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Console Client Privacy Policy

Last updated: October 19, 2026

On this page
  1. 1. Who Is Responsible & How to Reach Us
  2. 2. What We Collect
  3. 3. Why We Use It
  4. 4. Cookies & Browser Storage
  5. 5. Who Receives Your Data
  6. 6. Where Your Data Is Processed
  7. 7. How Long We Keep It
  8. 8. Security
  9. 9. Your Rights & Choices
  10. 10. Children
  11. 11. Public Content
  12. 12. Changes to This Policy
  13. 13. Contact

This Privacy Policy explains what personal data Console Client ("we", "us") collects when you use consoleclient.com, the dashboard at dashboard.consoleclient.com, our official Discord server and bot, the Console Client API, and the bot service itself (together, the "Service"), why we collect it, who receives it, how long we keep it, and the choices and rights you have. It applies together with our Terms of Service. If you do not agree with it, do not use the Service.

1. Who Is Responsible & How to Reach Us

Console Client and its operators are responsible for the personal data described here. For any question, request, or complaint about your data, email [email protected]. This is our official address for privacy requests. You can also ask general questions in the official Console Client Discord, but Discord is not a channel for formal requests.

2. What We Collect

2.1 Sign-in and account data

You can create an account with an email address and a password, or by signing in with Discord, and add the other sign-in method later in the dashboard's Security settings. When you sign up with email, add an email to your account, or change it, we send a one-time code to that address to confirm you control it, and we store the address once it is confirmed. Until you link a Discord account, the name shown for your account is the part of your email address before the @. We never store your password. We keep only a salted hash of it made with scrypt, a deliberately slow one-way function, and that hash is itself encrypted with AES-256 before it is saved, so neither we nor anyone who obtained a copy of our database can read your password from it. While a sign-up waits for its code, the same protected hash is held with the pending sign-up and is discarded if the code is not used. If someone tries to sign up with, or add, an email address that already belongs to a Console Client account, we send that address a notice instead and change nothing. We record each code or notice email we send (the address, the account, and the IP address that asked for it) for 3 days, to limit sending.

When you sign in with Discord or link a Discord account, we receive your Discord user ID, username, display name, and avatar, and we store your ID, the name shown for you, and your avatar; we do not store your Discord access token. Discord's sign-in page also asks to share the list of servers you are in, but we do not read or store that list. We check whether you are a member of the official Console Client Discord server, and signing in with Discord or linking it may add your Discord account to that server and give it a verified role. While you have a paid license, we also give it a customer role and a role for your license tier, and we remove the tier role when the license ends. If you enter an email at checkout, we store that email address. Each sign-in creates a session record holding a hashed session ID, your IP address, your browser's user agent, and timestamps, and we keep a history of the IP addresses you sign in and sign up from. If you turn off the IP lock (section 8), each new IP address your signed-in session is used from is also added to that history.

Two-factor authentication. If you turn on two-factor authentication in the Security settings, we create a random secret key for your authenticator app. You see it only while you set it up, as a QR code that our own server draws and as text you can reveal and copy; after that it is never shown again. We store it encrypted with AES-256-GCM and tied to your account, together with the date you turned it on and the time step of the last code you used, so that the same code cannot be used twice. Your 10 backup codes are shown to you once; we keep only one-way keyed hashes of them, which we cannot turn back into the codes, and a used code is deleted. While a sign-in waits for its code we keep a short record of it on our servers: a hash of the token in the cc_2fa cookie (section 4), your account, how you signed in, the number of attempts, and when it expires; for a password reset it also holds your sign-in email address and the protected hash of your new password, which is applied only after the code is accepted. The codes you type are never stored or written to a log. If you lose both your authenticator app and your backup codes, we may use the data we already hold about your account, such as your linked Discord account, your sign-in email address, or your payment records, to check that you own it before our staff remove two-factor authentication (section 1.3 of the Terms of Service).

We also assign a random first-party browser ID after you sign in, on every plan, and store only its one-way hash with your Console Client account and first/last-seen timestamps; it is recorded each time you open the dashboard. Staff can review free accounts that share a recent sign-in IP or browser ID, together with their connected Minecraft accounts and configured server destinations. The review page groups matching accounts and labels each group, for example as the same latest sign-in IP and the same Minecraft server, or as the same browser, so that staff can decide what to look at first; an IP address shared by more than 10 free accounts is shown as a shared network and does not group them. For fraud and abuse checks, staff can also list the Console Client accounts of any plan that signed in or signed up from the same IP address, and search accounts by IP address. These matches are indicators for manual review; they do not automatically block access, disconnect accounts or impose a punishment. A shared network or browser can belong to different people. We do not collect canvas, graphics, audio or hardware fingerprints for this feature, and we do not classify or block VPNs.

2.2 Minecraft accounts you add

To run your accounts we store what you give us to sign them in: the account email or username, Microsoft, Xbox, and Mojang sign-in tokens and refresh tokens, cookies or session IDs, and for a Bedrock account imported from a JSON export, its gamertag, the platform the export comes from, and the sign-in sessions saved in it. From imported cookies we keep only those of Microsoft, Xbox, and Minecraft. We do not ask for your Microsoft account password: Microsoft accounts are added through Microsoft's own sign-in page or by importing cookies or tokens, and we keep only what that returns. An account that was added with its email and password before July 20, 2026, when we stopped offering that option, keeps that password, stored encrypted, so that it can still sign in, until you remove the account. After an account signs in we learn its Minecraft username and UUID. We also store per-account settings and when each account was last online. In our database the sign-in data of every account (its tokens, cookies, session IDs, and any stored password) is encrypted; the account email or username stays readable, because it identifies the account. While an account runs, the backend server running it also keeps a working copy of its sign-in tokens, with the account email or username, in files on its own disk that only our service can read, so that it can reconnect without signing in again. When you remove a Minecraft account, its sign-in data is deleted from our database at once, but those working copies can stay on the backend servers that ran it until we clear them.

