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The scariest part of multiplayer development isn't the code—it's the black void. Once you export your game, you lose your Output Console. Today, we fix that by building a custom Debug Console and officially connecting our Godot project to the Steam network. In this second episode, we bridge the gap between Godot and Valve. We will install the GodotSteam GDExtension, set up our steam_appid.txt with the universal test ID (480), and initialize the Steamworks API. Most importantly, we are building "eyes" into our game. We will create a custom on-screen Debug Console that prints network logs directly to the game window. This allows us to troubleshoot connection issues even in exported builds where the editor console is missing. Documentation Link(s) of Referenced Concepts: GodotSteam Introduction: https://godotsteam.com/getting_starte... Assets Used in Tutorial: Code Behind for Complete Project: https://github.com/spaghettiSyntax/Go... GodotSteam GDExtension (Asset Library) THE CHECKPOINTS (Chapters) 0:00 - Intro 0:35 - Part 1: Installing GodotSteam (GDExtension) 3:35 - Part 2: Initializing the Network Manager 9:09 - CHECKPOINT: The Overlay Test 16:10 - Part 3: Creating a Lobby (The Host) 26:10 - Part 4: The Debug Console (The "Blind Programmer" Fix) 40:39 - Part 5: Verification 41:55 - Part 6: Wrap Up and Next Video Tease ► Video 1: Godot 4.5 Multiplayer Quiz Game Tutorial - Part 1: Scalable UI & State Machines • Godot 4.5 Multiplayer Quiz Game Tutorial -... ► Video 3: Godot 4.5 Steam Multiplayer Tutorial - Part 3: Server Browser & Player Identity: Coming soon! ► Video 4: Godot 4.5 Steam Multiplayer Tutorial - Part 3: Server Browser & Player Identity: Coming soon! ► Video 5: Godot 4.5 Steam Multiplayer Tutorial - Part 5: Timers, Scoring & Polish: Coming soon! If you want to support the creation of these tutorials or grab the source code for this project: ☕ Ko-fi: https://ko-fi.com/godotdevcheckpoint 🧡 Patreon: / godotdevcheckpoint 🌐 Website: https://godotdevcheckpoint.com/ 🦋 Bluesky: https://bsky.app/profile/spaghettisyn... I'm @spaghettiSyntax and remember: finished, not perfect, fail fast, fail often, always stay curious, and I'll see you at the next Checkpoint. #GodotSteam #godot4 #SteamIntegration #GameNetworking #indiedev