Privacy Policy - MC LAN Proxy Luzenna / KjetilV IT Last updated: 17 October 2026 This policy covers both apps: MC LAN Proxy com.luzenna.mineproxydroid (paid, no ads) MC LAN Proxy (Trial) com.luzenna.mineproxydroidtrial (free, ad-supported) WHAT THE APP DOES The app runs a proxy on your phone so that a Minecraft: Bedrock console on the same Wi-Fi can reach a server it would not otherwise find. Game traffic is relayed between your console and the server you chose. It is not stored or logged, and it does not pass through any server we operate. The app reads only what it needs to route it - for example which Minecraft version a console announces, and the server's own description of itself. When a console joins over Minecraft's newer connection method (NetherNet), and only if we have switched this on, the app also reads which kind of device it is - for example Xbox or PlayStation - from the console's sign-in message. Nothing else in that message is kept. How that is used is described under WHAT IS COLLECTED. WHAT WE DO NOT COLLECT - No account, name, email address, phone number or location. Nintendo Switch mode, which you have to turn on yourself, is the exception: it signs you in to a Microsoft account, and your gamertag and Xbox user id are used as described under NINTENDO SWITCH MODE below. Neither is sent to us. - Server addresses you type or save stay on your device. They are never sent to us. Switch mode does send the server you chose somewhere else: it publishes the server's name to Xbox Live, and that name is the address you typed whenever the server did not answer. See below. - We never receive your Minecraft or Microsoft account details. Signing in for Switch mode happens on Microsoft's own site in your own browser, so the app never sees your password, and no part of the sign-in reaches us. - If you install the app from a link someone shared, the app reads Google Play's install referrer once, to fill in the shared server for you. The server stays on your device; it is never sent to us. WHAT IS COLLECTED Both apps use Google Firebase Analytics and Google Firebase Crashlytics. Collection is switched OFF when the app starts. In the paid app it is enabled shortly after the app opens. In the trial it stays off until you have answered the consent form described under ADVERTISING below. Analytics records how the app is used, and never anything you typed: - when the app is opened for the first time, and when it is opened with no server address to use - when the proxy is started or stopped, and whether starting failed - whether a console successfully found the proxy, and which discovery method it used - when a console joins through Switch mode - when a console joins over NetherNet: how it was connected (straight to the server, through the phone, or refused because no route exists), what kind of client it was, and - only if we have switched this on - the kind of device (Xbox, PlayStation, Switch, Android, iOS, Windows or other) and the Minecraft version number it announced. Never a name, gamertag, Xbox user id or address - when the relay stops carrying traffic, and when your phone changes network - the steps of the first-run setup guide, including which kind of console you said you play on, picked from a fixed list - when the setup check, the battery notice, the help page, the "where do I find a server address?" help, the feedback screen or the in-app update prompt is used - when the trial play-time limit is reached - when an ad is shown or watched, when an ad fails to load or is not shown and why, and the revenue Google reports for an ad impression - when an upgrade prompt is shown or tapped, and the result of a purchase - when a free visit to the online server list is used - when a server is shared, recorded only as the kind of app you shared to - when a shared link is opened, or a shared server is filled in after install, with the campaign name a server owner put in the link, if any. Never the server's address or name - when a review prompt is requested - when Switch mode sign-in is started, completed, expires or is signed out - when a Switch mode session is published, and whether the server answered - when a step of Switch mode is refused, as the step and the reason - when a Minecraft client rejects a packet Switch mode sent it, as the kind of packet, the kind of rejection and a protocol number - errors, recorded as an error type and the stage it occurred in Alongside those events, a few settings describe the install as a whole: which of the two apps it is, whether Android's battery optimisation is on for it, whether Switch mode has been used, the trial time limits in force, how far the setup guide got, and which kind of console you said you play on. Crashlytics records crash reports: a stack trace, your device model and your Android version. Note that a stack trace can incidentally contain a server address if the crash happens while that server is in use. This data is associated with a Firebase installation identifier. That identifier is specific to this app on this device. It is not your name and not your Google account. The app also asks Google Firebase Remote Config for a few settings we can change without an app update, such as the trial's time limits and whether the device-kind count described above is switched on. That request carries the same installation identifier, and in the trial it waits for the same consent. NINTENDO SWITCH MODE Switch mode is off until you turn it on, and none of this section applies unless you do. A Nintendo Switch cannot be reached by the LAN discovery the rest of the app relies on, so this mode takes a different route: it publishes a multiplayer session on Xbox Live, which appears in the Friends tab in Minecraft. To publish one the app has to act as an Xbox Live account, so it asks you to sign in to a Microsoft account. Signing in uses Microsoft's device code flow. The app shows a code, you open microsoft.com/link in a browser and enter it there, and you type your password into Microsoft's own site and nowhere else. The app never sees it. What stays on your phone: a Microsoft refresh token, so that you stay signed in, and your gamertag, so the screen can say which account is broadcasting. Both live in the app's own private storage, both are excluded from Android backup and device transfer, and neither is sent to us. What is published to Xbox Live, for as long as you are broadcasting: - your Xbox user id, as the owner of the session - the server's name as the server itself reports it - or, if the server did not answer, the server address you typed - a second line of description, which is the server's own when it has one, and otherwise literally the address and port you typed - how to reach the game: on a local network that is your phone's address and port on that network, and over Microsoft's NetherNet transport it is an id rather than an address - how many players the server reports, and the Minecraft version the entry claims to be So the address of the server you chose can end up in the published session: as the second line whenever the server has no description of its own, and as the name as well when the server did not answer at all. That is worth knowing before pointing Switch mode at a private server. The session is published with Xbox Live's "followed" restriction, so it is readable by accounts that follow the broadcasting account and not by everyone. For that to be any use the account needs friends, so the app reads its own follower list and follows back anyone who has sent it a request, which saves you confirming each one on the phone. It only ever answers a request that already exists. Connections made over NetherNet are negotiated through Microsoft's signalling service, and Microsoft may supply relay servers that the traffic then travels through. It still passes through no server we operate; we do not run one. Signing out deletes the stored refresh token and the gamertag together and stops the broadcast. What Microsoft does with your account, with the session and with anything sent through Xbox Live is governed by Microsoft's own terms and privacy policy, linked below. ADVERTISING The trial shows ads through Google AdMob and uses your device's advertising ID to do so. The paid app shows no ads and does not request the advertising ID at all. In the EEA, the UK and Switzerland the trial shows a Google-certified consent form before any ads or measurement begin, and you can change your answer later from that same form. On any device you can reset or delete the advertising ID in Android Settings. PURCHASES Purchases are handled by Google Play Billing. Google processes the payment; we never see your card or billing details. The app stores only whether the full version is unlocked, plus the purchase token Google returned, in its own private storage on your device. CHILDREN The app is a utility for playing Minecraft and is not directed at any particular age group. We do not knowingly collect personal information from anyone, children included, beyond the pseudonymous app-usage data described above. THIRD-PARTY POLICIES Google Play Services https://policies.google.com/privacy Google Firebase https://firebase.google.com/support/privacy Google AdMob (trial) https://support.google.com/admob/answer/6128543 Microsoft / Xbox Live https://privacy.microsoft.com/privacystatement YOUR CHOICES - Trial: change your consent answer from the consent form in the app. - Either app: reset or delete your advertising ID in Android Settings. - Switch mode: sign out in the app. That deletes the stored Microsoft token and gamertag from your phone and stops the broadcast. - Uninstalling the app removes everything it stored on your device. CONTACT Please use the developer email address shown on the app's Google Play listing.