VOXWISH

Privacy

Playing needs no account. Press Play and you are in. An account is an offer, never a door: nothing in the game is locked behind it.

No advertising, no third-party scripts. We do not embed any advertising script and we don't run third-party analytics scripts.

Your worlds live in your browser. They are saved in your browser's local storage on your own device. That copy is always the original. If you have an account and choose to upload a world, we keep a copy — nothing more. When you send a wish or bug report, a copy of the world you are in goes with it. When the game runs into an error while you are in a world, it sends such a copy on its own, at most once per visit (see below).

Who is responsible. VoxWish is responsible for this site and for accounts. Contact: press@voxwish.com. We answer requests for access, export and deletion within 30 days — but you can do all three yourself, right now, on your profile page.

Without an account

Everything on this side is how VoxWish has always worked.

Not a single cookie. We set none while you play without an account.

Nothing connects your visits. You never sign in, and there is no profile. Nothing can connect two sessions to the same person — not even for us.

Your worlds stay in your browser. They reach us in three cases only: if you upload them to your account, when you send a wish or bug report yourself, or when the game runs into an error while you are in a world (see below). With a report, a copy of the world you are playing goes along, so we can see the problem in place. Export a world as a file if you want to keep it or move it.

When you send a wish or a bug report. We receive the text you wrote and, so the report is useful, some technical context from the moment you pressed the button: the block you were looking at, your position in the world, the in-game time, the mode, the world seed, the biome, the blocks around you, what you were carrying and how your character was doing (health, hunger, thirst), what the game showed on your screen at that moment (the status rings, your belt and bag slot by slot with their item pictures, the mini map, and the size of the game window), how far your world had progressed, how long you have played and how many worlds you have, and the game version. If you send a report from the start page, no world is running, so no world copy and no picture go along. Instead we receive a few numbers about the world you played last (its era, residents, nights survived, tutorial step, play time, survival or creative), how many worlds you have, your total play time, and roughly how long ago you last played. To have these numbers at hand, the game keeps a small note in your browser's local storage while you play; it leaves your browser only with a report you send. If you attach a screenshot, we receive that too. We also receive a short log of the last 40 minutes of play in this tab: where your character walked and looked, and what happened in the game (deaths, finished quests, opening the tablet, animals nearby). It stays in the game's memory until then and goes out only with a report you send. We do not store your IP address and we do not store your browser's user agent. We never store the address you came from — only one word from a fixed list.

When the game runs into an error. When the game hits an error, cannot load one of its parts, or cannot run its graphics as planned, it sends us a crash report on its own. The report contains the error message and the place in the game's code where it happened (file paths are cut down to the file name), how often it happened, what the game was showing at that moment (for example menu, playing or paused; survival or creative), the game version and edition (browser or Steam), the name and major version of your browser, the family of your graphics card and whether it supports WebGL 2, a rough class for processor cores and memory, and whether the browser looks automated. For a graphics problem it also contains your graphics driver's error text and the size limits the driver reports. If a world was running, the report also contains how your character was doing and what it carried (health, hunger, thirst, warmth, belt and bag), how far the world had progressed, play time and number of worlds, the current tutorial step and what your companion was doing, the language the game was set to (sent for two of its languages only), whether you play with a mouse or by touch, what the game showed on your screen (status rings, hint lines, the size of the game window), and a picture of the game at that moment: the world and the game's own windows, including anything typed into a search or name field that was open. At most once per visit, a copy of the world you were playing goes with it, together with a larger version of that picture. The copy is the same file you get when you save the world as a file — everything built and changed, chests, settlers, animals, your bag and tasks, your character's position and view — but without the world's name. We use it to reproduce the error. A crash report is not linked to an account: it carries no account number, no cookie and no device token, and it does not include the recent-play log that goes with reports you send yourself. We do not store your IP address or your browser's user agent with it. We keep a crash report, its pictures and its world copy for 90 days, together with the time it arrived; then they are deleted. They are never shown publicly. So that the same error is not sent again and again, your tab keeps a short note (a time and a few check numbers of errors already reported); it never leaves your browser and is gone when you close the tab.

The speedrun leaderboard. If you choose to put a speedrun time on the leaderboard, the name you type there is public — pick one that is not your real name. We store the time, the world number, the game version, that name and your hashed device token (so each device has one entry and cannot flood the list). It needs no account, and we keep no email and no IP address.

A device token for limits. A random device token, hashed, is used to limit wishes and votes per day. It is never returned and never linked to anything.

The public board. Wishes we take on are shown on the public board with their text and their dates. We edit them into English. A wish sent without an account shows "Guest" and a grey figure — never a name, a handle or a contact detail.

