Lobbies
Creating a lobby
Host a lobby other players can find and join.
A lobby is Steam's meeting room. Players gather in one, agree on settings, then travel into the match together. It is the foundation of nearly every Steam multiplayer flow.
The node
Use Create Lobby (Async).
| Input | Meaning |
|---|---|
| Lobby Type | Who can find it. See the table below. |
| Max Members | How many players can be in it, including you. |
| Output | Meaning |
|---|---|
| On Success | The lobby exists and you are in it |
| On Failure | It was not created. Read the Result. |
| Lobby | The new lobby's ID. Keep this. |
| Result | Success, or why not |
Lobby types
| Type | Who can find it |
|---|---|
| Public | Anyone searching. Use this for a public lobby browser. |
| Friends Only | Only the host's Steam friends. |
| Private | Nobody. Invite only. |
| Invisible | Nobody, and it does not appear in the host's own list either. For matchmaking backends. |
A minimal host flow
That is all it takes to appear in other players' searches.
Naming the lobby
A lobby has no name of its own. What a browser shows comes from lobby data you publish:
name and your lobby's name.The keys are entirely yours. Pick them once and be consistent.
You are the owner
Whoever creates a lobby is its owner, which SteamForge calls the host. The owner is the only one allowed to change lobby settings and lobby data.
If the owner leaves, Steam automatically hands ownership to another member. Nothing is lost, but the new owner has to notice and take over. See Host migration.
Leaving
Call Leave Lobby with the lobby ID. If you were the last member, the lobby ceases to exist.
Always leave explicitly when the player backs out. A lobby you forget to leave keeps your slot occupied until Steam times you out.
Where to go next
Finding lobbies, so other players can discover the one you just made.