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Privacy policy

Egiki

Egiki collects nothing about you. Played on one computer it sends nothing anywhere; online play, when it arrives, passes connection details between players and nothing else.

Last updated

What the game collects

Nothing. There are no accounts, no sign-in, no analytics, no advertising, and no third-party software that reports on how you play. Unity's own analytics and online services are switched off in the build.

What the game keeps, and where

Two settings: the size of the on-screen display and your mouse sensitivity. They are kept in your browser's own storage on your device, so the game remembers them next time. Nothing else is saved, they are never sent anywhere, and clearing this site's browsing data removes them.

The game is also stored by your browser after the first visit, so it can start again without a connection. That copy is the game's own files and holds nothing about you.

Playing on one computer

Everything that happens in a match — the players, the controllers, the scores — stays on the computer it is played on. The game sends nothing over the network while you play.

Playing online

Online play is being built, and is not in the game yet. This is how it will work.

To connect two browsers directly, each has to tell the other how to reach it. When you host, the game asks Egiki's own small server for a six-character code. When a friend joins with that code, their browser and yours swap connection details through that server: your IP addresses and the network ports your browser can be reached on. That is all that passes through it. There are no names, no messages and no game data in it, and the match itself never goes through the server.

Those connection details are kept in private storage that only the server can read, and only while the lobby is open. They are deleted when the lobby closes, and anything left behind by a lobby that was abandoned is deleted once it has gone untouched for thirty minutes.

To find the address your network shows to the internet, your browser also asks one of Google's public STUN servers, which sees your IP address in doing so. That is covered by Google's privacy policy at policies.google.com/privacy.

Once connected, the players' browsers talk to each other directly, so everyone in a match can see the IP address of the host, and the host can see everyone's, as with any direct connection between two computers. Play online with people you know.

Where the game is served from

Egiki is a web page, so it has to be fetched over the network. It is hosted by Vercel, which records the ordinary things any web server records, such as your IP address and which files were asked for. That is the page being delivered to you, not the game watching you play. Vercel's own policy is at vercel.com/legal/privacy-policy.

Children

The game collects nothing from anyone, children included.

Changes and contact

This policy will be updated when online play arrives, and whenever anything else here changes. The updated version will be posted at this same address with a new date above.

Questions about this policy can be sent to aghalteshivom@gmail.com.

This policy covers Egiki only. Other apps listed on shivom.me have their own. aghalteshivom@gmail.com