2.3 Settings and keys you supply

This includes the Minecraft servers you connect to, proxy addresses and proxy credentials, Discord webhook URLs, your own Discord bot token and its whitelist, AI provider API keys, account-shop API keys used by the Purchase Accounts feature, macros, schedules, chat messages you configure the Service to send, and every other feature setting. Keys and tokens are stored encrypted; proxy credentials and the webhook addresses you add to Raid Alerts, Spawner Sentry, or a macro step are not (section 8). If you use your own Discord bot, we also store the channels it posts alerts and mirrored chat to and the Discord user IDs of the members you choose to receive alerts by direct message; when you search for those members, our server asks Discord with your bot's token and does not keep the results. For each of your own proxies we also keep its exit IP address and approximate location (city, country, and coordinates), which we refresh every 7 days.

2.4 Data produced while your accounts run

While an account is online the Service processes its connection status and health, position and nearby world data (for the Point of View and World View features), inventory contents, scoreboard, the in-game chat it sees and sends, console logs, error reports and diagnostics, images we render for alerts you enable (such as a death inventory image), and the geographic location of your proxies' exit IP addresses. Alerts can contain your account's sign-in email or name, its coordinates, and other players' usernames, positions, head images, and chat messages, depending on the alert and the message template you choose, and a death or disconnect alert also includes a log file with up to the last 500 lines of that account's console, which can contain chat from other players, server addresses, and kick messages. Commands you send to an account, including Point of View controls and chat messages, are queued in our database until the server running the account picks them up, and are deleted once they have run or after at most an hour.

Point of View and World View. While you watch an account in Point of View or World View, your browser receives what that account receives from the server it is on: the blocks and entities around it, other players with their usernames and skins, chat from other players, the scoreboard, the player list, titles, boss bars, holograms, and other text the server shows, particles, the account's inventory and any container it opens, and the server's resource pack (section 2.10). This includes personal data of other players, such as their usernames, skins, and messages, as the server shows it to your account. The live view is held in memory only for a short time on its way to your browser and is not saved. So that Point of View can show an account while it is offline, we save a recent picture of the area around it in your account's database: its blocks, nearby players and other entities with their names, skins, name tags, and positions, the text of nearby holograms, its health, hunger, experience level, inventory, position, and dimension, the scoreboard, and which of its server resource packs to show. A new picture is taken every few minutes for every connected account, whether or not you open Point of View, and when the account disconnects, and it replaces the previous one. It never contains chat, the player list, or sounds. When you control an account from Point of View, your movements, clicks, and messages are sent to the server as actions of that account. Clicks in inventories and menus, changes of the held item, chat messages (with their text), and respawning are written to your account's activity log (section 2.5) in the same way as anywhere else in the dashboard; movement, looking around, and the in-world actions sent with them, such as breaking or placing blocks, attacking, and using items, are not. A World View download contains only blocks: they are read from your account when you start the download and turned into a file in your browser, and each request is written to your activity log without its coordinates. If you have set up your own Discord bot, you and the people on its whitelist can use its commands to see your accounts' status, server, position, inventory, scoreboards, and point of view, and to connect, disconnect, or send chat as them. Its /pov and /inventory commands draw a picture on our server, in memory, from the live view or, for an offline account, from the saved picture; /pov also shows the account's health, hunger, experience level, position, dimension, and held item. Discord shows each reply only to the person who ran the command.

We also keep a bandwidth record for every game connection an account makes through a proxy, and for each server resource pack it downloads through one, whether the proxy was bought in the Proxy Shop, added by you, or is from our shared proxy pool: how many bytes that connection sent and received through the proxy, which proxy it used, the address of the Minecraft server it connected to, the backend server and game edition, and when it started and last reported. We store this as a counter per connection, as running totals per proxy and per server address, and as a daily total per account, so that the bandwidth allowance of a purchased proxy can be shown and enforced, so that your dashboard can show you how much traffic each server has used, and so that our staff can see what our proxies cost us. We also count, per server address and without any link to an account, how many bytes each kind of game message uses. Sign-in traffic and connections made without a proxy are not recorded. This data is not used for marketing and is not shared with the proxy provider.

When you run the Stat Checker, the accounts you pick join the server you choose for a moment, through a proxy pool that we supply, and we read what that server shows them: the scoreboard, the reply to a command you chose, and any kick or ban message. The latest result is saved to your account so the page can show it again. We also keep one record per check (the account, the server address, the outcome, whether the account was banned, the bytes used, and the time taken) so that we can count your monthly allowance and measure what the proxy pool costs us.

If a server shows one of your accounts a CAPTCHA while you are connecting it, the image is passed to your dashboard so that you can solve it. It is held in memory only, with the account's username and the server address, and is discarded when it is answered, when it expires after a few minutes, or when the connection ends. If Minehut asks one of your accounts to accept its Terms of Service and pick an age range, the question and its choices are shown in your dashboard in the same way, and the choice you click is sent to Minehut as that account's answer.

Console Client Wrapped. To build your yearly summary we keep, for each day, how many times your accounts joined each server address and how long they were online on Java and on Bedrock, and for each year your record for the most accounts online at once, your longest session and the username of the account that made it, and whether you opened or closed the Wrapped notice. The summary also uses data we already hold, such as your accounts, macros, proxy orders and bandwidth, Stat Checker checks, DonutSMP scoreboard values, your review rating, your number of dashboard actions, and the total you paid us that year, and it compares your online time and number of accounts with other customers only as a percentage. Only you can open it, not your sub users, and the image you can download is drawn in your browser and is not uploaded to us.

