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Steam local transfer is using the internet: find the missing step

Published Sources checked
Problem this solves
A Steam install or update uses internet bandwidth even though another local device already has the game.
What you can do afterward
Compare sender and recipient requirements, distinguish local delivery from fallback, and keep a useful record of an unresolved attempt.

Observe both ends of one attempt

Call the device with the installed game the sender and the device installing or updating it the recipient. Write those names down. This prevents a common diagnostic mistake: checking the downloading device for a condition that applies to the sending device.

Open the Downloads page in each Steam client during the same attempt. Valve’s FAQ includes images of the local-transfer indicators on both sides. Note whether a local source is identified, whether the sender shows transfer activity, and when either display changes. A screenshot from the recipient alone leaves part of the story unobserved. [1]

Record what you can see without upgrading it into a diagnosis. “Recipient identified Desktop-A; Desktop-A showed no sending activity during my observation” is stronger than “Steam ignored my LAN.” If a router or another tool already measures internet usage, record its interval and what it measures. Total household traffic can include unrelated activity; keep that separate from the Steam display.

If your internet allowance is the immediate concern, pause the recipient’s download while you compare the devices. Do not disconnect both Steam clients to force a local transfer: Valve requires both clients to remain online. [1]

Compare the two devices

Work through this once, marking unchecked conditions as unknown. These are Valve’s documented prerequisites, not a test that certifies every network will work. [1]

Check the condition on the device where it matters
CheckWhereWhat to do with the result
Both Steam clients are onlineSender and recipientResolve Offline Mode or a disconnected client before retrying.
The devices can directly reach each other on the same LANThe local network between themRecord the actual connection arrangement. Sharing a Wi-Fi name alone does not establish direct access.
Both transfer settings admit this account pairSender and recipientCompare the selected values with the account relationship in the next table.
No game or download is runningSenderFinish or pause other downloads and close games before the next attempt.
The source game is up to dateSenderComplete its update first; then leave the sender idle.
The game is publicly released and playable by both usersBoth accounts and the chosen gameDo not use a preload as the test or expect a file transfer to supply missing game access.
The sender supports hostingSenderValve permits a Steam Deck or a PC in Steam desktop mode. A PC in Big Picture mode or a custom launcher cannot send these files.

Once you find an unmet condition, change that condition first and repeat the observation. For example, let the sender finish its game update before testing. Changing the account setting, network, client channel and installation all at once makes it difficult to know which change mattered.

Check whether both permissions allow the pair

Find the local Game File Transfer setting in each Steam client’s settings and write down both values. Valve describes four choices: Off, Only my own devices, Only my friends and Any user. The permission applies in both directions; it is not enough to enable only the recipient. The default restricts transfers to devices signed into the same account. [1]

Illustrative permission comparisons; other prerequisites still apply
Account pairSender / recipient settingsDoes this permission pair admit the transfer?
Same Steam accountOnly my own devices / Only my own devicesYes.
Different accounts that are Steam friendsOnly my friends / Any userYes. Compatible values do not have to be identical.
Different accountsOnly my own devices / Any userNo. The sender’s same-account restriction still blocks this pair.
Any relationshipOff on either deviceNo. One disabled side is enough.

Choose a scope that matches the intended devices. You do not need to select Any user merely because an earlier attempt failed. Valve notes that enabling friends or any user lets other users on the LAN discover which games you have installed. [1]

Interpret what actually happened

Three fictional observations and the decision each supports
ObservationWhat it tells youNext step
No local activity; the sender was downloading another gameA documented sender prerequisite was unmetLeave that sender idle and repeat. The new result will show whether this was the only obstacle.
Local delivery was observed; later the recipient used Steam serversLocal transfer did occur; fallback is a documented part of the processRecord when it changed and whether the sender disconnected or became busy. The record alone cannot establish why the remainder was unavailable locally.
The checklist is complete, but repeated attempts show no observed sender trafficThe obvious prerequisites have been checked; the cause remains unresolvedKeep versions, paired screenshots and the attempt times for a focused support report.

Valve says Steam tries to obtain as much available content as possible locally and falls back to public servers for the remainder. There is no fixed percentage of internet usage in that rule. Do not calculate an expected local transfer by subtracting a game’s installed disk size from a network counter: record the measurements and their labels instead. [1]

Check client version and local access

Record the installed Steam client version and update channel on each device, and apply an available client update before a fresh comparison. Valve’s stable releases of July 27 and August 3, 2026 addressed local-transfer failures, with the later release covering additional cases that prevented transfers from starting. Those notes make version information relevant; they do not prove your current symptom has the same cause or guarantee that an update resolves it. [2] [3]

If local access remains uncertain, ask whoever manages the network to check whether the two clients can communicate directly. Valve specifies TCP 27040 for the transfer and UDP 27031–27036 for discovery. Check the applicable local firewall rules; these are not instructions to expose the ports on the public internet or disable the firewall wholesale. [1]

A useful network request names the two devices and the failed connection requirement. “Both use the home router, but direct client access has not been checked” leaves the question open. It does not accuse the firewall of blocking a connection that nobody has yet observed.

Keep a useful reproduction record

Compare one transfer attempt on both devices

Use device aliases. Record exact display text and keep measurements labeled. Do not add account passwords, public IP addresses or network credentials. Copy anything you want to keep before leaving or reloading this page.

Local game transfer — one observed attempt
Date and time, including time zone: [ ]
Game and edition: [ ]
Action: [install / update]
Sender: [device alias, operating system]
Recipient: [device alias, operating system]
Steam client version and update channel on each: [ ]
Both Steam clients online: [yes / no / unknown]
Same local network and direct access checked: [how checked / unknown]
Account relationship: [same account / Steam friends / other]
Sender transfer permission: [exact setting]
Recipient transfer permission: [exact setting]
Sender idle, with no running game or download: [yes / no / unknown]
Sender game up to date; released and playable by both: [yes / no / unknown]
Sender mode: [PC desktop / PC Big Picture / Steam Deck / other]
Sender Downloads observation and time: [ ]
Recipient Downloads observation and time: [ ]
Separate internet-usage measurement, if available: [source + interval / not measured]
Pattern: [never started / started then stopped / local delivery plus remainder / unclear]
One change made before next attempt: [ ]
Next attempt's observed result: [ ]

This worksheet does not submit a support request.

For a remaining failure, send Steam Support the game, both client versions, the permission pair, the conditions you checked and paired observations from one attempt. State whether local activity never appeared, appeared without observed sending, or began and then stopped. If you made one change, include the before-and-after result.

You have finished this check when you can either name an unmet prerequisite to fix, document a transfer that delivered content before fallback, or supply a reproducible unresolved case. An unresolved row is more useful than repeating reinstalls without preserving what happened.

Sources and review notes

Valve’s current transfer FAQ and the two dated client announcements were checked for this guide. The device cases are illustrative, not measurements from a tested LAN. The worksheet records your observations; it cannot inspect a network or confirm a client bug.

  1. Valve: Steam Local Network Game Transfers
  2. Valve: Steam Client Update, July 27, 2026
  3. Valve: Steam Client Update, August 3, 2026
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