PRIVACY POLICY
Cyber-Clones: Panic Logic is a free, independent, non-commercial browser game made by a solo developer publishing under the alias “Spireborn” — the same developer as Elderspire. This notice explains exactly what the game records when you play, why, and what you can do about it. It is written from the source code rather than from a template, so it describes the real behaviour of the software and nothing else.
The short version: there is no account, no password, no email, no cookies, no ads and no third-party tracking. The only thing that identifies you at all is the agent nickname you type in yourself, which appears on the public leaderboard. Everything else we keep is anonymous counting, and you can switch it off from the main menu.
1 · Who is responsible
The data controller is the developer of Cyber-Clones, operating under the alias “Spireborn” and based in Spain. For any privacy question, or to exercise any of the rights in section 9, contact spireborn.elderspire33@proton.me.
2 · What we collect
2.1 — Playing the game
You can play Cyber-Clones with no account at all. There is no sign-up, no password and no email address anywhere in the game. We never ask for your real name, address, age, phone number or payment details, and there is nothing to pay for.
Your settings (key bindings, volume, mute, particle and screen-shake preferences) and the nickname you last used are stored only in your own browser. They are never sent to us. Clearing your browser storage erases them.
Playing is a live connection: your browser opens a WebSocket to the game server, which necessarily sees your IP address in order to send you the game back, exactly as any website does. We do not log, store or record your IP address and it never reaches any database. Lobby chat messages are relayed to the other players in your room in real time and are never stored anywhere.
2.2 — The nickname and the global leaderboard
When a round finishes, the server saves that match to a database so the global leaderboard can exist. The record contains:
- The agent nickname you typed — a free-text name of your own choosing, up to 16 characters. This is the only field in the whole game that could identify you, and only if you choose to put your real name in it. Please do not. Pick a handle.
- Your figures for that round: gems banked, kills, deaths, MB earned, and whether you won.
- The round itself: the room code, the start and end time, and the lobby settings the host chose (mode, bot count, round length, mutators and so on).
- A running total per nickname: games played, wins, and total gems — this is what the Leaderboard in the main menu shows. The top ten nicknames and their totals are publicly visible to every player.
No IP address, no email, no device information and no identifier of any kind is stored alongside that record. Two people who pick the same nickname share the same leaderboard row; the game has no way to tell them apart, and does not try to.
2.3 — Anonymous play statistics
So we can tell whether the game is actually being played — and where it loses people — the game keeps simple, first-party, anonymous counts. Your nickname is deliberately never included in them. Two random identifiers hold the counts together:
- a visitor id: a random value generated in your browser and kept in
localStorage, so repeat visits from the same browser count as one person rather than several; - a session id: a random value kept in
sessionStorage, so it survives a page refresh and disappears when you close the tab.
Both are random values. They are not derived from anything about you, are not linked to any account, email, IP address or nickname, and there is no key anywhere that could connect them back to a person. Deleting your browser storage permanently severs them; the next visit simply starts a new, unrelated random id.
Attached to those ids — and to the date and time each record was written, which the database stamps automatically — the following is recorded:
| When | What is recorded |
|---|---|
| You open the game | The referring website (host name only, e.g. “reddit.com”, or
“direct”); any utm_source/utm_medium/utm_campaign
in the link you arrived by; the referrer and UTM tags of your first ever visit
from this browser, saved so a returning visit is not miscounted as “direct”;
a two-letter country code; whether the device looks like a touch or
mobile one; a coarse window-width bucket (phone / large phone / tablet / desktop); your browser’s
two-letter language; your time zone; your operating system family and browser family; and
a flag guessing whether the visitor is an automated bot or crawler. |
| You leave the page | How long the page was open, in milliseconds. |
| You create or join a room | Which of the two it was. |
| A round starts for you | Game mode, the round’s random mutator, your starting kit, how many humans, bots and AI rivals are in the room, and whether this browser had ever finished a round before. |
| A round ends for you | Whether you won, whether the round ended normally or you quit, your finishing position, and your gems, kills, deaths and MB for that round; plus the mode, mutator, kit, number of humans, and how long the round lasted. |
| A match ends on the server | One extra record written by the server itself, with no visitor or session id at all: mode, mutator, number of humans, bots and AI, total players, duration in seconds, and the whole scoreboard added up into single totals for gems, kills, deaths and MB. |
About the country code. It is the two-letter country that Cloudflare, the network that serves the site, has already worked out at its edge; the game reads it back from Cloudflare and stores only those two letters. Your IP address is never read, never sent and never stored.
What is never in these statistics: your nickname, your chat messages, your IP address, your exact screen resolution, your full user-agent string, your position or movement in the game, any account (there are none), and any identifier that came from anywhere other than a random number generated on your own device.
Nothing is recorded at all when the game is run locally for development (on
localhost or a private LAN address), and nothing is recorded if the game is deployed
without telemetry credentials.
