runs SteamPipe:
- Open your demo build output folder (the tree uploaded to the demo depot).
- Confirm a path equivalent to
controller_base/exists next to the game binary (layout varies by SDK; Unity/UE export templates differ). - Confirm at least one
.vdf(or Steam Input exporter output) definesdefault_action_set→ gameplay set name matches your code’sGetActionSetHandlestring.
Success check: Zip the exact folder SteamPipe uploads; search inside for .vdf and controller_base.
Step 2 — Align demo and main Steam Input payloads
- Copy the same
steam_input/(or project-specific) folder from the known-good main build. - Re-export from Steam Input Configurator if you bumped schema for autumn 2026 client refresh.
- Commit the folder to the branch your fest_demo CI job builds—do not hand-copy only on one machine.
Success check: diff -r main vs demo controller trees shows no missing files before upload.
Step 3 — Clean SteamPipe promote including controller config
- Bump build version in Steamworks (avoid reusing a build ID that lacked configs).
- Run full ContentBuilder for the demo depot—no “binary only” incremental script unless logs prove controller files included.
- Watch upload log for every file under
controller_base/—not onlyGame.exe.
Alternative: If you use depot copy from main to demo in Steamworks, verify the copy job includes controller content set, not just the default install script slice.
Step 4 — Regenerate library assets on the demo branch
In Steamworks App Admin:
- Select the demo branch (e.g.
fest_demo). - Open Installs / Depots → confirm the new build ID is active.
- Run Generate / Update library assets (wording varies by Steamworks UI revision) for that branch.
- Wait for processing—metadata scans often lag binary upload by minutes.
Success check: Controller config preview or metadata subsection shows configured, not empty.
Step 5 — Re-test fest visibility toggle (off until green)
- Leave Next Fest visibility disabled while metadata is red.
- After Step 4 completes, refresh Steamworks—banner should clear.
- Enable visibility only when no Input metadata warning remains.
- Screenshot the green state for your BUILD_RECEIPT archive.
Step 6 — Deck and glyph spot-check (optional but cheap)
On Steam Deck with demo branch installed:
- Cold launch from library (not loose EXE).
- Confirm gameplay bindings work without opening Steam overlay.
- Spot-check prompts against Unity glyph table tutorial if you use custom UI glyphs.
Metadata can pass while glyphs fail cert—different failure modes.
steam_input_demo_metadata_receipt_v1.json
{
"schema": "steam_input_demo_metadata_receipt_v1",
"fest": "steam_next_fest_october_2026",
"branch": "fest_demo",
"demo_depot_contains_controller_base": true,
"vdf_default_action_set_present": true,
"library_assets_regenerated": true,
"metadata_banner_clear": true,
"fest_visibility_enabled": true,
"parity_diff_main_vs_demo_controller_tree": "identical",
"captured_at_utc": "2026-05-24T00:00:00Z",
"pass": true
}
Store beside your Wednesday smoke log. Set fest_visibility_enabled to false until metadata_banner_clear is true.
Verification checklist
- Steamworks demo branch shows no Steam Input metadata error.
- Fest visibility toggle enables without a blocking dialog.
- Fresh install from Steam demo branch: controller works on first launch (runtime check).
controller_basepath exists in uploaded depot manifest (build log archive).- Main and demo branches both pass the same automated metadata script (prevention below).
Prevention — CI matrix for default and fest_demo
Add a pre-promotion job:
| Gate | Main | Demo |
|---|---|---|
controller_base/ present in artifact |
required | required |
.vdf contains default_action_set |
required | required |
| File list hash matches main (or allowed diff doc) | baseline | must match |
| Library asset regen step documented | yes | yes |
Pair with the curated checklist in 15 Free Steam Next Fest October 2026 Demo Metadata and Steam Input Checklist Resources.
Do not enable paid fest traffic from fest marketing cap until this receipt passes.
Troubleshooting
| Symptom | Likely cause | Fix |
|---|---|---|
| Main green, demo red | Demo depot omitting VDF | Steps 1–3 |
| Banner cleared, players no bindings | Runtime Init / ActivateActionSet | First launch action set help |
| Upload OK, banner persists 30+ min | Library assets not regenerated | Step 4 |
| Only internal branch works | Fest points at wrong branch | Steamworks branch mapping |
| Playtest build OK, fest demo fail | Surfaces confused | Playtest vs fest isolation |
| Metadata OK, Deck glyph fail | Glyph lane | Elite glyph help |
FAQ
Does every game need Steam Input for Next Fest?
Games without controller support may have different requirements. This article is for titles that use Steam Input VDF configs on PC builds. Confirm current Steamworks festival documentation for your app type.
Can I copy only the EXE to the demo depot?
That pattern causes this error. Ship the full install slice including controller_base/.
We use Unity Input System only—no Steam Input API.
You may still need published Steam Input configs for store metadata if Steamworks flags this gate. Input System alone does not populate Steamworks metadata—export and ship VDF per Steam Input docs.
Is this the same as Playtest invite builds?
No. Playtest uses different branches and depots. Keep playtest isolation so QA configs do not overwrite fest demo metadata.
How long after upload until the banner clears?
Often 5–30 minutes after library asset regeneration. Do not toggle fest visibility during processing.
Related links
- Steam Input Default Action Set First Launch Fix
- 15 Free Next Fest October 2026 Steam Input Checklist Resources
- Wednesday Demo Build Smoke Ritual
- Unity 6 Glyph Table for Deck Fest Demo
- Steamworks — Steam Input
- Steamworks — Branches
- Steamworks — Uploading (SteamPipe)
Bookmark this fix before you enable October 2026 fest visibility—the metadata gate is on the branch, not the zip upload dialog.