VGKAMI
Advertise Get listed

Game Guides

Steam Remote Play Together: Invite Friends to Local Co-Op

Published 14 min read

Steam Remote Play Together lets one person run a supported local co-op, local multiplayer, shared-screen, or split-screen game while friends join remotely. The host owns and launches the game; guests generally do not need to buy or install it. To begin, confirm the game’s Steam store page shows Remote Play Together, launch it, open the Steam Friends List or Overlay with Shift+Tab, invite friends (or create an Invite Anyone link), then have each guest connect a controller and join a free player slot.

The feature streams the host’s game video and audio to each participant and sends their controller or permitted keyboard-and-mouse input back to the host computer. The exact player limit, controls, and lobby steps remain specific to the game, so compatibility and available local slots should be checked before scheduling a session.

What does Steam Remote Play Together actually do?

Remote Play Together converts a game’s local multiplayer mode into a streamed session. The host computer runs the game and does the processing. Steam sends the game’s video and audio to remote participants, while their inputs travel back to the host so everyone can play the same local match, campaign, or shared screen.

It is intended for games that already support local co-op, local multiplayer, shared-screen, or split-screen play. It is not a separate online multiplayer service that adds network play to every game. A title must expose the appropriate Steam feature and a usable local-player mode.

  • The host: owns, installs, launches, and runs the game.
  • Guests: join the streamed session and normally do not need to purchase or install the game.
  • Inputs: guests can use their own controllers; the host may allow keyboard-and-mouse sharing where the game supports it.
  • Media: the session includes game video, audio, and voice communication.
  • Privacy: Steam says friends see the game rather than the host’s entire desktop, and the host controls keyboard-and-mouse access.

Because the host is running the game, the host’s computer and internet connection have the greatest effect on image quality and latency. A fast connection is important, and Valve’s troubleshooting guidance favors a wired network for the best streaming experience.

What do I need before starting a Remote Play Together session?

Prepare the game, host computer, accounts or invitation method, and player controls before sending invitations. Doing these checks first prevents the most common “the invite worked but nobody can play” problems.

Confirm the game supports Remote Play Together

Open the game’s Steam store page and look for the Remote Play Together feature label. The page should also indicate whether the title is local co-op, local multiplayer, shared-screen, or split-screen. Having one of those modes does not by itself guarantee that every control scheme or player count will work remotely; the Remote Play Together label is the key compatibility check.

Read the game’s own local multiplayer description as well. Some games require a particular menu, a second controller, or a local lobby before additional players appear. Steam provides the connection, but the game decides how players join and which slots are available.

Set up the host computer

  • Install the game on the Steam account that will host.
  • Sign in to Steam and launch the game from that computer.
  • Use a stable, fast internet connection; wired Ethernet is the preferred arrangement in Valve’s troubleshooting guidance.
  • Keep the host’s controllers connected or ready before inviting people.
  • If the game needs a keyboard and mouse for a guest, plan to grant that access in the session controls.

Prepare guests and controllers

A guest can join from another computer or a mobile device. Computer guests can use Steam or Steam Link with a controller. Mobile guests follow the Steam Chat invitation flow and then use the Steam Link mobile app for the stream. Touch input may be available on mobile when the game and Steam Link support it, but a controller is usually the clearer option for games designed around separate gamepads.

For a computer guest who lacks a suitable gamepad, a USB game controller for PC is an optional practical accessory. It is not required if the guest already has a compatible controller or the host intends to permit keyboard-and-mouse sharing.

How do I use Steam Remote Play Together step by step?

Start with the host’s game running, then send invitations from Steam’s social controls. The sequence below works for the general Steam workflow; individual games may place their local-player menu in a different location.

  1. Check the feature label. On the game’s Steam store page, verify Remote Play Together and confirm that the local mode matches the kind of session you want to host.
  2. Launch the game as host. Start the title on the computer that owns and runs it. Leave the game at its title screen, local lobby, or another point where additional players can be added if the game requires that.
  3. Open Steam’s social controls. Open the Steam Friends List, or open the in-game Steam Overlay with Shift+Tab. Find the Remote Play Together invitation option in the friend or overlay controls.
  4. Choose an invitation method. Select a Steam friend from the Friends List, or use the Invite Anyone link flow when it is available. A friend invitation is convenient for people already connected on Steam; a link is useful for someone who is not on your friends list.
  5. Have each guest accept. A friend accepts through Steam Chat. A link recipient opens the invitation and follows the Steam or Steam Link prompt on their device. Valve’s Invite Anyone flow can allow a guest to join without creating or using a Steam account.
  6. Connect and assign controls. Guests should connect their controllers before or during the invitation. If a computer guest will use a keyboard and mouse, the host must grant that sharing access. The host should then check the game’s local-player lobby and assign each input device to a player slot.
  7. Start the local session. Once the participants appear, use the game’s own local multiplayer menu to confirm teams, characters, or player positions. Start play only after every guest’s input is recognized; Steam cannot fix a game lobby that still has an unassigned local slot.

