Creating a multiplayer server using the Rust programming language and the Steamworks SDK involves a variety of steps, including setting up the Rust development environment, integrating the Steamworks SDK, implementing multiplayer functionality, and testing the server. 

Here is a high-level overview of the process.

### Step 1: Install Rust
First, ensure you have the Rust programming language installed. As of the time of writing, the best way to install Rust is by using rustup, which is the recommended way to download the Rust programming language:

```bash
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh
```

### Step 2: Create New Project
Once Rust is installed, you can create a new project with:

```bash
cargo new my_game_server
cd my_game_server
```

This creates a new directory called `my_game_server`, initializes a new Rust project in it, and then changes into this new directory.

### Step 3: Integrate Steamworks SDK
To interact with the Steamworks SDK, you need to use a Rust wrapper. There is a crate named `steamworks` that serves this purpose. You can add it to your `Cargo.toml` file under `[dependencies]`:

```toml
[dependencies]
steamworks = "0.7"
```

Then you can run `cargo build` to download and compile the `steamworks` crate along with its dependencies.

Make sure that you have the Steamworks SDK installed and set up in your project. The Steamworks SDK can be downloaded from the Steamworks website (you need to have a developer account). 

### Step 4: Implement Server Logic
Now that you have the Steamworks SDK integrated, you can start writing your server code. This is where the specifics of your game come into play, as the server logic largely depends on what kind of game you're creating.

A basic server structure often involves a main loop that accepts incoming connections, processes incoming messages, updates game state, and sends outgoing messages.

```rust
use steamworks::{Client, Server};

fn main() {
    let (client, single) = Client::init().unwrap();

    // Steam server initialization
    let server = Server::init(27015, 27016, 27017, steamworks::ServerMode::Invalid, "1.0.0").unwrap();

    // Main game loop
    loop {
        // Accept incoming connections

        // Process incoming messages

        // Update game state

        // Send outgoing messages
    }
}
```

This is a very rudimentary example. In a real-world scenario, you would want to handle errors more gracefully, perhaps by defining a custom error type for your game. 

Furthermore, you would likely need to use asynchronous programming (with the `tokio` crate, for example) to handle multiple connections at once without blocking. 

Steamworks SDK handles much of the networking aspects, such as NAT traversal, automatic packet encryption, matchmaking, and Steam user authentication.

### Step 5: Test Server
Finally, after you have implemented your server logic, you should test the server to ensure it works as expected. This would involve deploying the server, running it, and then connecting to it with a client (which could be a simple test client that you write yourself). 

Keep in mind that Steamworks allows for peer-to-peer networking, dedicated servers, and relay servers, each suitable for different game types and network conditions.

Please note that you should adhere to the terms of service of the Steamworks SDK while developing your game. These steps are a basic starting point and creating a multiplayer game server can become a complex task depending on the features and performance you require.

You should also ensure your code

 handles edge cases and potential errors, this can involve things like validating inputs, handling lost connections, ensuring game state consistency between players, and many other aspects of robust network programming.
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