LEGAL, PRIVACY & CREDITS
PRIVACY — WHAT IS STORED
No accounts, no analytics, no cookies, no advertising, no fingerprinting, and no third-party
scripts or CDNs. The page loads only its own bundle. Everything below stays in your browser's
localStorage and is never uploaded:
| settings | sensitivity, FOV, volumes, quality, game mode, map, touch layout, key remaps |
| callsign | the name you chose |
| room | the last room code, so the lobby can offer a one-tap rejoin |
| room keys | lock keys for rooms you locked or were invited to |
| relays | relays you added or picked, and your P2P / online-play answers |
| local AI | the optional model server's address, model name and API key — only if you pressed CONNECT, and only if you ticked REMEMBER (untick it and the key lives in this tab alone) |
| guestbook | one-shot delete tokens for guestbook posts you made from this browser, and the id of the newest post you have read (the menu's new-post badge); the posts themselves live on the board's server, not here |
Clearing site data removes all of it. A connected model is sent the sentence you type, the level's size and a small map of the ground at the build site — to the server you configured, and nowhere else. Never press CONNECT and nothing is sent at all.
PRIVACY — WHAT OTHER PLAYERS SEE
- Your callsign and chat are visible to everyone in the room. Text is filtered, but rooms are unmoderated — filter is a speed bump, not a moderator.
- Your gameplay (position, health, kills, gear, terrain edits) is replicated to the room.
- The relay carries every frame, and sees the IP address you connect from — as does Cloudflare, which serves it.
- Peer-to-peer is OFF by default. Switched on, your browser connects directly to the other players, so they can see your IP address. This build ships with no third-party ICE servers, so P2P normally forms only on a LAN unless you configure your own STUN/TURN.
- Guestbook / bug posts are public. Nothing is sent until you press POST; then the text, the optional name (blank = ANONYMOUS) and the time are stored on the board's server — this project's Cloudflare Worker — for up to 180 days, readable by everyone, screened for abusive words and capped in length. One connection may post once a minute and ten times a day, counted against a one-way hash of the address the request arrives from; the address itself is never stored. A post you made can be removed from the same screen, with the token kept in this browser.
TERMS — ONLINE PLAY
- Rooms are unmoderated play with strangers; the 6-character code is the only access control, and the host may lock a room so only the invite link opens it.
- You should be 13 or older to play online. Playing offline (solo, or two tabs of one browser) is always available and needs no relay.
- Do not harass people, and do not post anyone's personal information — including your own — in a room anyone can join.
- The software is provided as is, without warranty of any kind. Rooms can end when a free relay allowance runs out.
SUBSCRIPTION — REFUNDS AND CANCELLING
- The game is free; what can be sold is a subscription to the official relay (BLOCKSTRIKE Online). Solo play, the level editor, LAN and a relay you host yourself are free and stay free.
- Cancelling is one press, in the game, and it ends the renewal rather than the access: you keep the official relay until the end of the period you paid for, and the press can be taken back until then. Cards and receipts are handled by Stripe; this project never sees a card number.
- A refund, or a chargeback, ends access — immediately on the record, and at the relay within up to 24 hours, because a relay checks a signed 24-hour pass offline and cannot recall one. A partial refund ends nothing.
- Refunds on request: charged in error, or nothing was playable — ask within 14 days of the charge. Whoever operates this deployment answers that request.
TRUST MODEL — WHY THIS IS NOT A RANKED GAME
Matches are client-authoritative: each device simulates its own player, resolves its own shots and reports its own kills and terrain edits, and other devices apply what they are told. It is the right trade-off for a friends-scale game, and it means a modified client could cheat or grief a room. Do not run prizes or anything of value on these matches.
What the relay does enforce: a room capacity, per-socket frame size and rate limits (a flood gets the sender disconnected), an allow-list of protocol message types, optional room locks, and length/character limits on the callsigns and chat it carries.
THIRD-PARTY NOTICES
BLOCKSTRIKE bundles three.js, which requires its notice to travel with the build. The full text is below and also served at /THIRD-PARTY.txt.
The MIT License Copyright (c) 2010-2023 three.js authors Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
AUDIO
Sound effects and the music playlist are licence-confirmed by whoever operates this deployment before public release. Everything else — block textures, character and weapon models, HUD, maps, music mixing — is generated procedurally by this application's own code.
The deployment's source terms are MIT (LICENSE in the repository).