Terms of Service · HaxxOGE
Last updated 2 September 2026
1. Who this agreement is with
These terms are an agreement between you and Katherine Works, LLC, a Pennsylvania limited liability company, trading as Haxx ("we", "us"). We are the party you contract with and the party that bills you, and the same is true of any add-on sold here, including monitoring.
"You" means the company or the person named on the account, together with anyone you let use it. If you are accepting these terms for a company, you are confirming that you may bind it. They cover your account, every game on it, and every add-on bought alongside them.
2. Service
HaxxOGE provides a hosted instance of Haxx's Online Game Engine plus a monthly retainer of development hours. Add-ons you can buy alongside it are covered in sections 6 to 8.
3. Your license, and how you reach your game
We host every instance, and you reach yours through an admin panel. That panel is the whole of the access you get: no database, no shell, no server of your own, and no copy of the engine's code. It is a deliberate part of what is sold rather than a step we have not taken yet, and we do not offer a version you run yourself.
While your subscription is active, we grant you a non-exclusive, non-transferable right to run your game on the instance we operate for you, through that panel. The engine, its code and its name stay ours. You may not copy, decompile or resell it, and you may not resell hosting on it to somebody else without our written agreement.
Two practical consequences follow, and they are worth stating because you cannot verify them from your side: we measure your instance and apply engine updates to it, and we can reach your game's data in order to run, back up, restore and support it. Section 9 says whose data that is and what we may do with it.
4. Subscription
Plans renew monthly via Stripe. Each customer subscribes to a hosting tier plus one dev retainer plan, billed at $40/hr in both cases. On the standard retainer, the monthly allotment of 1h expires at the end of each billing month and does not roll over. On the rollover retainer, unspent time is added to your balance and remains available for as long as the subscription is paid; it is forfeited if the subscription lapses or is canceled. Time is only granted for months that are paid for. Overage beyond your available balance is billed at the same hourly rate at month end.
A game and a server are one and the same, so running a second game means a second hosting tier and a second retainer on the same subscription. Retainer hours pool into one balance across your games.
5. Cancellation
You may cancel any time via the customer billing portal. Access continues through the end of the paid period. Canceling stops future charges; it is not a refund of a charge already made, and section 10 covers what happens to what you have bought and what you have stored.
6. Game modules
Game modules are one-time purchases, not subscriptions. Three things follow from that, and all three are how the system actually behaves:
- A module is bought for one game. Games and servers are one to one, so wanting the same module on a second game means buying it a second time. A purchase is never shared between your games.
- The purchase is permanent. We do not remove a module you have bought. Nothing in billing deletes the record of it, and it survives a lapse, a cancellation and a later return.
- Running it depends on an active subscription. While your subscription is not active, your game stops being licensed and purchased modules stop running with it. That is a pause, not a repossession: when the subscription is active again, everything you bought is enabled again without buying anything twice. Ending a subscription is not, and does not entitle you to, a refund of a module.
A module is enabled on your game as soon as payment clears, so it is delivered immediately rather than at a later date. If a purchase has gone wrong, contact us and we will sort it out; refunds are handled case by case rather than by an automatic rule.
7. Backup add-on
Backups are an optional add-on, bought per game and per track (database snapshots and search-index archives are separate), and billed monthly per gigabyte at the rate shown on the pricing page. What you are buying is retention beyond the platform's default window, a restore that we commit to performing, and access to it. It is not a claim that a backup would not otherwise exist.
Sizes are measured on your instance and reported automatically, because you do not have database access. A part gigabyte is billed as a whole one while a track is switched on, so a game under a gigabyte still bills for one. Billing follows the size we last recorded, so an invoice stays explainable after your game has grown.
Restores are charged as follows, and this is the same rule published on the pricing page:
If something goes wrong at our end, we put it back at our own cost, always. For a restore you need because of a change at your end: it is included while the add-on is active. Without it a restore is not something we commit to, and where one is possible it is chargeable; ask us and we will tell you what can be done and what it costs before anything happens. The restore work itself is dev time either way, billed at $40.00/hr against your retainer.
8. Monitoring add-on
Monitoring is an optional monthly add-on. It is billed by us as part of this subscription, one workspace per customer rather than one per game, with your games monitored inside it. Canceling it drops the charge and switches the monitoring off; it does not delete your workspace or your incident history, so restarting it finds your history intact.
Monitoring is not included in a hosting tier, and no tier claims it is.
9. Your data, and your players' data
Two different sets of data pass through here and they are not governed the same way.
- Your account is ours to answer for. Your name, your email address, your billing records and your support requests are held by us, and we decide what is collected and why. We are the data controller of that, and our Privacy Policy describes what we do with it.
- Your players are yours to answer for. Everything your players create inside your game is your data, on an instance we operate. We process it on your behalf and on your instructions, in order to run, back up, restore and support that instance, and for nothing else. We do not sell it, we do not mine it, and we do not use it to build anything of our own.
You own your game's content, its branding, your player data, and the custom mechanics we build for you. The engine itself stays a hosted service. What your players are told about their own data is yours to write: their agreement is with you, not with us.
10. What happens to your things
Canceling does not delete anything by itself. Your module purchases stand, your monitoring history is kept, and your game's data is left as it is. After a cancellation we hold your instance for 30 days so you can pull anything you missed, and past that we will not remove your data without telling you first and giving you a chance to get a copy of it.
You can ask for a full export of your players, your transactions and your world state at any time, including during those 30 days. If you would rather have it erased, ask and we will do it. Our Privacy Policy says where to send either request and what we hold.
11. Acceptable use
Don't use the service to host illegal content or to attack other systems. We reserve the right to terminate accounts that violate this term.
Because your game runs on hardware we operate, this term has a practical edge: we may suspend an instance immediately and without notice if it is attacking somebody, if it is under attack itself, or if leaving it running would put other customers' games at risk. We will tell you as soon as we have done it, and we would far rather fix the problem with you than end anything.
12. Liability
Service is provided "as is" without warranty. To the fullest extent the law allows, we disclaim every implied warranty, including merchantability, fitness for a particular purpose and non-infringement, and we do not warrant that your game will run uninterrupted or that a fault will be fixed by any particular date.
To the fullest extent the law allows, we are not liable for indirect, incidental, special or consequential loss, including lost revenue, lost players and lost profits. Aggregate liability is capped at the fees paid in the prior 12 months. None of this excludes a liability that cannot lawfully be excluded, including liability for fraud.
13. Governing law and venue
This agreement is governed by the laws of the Commonwealth of Pennsylvania and the United States of America, without regard to conflict of law rules.
The exclusive venue for any dispute arising out of this agreement, or out of your use of the service, is the state and federal courts sitting in Pennsylvania, and both of us consent to the jurisdiction of those courts. Please write to us before starting anything formal. Most of what reaches a lawyer would have been cheaper to settle by email.
14. Changes, and the rest
We may change these terms. If a change materially affects what you pay or what you have already bought, we will tell you before it takes effect rather than relying on you to re-read this page, and continuing to use the service after that is how you accept it.
If any part of this agreement is held unenforceable, the rest of it stands. Not enforcing a term on one occasion is not a waiver of it. These terms and the Privacy Policy are the whole agreement between us and replace anything said before them.