The short route

Choose a game on the AmoHa lobbies page, sign in with Steam and set access and capacity. Creating a lobby is separate from starting its game: friends join through an invite, the host selects “Start game”, and members connect once the lobby says “Ready to join”.

1. Choose a map that fits your group

Look beyond the map name. Each card shows its game type and supported player range. Choose your lobby capacity within that map’s limits. Here are three examples from the current catalogue:

Wingman · Inferno

Listed as Wingman 2v2 with a range of 2–4 players. Look for this card when choosing for a small group.

AWP Lego 2

An Aim option listed for 1–10 players. Set capacity for the friends who are actually joining.

Surf Beginner

A Movement option listed for 1–10 players, for a group that wants a movement map rather than a round-based game.

These are catalogue examples on the publication date, not a promise that every map or server slot will always be available. Check the current list and status on the lobby page. For public game servers instead, start with AmoHa’s CS2 server page; it is a different route.

2. Private or public?

A private lobby does not appear in the public list. Invite friends using that lobby’s link. Private access controls how people join; do not publish the invite where everyone can see it. A public lobby can be joined by signed-in players while its capacity and status allow it.

Private is a straightforward choice for an already organised group. Choose public if you want other community members to fill the remaining places. Either way, each account can belong to only one active lobby.

3. Sign in with Steam, then invite separately

  1. Select a map and use “Sign in with Steam”. Enter your Steam password only in Steam’s official sign-in flow, never in chat or a support form.
  2. Check access and capacity. Keep extra rules at their defaults for a simple first session; available options depend on the map.
  3. Select “Create lobby”, then use “Copy invite” to send the link to your friends.
  4. Friends open the link, sign in with their own accounts and confirm joining. Viewing the page or signing in alone does not replace joining the lobby.

Check the member list and capacity against your group before starting. A friend who already belongs to another lobby must leave that lobby first. Share invitation links and password-bearing connection commands only with the intended members.

4. Starting is not the same as ready to join

Once the group is organised, the host selects “Start game”. Server preparation, map loading, a capacity queue or an update can take time. The progress display and elapsed timer do not promise a fixed completion time.

Use “Join game” once the lobby says “Ready to join”. If the browser does not open Steam, use “Copy connection” or expand the connection command and copy that lobby’s complete command. Do not reuse an old game’s address or password. Steam may also need to download a map the first time.

Do not create duplicate lobbies while waiting

Read the queue or update message and use “Check again”. Repeated creation does not bypass capacity. Unstarted lobbies expire after 30 minutes; if yours has expired or closed, use that status to decide the next step.

If a friend cannot join

Quick questions

Does closing the browser end the game?

No. The current lobby information says the server closes after 10 minutes without human players, not simply when you close the browser tab.

Do I need tournament registration to use a lobby?

No. A friendly lobby is a separate flow. Public tournament registration is closed on this guide’s publication date; this article is not a registration invitation.

How should we coordinate voice?

Agree on a voice room and location names before starting. Our CS2 voice-communication guide can help organise the group. This article covers AmoHa community lobbies, not the client’s own invitation system or tournament entry.