Choose a Steam lobby for a session

The README documents player-hosted Steam lobbies for up to 32 players, public visibility or code-based joining, and an optional password. Open the ReSkate menu with Insert and use its Multiplayer controls to host; choose the visibility and password you need and share the join code with your group. Menu wording can change between versions.

Player-hosted lobby or dedicated server?
QuestionSteam lobbyDedicated server
Who runs the session?A player inside ReSkateA separate headless server process
Does the host need the game?Yes: hosting from the clientNo game or Steam-client installation required
How do guests find it?Public listing or shared join codeServers browser or join code
Private accessCode-only visibility and optional passwordPassword and listed setting in server configuration
When is it useful?A session with friends while a player hostsA community server maintained by an operator
  1. Launch the installed game with Steam available for Steam networking.
  2. Open Insert → Multiplayer. Load a map before hosting and leave any existing session. The checked menu source exposes the Host setup with visibility and capacity controls.
  3. Choose Join code only or Public lobby, optionally enable Require password, then use HOST WITH JOIN CODE or HOST PUBLIC LOBBY.
  4. Open Session, use Copy beside Join code, and send that code through your own chat service.
  5. Friends use Servers → Join with a code. Keep the client versions compatible.
Read the source ↗

Join your group or a dedicated server

Use the Multiplayer controls to join with the host’s code and password if required. Dedicated servers are listed under Multiplayer → Servers and can also be joined by code. Use matching ReSkate versions: v2.0.7 changed the multiplayer protocol and requires players and dedicated servers to update together. ReSkate sessions are separate from EA’s online services.

  1. Ask the host for the full join code and, if needed, a password.
  2. Open Multiplayer → Servers and find Join with a code.
  3. Paste the code; choose Join or With password… as appropriate.
  4. Joining loads the host’s map. Check custom-map requirements if a package is missing.
  5. Use Session → Leave session when finished; a hosting player uses End session.
Read the source ↗

Host a Windows dedicated server

Download the server ZIP from Releases into its own folder. Run ReSkateServer.exe once to generate ReSkateServer.json, stop it, edit the server name, then restart. Keep the bundled DLLs and world-layers.json together. In the server console, use role <your SteamID64> admin to give yourself administrator access. The server does not need the game or the Steam client installed.

  1. Extract the Windows server archive into its own directory and retain the bundled libraries.
  2. Run ReSkateServer.exe once so it writes ReSkateServer.json.
  3. Stop the server before editing the JSON; set server.name and any required password/listing preferences.
  4. Restart the server. In its console, grant your SteamID64 the admin role.
  5. Use status to inspect the server and join code, then connect from the client browser.
Server console reference (replace the SteamID64 placeholder)
role <your SteamID64> admin
status
players
help
Read the source ↗

Linux server: a separate download

The latest checked release offers ReSkateServer-Linux-2.0.7.tar.gz, a native x86_64 Linux server. The main README still names a ZIP; follow the actual release attachment and the Linux server README for dependencies and service setup. This is a headless server, not a native Linux game client.

Linux server archive extraction and startup (shell)
mkdir -p reskate-server
tar -xzf ReSkateServer-Linux-2.0.7.tar.gz -C reskate-server
cd reskate-server
./setup-linux-server-libs.sh
./ReSkateServer

The Linux README describes the Steam shared libraries beside the executable, curl for global-ban-list/update requests and tar with gzip for unpacking updates. Building from source has separate compiler/CMake requirements. Read that reference for distribution-specific packages and systemd setup; the commands here are a documented startup sequence adapted to the actual tar.gz release attachment.

Read the source ↗

Network access and join codes

Steam relay networking means port forwarding is not required. The server docs describe optional UDP 27015–27016 forwarding for ping display and faster joining. Anonymous server sign-in changes the join code at each restart; the browser can still find it by name. A server login token is an optional advanced setup described upstream.

Server networking and visibility
Setting / mechanismWhat it changes
Steam relayPlayers can connect without forwarding ports.
UDP 27015–27016 (optional)The server docs associate forwarding with ping visibility and faster joining.
server.listed = falseHide the server listing; guests need its code.
server.passwordRequire a password to join.
Anonymous server identityA new Steam ID / code is assigned after restart.
server.steam_token (advanced)An optional private Steam game-server login token can retain the server identity.

Keep a Steam server token private; it is not a code to give players. Players receive the join code and any session password. The server documentation explains token creation and browser policy; this guide does not ask you to submit a token anywhere.

Read the source ↗

Custom maps and updates

Players need the server’s map. Thunderstore-named map folders allow missing maps to be offered during joining; other map folders require manual installation. Keep map and client versions aligned. The server checks for updates at startup and every half hour, and normally waits for an empty server before installing a new release. Read the server configuration reference before changing this behavior.

  • Copy the custom map’s mod folder into Mods beside the server executable.
  • Keep its Thunderstore package folder name and manifest when using automatic missing-map offers.
  • Map metadata is read from reskate-levels.json and manifest.json; nonstandard folder names require players to install the package themselves.
  • For server settings, choose maps.map or a map pool; consult the reference before enabling rotations and votes.
Read the source ↗

RESKATE / ANSWERS

Frequently asked questions

Do I need port forwarding to host a ReSkate server?

The dedicated-server docs say Steam relay networking works without port forwarding. Optional UDP 27015–27016 forwarding can provide ping display and faster joining.

Read the source ↗

Does a dedicated server need skate. installed?

No. The headless server requires neither the game nor the Steam client installed, but it uses the required bundled Steam libraries. Playing clients still need the Steam game.

Read the source ↗

Why did my server’s ReSkate join code change?

Anonymous server sign-in assigns a new Steam identity and join code after each restart. The browser still finds it by name. The server docs describe an optional private login token for a stable identity.

Read the source ↗

Can v2.0.7 join a server on another ReSkate version?

The v2.0.7 notes explicitly changed the protocol and require both players and servers on 2.0.7 for that release. Check current release requirements and keep both ends on matching versions.

Read the source ↗

Sources & review notes

Sources checked: . Written from upstream documentation and release notes. We have not installed or tested the game. Upstream instructions may change; check the linked sources before updating.