Effective date: 2026-07-27 · Last updated: 2026-11-06
1. Who we are
Melbees (“the app”, “we”) is provided by Melbees Games, Brazil, which is the
controller of the data described in this policy. For any privacy question or
request, write to contact@melbees.games.
2. Scope
This policy explains what information Melbees handles, how, and what your choices are. It applies
to the Melbees game distributed on Google Play (Android) and on the
Microsoft Store (Windows), in every country where it is available. The Windows
version handles less data than the Android one, and section 2.1 gathers
every difference; where it says nothing, the rest of this policy applies. It also applies to the
game's browser edition, closed and by invitation only, described in
section 2.2, and to the Daily Challenge open to everyone in the browser,
described in section 2.3, and to the iPhone version on the
App Store, described in section 2.4. If the game is ever distributed
through another store, this policy will be updated first.
Depending on where you live, besides Brazil's LGPD (Law 13.709/2018) the
GDPR of the European Union and the United Kingdom, the United States'
COPPA and other local laws may apply to you.
Section 15 describes the rights each of them gives you and how to use
them.
2.1 The Windows version (Microsoft Store)
The Windows version is the same game, and it handles less data. What changes in it:
There are no ads at all. That is why the game never asks your
age: the question in section 5 exists only because of the ad.
Nothing in section 6 happens on Windows.
There is no Firebase. The Windows version has neither Google Analytics for
Firebase nor Firebase Crashlytics: no crash report is sent, and no game event goes to
Google. What Windows sends to our server is simple counts, with no identifier
(section 10.1); the rest of section 10 applies to
Android only.
Microsoft does the charging, through the Microsoft Store purchase system, on your
Microsoft account. The items are those of section 7 plus a 1-Petal
pack. We never see or receive your payment details. From Petal purchases,
nothing reaches us. From the Premium subscription, something reaches us
only if you signed in with the account (section 8), and it is
this:
The Microsoft Store ID key. The game asks our server for a single-use
authorization and, with it, asks the Microsoft Store for a key: a code Microsoft issues for
your Microsoft account that lets our server look up the Melbees subscriptions on that
account. Microsoft receives with it a code we derive from your Melbees account that does
not reveal who you are; it makes the key good for that account only. The computer where
you subscribed sends a new key each time it checks the subscription with the account
signed in.
What we keep from the subscription, together with the key and the link to
your account: the subscription's identifier at Microsoft, its state (active, with a payment
pending, or ended) and the date it ends. On each check we also read whether it renews by
itself and whether it is in the free trial, and we pass that on to the game without
keeping it. The country of purchase and the rest of what Microsoft answers are
never kept. Each link also writes a line to the purchase audit log
(section 14).
For how long. The key lasts 30 days, and the server renews it before it
ends while it checks the subscription; an expired key is deleted. The key and the link are
deleted when you delete the account (section 15).
We use this to unlock Premium on your devices and to confirm the subscription with Microsoft,
against fraud. Cancellations, refunds and the right of withdrawal are requested from Microsoft,
on your Microsoft account, because Microsoft is the seller.
The account and the online leaderboard work as on Android (sections
8 and 9), with the same Google account. What
changes is the sign-in: Sign in with Google opens your browser, where Google
asks for the account; the browser hands the game a single-use code, which the game exchanges for
the session at Supabase, our authentication processor (section 13). The
session stays in your Windows user, in the computer's local folder (never the folder that
travels between computers), and encrypted twice by Windows: one layer only your
Windows user opens and one layer only this computer opens. A copy taken to another computer or
another user does not open, and the game deletes it. The session is erased when you tap
Sign out, Delete my data or Delete my
account. The Google session inside the browser belongs to the browser: the game neither
reads nor erases it.
Feedback works as on Android (section 11); in the
technical block, the platform shows as Windows.
On the computer, your progress and settings stay in your Windows user and are
never sent to us, except the studio switch (section 10.2).
Settings → Delete my data deletes all of it, as on
Android.
The parental controls are Microsoft's: Microsoft Family Safety
can limit screen time and require approval before a purchase on the Microsoft Store
(section 12).
2.2 The browser edition (by invitation only)
There is also an edition of the game that runs in the browser (Chrome or Edge). It is closed: only
the people we invite can get in. What changes in it:
Entry goes through Cloudflare Access. You type your e-mail on a Cloudflare page,
and Cloudflare sends an access code to it. Cloudflare is the one that receives that e-mail and
sends the code, and its own privacy policy applies. The list of invited e-mails lives only in
Cloudflare Access: never in the game or on our servers.
There is no purchase and no ad, and the account serves only the Daily Challenge's
ranking. Premium comes unlocked in this edition, with no payment, and counts for no
ranking. Because there is no ad, the game does not ask your age
(section 5), and nothing in sections 6 and
7 happens in it. Signing in is optional and works as in the Daily
Challenge in the browser (section 2.3): only then do sections
8 and 9 apply, and only for the day's Daily
Challenge ranking.
There is no Firebase (section 10), and the game
sends nothing about you to our servers, unless you sign in for the day's Daily
Challenge ranking (section 2.3).
Progress and settings stay in the browser's storage, on this device and in
this browser, and are never sent to us. Clearing the site's data in the browser's settings
erases everything.
The hosting is Cloudflare's, which logs the visits to the pages (such as the
IP address, the date and time and the browser used), like any hosting service.
To draw emoji and some symbols, the browser may download fonts from Google
Fonts (fonts.gstatic.com); in that request Google receives the device's IP
address, and nothing from the game.
2.3 The Daily Challenge in the browser (open to everyone)
The Daily Challenge also opens in the browser (Chrome, Edge or Safari), from a public address, with
nothing to install and no invitation. Alongside the day's Challenge, the Duel is available on our own addresses diario.melbees.games and daily.melbees.games. What changes in it:
There are no purchases, and Premium is not unlocked. The account is optional for the solo Daily and its ranking, and required for the Duel (section 9.1). Browser ads stay off until AdSense approves. When enabled, the Daily's rewarded ad and the Duel's Ready ad use the same age and consent choices, as described below.