Should I invite Steam friends or use an Invite Anyone link?

Both methods connect guests to the same host session. Use a friend invitation for an established Steam contact, and use Invite Anyone when you want to send a link or include someone who does not have a Steam account.

Method Best use What the guest does Account consideration
Steam friend invitation Regular Steam contacts Accepts the invite in Steam Chat, then joins the session Uses the guest’s Steam friendship and chat flow
Invite Anyone link Someone outside your Steam friends list Opens the link and follows the Steam or Steam Link prompt Valve’s flow supports joining without a Steam account

The link flow is especially useful when the person you want to play with does not maintain a Steam account. The device still needs to follow the prompt presented by Steam or Steam Link; a link is not a promise that the game will run directly in an ordinary web browser.

What controllers and input options work?

Controllers are generally the simplest way to give each remote player an independent input device. Keyboard-and-mouse sharing is available as an alternative, but it is controlled by the host and may be awkward in games that expect separate gamepads.

Using separate controllers

Ask each guest to connect a controller before accepting the invitation or while the session is connecting. Once the stream is active, check the game’s local multiplayer screen for the expected “press a button to join” prompt or equivalent. If two devices are mapped to the same local player, disconnect and reconnect them one at a time, then assign the resulting slots in the game.

The exact layout, supported controller types, and whether a game permits mixed controller and keyboard input are title-specific. Steam delivers the input, but the game’s local mode determines whether that input creates a new player.

Sharing a keyboard and mouse

Steam allows the host to grant keyboard-and-mouse sharing to a guest. Use this when a guest has no controller or when the game’s local mode is designed for shared keyboard input. Grant access only to the participant who needs it, because keyboard sharing gives that guest control of the shared input device during the session.

If the guest can see the game but cannot move, verify that sharing was granted and that the game has a free local-player slot. A game may also reserve keyboard input for the host, requiring a controller for the second player even though Remote Play itself is connected correctly.

Mobile touch input

A mobile participant accepts the invitation through the Steam Chat mobile app and then uses the Steam Link mobile app for the game stream. Touch controls can be used where the game and Steam Link expose them, but games built around multiple physical controllers may be more comfortable with a paired or wired controller.

How many people can join?

Steam’s current Remote Play overview says one host can support up to four players, or more with fast connections. Treat that as general Steam guidance rather than a guaranteed limit for every title. The practical limit is the smaller of Steam’s session capability, the game’s advertised local-player count, and the number of input devices the game can recognize.

For example, a game that offers two-player split-screen remains a two-player game even if the host’s connection could stream to more people. Conversely, a title with four local slots may still become uncomfortable at a higher stream load if the host’s connection is slow. Check the game’s feature labels and local lobby before inviting a full group.

What is the difference between a computer guest and a mobile guest?

Both guests receive the host’s stream, but the app path and input options differ.

Guest device Joining path Typical input Important consideration
Windows, macOS, or Linux computer Steam invitation or Steam Link prompt Own controller, or keyboard and mouse if the host permits sharing Connect the controller before joining and verify a local slot in the game
iOS or Android mobile device Accept through Steam Chat mobile, then open Steam Link Touch controls where supported, or a connected controller The game stream runs through Steam Link after the invitation is accepted

Valve’s Invite Anyone announcement identifies Windows, macOS, Linux, iOS, and Android as supported guest platforms for the link-based flow. The experience can still vary by game, device, controller, and network conditions.

How can I improve a laggy or unstable stream?

Remote Play Together sends video, audio, and input over the internet, so latency and stability depend on the connection between the host and guests. Apply the changes below in order, testing the session after each one.

  1. Prefer a wired host connection. Connect the host computer to the network with Ethernet when possible. Valve’s troubleshooting FAQ recommends a wired network for the best streaming experience.
  2. Reduce the game’s resolution. Lower the resolution in the game’s video settings if the stream stutters or the host connection is struggling. This reduces the amount of image data the host must encode and send.
  3. Disable vertical sync if needed. Valve’s published troubleshooting guidance suggests considering V-Sync changes when addressing stream instability. Re-enable it if the game becomes visually uncomfortable or behaves worse.
  4. Reduce competing network traffic. Pause large downloads and other high-bandwidth activity on the host network while the session is active. This is a practical way to leave more capacity for the stream.
  5. Test one guest first. If a full group produces instability, end the session and reconnect with one guest. A smaller session can reveal whether the problem is general connectivity or the combined load of several streams.

