When using multiplayer over the internet in my experience you would need to use port forwarding indeed, which for quite a few users, may be a hurdle and instructions are hard to give for every router may be different.
Therefor something like hole-punching is used by more sophisticated networking engines, but this is a bit more complicated and I believe requires a third actor to be successful.
It's probably possible to code this with the current set of commands, but requires more in dept networking knowledge. (I see room for an add-on DLC here

)
I do not know if any third-party solutions exits for AppGameKit (yet).
For some other languages there are SDK's for the
Photon Engine https://www.photonengine.com/sdks#windows which is - so they say themselves -
"The world's #1 independent networking engine and multiplayer platform - Fast, reliable, scalable. Made for anyone: indies, professional studios " .
And indeed appears their adoption rate is truly impressive.. However no SDK for AppGameKit specifically, so I don't think this will work under Tier1.
Tier2 perhaps would work for there are SDK's for Windows, Android, iOS, MacOS, Linux and a whole lot more. Dunno if anybody ever tried?
EDIT:
There's also
Nakama https://heroiclabs.com/ "Nakama is an open-source scalable server that makes building social and realtime apps and games dramatically easier. "
I see they are working hard on implementing for other programming languages and platforms too
https://heroiclabs.com/nakama-vs-photon/ so I'd try to get my foot between the door if I was AGK. For more options=a larger public.