Browser ads are prepared but stay off until AdSense approves.
When enabled, there are two types, only on the Daily's own addresses. When Petals run out in the Daily, you may choose a rewarded ad for one Petal and 30 seconds. In the Duel, after tapping Ready, players without Premium may see a full-screen ad with no reward: in the first three duels of the day, then less often as they play. Never when the page opens or during play. Refusing an ad or a failed load does not block the Duel. There are no banners or portal ads.
Before the first ad of either type, the game asks the same age question and cookie notice, once, with two equally weighted buttons: Watch ad and Not now. It stores only the band, never the age typed, in this browser and on this site. Not now loads nothing from the ad and asks nothing more that visit; the Duel's Ready goes on. No ad is requested without an answered band. These treatments only start operating when ads are enabled.
Nothing is requested from Google until you accept. The ad is
Google AdSense's, which acts as an independent controller of the data it
receives (section 13). After you accept, the game loads Google's ad
script, and that first request reaches Google with the address of the page and the data
the browser sends with every request (such as the IP address and the browser used).
Google's script may set and read its own cookies, to measure the ad and to prevent
fraud. On the next visits, once you have accepted, the game loads the script a moment
after the page is drawn, without asking again, until you clear your choice (below).
No ad is personalised, whatever your age. The band only chooses how strict the
request is: under 13 it is marked child-directed, from 13 to 17 it is treated as the
under-age-of-consent request of Google's rules, and from 18 up it is not marked; and every
request, in every band, asks for a non-personalised ad. On a day when the
Daily's theme is a children's one, every request is child-directed, whatever your band.
The game sends Google no age and no other data of the game: that treatment mark is all it
tells it about you.
In the European Union, the United Kingdom and Switzerland, the consent for the
ad's cookies is asked by Google's own message, shown with the ad script; if you
refuse it, the game shows no ad. Elsewhere, the notice you accepted is the consent. In both
cases the ad's cookies are Google's and are separate from the game's analytics, which keeps
every consent denied (below).
You can change your mind at any time with the Privacy and ads
link in the page's footer: it opens this policy, Google's message where there is one, and
Clear my choice, which stops the ad for that visit and erases the stored band, so
the question comes back at the next ad. Clearing the site's data in the browser's settings erases
the band too.
Everyone reads the day's ranking, with no account. To draw the podium, the game
asks Supabase (section 13) for the day's best marks,
sending nothing about you: no identifier, no account. Supabase receives the device's IP address,
as any server answering a request does.
If you sign in (only on the Daily's own addresses, with the Sign in with
Google button under the podium or when entering the Duel), the page goes to Supabase and to Google's own sign-in
page, and comes back signed in to the same account as the apps: what Supabase keeps is what
section 8 says. The browser keeps the session in the site's storage until
you tap Sign out or clear the site's data. Signed in, a Daily you win to its
tenth phase goes to the day's ranking as section 9 describes (your run
and the account's nickname); the account's e-mail and name never appear on the ranking. On the
portal pages (itch.io, Game Jolt, Addicting Games) there is no sign-in: a button opens the Daily's
own address in a new tab.
In the solo Daily without an account, the game sends no run to our servers. The Duel verification sends signals to Cloudflare as described in section 9.1. It counts game events (such as
opening the Daily, finishing a phase, tapping the store button) in Google
Analytics, with every consent denied: no cookie and no identifier, nothing
that says who you are or links one visit to another. There is no Firebase Crashlytics in this
edition.
Attempts, times, the lessons taken and the settings stay in the browser's
storage, on this device and in this browser, and are never sent to us, except the run of a
won Daily when you are signed in (above) and the studio switch (section
10.2). In the Duel, plays pass through the room service (section 9.1). Clearing the
site's data in the browser's settings erases everything.
The hosting is Cloudflare's, which logs the visits to the pages (such as the IP
address, the date and time and the browser used), like any hosting service, and counts the visits
with no cookie and without identifying who visits (Cloudflare Web Analytics).
To draw emoji and some symbols, the browser may download fonts from Google
Fonts (fonts.gstatic.com); in that request Google receives the device's IP
address, and nothing from the game.
The Google Play and Microsoft Store buttons open the store with a campaign tag in
the address, which tells the store only that the visit came from the Daily in the browser. What the
store does next follows its own privacy policy.
The Daily also plays inside its page on itch.io, a site of browser games. There,
itch.io hosts the game's files and shows the page around the game under its own privacy policy, and
logs the visits like any hosting service; the script itch.io adds to every game page tells it only
the site the game is shown on and which upload it is. The game inside is the one described above,
with every consent denied, and its store buttons say the visit came from itch.io. If the browser
does not let the game keep data inside the itch.io page (as a Chrome incognito window does), the
attempts and settings stay only in that page's memory and are gone when it is closed or
reloaded.
The Daily also plays inside its pages on Game Jolt and on Addicting Games, two more
sites of browser games, each hosting the game's files and showing the page around it under its own
privacy policy, as itch.io does. On Game Jolt the game is the one described above, with every
consent denied; when a player is signed in to Game Jolt, Game Jolt puts their name and a token in
the game's address, and the game never sends that address on: what it tells Google Analytics is
only the site, with a tag saying the visit came from Game Jolt. On Addicting Games the
game sends no analytics at all. On both, the store buttons say which of the two sites the visit
came from.
2.4 The iPhone version (App Store)
The iPhone version is the same game, free to download, and it handles less data than the Android one.
What changes in it:
The account is optional and works as on Android (sections 8
and 9), with Google or, on the iPhone only, with Sign in with
Apple (section 8). The session stays in the iPhone's Keychain
(section 8).
Apple does the charging, through the App Store purchase system, on your Apple
account. The items are those of section 7. We never see or receive
your payment details. From Petal purchases, nothing reaches us. From the
Premium subscription, something reaches us only if you signed in with the account,
and it is this:
The purchase record, signed by Apple. It carries the subscription's
identifier at Apple (the same for the subscription's whole life), the product, the dates and
whether it is in the free trial or was refunded. At the purchase, the game gives Apple a code
we derive from your Melbees account that does not reveal who you are; it comes back in the
record and binds the subscription to that account.
