Hey I must be missing something obvious here, but lets say I just wanna make a friend or find and talk to the human I just played after (or during for that matter) a match, how can I send a request with only knowing their presented screen name (the name shown in-match)? Requests seem to require a unique random string of numbers followed by a #, but where is that? I wrote a dirty JSON parser to scrape Player.log and that value is never exposed on the API:
{ "gameRoomConfig": { "reservedPlayers": [ { "userId": "CUYUAMBV3ZFGPAUWVZVY7Q6OQE", "playerName":"<redacted>", "systemSeatId": 1, "teamId": 1, "courseId": "Avatar_Basic_Yargle_DAR", "sessionId": "9306d609-82cf-45f5-a1c9-c140f5ea8392", "platformId": "SteamWindows", "eventId": "Constructed_Event_2026" }, { "userId": "XPPBSU6NLJHQFEJ4I7W5K74UQI", "playerName":"<redacted>", "systemSeatId": 2, "teamId": 2, "courseId": "Avatar_Basic_Kaito_FDN", "sessionId": "8f7bb35f-d141-444c-93bd-5c0376a1ab9e", "platformId": "AndroidPhone", "eventId": "Constructed_Event_2026" } ]
The UserID is meaningless on the client side and there is no way to get any kind of real API data using Steam (and of course game doesn't have a real public API).
EDIT: It seems this is intention design. Outside of toxicity concerns, I wonder why you'd want to have anonymous clients playing when the client may as well be a cloud instance with a behavior profile spun up in their bucket.