Remote Play Together is sensitive to latency as well as download speed. A fast connection with inconsistent wireless interference can feel worse than a slower but stable wired connection. If lowering resolution does not help, move the host to Ethernet before changing game controls.

Why can a guest see the game but not control it?

A visible stream proves that video reached the guest, not that the game accepted the guest as a local player. Check the input path and the game’s own player lobby separately.

Controller is not detected

  • Ask the guest to connect the controller before accepting the invitation or while the session is active.
  • Confirm that the guest’s controller is assigned to that guest rather than the host.
  • Return to the game’s local multiplayer screen and look for an available join prompt.
  • If the game has no free local-player slot, remove an unused local device or reduce the number of participants.

Keyboard and mouse do nothing

Ask the host to grant keyboard-and-mouse sharing in the Remote Play controls. Then check whether the game supports a second local player through keyboard input. Some titles accept keyboard input only for the host and require a controller for every additional player.

The guest joins but remains in spectator mode

Open the game’s local lobby and assign the guest to a character, team, or player number. Remote Play does not automatically choose a role in every game. If the title requires a button press to join, have the guest press that button after the stream is focused.

What should I do if an invitation fails?

Retry from a different Steam control surface first. Open the Steam Overlay with Shift+Tab and send the Remote Play Together invitation there, or return to the Friends List and resend it. If a friend invitation still fails, create an Invite Anyone link and send that link through the guest’s normal messaging channel.

A link recipient may be asked to open Steam Link or the Steam desktop app, depending on the device and the prompt shown. The guest should follow that prompt rather than repeatedly opening the link in a browser. If the guest is on mobile, the expected sequence is Steam Chat mobile for acceptance followed by Steam Link for the game stream.

When the invitation succeeds but the game closes or returns to its menu, relaunch the local mode on the host and invite guests again. Keep the game at a screen where a second player can join; some titles do not accept new participants after a match has already started.

Is Remote Play Together different from a game’s native online multiplayer?

Yes. Native online multiplayer uses the game’s own network mode and normally lets each player run the game from their own copy or account. Remote Play Together is for a title whose relevant multiplayer mode is local, shared-screen, or split-screen: one host runs the game while the others stream into that local session.

Choose Remote Play Together when the game has no native online mode but does support the Steam feature. Choose the game’s native online mode when you need independent cameras, separate worlds, or online features that the local mode does not provide. Remote Play cannot add those missing game systems; it only transports the local experience.

How do I protect my privacy while playing?

Steam says Remote Play Together displays the game to friends rather than the host’s entire desktop. Even so, treat keyboard-and-mouse sharing as a permission that should be granted deliberately. The host can manage that access during play, so revoke it when the guest no longer needs it.

Keep private applications closed or minimized before inviting people, and avoid switching away from the game while someone has shared keyboard-and-mouse access. These habits reduce accidental input and make it clear which participant controls the shared device.

How do I end the session cleanly?

Finish or pause the game, then close the Remote Play session from Steam’s social or overlay controls. Guests can disconnect from their Steam or Steam Link interface. The host’s game remains installed and owned by the host; ending the stream does not transfer a copy to anyone else.

If you plan to host again, leave the game installed and verify the local-player setup before the next invitation. Rechecking controller assignments is worthwhile when the group changes devices, because a game may remember a previous slot arrangement.

How we chose the practical recommendations

The workflow above follows Steam’s documented Remote Play Together behavior: one host runs a supported local multiplayer game; invitations can come from the Friends List, Steam Overlay, or Invite Anyone link flow; guests send controller input back to the host; and Valve recommends a wired network plus lower resolution or V-Sync changes when troubleshooting stream quality. Where the game controls the outcome—player count, slot assignment, controller layout, and local lobby behavior—the guidance is deliberately qualified rather than presented as a universal rule.

Frequently Asked Questions

Can I invite someone who is not on my Steam friends list?

Yes. Use Steam’s Invite Anyone link flow and send the link through your usual messaging service. The recipient can follow the Steam or Steam Link prompt, and Valve’s link-based flow is designed to allow joining without a Steam account.

Why does my game support local co-op but not Remote Play Together?

Local multiplayer and Remote Play Together are separate Steam feature labels. If the store page does not list Remote Play Together, Steam does not establish that the title’s local mode can be streamed through this feature; check the game’s own support information before planning a remote session.

Can a guest use a phone without owning a controller?

A mobile guest can accept through Steam Chat mobile and continue in Steam Link, where touch input may be available if the game supports it. Games built around multiple physical gamepads may still be difficult to control comfortably without a connected controller.

Why can Steam connect more people than my game allows?

Steam’s general guidance is up to four players, or more with fast connections, but the game’s local mode sets its own player-slot ceiling. A two-player split-screen title cannot become a four-player game simply because the host’s connection can carry more streams.