What we keep from the subscription, together with the link to your account:
the subscription's identifier at Apple, its state (active, in a billing grace period, with a
payment pending, or ended) and the date it ends. To keep that state current, our server also
asks Apple for the subscription's current state. Each link also writes a line to the purchase
audit log (section 14). The link is deleted when you delete the
account (section 15).
We use this to unlock Premium on your devices and to confirm the subscription with Apple, against
fraud. With the same account, a Premium bought on the iPhone also counts on Android and Windows, and
one bought on Google Play or the Microsoft Store also counts on the iPhone, with the same exception as
in section 7. Cancellations, refunds and the right of withdrawal are
requested from Apple, under your Apple account's subscriptions, because Apple is the seller.
Deleting your Melbees account does not cancel the subscription.
The rewarded ad works as on Android (section 6), with the
age question of section 5, and one thing more: before the first ad, the
iPhone asks Apple's App Tracking Transparency question
(section 6).
There is no Firebase: no crash report is sent, and no game event goes to
Google. What the iPhone sends to our server is simple counts, with no identifier
(section 10.1) and, if the install came from an Apple Ads ad, the numbers of
that campaign (section 10.3); the rest of
section 10 applies to Android only.
Feedback works as on Android (section 11); in the
technical block, the platform shows as iOS.
The team's messages arrive as on every device (section
12); with the account signed in, a message addressed to it arrives too
(section 8).
On the iPhone, your progress and settings stay on the device and are never sent
to us (except the studio switch, section 10.2). Settings → Delete my data deletes all of it, as on Android.
The parental controls are Apple's: the iPhone's Screen Time can
limit screen time, and Family Sharing's Ask to Buy asks a guardian's approval
before an app is downloaded and before a purchase inside it (section
12).
3. The summary, in five lines
Playing is offline. All of your progress stays on the device and is never
sent to us. On Windows and the iPhone we send only simple counts, with no identifier
(section 10.1; on the iPhone, if you came from an Apple Ads ad, with the
numbers of that campaign, section 10.3).
We do not ask your age in order to let you play, and there is no date-of-birth
screen. We ask your age once, before the first ad, and we keep only the
band - never the number (section 5). On Windows there is no
ad, and your age is never asked (section 2.1).
The account is optional for the solo game and is only asked for when you choose to enter the online leaderboard, to restore your subscription on another device (the other platform included) or to play the Duel, where your friend sees your nickname and your face (section 8). On Windows the account is the same, and signing in
happens in the browser (section 2.1).
We do not sell your data, we do not trade it with data brokers, and we do not
build advertising profiles out of what you play.
You can delete everything: the device data from inside the game, and the
account from the game or from a web page, without needing the game installed
(section 15).
4. What stays only on your device
Melbees keeps the following on your device only, so the game can work; none of
it is sent to us or to any server:
Game progress: the secrets you uncovered (your Apiary), best times, phases,
feats, items and unlocks.
Settings: language, sound, tap mode, theme and anything else you choose.
The age band you answered before the ad - only under 13,
13 to 17 or 18 or over (section 5).
Your answer to the ad-consent request, when it is shown
(section 6). It is Google's own SDK that stores it.
Your play time on this device, which the “For parents and guardians” page
shows (section 12). That counter never leaves the device.
Which of the game team's messages you have read in Hug's Mail
(section 12). The game never tells us what was read.
Deleting the game, or using Settings → Delete my data, removes all of it.
One exception: the hidden Studio device switch, off by default
(section 10.2), is a device setting whose state, when on, goes as a test mark "1"
along with the counts and the events of section 10. (The feedback you choose
to send carries the interface language and the touch mode, as section 11
describes.)
If you signed in with Google or with Apple, the device also keeps your account session, as
section 8 describes.
5. Children, teenagers and the age question
Melbees is a general-audience, family-friendly game, and we know that
children and teenagers play it. That is why the version of the game everyone
gets is already the version a minor is allowed to have: there is no chat, no messaging between
players, no nickname you type on the leaderboard, no paid random reward, and no advertising
profile built out of what you play. The game team's messages
(section 12) are one-way: nobody answers them and no player writes
one.
There is no age screen at the door and no parental gate. A date-of-birth form is
trivially bypassed by a child, and a weak control gives parents a safety that does not exist. The
strong control is the parents', at the platform: Google Family Link and Google
Play's purchase approval. Section 12 says where they
are. On Windows, the control is Microsoft Family Safety
(section 2.1), and on the iPhone it is Apple's Screen Time and
Family Sharing (section 2.4).
The one thing that needs an age is the ad, because the advertising rule is
different for each band. So, the first time an ad is about to be shown, the game
asks your age once:
It is a free field, with nothing preselected, and a Skip
button of the same weight. We do not say which answer changes what, so that nobody is nudged
into lying.
We keep only the band - under 13, 13 to 17 or
18 or over. The number you typed is discarded and is never stored or
transmitted.
Skipping blocks nothing. You keep playing and you still get the ad's Petal;
the band simply stays unknown, and an unknown band gets
the most restricted treatment, the same one a child gets.
The band is used for exactly two things, both on your device: choosing the
treatment of the ad request (section 6), and deciding whether analytics may
keep an installation identifier, which happens only at 18 or over
(section 10). Crash reports do not depend on it: they are sent for
everyone. It does not enter any
statistic, it does not go to any server of ours or of Google's, it does
not change price, offer or content, and it is not used to
profile anyone.
We do not ask the platform. Google offers an age signal derived from the
account (Play Age Signals) and we do not query it: its terms forbid
using that information for advertising, which is the only thing we would need an age for.
On the web Daily, when ads are enabled after AdSense approval, the same band applies to both ads. The notice and choices are those of section 2.3: without an answer no ad is requested and the Duel continues; no ad is personalized, at any band. The browser does not use Firebase.