3 · Why we use it, and the legal basis
- Nickname and match results (2.2) are processed to provide the thing you asked for by typing a name and playing: a scoreboard and a global ranking. Legal basis: our legitimate interest in operating the game’s leaderboard (Art. 6(1)(f) GDPR), and the performance of the service you request (Art. 6(1)(b) GDPR). Because you choose the nickname yourself, you are in full control of how identifying it is.
- Anonymous play statistics (2.3) are processed on the basis of our legitimate interest (Art. 6(1)(f) GDPR) in knowing whether anyone plays the game, which parts of it people stop at, and whether it is worth continuing to build. That data cannot identify you, and you can refuse it outright (section 8), so it does not override your rights.
None of this data is used to profile you, to advertise to you, or to make any automated decision about you. It is never sold, rented or shared for anyone else’s purposes.
4 · Who processes your data
- Supabase, Inc. provides the databases, acting as our data processor: one holds the leaderboard described in 2.2, the other holds the anonymous statistics described in 2.3 (shared with Elderspire, so both games can be counted from one place). The statistics database is written to with a public, insert-only key that is technically incapable of reading anything back.
- Cloudflare, Inc. serves the site and runs the game server, acting as our infrastructure processor. Like any network provider it necessarily handles your IP address in order to deliver the page and carry the game connection. We do not receive, log or store it.
Where data is transferred outside the European Economic Area, it is protected by appropriate safeguards such as the European Commission’s Standard Contractual Clauses. There are no other recipients: no advertising networks, no analytics vendors, no data brokers.
5 · How long we keep it
- Leaderboard records are kept for as long as the leaderboard exists, because the ranking is a running total. Ask us and we will delete the rows for a nickname.
- Anonymous statistics are kept as aggregate history; because they contain no identifier tied to a person, there is nothing in them to expire.
- Everything stored in your browser lives there until you clear it, and is gone the moment you do.
6 · Cookies and local storage
Cyber-Clones sets no cookies whatsoever. It uses your browser’s
localStorage and sessionStorage, which never travel with a request the
way cookies do. The complete list is:
| Key | Where | What it holds |
|---|---|---|
cc_name | localStorage | The last nickname you typed, so you do not retype it. |
cc_binds, cc_volume, cc_muted, cc_particles, cc_shake, cc_selfglow | localStorage | Your controls and display/audio settings. |
cc_vid | localStorage | The random visitor id from 2.3. |
cc_sid | sessionStorage | The random session id from 2.3. |
cc_origin | localStorage | The referrer and UTM tags of your first visit. |
cc_geo | localStorage | The cached two-letter country code. |
cc_played | localStorage | A single flag: has this browser ever finished a round. |
cc_no_track | localStorage | Set only if you use the opt-out in section 8. |
cc_track_dev | localStorage | Developer-only switch, absent on the live site. |
Clearing site data for this domain in your browser removes every one of them, including the two random ids.
7 · What we do NOT do
- No cookies, and no third-party analytics, advertising networks or cross-site tracking — no Google Analytics, no ad pixels, no fingerprinting, no social-network trackers, no embedded third-party scripts of any kind.
- We never sell, rent or share your data.
- We never record your IP address.
- We never attach your nickname to the play statistics.
- No profiling and no automated decision-making.
- No email, so no mailing list and nothing to unsubscribe from.
8 · Turning the statistics off
You have three independent ways to stop the anonymous statistics in section 2.3, and any one of them is enough:
- The opt-out in the game. The main menu carries a «No me midas» (“don’t measure me”) link. One click stops this browser being counted; click it again to allow it. The choice is remembered on your device and nothing is sent while it is on.
- Do Not Track. If your browser sends a “Do Not Track” header, the game does not record anything. You do not have to do anything else.
- Global Privacy Control. Likewise honoured, with the same effect.
Opting out never degrades the game: nothing is locked, slowed or hidden, and no reminder nags you about it. It also does not affect the leaderboard — if you want to stay off that as well, simply do not play with a nickname you mind being seen, or ask us to delete it.
9 · Your rights
Under the GDPR you can access, rectify, erase, restrict, port and object to the processing of your personal data, and withdraw consent at any time. In practice, for this game that means: we will delete the leaderboard rows and running totals for a nickname on request, and tell you what is stored under it. Write to spireborn.elderspire33@proton.me and we will action it.
We may ask you to demonstrate that the nickname is yours — for example by playing a round from it at a time you tell us — because nicknames are not accounts and anyone could claim one. We cannot act on requests about the anonymous statistics in 2.3, because by design they carry nothing that would let us find your rows; you can, however, erase the identifiers yourself at any time by clearing your browser storage, and stop them entirely via section 8.
If you believe we have mishandled your data, you may lodge a complaint with the Spanish Data Protection Agency (AEPD, www.aepd.es).
10 · Minors
Cyber-Clones is not directed at children under 14. There is no account to create, nothing to buy and no personal data required to play. If you are under 14, please play without entering anything that could identify you — pick an invented agent nickname, never your real name.
11 · Changes
We may update this notice as the game evolves; it is kept in step with the code that it describes. The “last updated” date above always reflects the current version.