> and to connect to some sort of LAN
this is actually kind of a hard UI/UX problem for game developers
many p2p+local auto recovery protocols are very bothersome, partially due to some of the protocols being bad or incomplete and a lot due to all kind of hardware & OSs partially or fully crippling them
so game devs often have to fall back to a coordinator server to provide reliable and easy to use functionality for most which also happens to often be the easiest thing to implement and maintain, and then in addition they could also implement work-arounds for the no-internet case
but that is additional cost for a overall niche use case (local co-op without internet), so it ends up in the backlog with low priority at best or gets outright killed. To make that worse steam provides tools to make it much easier to implement co-op (focused on non local co-op), and the easiest way to use them is in a way which always requires internet even for local co-op
so as long as steam doesn't put in a lot of work to make no-internet local co-op close to free to implement for most games it will never happen for most games