United States. We do not knowingly collect personal information from children
under 13 for the purposes COPPA restricts. European Union and United Kingdom.
Some countries set the age at which a teenager can consent alone anywhere between 13 and 16;
where that limit is higher than ours, ad personalisation depends on the valid consent described
in section 6.
If you are a parent or guardian and believe a child has sent us personal information - through
the feedback screen, for instance - write to
contact@melbees.games and we will delete it.
6. Ads
On Android and on the iPhone the game shows two kinds of ad. The rewarded ad is shown only after you tap to
earn an extra Petal when you lose your last one: if you never tap, you will never see one. In the Duel, a
player without Premium sees one full-screen ad, with no reward, right after tapping Ready: before each of
the first three duels of a day and, after that, less and less often the more you play. It never appears when the app opens,
never during a duel and never in the solo game, and you close it with the ad's own control. There is no banner.
The Windows version has no ads at all (section 2.1), and Premium removes the Duel's
ad: this section applies to Android and to the iPhone. The Duel's ad follows the same age and consent handling as the
rewarded ad, described below. The Duel also exists on the web Daily. Its Ready ad uses AdSense H5 and stays off until approval, like the rewarded ad (section 2.3).
Ads are served by Google AdMob, which acts as an independent controller of the
data it receives. The treatment of each request depends on the band from
section 5:
Under 13, or an unknown band (you skipped, or have not answered yet): the
request is marked child-directed, the ad is capped at the lowest content rating,
personalisation is off, and the device's advertising identifier (AAID) is not
sent.
13 to 17: a non-personalised ad.
18 or over: the ad may be personalised - and only is if you
consent. The consent request is Google's own dialog (User Messaging Platform), shown
according to the rules of your country; in the European Union and the United Kingdom nothing
is personalised without your consent, and you can change it later through the same dialog.
For a personalised ad, AdMob receives your device's advertising identifier - an
identifier you can reset or delete yourself in the Android settings, under
Google → Ads. We do not receive it, we do not store it, and we do not use it
anywhere else in the game, analytics included
(section 10).
On the iPhone, the first time you open the game, the iPhone shows
Apple's own question, App Tracking Transparency, before any ad is requested. Only if you
choose Allow can AdMob receive the iPhone's advertising identifier
(IDFA); with Ask App Not to Track iOS gives it to no one, and nothing is
personalised. The bands above
still apply: under 13 no identifier is sent whatever you choose, and from 13 to 17 the ad is never
personalised. You can change the answer at
any time in the iPhone's Settings → Privacy & Security → Tracking. The game shows the
ad and grants the Petal the same way either way, and, as on Android, we never receive the
identifier.
7. In-app purchases
The game offers three items, and none of them is required to play: two Petal packs
(one-off purchases) and the monthly Premium subscription. There is no
loot box: you always know exactly what you are buying, and nothing bought turns into a
draw. On Windows the Microsoft Store does the charging, and there is also a 1-Petal pack
(section 2.1); on the iPhone the App Store does the charging
(section 2.4); the list below describes Google Play.
Google Play does the charging, through its own billing system.
We never see or receive your payment details - card, billing address or any
part of them.
What reaches us is the purchase receipt Google issues: a purchase token, the
product identifier and, for the subscription, its state (active, cancelled, in a trial,
refunded). We use that to unlock what you bought, to acknowledge the purchase to Google, and
to stop one receipt being used on several accounts.
Buying does not require an account. If you have signed in
(section 8), the subscription is bound to your account so that you can
restore it on another device, from the same store or the other one: with the same account, a
Google Play subscription also counts on Windows, and a Microsoft Store one also counts on
Android, unless that use is turned off (Terms, section
5).
Cancellation and refunds belong to Google Play, under the subscriptions of
your Google account. Deleting your Melbees account does not cancel the
subscription.
Right of withdrawal (European Union and United Kingdom). You have 14 days to
withdraw from a digital purchase, unless you expressly agreed to immediate performance and
acknowledged losing that right - which Google Play's own purchase screen presents. The request
goes to Google Play, which is the seller.
8. The account, and when it is asked for
The account is optional for the solo game: you need none to play or to buy. Only the Duel, the mode where you play a friend, needs an account, because your friend sees your nickname and your face. The game never asks you to sign in on launch. It offers the sign-in for three things, and signing in is always an action of yours: the online leaderboard, restoring a subscription on another device, the other platform included, and the Duel. A subscriber who has not signed in also sees that offer as
a quiet line before a game, saying it will not reach the online leaderboard without the account,
and as a button on the screen that celebrates the subscription. Neither stops you from playing. In
the Daily's own browser pages, sign-in is offered for the Duel and the day's Daily Challenge ranking
(section 2.3).
On Windows the account is the same, and signing in opens the browser;
section 2.1 describes that sign-in and where Windows keeps the session.
The account is Google and, on the iPhone only, also Sign in with
Apple (below): no e-mail-and-password sign-up, no anonymous login.
The sign-in is run by Supabase, our authentication processor
(section 13). When you sign in, Google confirms to Supabase that it is you,
and Supabase keeps, on the sign-in server, with your account:
an opaque account identifier, a meaningless string. It is the only thing the
game and the leaderboard use to recognise you;
the e-mail address of your Google account, and the name and the
profile picture link Google sends with it (the picture stays at Google;
Supabase keeps only the link);
the date the account was created and the date of the last sign-in;
for the account's security, the IP address and the kind of device and
browser of each sign-in and of each session renewal, in an access record.
The game reads none of this except the identifier. Your name, e-mail and picture never appear on
the leaderboard or to another player, never go into the game's analytics
(section 10) or ads, and are not sold or shared.
We see the e-mail and the name in our administration panel, which only we use, and the e-mail
also in our internal report (below), and nowhere else. The panel lists the
accounts that signed in to the game (the e-mail, the name, the dates of creation and last
sign-in, the leaderboard nickname and whether the account has Premium) so that we can find an
account when you ask by e-mail to delete it (Delete your
account) or ask for a courtesy Premium, and when we give a courtesy Premium. All of it is deleted when you delete the account
(section 15). Supabase also keeps a copy of the access record in its own
technical logs, which it deletes by itself within a few days.
