You said
" The game sends data only at the start of the game to receive your gamesave from the server, and then only at the time of saving (at this time, the checkpoint icon is on the screen). At other times, no data is sent. The game does not support persistent connection as it is not even implemented in this engine."
Then you say "
Well, if you blocked the game from accessing the Internet after launch, it will of course try to get data from the server about the availability of gamesaves, achievements, etc., until it causes a timeout error.
The game mechanics is written in php and hosted on our server, and in the client there are only pictures, sounds, and a few scripts for moving through the scene. "
 
You've yet to answer my question about why your game needs to have it's own server on MY computer.
I'm going to stop for now. I think the contradictions in your statements are clear enough.
	
		
			
		
		
	
								" The game sends data only at the start of the game to receive your gamesave from the server, and then only at the time of saving (at this time, the checkpoint icon is on the screen). At other times, no data is sent. The game does not support persistent connection as it is not even implemented in this engine."
Then you say "
Well, if you blocked the game from accessing the Internet after launch, it will of course try to get data from the server about the availability of gamesaves, achievements, etc., until it causes a timeout error.
The game mechanics is written in php and hosted on our server, and in the client there are only pictures, sounds, and a few scripts for moving through the scene. "
You've yet to answer my question about why your game needs to have it's own server on MY computer.
I'm going to stop for now. I think the contradictions in your statements are clear enough.