Privacy Policy
Last updated: October 23, 2026
This policy describes the information DOS Cloud currently handles when you browse the catalog, create a player account, use DOS games, join rooms, chat with others, or send feedback. It describes current functionality, not proposed subscription or payment features.
1. Information we store
- Account and sign-in: a generated account ID, your chosen public screen name, an email address associated with your account, identity-provider identifiers where applicable, linked-account information, sign-in method, and timestamps needed for account operations.
- Authentication security: hashed session tokens, expiring verification challenge records, and—only if you enroll an authenticator app—an encrypted authenticator secret. DOS Cloud does not create or store an account password. It does not store the password you use at Microsoft, Facebook, or another sign-in provider.
- Library and DOS files: games installed in your library, install and last-played information, and your writable virtual DOS drive, which may contain game saves, settings, usernames, or text you enter inside games. Packaged base game assets are shared, while writable data is associated with your account.
- Multiplayer: room/session IDs, join codes, membership and timing information necessary to host and join sessions. Other players may see your public screen name and information you share in a room.
- Chat: message text, sender account ID, channel (including lobby, room, and private conversations), message metadata, and timestamps. Chat history is retained in the service database; private chat should not be treated as end-to-end encrypted.
- Feedback and remarks: the category, subject, and full text you submit, linked to your account and submission time. Feedback may also be emailed to DOS Cloud's configured support inbox.
- Operational records: server logs may include request time, path, request ID, response status, and network address to operate and secure the service.
2. Browsing without an account
The public home page and catalog can be viewed without logging in. They request public game metadata only. Browsing does not create a player account or writable DOS drive, although ordinary HTTP requests may still be included in operational logs.
3. How sign-in works
You can authenticate with supported social or Microsoft identity providers, emailed one-time codes or sign-in links, or a registered authenticator app. External identity providers handle their own passwords. We use the email address returned or entered for sign-in and account association; DOS Cloud itself has no password-based login. Email verification messages are sent through the configured email service.
4. How information is used and shared
Information is used to authenticate sessions, maintain personal DOS files and game saves, manage multiplayer, display screen names, deliver chat messages, receive feedback, maintain reliability, and investigate abuse. Public screen names and messages posted in shared channels can be visible to other users. Private channel messages are delivered to the relevant participants and stored on the server. Sign-in providers and email delivery services process the data required to provide their services. We do not currently operate an in-app payment or subscription system.
Chat presence and visibility
The online player list includes only connected players with completed profiles who have enabled discoverability. You can turn off Show me to other online players in Chat → Private. This preference is stored with your account and applies to the player roster; it does not remove messages you have posted in chat, prevent people you already know from contacting you, or hide your screen name within shared game sessions. Short-lived connection presence records are used to identify online players.
5. Retention
Installed-game state and writable game files persist between sessions. Chat history and feedback are stored beyond a single session; there is currently no automatic, published deletion schedule for those records. The server may retain logs and backups under separate operational retention processes. Sign-in challenges and active session records are time-limited, but other account records may remain until removed by the operator. Do not submit sensitive information to chat, feedback, BBS doors, or DOS game save files.
6. Cookies and local browser storage
Sign-in uses a session cookie. The browser may remember the last selected sign-in method locally to make sign-in easier. The emulator and site may use browser storage or caches for their operation. These are functional technologies, not a promise that no browser-side data exists.
7. Security and limitations
Access to personal game installations and launch operations requires an authenticated session. Authentication tokens are stored as hashes in the session database, and authenticator secrets are encrypted when configured. No system can promise perfect security, and chat and user-provided game content should not be used to store secrets.
8. Questions and data requests
For questions about retained account data, corrections, or a request to delete your account-related information, use Feedback from the signed-in DOS Cloud application and describe the request. Deleting an individual game from your library is not the same as deleting chat history, feedback, or all account records. Data removal requests may require identity verification and may be subject to backup or operational limitations.
9. Changes
This page may be updated as DOS Cloud adds or changes features, integrations, and data-handling practices. The current revision date appears above.