Lobby System
An s&box library that handles the boring, fiddly part of a networked game for you. Drop it into your project and you get auto-hosting, Citizen players with a working third-person controller, and a small lobby/round framework you build your own gamemode on top of. It stays out of your way, the framework never needs to know what your game is; you write the rules.
Screens
What it does
Auto-Hosting
LobbyNetworkManager opens a lobby on launch so Steam friends can join, keeping one networked player per connection plus optional bots.
Lobby → Round → Lobby
LobbyDirector runs a free-roam lobby, an in-world button that opens a mode menu, a synced countdown, and the return to the lobby afterwards.
Pluggable Game Modes
Write your gameplay as an IGameMode and make any pawn lobby-aware by implementing ILobbyAgent, one clean extension point, no framework lock-in.
- Platform
- s&box
- Package Type
- Library / addon
- License
- MIT
- Developer
- THE RISE COLLECTION
Questions
- What does the Lobby System do?
- It handles the networking a multiplayer s&box game needs before any of your game exists: a lobby that opens on launch so Steam friends can join, Citizen players with a working third-person controller, and a lobby to round to lobby loop.
- How do you put your own game inside it?
- Write your gameplay as an IGameMode, and make a pawn lobby-aware by implementing ILobbyAgent. The framework never needs to know what your game is.
- What does the Lobby System cost?
- Nothing. It is free on s&box and the source is MIT on GitHub.
Get Lobby System
Free on s&box · MIT source on GitHub