2.5 Usage and security logs

We keep a log of the actions taken in your dashboard (what was opened or changed, when, and from which IP address). This activity log is read by our staff and is not shown in your dashboard; actions a sub user takes in your dashboard are written to both your log and theirs, and changes our staff make to your account are marked as staff actions. We also keep API request logs (including requests made with a Console Client API key), a record of each attempt to activate a license key (the account, the IP address, and the time), and rate-limit and abuse-detection records, and we hold the last 10,000 requests made to the dashboard (the time, the address requested, the result, the IP address, the user agent, and the account) in memory for troubleshooting. Captcha answers are checked with Cloudflare when you submit a form, and the result is not stored. If you use two-factor authentication, this log also records when you turn it on or off, when you create new backup codes, when a backup code is used to sign in (with the number of codes left), and every wrong code entered, but never the codes or the secret key. To stop guessing, we also count wrong two-factor codes per account and per IP address for up to 24 hours. These records help us support you, protect accounts, and investigate abuse.

2.6 Payment data

For card payments we store the Stripe checkout session, payment, customer, subscription and invoice references, the plan, slots and days bought, the amounts, any discount, coupon, affiliate code or store balance applied, the currency, the payment and subscription status, the license key issued, the relevant dates, and the email used at checkout. Stripe holds your card details: we never see your card number, and we do not store your card type, the last digits of your card, or your billing address. For cryptocurrency payments we store the invoice, the receiving address, amounts, the exchange rate used, and the on-chain transaction IDs, together with the billing details we ask for at checkout: the payer's full name, country, state, province or region, and ZIP or postal code. We keep these with the payment record so that we can meet legal, tax and accounting obligations; we do not verify them and we never use them for marketing. If a cryptocurrency payment needs a staff check, for example because it arrived after the invoice expired, was short of or over the amount, or was paid twice, we also record the reason, the staff member who resolved it, when, and the outcome, and these steps appear in your account's activity log (section 2.5). Every card or cryptocurrency checkout we create, and every invoice you pay, also stores the IP address it was started from, and when a license bought at checkout is redeemed we link that payment record to the account that redeemed it, so our records show which account each purchase belongs to. Staff can look up a customer's payment records, license history, email addresses and IP history together when a legal, tax, fraud or support matter requires it. We also keep your store balance with a history of every credit and debit (the amount, the balance after it, what it was for, and when), your auto renew setting, affiliate records, any refund or dispute records, and any custom invoice our staff raise for you (the amount, the reason, the support ticket it came from, and the staff member who raised it). For proxies bought in the Proxy Shop we also keep the order record: which proxy was assigned to your account, the days bought, whether it is private, the bandwidth allowance, the price with any discount and card fee, how it was paid (by card, in cryptocurrency, from your store balance, or with balance plus card or cryptocurrency), the Stripe checkout and payment references or the cryptocurrency invoice, and when it was paid. The login credentials of those proxies belong to us, are stored encrypted, and are never shown to you. Account and payment events (new sign-ups with the username, account ID, and avatar, new and redeemed licenses, card subscription starts, renewals, cancellations and failed charges, extensions, upgrades, expiries, balance top-ups, cryptocurrency payments and their staff reviews, Proxy Shop purchases, and custom invoices) are also posted to a private staff channel in our Discord server. Those posts can show your Console Client or Discord username and ID, the license key, the amount and any coupon, Stripe references, the email used at checkout for card subscriptions, the proxy assigned, and, for cryptocurrency payments, the receiving address and transaction ID.

Affiliate program. If you create an affiliate code we store the code and when it last changed, the purchases made with it (the payment and Stripe references, the license key, the buyer's account or, for a checkout without an account, the part of the checkout email before the @, the list price, the discount, the amount we received, the rates, your commission, its status, any reversal reason, and the dates it was created, cleared, reversed, or paid), your Litecoin payout address and when you last changed it, your payout requests together with your confirmation that you are 18 or older or have a parent's or guardian's consent, and the transaction IDs of the payouts we send. Creating a code gives your Discord account the Affiliate role, and changing your payout address sends a notice to your sign-in email. To stop self-referral and abuse we compare the buyer's account with yours and, for a checkout without an account, the checkout email with your sign-in email, and we cancel the commission if your own account later redeems a license bought with your code. You see each buyer only as a shortened, masked name (for example d****v, made from the buyer's username or, without an account, from the part of the checkout email before the @), with the product and the date, never their email address, account ID, or full name. If your code is used, nothing about you is shown to the buyer except the code itself. Affiliate events (codes created or changed, purchases made with a code, cleared and reversed commissions, payout address changes, payout requests and payouts, and staff changes to rates or balances) are also posted to a private staff channel in our Discord server so our staff can review them; those posts show the username and account ID of the affiliate, of the buyer (or "Guest checkout"), and of the staff member involved, the code, what was bought and how it was paid, the amounts, reasons and staff notes, a shortened payout address (its first six and last four characters), and the transaction ID of each payout, never email addresses or IP addresses. Anyone can look up the full receiving address of a payout transaction on the public Litecoin blockchain.

2.7 Support and community data

We keep support emails, Discord ticket conversations and their transcripts, reviews you post (with your display name and avatar), community macros you publish and your likes or dislikes of community macros, and records of your acceptance of supplemental terms (your account identifier, the version accepted, the time, and your IP address).

Log files, ticket transcripts, and giveaways. A log file (.txt or .log) that you upload in the official Discord server is turned into a page on consoleclient.com/paste so that our staff can read it. The page is unlisted, but our bot posts its link as a reply in the channel where you uploaded the file, the address includes your Discord display name, anyone who has the link can open it, and a copy is posted to a private staff channel. It is deleted after 72 hours. Remove tokens, keys, and other secrets from a log before you upload it. When a support ticket is closed, its transcript is saved as a page of the same kind with a long random address; the link is sent to you by direct message and kept in a private staff log, and the page stays until our staff delete it. If you enter a giveaway in our Discord server, we log your Discord username, your Discord ID, and the time you entered; removing your reaction later does not remove your entry. After the giveaway ends we publish a permanent summary page, linked from the giveaway message, that lists the host, the winners with the prize each received, and every entrant by Discord username and ID with the time they entered, including entrants who left the server before the draw, and we post a copy to a private staff channel.

