Verjuice

Privacy

Written 2026-09-18 for v0.1.0, updated same day for v0.1.1. Every claim here is grounded in the code; if the code and this page ever disagree, the code is the bug and this page is the report.

Under owner review (2026-09-18). v0.1.1 added an optional verjuice.app account (last two table rows). The same day's recorded project rulings had declined a commercial tier because it needs a re-license and a telemetry decision. Whether the account features stay is the owner's call; until then this section is described as it exists in the code, not endorsed.

The promise

Verjuice sends nothing anywhere on its own. No telemetry, no analytics, no crash reporting, no usage statistics, no background checks, no timers. There is no server that knows you ran Verjuice, and no "last phoned home" record — because there is no phoning home. This is a structural property of the code, not a policy: the only network-capable functions are the ones listed below, each behind a command you typed or a view you opened.

There is no account requirement: every launch, every registration, and every check works fully without one, and launches never require the network. An optional account exists (last two table rows); signing in is explicit, and verjuice logout removes the key from the machine.

The complete list of network requests Verjuice's own code can make

This is exhaustive. If a request is not on this list, Verjuice's own code cannot make it.

WhatWhenWhereWhat it carries
Update check only when you run verjuice update check verjuice.app/feeds/latest.json nothing but the request itself — the User-Agent names your installed version. One request, 5 s timeout, no retries, nothing remembered, nothing written
umu game-id lookup when a launch goes through the umu route umu.openwinecomponents.org the game's title (and store, when known). Fills in umu's own game-id; offline it falls back to a default id and the launch continues
Artwork when the UI shows a game whose cover is not already cached Steam's public CDN the game's public Steam appid, in the URL. Rate-limited, cached locally after the first fetch
Component install only on your explicit yes to verjuice install GitHub releases, WineHQ, and the other upstreams each component names nothing but the download request
Database dedupe report only when you run verjuice compatdb dedupe (a maintainer command) Steam's public search APIs the game titles you are checking
Account login / verjuice account only when you run verjuice login or verjuice account verjuice.app/api/license your account key, in the Authorization header. The answer (your plan) is shown to you; nothing about it is sent onward
Remote app registration only when you run verjuice register while signed in verjuice.app/api/apps the app's name and its executable path, tied to your account key. Not signed in, this request does not exist; offline, registration falls back to local; over the free tier's 3-app limit, the local registration is refused with an upgrade link (the flagged paywall)

Two of these rows deserve the plain words they usually don't get:

The umu lookup is the one request that happens as part of launching. It sends the title of the game you are launching to the community umu-database. It is not telemetry — the answer changes how your launch is configured, the same way a DNS lookup does — but it is a network request you did not type, and this page would be lying if it called the launch path fully offline. It is not: one title, one lookup, and the launch proceeds fine without it.

The update check is the only request that reaches a Verjuice-owned domain, and it runs only because you typed the command. No timer, no auto-check on launch, no "last checked" record.

What never happens

What stays on your machine

Everything except the two account requests named above. Verjuice keeps its records under your own home directory — ~/.local/state/verjuice (registrations, settings, and — only if you signed in — the account key, stored 0600) and ~/.local/share/verjuice (logs, launch history, artwork cache, prefixes). Specifically:

The tools Verjuice launches act on their own

Verjuice wraps existing tools — Wine, Proton, umu-run, legendary, Whisky, Steam. Once launched, they make their own network connections: umu-run checks its own releases, legendary talks to Epic when you use Epic, Steam logs in and updates, games phone their own homes. Verjuice does not proxy, filter, or exfiltrate that traffic; its local logs may contain the URLs those tools fetched, and those logs stay on your machine. Their privacy practices are theirs to answer for, and this page does not speak for them.

Changes to this statement

This page is dated at the top. If a future change adds a network touchpoint, the change that adds it updates this page — the offline test suites are the enforcement, not good intentions.