The accounts list in our internal report. Once a day, a copy
of that list goes to an internal report of ours, in Google Cloud (BigQuery), which also only we
see, so that we know how many accounts the game has, on which platform, and when they last signed
in. The copy carries only the e-mail, the dates of creation and last sign-in, how you signed in
(Google or Apple), the store of the subscription, if any, and whether the account is one of our
own (the team's or the family's), so that we do not count those as players; it does not carry the
name, the picture, the nickname or the access record. Each copy replaces the one before and
deletes itself after 2 days, so a deleted account leaves the report within 2 days
at most. The list and the copy do not go into the game's analytics, are not matched with them, and
are not used for anything else.
Sign in with Apple, on the iPhone. On the iPhone you may also
sign in with your Apple account. Then it is Apple that confirms to Supabase that it is you,
and Supabase keeps, with the account, the identifier Apple gives you for this game and the
e-mail address Apple sends: your Apple account's own, if you choose to share it, or, if you
choose to hide it, an address Apple creates for this game only, which ends in
privaterelay.appleid.com and forwards messages to your e-mail. From Apple the
game keeps no name and no picture. So that it can cut the game's link to your Apple account
when you delete the account, the game's server also keeps a credential Apple gives the game at
sign-in (a refresh token), and uses it for that alone: when you delete the account, the server
asks Apple to revoke the link and deletes the credential as soon as Apple confirms, within 30
days at most. The rest of this section applies the same: the access
record, the administration panel, the internal report, and what is deleted with the account.
One account, Google and Apple. On the iPhone one account may hold both
sign-ins, Google and Apple: it is still a single account, with one nickname, one place on the
leaderboard and one Premium, and either sign-in opens it. If your Apple account's e-mail is
the same as your Google account's, Supabase joins the two sign-ins into the same account on
its own; if it is not, or if you hid the e-mail, you join them in the game itself. In our
panel we find the account by the e-mail of either one.
Courtesy Premium. To grant or renew a courtesy Premium, we find the account in
our administration panel, by its e-mail, name or nickname; if you sent us the e-mail of your
Google account, it is used only for that. The courtesy does not keep the e-mail: we keep only its start,
end and reason, tied to the account's opaque identifier, and we delete them when you delete the
account. The message in which you sent us the e-mail stays in our mailbox, like any message you
send us.
So that you do not have to sign in again every time you open the game, the session is
kept on this device: only the credential that renews it, never your name or your e-mail.
On Android, it is encrypted, with a key Android creates and that never leaves the
device, and it sits in a place Android keeps out of backups and out of transfers to
another device, so your session never shows up on a device you did not sign in on. It is
erased when you tap Sign out, Delete my data or Delete
my account, or when you uninstall the game. On Windows, section
2.1 says where it is kept. On the iPhone, it is kept in the iPhone's Keychain,
tied to this device: it does not go to iCloud Keychain and does not move to another iPhone through a
backup. Uninstalling the game does not erase it at once, but it is no longer used, and the game erases
it the first time it opens after being installed again. The session is used only when something needs it, such as the
online leaderboard. Opening the game does not connect to the account, with one exception: when the
device holds the answer about the account's Premium (below) and its date has passed, the game
renews the session by itself, with no screen, to ask again.
Premium follows the account. With the account signed in, and when this device's
store has no subscription, the game asks our server whether the account has Premium, bought on
Google Play or on the Microsoft Store. The server answers which store it is from and until when it
lasts. The device keeps that answer for that account, and it counts until that date, so you can
play as Premium even offline. A newer answer from the server replaces it, and it is erased when
you tap Sign out, Delete my data or Delete my
account, or when another account signs in on this device.
A message from the team addressed to your account (section
12) is kept on our server, tied only to the account's opaque identifier, and is deleted with
the account. The game asks for it only with your session open; when you sign out, it stops
showing.
9. The online leaderboard
If - and only if - you enter the online leaderboard, this leaves your device:
Your run: the total time, the category, the language, the difficulty, the date
and the list of moves (what you revealed, when, and which cards you used). We
re-run it on the server to confirm the time is real - that is how the leaderboard defends
itself against cheating. It contains nothing about you, only about the run.
A nickname built from the game's own pieces, of the “Thunder Isa #4821”
kind: one of the game's characters, a surname from a closed list the game writes in each
language, and a number the server draws for your account, which never changes and is never
given to anyone else. You pick the character and the surname from those lists and never type
a letter: there is no free-text field, so no nickname can carry personal data and no player
can write to another. The first nickname is drawn for you when you first sign in.
A portrait you choose among the game's characters and their skins. It is
the game's own art, never a photo, and carries nothing about you.
What the public sees is only the best marks of each board: rank, nickname,
number, portrait and time. No identification of who played appears there, neither to other
players nor to anyone looking from outside.
The raw list of moves is deleted 60 days after submission; the time and the rank
stay for as long as your account exists. Our game server does not store your IP
address in any table: it uses it in memory, at the instant of the call, to rate-limit
requests. Google Cloud, which hosts the server as our processor, records each request made to it
(the IP address, the kind of device, the time and the address called) in a technical log that it
deletes by itself after 30 days; we look at it only to investigate a failure or an
attack. One exception: the simple count from Windows and the iPhone (section 10.1)
is not in that log. The sign-in keeps the IP separately, in the account's access record
(section 8).
9.1 The Duel, playing a friend
The Duel needs an account (section 8), because your friend sees your nickname and your face. Both come
from the game's closed lists, as in the leaderboard: you never type a letter, so no nickname can hold personal data, and
the Duel has no chat, free text, photo or voice. Nothing a player types reaches another.
During a duel your device sends to the room service (rooms.melbees.games, on Cloudflare, our
processor): the nickname in pieces, the card number, the face, your plays, the cards you chose and the signal of your
connection. The room only relays these messages to your friend, without reading them, and deletes everything when
the room ends, in about 30 minutes at most. The service uses your IP address in memory only, to limit abuse, and
never stores or logs it.
