App privacy policy

Apes privacy policy

How Apes handles your data: it collects nothing, sends nothing to any server, and the two-screen mode talks only to the other phone in the room.

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Apes is an artillery game published by timetoady. This policy explains what data the game handles and where it lives. The short version: it collects nothing and has no server. There is no account, no sign-in, no analytics and no advertising, and the only thing the game ever transmits is game state — to the other phone in the room, when you choose to play a two-screen match.

Data stored on your device only

The game saves the following in its own private app storage. It never leaves your device, and we cannot see it:

  • Sound, music and haptics settings, and your chosen way of aiming
  • The ruleset you are playing with, and any rulesets you have saved and named
  • Taunts you have assembled and kept on the shelf

That is the whole list. Uninstalling the game, or clearing its data in Android settings, deletes all of it.

The two-screen mode, and exactly what it sends

Two phones in the same room can play one match. They talk to each other directly over Bluetooth and Wi-Fi using Google’s Nearby Connections, and nothing is routed through a server — ours or anyone’s. There is no lobby, no matchmaking service and no way to be paired with a stranger; the other phone has to be within radio range of yours.

What travels between the two devices is the match and nothing else:

  • The random seed the city is built from, the ruleset, and the size of the field
  • Each throw’s angle and power, and what the throw did — where it landed, what it destroyed, who was hit
  • The score, the round number, whose turn it is, and the list of craters, so a phone that drops out can be caught up
  • Taunts, sent as numbers that select a line from a fixed list built into the game. Nothing you type is ever sent, because there is nowhere to type a taunt — you assemble one from the game’s own phrases
  • A timestamp, to measure how long the link is taking
  • Your phone’s model name — “Pixel 8 Pro”, for instance — so the other player can tell which device is which

That model name is the only thing resembling an identifier, and it is not one: it is the same string for every phone of that kind, it cannot single yours out, and the game never asks you for a name of your own.

Permissions, and why a game wants Bluetooth

To find and talk to the other phone, the game asks for Bluetooth and Wi-Fi permissions. On Android 12 and earlier it also has to ask for location permission — not because it wants your location, but because older versions of Android require that permission before an app may scan for nearby Bluetooth devices at all. The game never reads your location, never stores it and never sends it. On Android 13 and later the permission is not requested.

Haptics uses the vibrate permission. That is the complete list.

What the game does not do

  • No advertising, and no advertising libraries
  • No analytics, tracking, crash reporting or telemetry of any kind
  • No accounts, no sign-in, no email address, no profile
  • No in-app purchases, no currency, no loot boxes
  • No server, so nothing to store your data on
  • No collection of contacts, photos, files, location, or any other device content

Children

The game collects nothing from anyone, of any age, so there is nothing it could collect from a child. There is no chat, no free-text entry, and no way to reach another person through it except by handing them the phone or sitting next to them with a second one.

Data security

There is no data in transit to secure beyond the local link, which Nearby Connections encrypts. On-device data sits in the app’s private storage, which other apps cannot read.

Changes

We will update this page when anything in this policy changes, and update the date at the top.

Contact

Questions can be sent to support@timetoady.com.

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