This policy describes what really happens to your data in Nightfall Survivors. It was written from the game and server code, not from a generic template. If anything changes, this page changes first.
Who is responsible
The data controller is Renan Dall’Agnol, the independent developer of Nightfall Survivors. The official contact channel for privacy matters is being prepared and will be published on this page before the Unity version launches.
Summary
- We do not sell data. There are no ads in the game or on this website.
- This website uses no cookies, trackers or audience measurement. It only keeps the language you picked in your browser.
- The game can be played without an account. As a guest, your progress stays on your device.
- With an account, we keep the minimum needed for login, cloud save and the leaderboard.
- Balance telemetry is anonymous and can be turned off in the game menu.
This website
The official website is static: pages are prebuilt files, with no database and no forms.
- No cookies and no trackers. We load no third-party scripts and no external fonts: everything comes from our own server.
- Local storage: your browser keeps the language you picked (
nf-locale) and whether you have visited before (nf-visited), so you are not redirected again. This never leaves your device. See the Cookies page. - Technical logs: like any web server, the server that delivers the pages may log technical data for each request (IP address, date, requested page and browser), used only to keep the service secure and running.
The classic web game and the game server
The browser version of Nightfall Survivors was shut down on October 5, 2026. While it was online, it used the game server for accounts, cloud save, the leaderboard, co-op and telemetry; the sections below describe what it stored. The Unity version will use the same server (see its section).
Playing as a guest
Progress (gold, unlocks, achievements, settings) is saved only in your browser (localStorage). None of it is sent, except the anonymous telemetry described below, if it is on.
Signing in with Google
When you sign in with Google, the server checks the login with Google and uses:
- your Google account identifier (a numeric code);
- your profile name, cut to 20 characters;
- your profile picture address.
We do not receive or store your Google email. There is no Google users table: this data lives inside the signed session and in the save and leaderboard records described below.
Email and password account
If you create an account with an email, we store:
- your email and display name;
- your password only as a hash (scrypt with a unique salt): nobody, not even the developer, can read the password;
- the creation, last login and password change dates, and the failed attempts counter (to block brute-force attacks).
Password recovery: if you ask, we send an email with a link valid for 30 minutes. The email is sent through the Resend service, which receives your address and the link. We keep only a digest (hash) of the link code, deleted when it expires or is used.
Session
When you sign in, the server creates a signed session kept in your browser (localStorage), valid for 7 days and renewable for up to 30 days. Signing out deletes the session from the browser.
Cloud save
With an account, your game progress (gold, fragments, unlocks, upgrades, arcanas, records, bestiary, achievements, stats and active title) is kept on the server, tied to your account identifier. There is no personal data inside the save. It is kept for as long as the account exists.
Leaderboard
When a run played with an account goes to the leaderboard, we keep the account identifier, the name, the picture (Google accounts), the run numbers (time, kills, level, gold, damage per weapon, cards picked) and a recording of the run’s inputs, used to check that the result is legitimate.
What is public: the leaderboard, recent matches and the public profile show the name, the picture (Google accounts) and the stats. The profile uses an anonymous public code, derived from the account by a one-way cryptographic function; your real account identifier never appears. Leaderboard data is kept with no set deadline, to preserve the season history.
Online co-op
In a co-op room, the name you type and the hero you pick are seen by the other players in the room. Results of co-op runs played with an account go to the leaderboard as above.
IP address
The IP address is used only in the server’s memory, to limit abuse (too many login attempts, co-op connections or submissions). It is not written to the database.
Anonymous balance telemetry
To balance the game, each run sends anonymous numbers: hero, map, mode, party size, version, time, kills, level, gold, damage, healing, items, kills by weapon and by enemy, what landed the killing blow and why the run ended (death, victory, abandon, disconnect). There is no name, email, account, session, IP or free text.
- The browser creates a random code only to group your runs together. On the server it is stored only as an irreversible cryptographic digest.
- This telemetry is separate from the leaderboard and identifies no one.
- It is kept for 180 days and may then be deleted.
- You can turn it off under “Anonymous telemetry” in the game menu. When off, nothing is sent.
Google Analytics in the web game
The classic web game also used Google Analytics 4 to count its audience (how many people play and on which platforms), with three aggregate events: run start, run end and presence every 5 minutes while the tab is visible. Advertising signals were off, and the same “Anonymous telemetry” option also turned off Analytics storage. This data lives on Google’s servers, under Google’s own privacy rules. This website and the Unity version do not use Google Analytics.
The Unity version (in development)
Today, the Unity version:
- keeps progress only on your device, in a save file with the same format as the web game, and keeps local preferences (graphics quality, display, co-op server address and the name used in co-op);
- sends no telemetry, leaderboard data or login to the server: those features do not exist in it yet;
- in co-op, sends the game server the name you type, your hero and, if any, your account session. The C# co-op server stores nothing: it has no database, and the IP is used only in memory to limit connections;
- has no ads and no third-party analytics SDKs. Current builds use the default Unity engine settings, which may send Unity Technologies anonymous technical statistics about the device.
When the Unity version gains login (Steam, Google, Apple and email), cloud save, the leaderboard and telemetry with an opt-out, this policy will be updated before those features reach the stores.
Who data is shared with
We do not sell or rent data. We only use these services to run the game:
| Service | Purpose |
|---|---|
| Hostinger | Hosting for the server, the database and this website |
| Google sign-in and Google Analytics (web game only) | |
| Resend | Sending the password recovery email |
Google profile pictures shown on the leaderboard are loaded from Google’s servers by the browser of whoever views the leaderboard.
Your rights
Under Brazil’s LGPD (and equivalent laws such as the GDPR), you can ask for confirmation, access, correction, deletion and information about your data, and withdraw consent to telemetry at any time from the game menu.
There is no button yet in the game to delete your account, cloud save or telemetry. These requests are handled manually through the contact channel above, as soon as it is published.
Children
The game does not ask for age. If you are a minor, create an account with a parent or guardian. Parents and guardians can ask for a child’s data to be deleted through the contact channel.
Security
The website and the server only work over HTTPS. Passwords are stored as hashes, sessions and co-op results are signed, and server secrets are kept out of the code.
Changes to this policy
When something changes, the update date at the top of this page changes with it. Important changes are also announced in the news.