If you create a public room, any player who opens the Join screen sees, while the room is open: your nickname,
the card number, your face, the category, the mode, the level, the language and your connection in milliseconds. A room with
a code only is not in the list.
A duel's result stays on the two devices: it does not go to the leaderboard. The Share button builds an image
with no Secret word and no other player's nickname, and it leaves the device only if you send it.
On the web Daily, the same service receives the messages and deletes them within the same periods above. To create a room or publish it in the public room list, the page loads Cloudflare Turnstile to distinguish a person from a program. Cloudflare processes browser and connection signals such as IP address, TLS connection characteristics, browser used, and the site key with its origin. It verifies the attempt for us as a processor and also processes signals as an independent controller to improve bot detection, under the Turnstile privacy notice. That notice governs retention of these signals; we do not promise the room's 30-minute period for them. The page receives a verification token, sends it to the service for that attempt and discards it afterwards. Publishing the room requires another verification with a fresh single-use token; the creation token is not reused. It does not keep it in site storage or use it for advertising.
To resume an invitation after Google sign-in, the browser may store the short code and time. Resuming is valid for up to ten minutes; the code is erased on resuming, cancelling or checking that its time has passed. No room token is in this record. Clearing site data also erases it.
Public rooms are also available on the web, when the listing service is available to browsers. Creating a private or public room uses the day's Daily category in the page's language. Joining may list rooms of every category and language, including rooms created in the apps. The public data is the same as above; the list entry is deleted when the room is removed and expires within 90 seconds after its last renewal. A private room is accessible only to someone with its code or invitation.
Hiding the tab counts as leaving the Duel, including switching tabs or minimizing the browser. The room connection is interrupted; if you stay away for 15 seconds during play while the other player remains connected, they win by walkover. Returning before the deadline lets you resume the same seat. Neither player wins if both are absent.
10. Analytics and crash reports
This section applies to Android only: the Windows and iPhone versions do not use
Firebase (section 2.1, section 2.4); what they send is in
section 10.1, and the studio switch is in section 10.2.
We use Google Analytics for Firebase and Firebase Crashlytics to
know whether the game works and where it breaks. They are configured as
internal operations, and that configuration is the reason we can use them with
every player:
Advertising-identifier collection is off, explicitly, for everyone.
Ad-personalisation signals are off and Google Signals is off. None of
it is linked to AdMob or to advertising audiences.
Your age band never becomes a statistic: it is not sent, it is not a dimension
and it appears in no event.
No text you write enters an event - not a name, not an e-mail, not your
feedback message.
What is recorded are game events, such as a run started or finished, the Premium screen being
seen, a purchase completed, a Petal obtained by ad, by purchase or for free, and a subscription
starting or lapsing. The events are the same for every player. Alongside them go those services'
standard technical data: the device model, the system version, the country and the language.
What changes with age, and only this. Before the first ad, the game asks your age
(section 6) and keeps only the band.
If you did not answer, skipped, or answered under 18: the events go
without any identifier. Firebase Analytics runs in consent mode with every
storage denied, so it sends no device or installation identifier with them.
If you answered 18 or over: Firebase Analytics keeps a per-installation
identifier, which it generates itself and which disappears when you uninstall the game.
Crash reports are the same for everyone. Whatever your age, and whether or not
you answered, when the game fails Crashlytics sends a crash report: the error's stack trace, the
state of the game at that moment and the device's technical data above. The only identifier it
carries is an installation identifier, made of a random number Crashlytics
generates itself and Firebase's installation number; it identifies this installation of the game,
not you. It carries no name, no e-mail, no text you wrote and not your age band.
Your age band decides what analytics keeps on your device and is not sent.
Settings → Delete my data also reaches Firebase: it stops sending the game's
errors to Crashlytics at once, erases Firebase's installation number (on the device and on
Firebase's servers), denies every storage again and erases from the device the analytics data,
before erasing the rest. Crashlytics stays off until you close the game. The next time the game
opens, it first erases any crash report still waiting on the device, unsent; then Crashlytics works
again as for everyone, with a new installation identifier. If a report had to be erased, Crashlytics
stays off in that opening, and each later opening checks again; it works again from the first one that
finds nothing waiting. Erasing the installation number needs an internet connection: without
one, the game tells you the deletion was not complete, and you can try again. After it, the game
treats you as someone who has not answered.
What this does not erase. What had already been sent stays with Google, tied to
identifiers that no longer exist on your device, and is erased by the retention period:
2 months for analytics data and 90 days for crash reports.
10.1 Windows and iPhone: simple counts, with no identifier
The Windows and iPhone versions do not use Firebase. They only count, on our server, a few steps at
the start of the game, as numbers, so that we know whether the game is being opened and played in
those stores. They are counts of events, not of people.
What is counted, in six steps: the game was opened; the game was opened for the
first time after being installed; a match started; the installation's first match started; the
first phase of a match was won; a match was won. On the iPhone, four more
(section 10.3): a Daily Challenge started; a Daily Challenge won; a Premium
free trial seen starting; a Petal purchase.
What is sent, and nothing else: a short notice with the platform (Windows or
iPhone) and the step and, only if the studio switch is on (section 10.2),
the test mark (and, on those four iPhone steps, the numbers of
section 10.3, when there are any). No name, e-mail, account, installation or device identifier, text, age band or
the device's clock is sent. If the sending fails, or there is no internet, it is not retried: that
count is lost.
What the server keeps: it adds 1 to the day's total (the server's own day, in UTC)
for that platform and that step, and keeps only that total. It does not keep a time, an IP
address, an identifier or the content of the notice, and the application writes no log line
because of it. As with any request over the internet, the IP address reaches the server; it is
used only in memory, for an instant, to limit the number of requests, and is not stored
(section 9). That request is not in the Google Cloud technical log
described in section 9, because we exclude that route from it.
Nothing links the count to you: there is no way to tell whose a count was or to
join two of them. It is the same for everyone, of any age, and does not depend on the age answer.