Our official Discord bot. The bot reads messages posted in the official server to answer common questions and to remove advertising. When it removes a message, the message text and the member's username, ID, and avatar are posted to a private staff log, and when a moderator bans, kicks, or times out a member, the member, the moderator, and the reason are posted there. The bot records which member's invite each new member used and shows invite counts in the server with /invites. Suggestions you post are reposted with your display name and avatar. The bot sends you direct messages about your tickets, invoices and payments, license and balance changes, and giveaway prizes, and gives your Discord account roles that show your plan tier or affiliate status, which other members can see.

2.8 Website visitors

When you visit consoleclient.com or the status page, our servers and Cloudflare process your IP address, browser user agent, and the pages you request, as every website does. We do not use advertising trackers.

Website analytics. Cloudflare, which delivers our sites, adds its Web Analytics script to the pages it serves so that we can see how many people visit the website. For each page view it records the page, the page that linked to it, the browser, operating system and device type, the visitor's country, and how quickly the page loaded. Cloudflare states that this script uses no cookies or local storage and does not track visitors across other sites. The dashboard's security policy blocks the script, so it does not run inside the dashboard.

Developer tools on the dashboard. The dashboard pages include a script that detects when your browser's developer tools are open. It runs only in your browser and sends nothing to us. It turns off the right-click menu on the dashboard and clears the browser console, and when it detects open developer tools it sends the tab to a page hosted on GitHub Pages (theajack.github.io), adding our dashboard's host name to that page's address. Like any website, GitHub then receives your IP address and browser details. Close the developer tools and open the dashboard again to continue.

2.9 The Console Client API

If you use the Console Client API (included with every paid license and currently in beta), you can create up to five API keys. For each key we store a one-way fingerprint (a SHA-256 hash) together with the name you gave it, its last four characters, when it was created, and when it was last used. We do not keep a key itself, so it cannot be shown again or recovered by anyone, including our staff. When you revoke a key, its stored fingerprint is deleted at once; a record of the retired key (its last four characters, name, timestamps, request counts, and the IP address of its last request) stays with your API request history, which is size-limited and deleted with your account. If you add IP addresses to the API whitelist, we store each one only as a keyed one-way fingerprint and a masked label (for example 94.***.***.13), with the time it was added and whether the whitelist is switched on. The whitelist entry does not keep the full address in a readable form; each API request is still logged with its full source IP address, as described below.

We log API requests with their source IP address, user agent, endpoint, method, time, result and duration, linked to your account and to the key that made the request when we can identify it. We also record selected request values, such as account identifiers (for a Microsoft account, the email address it was added with), chat and command text up to 256 characters, settings values, and task targets such as player names, and keep a history of key and whitelist changes with the IP address they were made from and the masked whitelist label. Creating a key (with its name), revoking a key, and changing the whitelist also add lines to your account's activity log (section 2.5), without the whitelisted addresses. Credential fields, authorization headers, raw request and response bodies, and known password or authentication commands are excluded or redacted. These records are available to authorised staff for support, security and usage monitoring. Requests that change something, such as connecting an account or sending a chat message, are also written to your account's activity log (section 2.5) and marked as API requests; that log keeps the text of a chat message or command as it was sent. Usage totals are stored persistently; the separate counters used to enforce rate limits and failed-key lockouts are held in memory and expire within minutes.

The API returns data about your own accounts, such as usernames, account IDs (for a Microsoft account, the email address it was added with), connection status, position, inventory contents, chat, console lines, and connection settings, including join commands as you saved them, to whoever presents your API key. Anyone you share the key with, and any software or service you connect to the API, therefore receives that data, and we do not control what they do with it. Proxy passwords, account sign-in tokens, other keys you have stored with us, and payment data are never available through the API.

2.10 Server resource packs

A Minecraft server can offer its players a resource pack, a file of images, sounds, fonts, and text that changes how the game looks. When a server offers one to one of your Java Edition accounts, the backend server running that account downloads it automatically, through the account's own proxy if it has one and otherwise directly. Like the official game client, the request tells the web server that hosts the pack the account's Minecraft username, UUID, and game version. The traffic of a download made through a proxy is added to that proxy's bandwidth record described in section 2.4.

We never store a pack's web address. We keep the name of the host it came from (for example packs.example.com), a one-way fingerprint (a SHA-256 hash) of the address so that the same pack is not downloaded again, and the SHA-1 checksum the server gave for it, if any. The backend server checks and cleans the downloaded file: only images (PNG, rewritten without embedded text or metadata) and data files (JSON) are kept, and the original file is deleted as soon as it has been cleaned. The cleaned copy is stored on our dashboard server under a fingerprint of its content, so one copy serves every customer whose account was offered the same pack, and your browser can load a pack only if one of your own accounts was offered it. With each pack we store its size, the description written in the pack, the host it came from, when it was stored and last used, and which Console Client accounts may view it. For each download we record the Console Client account and the Minecraft account it was made for, the backend server, the host, the result, the size, and the time. The host name, never the full address, can appear in your account's console log and in our service logs.

While Point of View shows an account, your browser loads the files of that account's packs from our dashboard. You can turn the server's resource pack off for your browser in the Point of View Game Menu; the setting is kept in your browser's local storage and changes only what your browser shows, not whether a pack is downloaded. To stop downloads completely, turn off Download server resource packs in Behavior Settings. While it is off, your accounts never download a pack, our dashboard server is not told about the packs they are offered and stores nothing about them for you, and Point of View shows our default textures, which are listed on our Credits page; each account's log only notes the host of a pack it was offered. Minecraft servers still see the pack as accepted.

