Privacy
Short version: Rocket LAN has no servers run by the developer, no analytics, no telemetry, and no crash reporting. Nothing about your use of the app is uploaded anywhere.
What stays on your computer
- Your settings. Theme, preferred Rocket League version, display mode, every toggle you've touched. Stored locally under your Windows user profile.
- The map library. Imported and downloaded custom maps live in a local folder you can re-locate any time in Settings.
- The diagnostic log. A rolling local log file for troubleshooting. Useful to paste into a bug report. Never uploaded.
What's read from Steam
Rocket LAN integrates with Steam via Valve's Steamworks SDK. On your machine, it reads:
- Your Steam friends list and their Steam IDs, persona names, and avatars, to show your friends and let you invite them.
- Your own Steam ID and persona, to identify yourself in the session roster.
- Ownership of Rocket League, to know whether you can launch the Steam copy or the Epic copy.
All of this happens in-process on your computer, between Rocket LAN and Steam. None of it is sent to the developer.
What's shared with other players
When you host or join a session, the other players in that session learn:
- Your Steam persona name and Steam ID (so your roster row identifies you).
- Your Steam avatar (the overlay and roster show it).
- Whether your Rocket League is currently in menus, lobby, or in a match (so the host knows when it's safe to swap maps).
- The custom map bytes when you're the host re-sharing them, or the host's bytes when you're a joiner downloading.
That's it. Nothing about your wider system, browsing, or other apps is shared.
Network traffic
Rocket LAN connects players peer-to-peer using the iroh QUIC stack. When a direct peer-to-peer connection can't be established (NAT, firewall, etc.), traffic falls back to the public relay infrastructure run by the iroh project, operated by the iroh maintainers, not by Rocket LAN's developer. All session traffic is end-to-end encrypted, so relays only carry encrypted bytes.
Steam connectivity is whatever Steam itself does on your machine, governed by Valve's terms.
Steam rich presence
When you host a session open to friends, Rocket LAN sets a Steam "rich presence" string on your profile so your Steam friends can see you're hosting and tap a "Join Game" button on you in Steam. That string is visible to your Steam friends (which is the point). Closing the session clears it.
What's not collected
- No analytics, no event pings, no view counts, no "session started" beacons.
- No telemetry, no performance data, no error reports, no usage stats.
- No crash reporting, if Rocket LAN crashes, you can paste the local diagnostic log into a bug report; nothing leaves your machine automatically.
- No third-party advertising or ad-network tags. The app embeds no web content.
- This website (the one you're reading) does not run analytics or set non-essential cookies. GitHub Pages may set technically-necessary cookies for the underlying hosting; Rocket LAN does not add any.
Children
Rocket LAN is general-purpose software intended for personal use alongside a copy of Rocket League. It does not knowingly collect personal data from anyone, including children.
Changes
If the privacy story ever changes, this page changes with it, and the change goes into the Terms of Use's "Last updated" log.
The legal version of all this is in the Terms of Use, section 5.