Roadmap
Rocket LAN is coming soon on Steam. This page is the source of truth for what ships at launch and what's planned for after. You can wishlist the Steam page to get notified the moment it goes live.
At launch
Everything below ships in the first public build on Steam.
Core session flow
- Host & join sessions via Steam friends, with open/invite-only visibility.
- Mesh peer-to-peer over QUIC with encrypted relay fallback.
- Reconnect resilience dropped peers retry for ~30s before being removed.
- Steam rich presence so friends see and join you natively.
Custom maps
- Bring-your-own import from disk, plus Workshop subscriptions.
- BakkesPlugins community map browser built in.
- Map sync with BLAKE3 hashing, local matches skip the download.
- Workshop texture auto-sync for maps that need the cooked texture set.
- Mid-session map swaps propagate the new map identity (name + preview) to peers immediately.
- Map Maker mode with disk-watch hot swap, resumes across app restarts.
The app
- EAC-compatible launch path; works on Steam and Epic copies of Rocket League.
- In-game overlay with roster, current map, and host-only swap control.
- Custom themes with editor, presets, and export/import.
- Install diagnostic for non-standard layouts.
Planned
On the bench for after launch. Order is not strict, and any of these can move.
Host-side map voting
Let the host put up a slate; players vote on the next map without leaving the lobby.
Smarter map collections
Curated map sets with recommended game modes and mutators per map, so a "racing night" or "minigame night" is one click instead of a manual setup checklist.
Public lobbies
Browse and join open sessions hosted by strangers, not just Steam friends. Opt-in on the host side.
Not planned
- Anything that injects into Rocket League's process or interferes with EAC. By design.
- Telemetry or analytics. No.
Have something you'd want to see that isn't here? Open a feature request or float it as an idea.