3. Why We Use It

  • To provide the Service: signing your accounts in, keeping them connected through your proxies, running the features you enable, and showing everything in your dashboard
  • To sign you in, keep your session secure, and protect your account against unauthorized access, including the optional two-factor authentication
  • To run the API: recognising your API key, enforcing your IP whitelist and the rate limits, and logging requests for security
  • To take payments, deliver licenses, manage subscriptions and balance, and handle refunds and disputes
  • To run the affiliate program: applying codes at checkout, calculating, holding, and reversing commissions, and sending payouts
  • To answer support requests and investigate problems
  • To detect and prevent fraud, abuse, and violations of our Terms, and to enforce them
  • To monitor, fix, and improve the Service using error reports and diagnostics
  • To publish content you choose to make public, such as reviews and community macros
  • To send you service emails such as email confirmation and password reset codes, security notices (for example when your sign-in email or your affiliate payout address changes), receipts, and license deliveries; we do not send newsletters or marketing email
  • To comply with the law, such as accounting and tax rules, record-keeping duties for payments (which is why cryptocurrency checkouts ask for billing details), or lawful requests

Where data protection law requires a legal basis, we rely on the performance of our contract with you (providing the Service you asked for, including optional features whose supplemental terms you accept), our legitimate interests (security, fraud and abuse prevention, diagnostics, improving the Service), your consent where a feature asks for it, and our legal obligations. Personal data of other players that your accounts receive from a server, such as their usernames, skins, and chat messages, is processed only to run the features you use, on the basis of the legitimate interest in letting you see and act on what your accounts receive in the game.

4. Cookies & Browser Storage

While you enter a two-factor code at sign-in, the dashboard sets cc_2fa, a short-lived first-party cookie holding a random token that ties the waiting sign-in to your browser; we store only a hash of the token. It is HttpOnly, Secure on HTTPS, SameSite=Strict, sent only to the two-factor sign-in endpoints, expires after about 5 minutes, and is removed when you finish, go back, or run out of attempts. It is only set if your account uses two-factor authentication.

While you sign up with an email address, the dashboard sets cc_signup, and while you sign in with Discord it sets cc_oauth. Each holds a random token that ties that step to your browser, and we store only a hash of it. Both are HttpOnly, Secure on HTTPS, sent only to the sign-up or Discord sign-in endpoints, and expire after 15 minutes (cc_signup) or 5 minutes (cc_oauth).

The dashboard also uses cc_browser, a first-party security cookie containing a random, server-signed browser ID. It is HttpOnly, Secure on HTTPS, restricted to the dashboard host, and set for 90 days. It remains after sign-out so staff can review accounts used in the same browser. Clearing or blocking this cookie removes that browser signal without preventing sign-in; using another browser creates a separate ID. It is not used for advertising or tracking across other sites.

The dashboard uses the session cookie cc_sid, to keep you signed in. It is HttpOnly, Secure, and restricted to our site, and it expires after 7 days or when you sign out. A cross-site request forgery token tied to that session is kept on our servers. We do not set advertising or analytics cookies, and the Cloudflare Web Analytics script on the website (section 2.8) uses none. Cloudflare, which protects our sites and provides the captcha we use on some pages, may set its own security cookies. Your browser's local storage keeps interface preferences and settings, such as dismissed notices, streamer mode, chat display options, your Point of View settings (for example mouse sensitivity, field of view, view bobbing, the HUD size and layout, which panels are shown, the accounts whose views you have hidden, and whether a server's resource pack is shown), and your most recent Macro AI conversations. It also keeps the last 5 messages or commands you sent from the Chat tab and, if you pay in cryptocurrency, the billing name, country, region, and postal code you entered, so that your next checkout is filled in. Up to 15 Macro AI conversations stay in that browser after you sign out, and anyone who signs in to the dashboard in the same browser can see them. Which dashboard you are using, your own or one shared with you, is kept with your session on our server. Browser storage stays in your browser, except that some settings, such as your Point of View layout and the views you have hidden, are also saved with your account so that they follow you to another browser, and a feature can send us what it needs when you use it, such as the last few messages of a Macro AI conversation when you send a new prompt. Point of View screenshots and World View downloads are created in your browser and saved straight to your device; they are not uploaded to us. The website loads flag images from flagcdn.com and the Discord avatars shown next to reviews from Discord's content network, so those providers see your IP address when the page loads. The fonts of the website and the dashboard come from our own servers. The dashboard also loads a script library from cdnjs (Cloudflare), Discord avatars from Discord's content network, flag images from flagcdn.com, the account shop's sample skin images from mc-heads.net, the logos and category images of the account shops from those shops' own websites (mogalts.win, fernan.club, and ravealts.com), and one fixed avatar image from cravatar.eu. Player skins, heads, and textures in the dashboard are loaded through our own servers (see section 5), and the textures, models, and fonts used by Point of View are served from our own servers, so your browser does not contact Mojang for them; Point of View plays no sounds. The cryptocurrency checkout page shows a QR code that our own server draws; only if that image is missing does the page load the code from api.qrserver.com, which then receives the payment address and amount shown in the code. If you open the transaction link on that page or next to an affiliate payout, the blockchain explorer it points to (mempool.space, litecoinspace.org, etherscan.io, or blockchair.com) receives your IP address and the transaction ID. Each of these providers sees your IP address when your browser loads the resource. You can block or delete cookies in your browser, but blocking the session cookie makes it impossible to sign in.

5. Who Receives Your Data

We share personal data only with the parties below, and only as needed to operate the Service. We do not sell personal data and we do not share it with advertisers.