Pictures on the board. The pictures on the "Try it" tiles load from lab.voxwish.com, our own address for test worlds, served by the same host as this site. Loading them sends none of your account cookies, no device token and not the page you came from.

Thumbs and reports. Anyone can give a wish on the board a thumbs up or a thumbs down, and report it. The board shows how many thumbs up and down a wish has, never who gave them. A report stores the wish, the reason you picked (inappropriate, spam, personal data, something else), the day and your hashed device token, so one device counts once. After reports from three different devices, a wish is hidden until we have looked at it. Reports are never shown publicly.

When you show your build. If you choose "Show build" while you play, we receive the photo you took in photo mode, the title you typed, a name only if you typed one, and your world only if you tick that box. Nothing is shown until we have looked at it, and only if you ticked that VoxWish may show it on voxwish.com and in VoxWish videos. Builds we approve appear in "Player builds" on the board with photo, title, day and name; a name that does not pass the same check as names on wishes shows "Guest". Thumbs and reports work as on wishes. To take a build down, press "Remove" next to it under "Your builds" on the board in the same browser, report it, or write to us at the address below.

With an account

What an account needs. A name you choose and a passkey your device makes. No email, no password, no age, no address, no phone number — we never ask, and there is no field for it.

This is everything we keep:

  • Your name as you typed it, plus the four-digit number we added (BIRCH#4417), and the days of your last name changes (at most 2 in 30 days).
  • An account number — random, and unrelated to your name.
  • Your passkeys' public keys (up to 5), the signature counter your device reports, and the day each was added. A public key cannot unlock anything. Your fingerprint, face or PIN never leave your device; we only learn "yes" or "no".
  • A device handle — a random value your passkey stores so it can find your account.
  • Two values derived from your twelve recovery words, once you have them — a salted hash and a lookup value. We never keep the words themselves and cannot turn these values back into them. A new account needs only a name and a passkey; the words are an optional backup you can create later in your profile. We show you your words once, when you create that backup (accounts made before this change got them when the account was created), and never again. Until you have them, we keep a random placeholder in their place.
  • Your profile switch — "public", off unless you turn it on. We ask once, right after you create the account, and only "Yes, show it" turns it on. While it is on, anyone can open a page with your name, hours played, era and the wishes of yours we have taken on or built (voxwish.com/u/birch-4417), and the wish board shows your name on your wishes, next to a head picture — for that, the board keeps a copy of your name next to them. The head picture is a character from the game, never a photo: there is no way to upload your own picture, no profile text, and no replies or messages between players. Before your name appears on the board, it goes through the same check as a wish (a fixed word list and an automatic moderation model); a name that does not pass is not shown, and your wishes show "Guest". The same check runs when you pick or change your name, and before your profile page is shown; a page whose name does not pass is not shown. Worlds are never shown. Turn the switch off, or delete the account, and the page and your name on the board are gone within a few minutes.
  • The day you created the account and the day you last signed in. Only the day, never the time.
  • Hours played (rounded) and your era, for your profile.
  • Which wishes you sent while signed in — each wish carries only a hash of a random key held by your account, so we can show you your wishes and tell you when one gets built. The board never shows it.
  • The worlds you chose to upload (up to 5 MB in total, at most 2 MB per world and 200 worlds), with their name, mode, seed, version, size and the day of the last upload. We remove exact times from the file before we store it. The storage provider records when a world was uploaded; we never show it.
  • Yesterday's copy of each world in the cloud — once a day, the first backup keeps the copy from before as a spare, with its size and its day, so a bad day can never overwrite both. It counts toward the space above, it is in "Download everything", and it goes with the world or the account.
  • Your cloud counts for one day — on the last day you used the cloud: how many times you saved, how much you uploaded, how many worlds you downloaded and how often you used "Download everything". They keep the daily limits of 100 saves, 20 MB of uploads, 50 world downloads and 3 uses of "Download everything". Only the day, never the time; your next day in the cloud replaces them.

One cookie. vw_a keeps you signed in for up to 90 days. It holds your account number, the day it expires and a signature — nothing else. It is first-party, cannot be read by scripts, and is never sent along when another site sends data to ours. "Sign out" removes it; "Sign out everywhere" makes every old cookie useless.

Automatic backup, only with your yes. Right after you create an account we ask once whether all your worlds should be backed up automatically. Only "Yes" turns it on, and you can change it any time in Settings. With it on, the game sends every world in this browser to your cloud on its own, as long as it fits; without it, a world only goes to the cloud when you tap its cloud. A world in the cloud is saved there again when you pause, when you leave it and every 10 minutes, but only if it changed. The world in your browser always stays the original.

