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FAQ
Conceptually, yes — it builds a virtual LAN over the internet so remote players appear local to each other. Unlike those tools, there's no hosted relay operated by the project: connections are direct peer-to-peer, and if you use the named "Virtual Network" feature, the signaling server that helps members find each other is hosted by whichever user created that network, on their own machine — not by the developer.
It's pre-release, alpha-quality software that has not been independently
security-audited. The full crypto/network data path is covered by an
automated test harness, but real-world NAT traversal between two physical
machines on different networks hasn't been verified yet. Don't rely on it to
protect confidential or regulated information, and only connect to peers you
trust — see SECURITY.md.
No telemetry, no analytics, no crash reporting, no account system — see
Legal & Privacy and the full
PRIVACY_POLICY.md
for exactly what's stored locally versus shared with a peer.
CI builds installers for Windows, Linux, and macOS on every tagged release.
The real VPN tunnel only works on Windows today, though — the
virtual-adapter code is currently #[cfg(windows)]-only, so the Linux and
macOS builds are UI-only previews: the app runs, but there's no working
tunnel underneath yet. See PLATFORM-SUPPORT.md
for the exact breakdown.
Creating a virtual network adapter (Wintun) is a privileged operation on Windows. The app runs normally without elevation; only the "Expert" real adapter mode needs it, and the app will prompt for a one-click elevated relaunch when required.
Not currently, and not by design for now — see Architecture for why full site-to-site sharing is deliberately out of scope at this stage.
Not as a public issue. Use
GitHub Security Advisories
— see SECURITY.md
for what a good report includes.
Player Club Private VPN
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