  • Hosting and data centre providers in the countries listed in section 6, which run the servers that host our website, dashboard, databases, and your accounts
  • Discord, if you use it, for sign-in and account linking, server membership and roles, review posts, ticket channels, giveaways, our official bot and its direct messages, and any chat mirroring, alerts, webhooks, or Discord bots you configure. Anything the Service sends to a webhook or bot you set up, such as chat, alerts, or images, can be seen by everyone who has access to the destination channel
  • Microsoft, Xbox Live, and Mojang, which receive your account credentials, cookies, or tokens to sign your Minecraft accounts in, and the Minecraft servers you connect to, which see your account name, UUID, skin, the connecting IP address, and everything your accounts do there
  • Your proxy providers, through which your accounts' traffic is routed, and, for proxies bought in the Proxy Shop, the proxy provider we source them from, which carries the traffic of the accounts you attach to a purchased proxy and therefore sees the servers those accounts connect to. A proxy you attach to an account can also carry that account's Microsoft sign-in traffic when our sign-in proxies are unavailable, and our location lookup for the proxy (see IP geolocation below)
  • The providers of the other proxies we supply: the shared pool, the proxies that carry your accounts' Microsoft sign-in traffic, and the residential pool used by the Stat Checker. A proxy provider can see the address of the server a connection goes to, the time, and the Minecraft username sent when the connection starts; on a server that does not encrypt the connection it could also see the contents of the connection, including chat. Sign-in traffic is encrypted, so those providers see only that a connection to Microsoft was made. We never give a proxy provider your email address, your payment details, or your own IP address
  • Stripe, which processes card payments and receives your email address, IP address, and payment details
  • The Litecoin network, if you receive affiliate payouts: every payout is recorded on the public Litecoin blockchain, where anyone can see the receiving address, the amount, and the time
  • Blockchain networks and explorers: cryptocurrency payments are sent directly to an address we create for your invoice and are recorded on the public Bitcoin, Litecoin, or Ethereum network. To confirm them, our server sends the receiving address of each invoice to public blockchain explorers (mempool.space and blockchair.com for Bitcoin, litecoinspace.org and blockchair.com for Litecoin, blockchair.com for Ethereum), which return the transactions sent to it, and it keeps checking the address of an expired invoice for up to 7 days (Bitcoin and Litecoin) or 24 hours (Ethereum) so that a late payment is not lost. Exchange rates come from coingecko.com, which receives no customer data. The checkout page's QR code is drawn by our own server; only if it is missing does the page ask api.qrserver.com, which then receives the payment address and amount
  • Our email delivery provider, which receives your email address to deliver email confirmation and password reset codes, security notices, receipts, and licenses
  • Cloudflare, which sits in front of our websites and dashboard and provides the captcha, so it processes your IP address and requests, and which measures visits to the website with Cloudflare Web Analytics (section 2.8)
  • GitHub, only when the dashboard detects open developer tools and sends your tab to a page on GitHub Pages (section 2.8): GitHub receives your IP address, your browser details, and our dashboard's host name
  • IP geolocation services: ip-api.com receives the addresses of the Minecraft servers your accounts use and, because our dashboard server sends the request through the proxy, the exit IP address of each proxy your accounts use. We use the result to show locations on the connection maps and, while Region Matching is on (the default), to run each account on a backend server near its proxy. These requests are not encrypted. ipinfo.io and OpenStreetMap receive only the addresses and place names of our own servers
  • Minecraft skin services (Mojang's texture server textures.minecraft.net, minotar.net, and mc-heads.net), which receive Minecraft usernames or skin texture identifiers to render skins, heads, and avatars in the dashboard and in alert images. In the dashboard these requests are made by our server, which keeps the images in memory for up to 6 hours, so the skin services see our server's address, not yours. To draw alert images our server fetches the player's body picture from minotar.net and keeps it in memory for up to 1 hour. Discord loads the head images shown in alerts directly from minotar.net, and those in your own Discord bot's replies from mc-heads.net
  • Hosts of server resource packs: when a Minecraft server offers one of your accounts a resource pack, the web server that hosts the pack, which the Minecraft server chooses, receives the download request from your account's proxy, or from our server if the account has no proxy, together with the account's Minecraft username, UUID, and game version, as it would from the official game client (section 2.10)
  • AI providers: the Macro AI assistant in the macro builder sends your request through our own account to the AI provider we have chosen (currently Anthropic, OpenAI, or Google). A request contains your prompt and the last few messages of that conversation, the macro you are editing, the names of your saved macros, the username, online status, and account ID of up to 100 of your Minecraft accounts (for a Microsoft account, the ID is the email address you added it with), any chat lines you add as examples, which can include other players' names and messages, and your time zone and local time. Before a request is sent, every Discord webhook address in it, in the macro and in your messages alike, is replaced with a placeholder, and the real addresses are put back into the macro the assistant returns, so the provider never receives them. We keep a request and its reply in memory only; a reply is deleted once it has been collected, and a reply that is not collected expires after 10 minutes and is deleted the next time the assistant is used or when the service restarts. A copy of each prompt and reply, together with your account name and ID, is posted to a private staff channel so we can monitor cost and abuse; this copy also covers prompts that were blocked or rate limited, and it is not redacted, so a webhook address you type into a prompt appears in it. The AI Chatbot, which uses an AI provider API key you supply, sends the provider you selected (currently OpenAI, Anthropic, Google, DeepSeek, Mistral, xAI, or OpenRouter) your instructions for the bot, your account's Minecraft username, and each chat message it answers together with the name of the player who sent it, from the server that runs the account, under that provider's terms
  • Account shops you choose in the Purchase Accounts feature, which receive from our server your shop API key and the category and number of accounts you order, but not your IP address, email address, or account ID, under the Purchase Accounts supplemental terms
  • Sub users you add to your dashboard, who can see and change the parts of it you grant them, limited to the Minecraft accounts you choose for them. The usernames and passwords of your own proxies are shown only to sub users you allow to manage proxies, and webhook addresses only to sub users you allow to manage webhook alerts; the login details of proxies bought in the Proxy Shop, your API keys, your AI provider keys, and your Discord bot token are never shown to them. For each sub user we store their Console Client account ID or Discord ID, the name and avatar shown for them, the permissions and Minecraft accounts you give them, and when they were added
  • People and software you give your API key to: the API returns data about your accounts to whoever presents your key, so anyone you share it with, and any script, bot, or service you connect, receives that data and handles it under their own responsibility, not ours
  • Our staff, who may access your account and stored data to operate the Service, provide support, and investigate abuse, and who can, at your request, move your stored data to another Console Client account
  • Authorities or other parties when the law requires it, to protect the rights, safety, or property of us, our users, or others, or as part of a merger, acquisition, or sale of the Service, in which case this policy continues to apply