There is no option to turn it off.
What these numbers are worth: the address that receives the counts asks for no
password, so anyone who knows it could send false counts. We use the numbers as an estimate,
never as proof.
Android does not send this count to our server: it stays as described above, with Firebase.
10.2 The studio device
In Settings → About there is a hidden switch, Studio device, so that the devices of
our team and our family do not count as players in our numbers. It is off by default.
What it does, when on: it adds a test mark, the number 1, to what the device
already sends: to Firebase's game events (Android), to the server counts (Windows and iPhone,
section 10.1) and to the events of the Daily Challenge in the browser
(Google Analytics). The automatic events of those services do not carry the mark. Nothing else
changes in what is sent.
It is not an identifier: the value is the same on every device that turns it on,
no list of devices exists anywhere, and it links neither a device to a person nor one count to
another. Anyone who finds the switch can turn it on; the only effect is that what that device
sends counts as a test.
Where it stays: only on this device (in the browser, only in this browser and on
this site). What was sent before it was turned on stays counted as a player's. Delete my
data (in the browser, clearing the site's data) turns the switch off; what was already
counted stays (section 15).
10.3 The iPhone: which Apple Ads campaign brought the install
If you installed the game from an Apple Ads ad (the App Store's search ads), the
iPhone version asks Apple which campaign it was, so that we know which of our ads are worth what they
cost. This uses AdServices, Apple's own feature for it: it
does not ask the tracking question (App Tracking Transparency), does not read the
advertising identifier and does not depend on your answer to it. None of this shows in the game.
What happens: shortly after the game opens, in the background and without making you
wait, the game asks Apple for a one-time code (the token) and sends it to Apple. If there was an ad,
Apple answers with a few numbers about it: the campaign's, the ad group's and the keyword's.
The token goes only to Apple: we do not send it to our server or keep it. If Apple
did not answer, the game tries again at the next openings, at most three times and up to seven days
after the first.
What the game keeps, on the device only: those numbers (or the note that there was
no ad), how many times it tried and the date of the first try. Settings → Delete my
data erases them; at the next opening the game asks Apple again, and Apple answers the
same, because the install's record is Apple's.
What it adds to the counts: four of the steps of section 10.1
(a Daily Challenge started, a Daily Challenge won, a Premium free trial seen starting and a Petal
purchase) carry those three numbers, when there are any. The server adds 1 to the day's total for
that step and those numbers, and keeps only that: no time, IP address, identifier or content of the
notice. They are counts of events, not of people: nothing links the count to you or one count to
another, and with no ad it is added to the same step with no numbers.
What the numbers say: only which of our campaigns an install came from, the same for
everyone who came from that ad. Apple documents that this record does not identify you or your
device. It is the same for everyone, of any age, and there is no option to turn it off.
11. Feedback and support
The game has a Send feedback screen (Settings ▸ About), a per-word report on
the results screen and, after a rewarded ad, a Report this ad link. They exist so
you can tell us about a problem, a wrong word, an idea, a compliment or an inappropriate ad. There is no automatic sending: nothing leaves the device until you
tap “Send”.
What is sent, and nothing beyond it: the category you chose (one of five fixed
labels), your message as free text, and a technical block the
app assembles and shows you on screen before you send - the app version and build
type, the platform and the operating-system version string cut at 40 characters (on Android this
is usually a kernel line, not the device model), the interface language, the tap mode, the screen
you were on, and a list of up to 20 recent actions as internal game codes. Errors appear as a
label from a closed list, never the error message and never the stack. A per-word report also
carries the category, subcategory, secret count, phase and the word's internal identifier. An ad
report also carries the ad unit, the time the ad was shown and the identifier the ad network gave
that one ad response, so we can find the ad and block its advertiser; it is not a device or
advertising identifier.
Important: the message field is free text and reaches us exactly as you wrote it. Do not
write your name, e-mail, phone number, address or any other personal information there - yours or
a child's. We do not need it to fix the game, and the app says so under the field.
Where it goes. The report is sent over HTTPS to a Google Apps Script service
operated by Melbees Games, which appends it as a row in a Google Sheets spreadsheet of ours, with
access restricted to us. Google acts only as a hosting provider, under its own terms. Nothing is
sold, shared with third parties, used for advertising or used to build profiles.
The row carries no identifier tied to you. There is no account, no device id, and
we do not keep your IP address - in practice we cannot link a report to a person, or join two
reports from the same person, except by what is written in them.
If sending fails, the app says so (it never says “sent” when it did not) and
offers two ways out, both started by you: opening your e-mail app with a pre-filled message - if
you send it, we come to know your address, because it is ordinary e-mail - or copying everything
to the clipboard.
How long we keep it, and how to delete it. We keep the row while it is useful for
fixing what it describes and, in any case, for at most 24 months. You can ask for
it to be deleted sooner by writing to
contact@melbees.games. Because the rows carry no
identifier, we need your help to find yours: tell us the date you sent it and an excerpt
of what you wrote. We delete the matching rows and confirm by e-mail. Without those two
details we cannot locate your report - not out of refusal, but because the spreadsheet stores
nothing that ties a row to a person.
12. For parents and guardians
Inside the game, under Settings, there is a For parents and
guardians page. It asks for no age, sits behind no purchase, and shows:
Play time on this device, measured by the game itself. That counter stays on
the device and is not sent to us.
Where the parental controls are - they are the platform's, not ours: Google
Family Link, which can set time limits, and Google Play's
purchase approval, which can require authorisation before any purchase.
On Windows, the matching controls are Microsoft's, in
Microsoft Family Safety: screen-time limits and approval before a purchase on
the Microsoft Store.
On the iPhone, the matching controls are Apple's: Screen Time
limits screen time, and Family Sharing's Ask to Buy asks a guardian's approval
before a purchase on the App Store.
The game measures and shows time of use and never interrupts a
run. It also sends no notifications, gives no reward for time spent connected, and has
no daily streak that is lost by missing a day.
