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well yeah my problem exactly happens if the data is coming faster than i can process it since gamemaker games are single thread. My question is i send the exact same amount of data on lan network and gamemaker is processing data in async events. Is there any way to handle steam packages async ?

“async” events are simply data that has been queued for handling later. They are not multi-threaded.

The difference might be simply whatever overhead that comes from Steam Client interop with the game.