6. Where Your Data Is Processed

The dashboard, our databases, and our control systems run on servers in the United States. The servers that run your accounts are currently located in the United States, Canada, Germany, the United Kingdom, India, Singapore, Japan, and Australia, and an account can be run from any of them. The providers listed above process data wherever they operate. If you live in a country whose law restricts international transfers, we rely on our providers' data processing terms, which include standard contractual clauses or an equivalent mechanism, for those transfers.

7. How Long We Keep It

  • Your account, Minecraft accounts, settings, and keys: for as long as your Console Client account exists. When your license expires your accounts are disconnected but your data is kept so you can come back; it is deleted when you ask us to, or when security, abuse prevention, or the law requires it
  • Sessions: a session ends 7 days after sign-in or when you sign out. The record of a session you stop using without signing out (its hashed ID, IP address, user agent, and timestamps) stays until that browser presents it again, you change or reset your password, or your Console Client account is deleted. Email confirmation and password reset codes expire after 15 minutes, and a sign-up that is not confirmed in that time is discarded together with the password hash it held
  • Browser ID records: deleted after 90 days without an observation, or when your Console Client account is deleted. The admin free-user alerts use observations from the last 30 days. Cleanup runs when browser IDs are recorded, so expired records may remain until the next signed-in observation; they are excluded from alerts.
  • Your sign-in email and password hash: for as long as your Console Client account exists. Changing your password replaces the old hash, and both are deleted with your account
  • Two-factor authentication: your encrypted authenticator secret, the hashes of your unused backup codes, and the last used time step are kept while two-factor authentication is on, and are deleted when you turn it off or when your Console Client account is deleted. A setup you start but do not confirm is discarded when you cancel it, after 5 wrong codes, or after 15 minutes. A sign-in waiting for its code expires 5 minutes after it started and is deleted earlier when the code is accepted, after 5 wrong codes, or when you go back. Wrong-code counters are kept in memory only, for up to 24 hours. The related activity log entries follow the activity log rules below
  • Chat and console streams: the live chat and console views in your dashboard are held in memory only, for the live view and for saving a log on request. They are size-limited and are gone when the service restarts. The servers that run your accounts also keep a service log on their own disk with each account's sign-in email or username, connection events, kick messages, and the text of the chat messages and commands your accounts send, but not the chat they receive from other players. Each server keeps at most about 4 GB of this log and deletes the oldest lines as it fills. If one of those servers crashes, the log lines from around the crash are sent to a private staff channel so that we can fix the problem
  • Point of View and World View: the live view and the blocks read for a World View download are held in memory only briefly on their way to your browser and are not saved. The picture of an account's surroundings that Point of View shows while the account is offline is kept until a newer picture of that account replaces it or you remove that Minecraft account from your dashboard; we keep at most 400 of these per Console Client account, deleting the oldest first, and all of them are deleted with your Console Client account
  • Server resource packs: a stored pack, together with its host, its address fingerprint, and the list of accounts that may view it, is deleted once no account has used it for 14 days, and earlier if our storage fills up or we remove the pack. Download records are deleted 7 days after the download. A record that a download failed is kept for at most a day so that it is not retried at once. If we block a pack, a record of its content fingerprint is kept so that it is not stored again. Your access to stored packs and your finished download records are deleted with your Console Client account
  • Dashboard activity and security logs: the activity log is kept in a rolling store capped at 50 GB, and the oldest entries are deleted as it fills. It is not deleted when your Console Client account is deleted, and a short summary per account (its name, the number of entries, the times of its first and last activity, and its last action) is kept with it. Sign-in IP history has no fixed end date and is kept after your account is deleted, for fraud prevention. The in-memory list of recent dashboard requests is gone when the service restarts
  • Payment records, including the billing details given at a cryptocurrency checkout: kept for as long as accounting, tax, fraud prevention, and dispute rules require, even after your account is deleted
  • Affiliate records, meaning your code, commissions, payout requests, payout addresses, and payout transaction IDs: kept with the payment records for the same accounting, tax, and fraud prevention periods. When your Console Client account is deleted, your affiliate profile (your current code, saved payout address, and any custom rate) is deleted, while your commissions, payouts, and their history stay with the payment records.
  • Proxy Shop orders: the record of which proxy was assigned to you, the days bought, the bandwidth allowance, the amount and the payment reference is kept with the payment records. A proxy that has expired stays listed in your dashboard until you remove it, and the record that it was once yours is kept so that the same proxy is never sold to you again
  • Proxy bandwidth records: the counter kept for a single connection is deleted 7 days after that connection last reported, the daily totals per account after 365 days, and the per-server counts of game message bytes after 60 days. The running totals per proxy and per server address, and the usage recorded against a Proxy Shop order, are usage records and are kept, also after your Console Client account is deleted
  • Stat Checker: the latest result is kept until your next run replaces it. The record of each check and your monthly check count are usage records and are kept, also after your Console Client account is deleted
  • Console Client Wrapped: the daily records are deleted after 400 days, and the yearly records are kept until your Console Client account is deleted
  • Queued commands: deleted once they have run, or after at most an hour
  • Support conversations and ticket transcripts: kept by our support team for as long as they are needed to help you and to handle later disputes. A ticket transcript page stays online until our staff delete it, and you can ask us to delete yours
  • Uploaded log pages: deleted 72 hours after upload; the copy in the private staff channel is kept for as long as it is needed for support
  • Giveaway entries and summaries: our Discord bot deletes the entry log 30 days after the giveaway ends. The summary page and its staff copy do not expire and stay until our staff delete them
  • Invite records of the official Discord server: kept without a set end date
  • Reviews and community macros: a review stays public until you or we remove it, and a community macro stays published until our staff remove it, so to remove one you published, email us. Deleting your Console Client account does not remove them or your votes on community macros, so tell us when you ask for deletion if you want them removed. After account deletion we may keep published reviews where needed for fraud prevention or legal compliance
  • API key and IP whitelist: the credential fingerprint of your API key is kept until you delete or regenerate the key, and each whitelist entry until you remove it; both are deleted with your Console Client account. API request details and key-change history use a separate 50 GB rolling storage cap, with the oldest details removed as space is needed. Deleting or regenerating a key does not erase its retained request history. When your Console Client account is deleted, removal of your API request and key-history records is queued; compact service-wide and endpoint usage totals contain no customer identifiers and remain. Requests that could not be linked to your account, such as those sent with a wrong key, stay until the storage cap removes them. Requests may also appear in the activity and security logs described above
  • Backups: before some updates we copy our databases on the same server so that we can undo the update. Such a copy can still contain data that was deleted after it was made

