Hosting a private Dino Hunters session lets you play co-op with only your friends, without random strangers joining. Private sessions are ideal for hardcore runs, contract stacking, and squads that want to coordinate without interference. This guide explains how to set up a private lobby, configure the security settings, and manage your session effectively.
If you have not yet launched your first co-op session, our Dino Hunters co-op setup guide covers the technical basics. Once you understand the setup, the private game guide below will help you configure your session. Squad coordination amplifies the benefit of this rule because multiple hunters applying the same principle produce compounding payouts over a play session.
Why Host a Private Game?
Private games have five advantages over public sessions. Each advantage is explained below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Advantage 1: No random strangers. Private sessions only allow invited friends. This eliminates the risk of a stranger joining your squad unexpectedly.
Advantage 2: Coordinated loadouts. In a private squad, you can coordinate loadouts before the session starts. Each hunter brings the right weapon for the squad's plan.
Advantage 3: Voice chat discipline. Private squads typically use Discord, which makes voice chat discipline easier to enforce.
Advantage 4: Contract stacking. Private squads can stack contracts without worrying about a stranger abandoning the session mid-contract.
Advantage 5: Hardcore mode compatibility. Hardcore mode co-op is easier to manage in a private session because you control who joins.
Private vs Public Session Comparison
| Aspect | Private Session | Public Session |
|---|---|---|
| Random strangers | No | Possible |
| Loadout coordination | Easy | Difficult |
| Voice chat discipline | High | Variable |
| Contract stacking | Reliable | Risky |
| Hardcore mode safety | High | Variable |
Setting Up a Private Lobby
Setting up a private lobby takes about 3 minutes. The steps below walk through the process. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Step 1: Launch Dino Hunters. The host launches Dino Hunters from Steam.
Step 2: Select Multiplayer from the main menu. The host clicks Multiplayer and selects Host Game.
Step 3: Configure session visibility to Private. In the host menu, find the Session Visibility setting and change it to Private. This prevents the session from appearing in the public lobby list.
Step 4: Set a lobby password (optional). For extra security, set a lobby password. Friends who have the password can join even if they do not have a Steam invite.
Step 5: Configure game settings. Set the difficulty, sharing contract, friendly fire, respawn limit, and cross-play settings as desired.
Step 6: Launch the world. Click Launch World and wait for the lobby to load. The lobby code and password appear in the upper right corner of the screen.
Step 7: Send Steam invites. Press Shift+Tab to open the Steam overlay and invite your friends one by one.
| Step | Time Required |
|---|---|
| Launch game | 20-40 seconds |
| Select Multiplayer | 5 seconds |
| Configure session | 1-2 minutes |
| Launch world | 10-20 seconds |
| Send invites | 30 seconds per friend |
| Total | 3-5 minutes |
Lobby Password vs Steam Invite
There are two ways to restrict access to a private session: lobby password and Steam invite. Each method has its pros and cons. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
| Method | Security | Convenience | Best Use |
|---|---|---|---|
| Steam invite only | High (only friends) | High | Friends who already play together |
| Lobby password | Medium (anyone with password) | Medium | Friends who are not on Steam friends list |
| Both | Very high | Medium | Maximum security |
Choosing the Right Security Method
| Scenario | Recommended Method |
|---|---|
| Friends who play together regularly | Steam invite only |
| Friends who are not on Steam friends list | Lobby password |
| Hardcore mode session | Both |
| Public-facing content creator | Both |
Managing Your Session
Once the session is running, the host has several management options. The most useful options are listed below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
Kick a player. If a player is being disruptive or is not following squad protocols, the host can kick them from the session. The kicked player can rejoin if they have a Steam invite or lobby code.
Pause the session. The host can pause the session if needed (e.g., for a brief real-world interruption). All players remain in the session but cannot move or interact.
Change session settings. The host can change some settings mid-session, such as friendly fire or respawn limits. Other settings (like difficulty) cannot be changed once the world is launched.
Migrate the host. If the original host needs to leave, the host role can migrate to another player. This is a special option and is not available in all game modes.
Session Management Options
| Option | Available | Notes |
|---|---|---|
| Kick player | Yes | Cannot be undone |
| Pause session | Yes | Brief pauses only |
| Change settings | Partial | Some settings locked |
| Migrate host | Sometimes | Mode-dependent |
Common Mistakes
The most common mistakes hosts make when setting up private sessions are listed below. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. This advice is grounded in months of community testing on the Steam public test branch and is referenced in the official developer devlogs as a recommended baseline behavior for hunters at every level. The underlying mechanic has not changed in any of the recent patches, so the rule remains a safe default for any contract you accept from the Outfitter in any of the five biomes. Veteran hunters will confirm that applying this rule consistently across 50+ contracts produces noticeably higher payouts than ignoring it, and the difference compounds over a hunting career.
Mistake 1: Forgetting to set the session to Private. If the session is left public, random strangers can join and disrupt the squad. Always set Session Visibility to Private before launching.
Mistake 2: Sharing the lobby code publicly. Sharing the lobby code on Discord or social media defeats the purpose of a private session. Share the code only with intended squad members.
Mistake 3: Not setting a lobby password for hardcore mode. Hardcore mode sessions should always use both Steam invites and lobby passwords for maximum security.
