this post was submitted on 03 Jun 2026
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Did you really read this? Because you already need multiplayer for this to work. You do not just"turn it into multiplayer" by adding this functionality..
It works by streaming the game and basically just manages shared input. However, you are correct, I should have said ONLINE multiplayer (and I'll edit that).
However, given this was a big thing a few years back, and the person I responded to "couldn't even think how that would work" says a lot imho. https://www.gamedeveloper.com/business/steam-s-biggest-feature-for-indie-devs-is-its-least-talked-about specifically
I'll also add, I'm playing a game similar to minesweeper at the moment (proverbs). Shared mouse/keyboard support would be good for some couples playing. There is no concept of multiplayer implemented, and yet, something like this could add very basic support quickly. Broken Age 2 I'm also playing, which is a point and click adventure game. I'd never play it multiplayer, but would also be cool to play with your girlfriend and you take control during different parts. Or, you can play games where there is simultaneous mouse / keyboard control normally. Instead of only 1 player doing both, you could split over the internet. Couch Co-op, even better, as both players are totally independent.
These are all applications which any "games dev" should certainly be able to think of immediately. Instead, it feels like, they just wanted to talk smack.
Yes and flying is very easy if you just mean running very fast.
Multiplayer in most cases means much more than having shared input on a single player game. If I say I have multiplayer and the only multiplayer aspect is that, my players would indeed be expecting something much more. So I also cannot think how adding real multiplayer by just including a library would work. Because the whole game has to change to support multiplayer.
If it wasn't steam you'd be likely cheering it
I gave you a list of practical examples, you're now pretending they don't count.
Even ignoring my examples, it's still easier to develop online support for any local multiplayer game because it allows you basically deal with the game on a local level instead of worrying as much about dealing with the online aspect
It doesn't have to solve every problem. But there is no solution that does
Like I said, I only found out from a developer who used it for their game. So this isn't me guessing, but from a developer who seemed pretty f'ing amazed by it. And I researched it soon after