Data and security
Written for the person who has to approve Buildsworn before your studio installs it. Everything here is checkable:
run buildsworn --health, read %APPDATA%\buildsworn\config.json, or watch the network while the tool works.
Short version: Buildsworn runs on the developer's machine and talks to exactly one server of ours, for licensing. Your source code, your assets and your logs never leave the machine through Buildsworn.
What leaves the machine
| When | Where to | What exactly |
|---|---|---|
| License activation (at start, then at most once a week) | pay.adrenalinegames.pl/api/license/activate |
The license key, a machine fingerprint, the Buildsworn version and the computer name |
Update check (update_check, buildsworn --update) |
same server | The license key and the fingerprint, so we can tell whether your update window is open |
| Telemetry, off unless you turn it on | same server | Three fields: event name (gate_run), result (PASS / FAIL), version. No paths, no code, no identifiers |
The machine fingerprint is sha256(Windows MachineGuid + user name), truncated to 32 characters. It cannot be
reversed into a user or a machine; it exists to count seats. The computer name is sent so that your own seat page
shows something more useful than a hash, and you can see it there.
Nothing else is transmitted. No source files, no logs, no screenshots, no project names, no e-mail address.
What stays on the machine
%APPDATA%\buildsworn\config.json- paths, engine location, optional API keys, license key.%APPDATA%\buildsworn\license.json- the signed activation token (see offline use below).%LOCALAPPDATA%\buildsworn\- logs, screenshots, gate results, build reports, baselines, and the Unreal API index built from the headers of your engine installation.- Backups (
.bak_<date>) that the hooks create next to every file the agent edits, inside your project.
Nothing in that list is uploaded by Buildsworn.
Optional services, off by default
These only run when you put a key in the configuration. With an empty key the module reports "not configured" and does nothing.
- Gemini review (
gemini_review): sends the code or image you ask it to review to Google's API under your API key. Do not enable it if your code may not leave the company. - PixelLab (2D art generation): sends the prompt you write to PixelLab under your API key.
- Remote server (SSH): connects only to the host and key you configure, for your own deployment.
- Steam release: talks to Valve's
steamcmdwith credentials you supply. The password is never written to disk by Buildsworn; it is passed to steamcmd for that one run.
Claude Code itself sends your prompts and the files it reads to Anthropic. That is the tool you already chose; Buildsworn does not change it, and cannot see it. Buildsworn's own gates work the other way round: they reduce how much code ends up in the context, because the agent gets a compile digest instead of a 3000-line build log.
Working without internet access
After the first activation, Buildsworn holds a token signed by our server with Ed25519 and verified locally against a public key compiled into the product. That token is valid for 30 days and renews itself silently when it has less than a week left. A build machine or a locked-down workstation therefore keeps working for a month between contacts with the license server.
If you need longer or fully air-gapped operation, ask us: we can issue a token with a longer validity for a Studio license. A machine that has never activated cannot run Buildsworn.
Turning things off
- Telemetry: uncheck it in the installer, or remove
"telemetry": truefromconfig.json. It is off by default. - Update checks: they run when you call
update_checkorbuildsworn --update. Nothing checks in the background. - Screen access:
game_visual_checkandscreen_capturetake screenshots only when a tool is called. On a build machine usebuildsworn gate --ci, which never touches the screen. - The whole product: uninstall from Windows Settings, then delete the two folders listed above. The plugin entry
is removed from
~/.claude.jsonby the uninstaller.
Support and what we can see
When you send a support bundle (buildsworn --support-bundle), it contains: the resolved configuration with every
key redacted, the result of the key check, system information, and the last few Buildsworn logs and gate reports.
It never contains project files or source code. You can open the zip and read it before sending it; it lands on
your Desktop, nothing is uploaded automatically.
We keep: your e-mail address, the license key issued to it, the machines activated on it (fingerprint, computer name, version, dates) and invoice details when you buy on an invoice. Ask and we delete them; a revoked license stops activating. Full text: privacy policy.
Service level
| Solo (free) | Studio | |
|---|---|---|
| Support channel | contact form, Discord | contact form, Discord, private channel with the developer |
| First reply | two working days | one working day |
| Blocking build | best effort | we look at your support bundle the same day and screen share if it is faster |
| Security questionnaire, signed agreement | not covered | yes, ask before you buy |
| Seat changes | self service on the seat page | self service, or we move them for you |
Support is the developer who wrote the tool, not a ticket queue. There is no phone line and no overnight shift: if you need a guaranteed response time outside these, write and we will agree it in the contract.
Reporting a vulnerability
Write to support@adrenalinegames.pl with "security" in the subject. Describe the problem and how to reproduce it; you get an acknowledgement within one working day and a fix or a plan within five. Please do not post it publicly before we have had that chance. We will credit you in the release notes unless you prefer otherwise.