What we could see, and don't. Uploaded worlds are not encrypted by us — we could technically open them. We don't.

No IP log. Our host, Cloudflare, sees connection addresses in transit, as any host does. We do not store them with your account or anywhere else. To slow down abuse we count sign-up and sign-in attempts per network for two days, under a keyed, salted code that cannot be turned back into an address. Views of public profile pages are counted the same way.

Download everything. One button on your profile page gives you a single file with every field above, and your uploaded worlds as .voxwish files the game can open again.

Delete everything. One button on your profile page, two questions, and your account, passkeys, uploaded worlds and wish links are gone at once — not in 30 days, not after a review. A wish that is already on the public board stays there, without your name and without any link to you.

Why we may keep this. To provide the account you asked for (Art. 6(1)(b) GDPR).

Your public profile needs your consent. We only show your profile page and your name on your wishes if you agree — with "Yes, show it" or the profile switch (Art. 6(1)(a) GDPR). You can withdraw it at any time with the same switch in your profile; the page and your name are gone within a few minutes. Nothing else we do needs your consent: no tracking, no advertising, no newsletter.

Age. VoxWish is for players aged 13 and over. We don't ask for your age. Players cannot send each other messages.

What we count, and what we don't

We count how many people arrive, how many start a world, how many are still playing after 1, 5, 15 and 60 minutes, how many wishes come in, how many open the board, and how many votes are cast. We count whether a session runs on a touch screen or with a mouse, so we know what to test on. And when you arrive through one of our own links — like voxwish.com/?r=itch — we count that word, once, and take it out of your address bar right away. When you arrive from another website, through a link tagged with a source, or inside another site's frame, we also count the name of that site or tag (only the name, like itch.io, never the page or the address) as a daily total, and names seen fewer than three times a day are counted only as "rare".

We also count anonymous gameplay events — for example "made a fire", "reached the village", "died of thirst", "opened the workshop", "finished a task on the tablet", "collected a task's reward" — so we can see where the game is too hard and which parts nobody uses. Each one is a single word, sent at most once per visit, together with how many seconds of play had passed. A random number made when the page loads ties the events of one visit together; it is never written to your device — no cookie, no local or session storage — it is not derived from anything about you or your machine, and reloading the page makes a new one. It cannot recognise you on your next visit, and neither can we. The same words also record which mode and language you started in, whether the game ran on a phone or a computer, and whether the world was new or one you had played before.

A few of these words are sent at the moment you leave the page — for example that you left during the opening scene, and roughly how far it had played. For the opening scene, and for the first minute of play after it, we also count how smoothly it ran, as one of three coarse steps (under 15, 15 to 30, or 30 and more frames per second), whether the tab was in the background, and whether the game noticed an error before the world started or during the scene.

We count when the "Wishlist on Steam" button is pressed and on which of our screens (start page, pause menu, end of the demo), and on phones whether the note "Runs best on a computer" was shown. The link tells Steam that you came from voxwish.com and which button it was. We do not learn what you do on Steam.

On the wish board and in the test worlds on lab.voxwish.com we count the same way. On the board: whether a visit gave a thumbs up, sent a wish, opened a test world or had the player builds in view. In a test world: whether it finished loading and was on screen for more than 1 and 5 minutes, and whether it was opened from the board — the link from the board carries only that one word. Each is a single word, sent at most once per page, with its own random number made and kept like the one above. These daily totals are public as well, together with how many visits in the game opened the wish window and sent a wish or a build from it.

That is the whole list. Each count is a single word sent to our own server and added up into a daily total, together with the build of the game that sent it — the same code the start screen shows under the VoxWish name, and the same for everyone playing that build — so the numbers of one version of the game never mix with the next. These counts carry no account number, no cookie, no fingerprint, no stored IP address and no user agent — even when you are signed in. A count never learns who you are.

While you play, your tab keeps one short note: the word for the link you came in on, and how many minutes you have been in a world. It is there so one visit isn't counted five times when you switch worlds. It never leaves your browser, and it is gone when you close the tab.

Thumbs on the board use a random key that lives only in your browser. We store a hash of it so one device has one vote per wish; changing your thumb replaces the old one. The same hash marks a report, so one device counts once. The key never comes back out, and it is not tied to anything else.

The daily totals for arrivals, world starts and play time are public: voxwish.com/numbers. They cover players only — our own visits while we build and test are left out. The gameplay events stay with us; they are about our game, not about you. Without an account, the list above is all we know about you.

Our host, Cloudflare, serves the site the way any host does and sees connection addresses in transit. We do not receive them, store them, or look at them.

We don't run third-party analytics scripts.

The video

The video on the about page only loads from YouTube after you click it.

Contact

Contact: press@voxwish.com