Mistake 4: Launching the world before inviting friends. Once the world is launched, the lobby becomes harder to find for friends who have not yet launched the game. Send invites before launching if possible.
Mistake Frequency and Severity
| Mistake | Frequency | Severity |
|---|---|---|
| Forgetting Private mode | Common | Moderate |
| Sharing lobby code publicly | Less common | Moderate |
| No password for hardcore | Less common | Severe |
| Launching before inviting | Common | Low |
For more on the broader co-op tactics, see our Dino Hunters team compositions guide and our Dino Hunters voice & ping communication guide. Squad coordination amplifies the benefit of this rule because multiple hunters applying the same principle produce compounding payouts over a play session.
Coordinating a Squad for Maximum Efficiency
Co-op Dino Hunters players quickly learn that a coordinated squad is worth 2-3 uncoordinated players, even if the uncoordinated players have higher individual gear levels. The first coordination trick is role assignment: one player is the Tracker, one is the Sniper, one is the Reviver, and the fourth is the Driver. Roles can rotate between contracts, but assigning them before the contract starts prevents the "everyone runs to the same dinosaur" problem that wastes the first 5 minutes of every hunt.
The Tracker is responsible for spotting the dinosaur first. The Tracker carries binoculars, the Tracker Overlay perk, and lightweight armor so they can move quickly. They ping the target's location on the squad map and stay back from combat. The Sniper is the long-range damage dealer. The Sniper carries the .700 Nitro Express and a high-magnification scope, and they position themselves 200-300 meters from the engagement zone. The Reviver carries the Self-Revive Token stack and stays near the rest of the squad to revive downed teammates. The Driver manages the squad vehicle and brings the team back to the Outfitter quickly after the kill.
The second coordination trick is voice protocol. Use short callouts: "contact," "engaging," "down," "extracting," "scavenger," "out." Long callouts like "I think I see a T-Rex but I'm not sure, maybe it's just a Carnotaurus" waste radio time and confuse the squad. Most veteran squads agree on a 4-callout protocol within their first 5 contracts and stick with it for the rest of their playtime.
The third coordination trick is the ping color system. The game's ping wheel has 5 colors, and each color should mean a fixed thing: red is danger, yellow is caution, green is "go here," blue is "look here," and white is "acknowledge." Customizing the ping colors at squad formation time prevents confusion. Veteran squads even assign colors to dinosaurs: red ping = T-Rex, yellow ping = Carnotaurus, blue ping = Velociraptor pack. This works because the squad sees the same color across all members.
The fourth coordination trick is damage stacking. Multiple hunters firing simultaneously on the same dinosaur drop it faster than sequential fire, because each shot's damage is applied to the current health pool before the next shot's calculation. Two hunters firing .700 NE shots at the same time drop a T-Rex in 8-10 seconds, whereas sequential fire takes 20+ seconds. Co-ordinated volley fire is the single biggest DPS increase a squad can achieve.
The fifth coordination trick is the revive priority order. If multiple players go down at once, the squad should prioritize the Sniper first, then the Tracker, then the Driver, and finally the Reviver. The Sniper is the highest DPS dealer; losing them is the biggest setback. The Reviver is the lowest priority because they exist to revive others, so reviving them means spending the same revive resource twice.
The sixth coordination trick concerns contract economy. When a squad completes a contract, the payout is split based on contribution. The game tracks each player's damage, bonus objectives completed, and revive count, and the split is weighted accordingly. Squads that intentionally rotate roles so everyone gets equal contribution share see higher squad retention because no one feels left out. Newer players should be invited into squad runs even when they are undergeared, because contribution-based splitting rewards the activity.
The seventh coordination trick is post-contract debriefing. After each contract, spend 60 seconds discussing what went well and what went wrong. Most veteran squads keep a shared document with notes from each debrief. Over time, this becomes a knowledge base that new squad members can read to catch up. This is the difference between a pickup group and a real squad.
Frequently Asked Questions
Can strangers join a Private session?
No. Private sessions do not appear in the public lobby list. The only way to join a Private session is via Steam invite or lobby code. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. RaptorClaws has confirmed that core mechanics like bullet drop, the Spinal Shot bonus, and the contract payout formula will not change before full release, so any strategy you develop during Early Access should remain valid through v1.0.0.
This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.
What happens if the host disconnects?
The session ends for all players. There is no automatic host migration in normal mode. In hardcore mode, host migration is sometimes available. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level. RaptorClaws has confirmed that core mechanics like bullet drop, the Spinal Shot bonus, and the contract payout formula will not change before full release, so any strategy you develop during Early Access should remain valid through v1.0.0.
This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.
Can I make my session Private mid-game?
No. The session visibility is set when the world is launched and cannot be changed mid-session. To change visibility, end the session and start a new one. The reasoning behind this rule is tied to the contract grading system, which rewards efficient play over brute-force approaches regardless of hunter level.
This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.
Should I use a lobby password if I only play with one friend?
A lobby password is not strictly necessary if you only play with Steam friends, but it adds a small layer of security. It is recommended for hardcore mode but optional for normal mode. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path. This question touches on a system that veteran hunters refine over many contracts. The practical approach is to test the relevant mechanic in a low-stakes Tier 1 contract first, then apply what you learned to higher-tier contracts once the behavior is predictable. Most mechanics become second nature after 20-30 contracts, so patience and repetition are the most reliable learning path.