Quick answer: Set the connect rich presence key (or create a joinable lobby), handle GameRichPresenceJoinRequested when a friend joins, and parse the connect string to join the right session.

If friends cannot join your session, you never told Steam how to connect. The Join button is driven by the connect key, and accepting it fires a callback you must act on to actually connect.

How to fix it

1. Publish a connect string

Call SetRichPresence("connect", "+connect 1.2.3.4:7777") or set up a joinable lobby. Without a connect key, Join Game is greyed out for friends.

2. Handle the join request

Register GameRichPresenceJoinRequested_t (and GameLobbyJoinRequested_t for lobbies). Steam fires these when a friend accepts; ignoring them means nothing happens.

3. Parse and connect

Read the connect string from the callback and route the player into the correct match or server. Validate it so a stale invite does not connect to a dead session.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.