8. Security

All traffic to our websites and dashboard uses HTTPS. In our database, the sign-in tokens, cookies, and session IDs of your Minecraft accounts and the keys and tokens you give us, such as AI provider keys, account shop keys, Discord webhook settings, and your Discord bot token, are encrypted at rest. Proxy credentials and the webhook addresses you add to Raid Alerts, Spawner Sentry, or a macro step are stored in your account's database without that extra encryption, and the working copies of sign-in tokens on our backend servers (section 2.2) are protected by file permissions. Dashboard session IDs are stored hashed, Console Client API keys are stored only as a one-way hash and whitelisted IP addresses only as keyed fingerprints, the session cookie is HttpOnly, and requests that change data are protected against cross-site request forgery. Passwords are never stored, only a salted scrypt hash that is itself encrypted with AES-256, and an email address is confirmed with a one-time code before it can be used to sign in. Changing your password signs out your other sessions, resetting a forgotten password signs out all of them, and changing your sign-in email sends a notice to the old address. Rate limits and captchas protect the sign-in, sign-up, password reset, two-factor code, and license pages. The dashboard also has an IP lock, which signs a session out when it is used from a different IP address; it is on unless you turn on Stay signed in if my IP changes in the dashboard settings. The dashboard also offers optional security features, such as two-factor authentication and a second sign-in method. With two-factor authentication on, every sign-in also needs a code from your authenticator app or a single-use backup code; its secret key is encrypted, backup codes are stored only as keyed hashes, a code cannot be used twice, wrong codes are limited per account and per IP address, and turning it on or off signs out your other sessions. Staff access to customer data is limited to what operating the Service requires. No system is perfectly secure, so use a password you do not use anywhere else, turn on two-factor authentication for your Console Client account and keep your backup codes somewhere safe, keep your Discord account protected with two-factor authentication, and revoke any API key you no longer use, including your Console Client API key. If a security incident affects your personal data, we will notify you and the relevant authorities where the law requires it.

9. Your Rights & Choices

You can remove Minecraft accounts, proxies, keys, webhooks, and sub users, delete your Console Client API key and its whitelisted IP addresses, disable features, and change most stored settings yourself in the dashboard at any time. Depending on where you live, you may also have the right to access the personal data we hold about you and to be told which recipients it was shared with, to receive a copy of it in a commonly used format, to correct it, to have it deleted, to restrict or object to how we use it, and to withdraw a consent you gave. To exercise these rights, email [email protected] from the email address linked to your account, or verify your identity through the official Discord server; we respond within one month. If a request is complex, the law may allow up to two further months, and we will tell you within the first month if we need them. These rights have limits set by law: for example, we may have to keep payment records after a deletion request, and for security a copy of your data never includes live sign-in tokens, cookies, or keys in a form that would let someone take over an account. We do not use your data for automated decision-making or profiling that has legal or similarly significant effects on you. We will not treat you differently for exercising your rights. If you are in the European Economic Area, the United Kingdom, or another country with a data protection authority, you may also lodge a complaint with that authority. Residents of California and other U.S. states with privacy laws should note that we do not sell or share personal data for advertising.

10. Children

The Service is for people aged 13 or older, and users under 18 need a parent's or guardian's consent. We do not knowingly collect personal data from children under 13. If you believe a child under 13 has created an account, email us and we will delete it.

11. Public Content

Reviews you post are shown on our website, through our public API, and in our Discord server together with your Discord display name and avatar; the address of the avatar image includes your Discord user ID. Community macros you publish are shown to other Console Client users with a paid license, with your Console Client username unless you choose to post anonymously. Discord webhook addresses, Discord channel IDs, and the accounts a step targets are removed before publishing; everything else in the macro, such as chat messages, commands, player names, and coordinates, is published as you wrote it. Suggestions you post in the official Discord server are reposted there with your display name and avatar. Anything you post in the official Discord server is visible to its members. Do not include personal or confidential information in content you publish.

12. Changes to This Policy

We may update this policy from time to time. The current version, with its date, is always published on this page, and we will announce material changes in the dashboard or in the official Discord server. Continued use of the Service after a change means you accept the updated policy.

13. Contact

For privacy questions, data requests, or legal notices, email us:

[email protected]
This is our official contact address for support, billing, privacy, and legal notices. General questions can also be asked in the official Console Client Discord, but Discord is not a channel for formal or legal notices.
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