Messages from the game team, only inside the app, with no notification and no
conversation. The team writes short messages, signed by the Melbees, kept in
Hug's Mail inside the game and read when the player chooses. Nobody answers
them and no other player ever writes one; they never appear during a match and are never chosen
by age or by how the player plays. Those about the Premium subscription are marked as such and go
to everyone, never to one player alone. To fetch the messages for everyone, the game sends our
server a request that carries no identifier at all and is the same for every
player; what was read stays on the device (section 8 covers a message to
one account). A row in Settings > General > Hug brings new messages turns off
Hug's arrival with the message; the messages stay in the Mail.
13. Who the data is shared with
We do not sell your data and we do not give it to data brokers. The services
below are the only ones that receive anything, each for one purpose:
Google Play (Google), on Android - charges for purchases and tells us their state
(section 7).
Microsoft Store (Microsoft), on Windows: charges for purchases, issues the
Microsoft Store ID key and, through it, tells us the subscription's state
(section 2.1).
App Store (Apple), on the iPhone: charges for purchases and tells us the
subscription's state (section 2.4), and confirms who you are when you sign in
with Apple (section 8).
Google AdMob (Google), on Android and on the iPhone: serves the rewarded ads
(section 6).
Firebase (Google), on Android - analytics and crash reports
(section 10).
Supabase - authenticates the Google account (and, on the iPhone, the Apple one)
and hosts the leaderboard database (sections 8 and 9), as our processor.
Google Cloud: hosts our server and our internal report, with the copy of the
accounts list (section 8), and receives the simple counts from
Windows and the iPhone (section 10.1), as our processor.
Cloudflare, in the Duel: the room service relays the room's messages between the two players and deletes them when the room ends (section 9.1), as our processor.
Cloudflare Turnstile, on the web Daily: verifies room creation and publication and processes the signals in section 9.1, also to improve its detection under its privacy notice.
Google AdSense, on the web Daily, only when ads are enabled after approval: serves rewarded and Ready ads as an independent controller (section 2.3).
Google Apps Script and Google Sheets - receive and store the feedback reports
(section 11), as our processors.
We may also disclose data where the law requires it, to comply with an order from a competent
authority, or to investigate fraud and abuse of the leaderboard.
14. International transfers and retention
The services above run servers outside Brazil, so the data described here may be processed in
other countries, under those providers' contractual safeguards - including the standard
contractual clauses that apply to transfers out of the European Union and the United Kingdom.
On the device: until you delete it or uninstall the game. The account session,
until you sign out (section 8). The server's answer about the account's
Premium, until a newer answer replaces it or until you sign out
(section 8).
Account and leaderboard: for as long as the account exists, including the
e-mail, the name, the picture link and the access record the sign-in keeps
(section 8). The raw list of moves is deleted after
60 days. Supabase's technical logs, within a few days; Google Cloud's request
log, after 30 days (section 9).
The messages of a Duel room: until the room ends, in about 30 minutes at most, and deleted at once; a public room's entry in the list, up to 90 seconds after its last renewal (section 9.1).
The copy of the accounts list in the internal report: each copy replaces the one
before and deletes itself after 2 days (section 8).
The Windows and iPhone counts: totals per day, with no identifier, kept for as long
as the game exists, because they link to no one (section 10.1).
The subscription link (the purchase code or, on Windows, the subscription's
identifier at Microsoft, with the state and the end date): for as long as the account exists.
The Microsoft Store ID key: until it expires, in 30 days unless renewed, and
never beyond the account (section 2.1).
Purchase audit record: kept as a defence against fraud, and
without the account identifier from the moment you delete your account
(section 15).
15. Your rights, and how to use them
The LGPD gives you, among others, the rights of confirmation, access, correction, anonymisation,
portability, erasure, information about sharing, and withdrawal of consent. Where the GDPR
applies, you also have the rights to object, to restrict processing and to portability, and the
right to complain to your country's data-protection authority - in Brazil, the ANPD.
In practice:
Delete the device data: Settings → Delete my data. It erases
progress, settings and the age band you answered, and removes the account session from this
device. It does not reach the account, nor the simple counts already sent
(section 10.1): they are totals that link to no one, so there is nothing to
locate for a person.
Delete the account: Settings → Account → Delete my account,
which immediately deletes the account (with the e-mail, the name, the picture link and the
access record the sign-in keeps), the nickname, the portrait, the runs submitted to the
leaderboard and the subscription link (on Windows, with the Microsoft Store ID key); the
account's copy in our internal report leaves within 2 days at most
(section 8). Without
the game installed, use the
Delete your account page, and we act within
30 days. These are two different actions: deleting the
account erases nothing on the device, and deleting the device data erases nothing on the
account.
Delete a feedback report: by e-mail, with the date and an excerpt
(section 11).
Ads (Android only): change your consent answer in Google's own dialog inside the game, or
reset the advertising identifier under
Android Settings → Google → Ads.
The legal bases. We perform the contract of using the game in order to make the
game work, deliver what you bought, and keep your account and the leaderboard (LGPD art. 7 V;
GDPR art. 6(1)(b)). We rely on legitimate interests to fix defects, to measure
whether the game works and how many accounts it has, and to defend the leaderboard against cheating (LGPD art. 7 IX; GDPR
art. 6(1)(f)). We rely on your consent for personalised advertising where it is
required (LGPD art. 7 I; GDPR art. 6(1)(a)), and you may withdraw it at any time. We also comply
with legal obligations, such as those of Brazil's Law 15.211/2025, the Digital
Statute of the Child and Adolescent (LGPD art. 7 II; GDPR art. 6(1)(c)).
16. Security
Everything that leaves the device travels over HTTPS. Access to the leaderboard
database and to the feedback spreadsheet is restricted to us. No system is perfect and we cannot
promise absolute security. We hold no password of yours and no payment data, and the game server
keeps no IP address, which sharply limits what an incident could expose. What the sign-in keeps
about your account is in section 8.
17. Changes to this policy
We may update this policy; the “Last updated” date will change and, for material changes, we will
say so inside the app. A new feature that sends data is only switched on after this page
has been updated, never before.