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Nightforge — Privacy Policy

Face giant bosses and the rival, the Effigy, that the game forges from the way you play.

Effective date: October 11, 2026 · Publisher: DIZZYWALK RECORDS LLC

Play Nightforge →

Summary

This policy covers Nightforge: Bossbreakers on Android through Google Play and on iOS through the App Store (app identifier com.dizzywalk.nightforge), version 2.0 and later, including test versions, and the older Android version 0.1.x that it replaces. You never need to give us your name, email address, phone number, contacts, photos, microphone access or precise location, and the game has no text or voice chat. From version 2.0, online play, rewards and purchases use a random anonymous player account that Unity Gaming Services creates automatically, which you can link to Google Play Games on Android or Sign in with Apple on iOS. The game shows optional rewarded ads and interstitial, app-open and banner ads through AppLovin MAX and its ad partners; sells items, a No Forced Ads option and monthly subscriptions through Google Play on Android or Apple on iOS; measures play, campaigns and revenue with PostHog, Tenjin and Google Analytics for Firebase; records play sessions with UXCam; can send crash reports to Sentry; and can send notifications through Firebase Cloud Messaging if you allow alerts. In the European Economic Area, the United Kingdom and Switzerland, Google's consent message asks for your choices first. Elsewhere, eligible ads and measurement start when the game opens and you can change your choices at any time in Settings → Privacy. On iOS, Apple tracking permission separately controls access to the advertising identifier and tracking across other companies’ apps and websites. Version 0.1.x instead asks every player with its own privacy card (see "Consent and privacy choices").

Parts marked "version 2.0 and later" apply only after you install the update. Version 0.1.x has no account, no online play and no purchases, and its progress stays on your device. A feature that is switched off in your version or region does not send data just because it is described here.

The iOS purchase-verification and Apple-linked account-deletion services described here are planned and are not yet enabled. Their descriptions explain how information will be used if those services are enabled. For a deletion request while the in-game route is unavailable, use the email instructions on our deletion page.

Data stored on your device

Data we collect

Anonymous player account (version 2.0 and later)

Unity Gaming Services Authentication creates a random anonymous player ID the first time the game goes online. There is no username, password or email. Your online profile (heroes, currencies, items, Forge Pass progress, Hunt results, reward claims, subscriptions and purchase records) is stored in Unity Cloud Save and changed only by our server scripts in Unity Cloud Code, which check each Hunt before paying its reward and record every grant once. The game also uses your billing country and device region, where available, to apply country rules for paid random rewards. Unity Remote Config uses your player session to load the current game settings. Practice runs work offline and are not rewarded online.

Google Play Games sign-in and account linking (version 2.0 and later)

If you use Google Play Games on your device, the game signs you in with it and links your Play Games account to your anonymous player, so your profile and purchases come back after a reinstall or on a new device. You can also connect from Settings → Account. Unity receives a one-time sign-in code from Google Play Games and your Play Games player ID; we do not receive your Google password or email address. If your Play Games account is already linked to another Nightforge profile, the game asks before switching. If you switch from a guest profile that has made a purchase, the purchases, their items and your Cinders and Rimeglass move to the linked profile, while hero levels and other earned progress stay with the guest. The device makes a random one-time code for this move and sends our server only a one-way hash of it.

Sign in with Apple and account linking (iOS version 2.0 and later)

You can choose Sign in with Apple in Settings → Account to link the guest profile or sign in to an existing linked profile. Apple provides a signed identity token to Unity Authentication so it can identify your Apple-linked game account. This integration requests no name or email scope, and we do not receive your Apple password. The game asks before switching to a different linked profile. The existing guest-purchase transfer can move eligible purchases, their items and currencies to that profile; other earned progression remains with the guest. Signing out does not delete the linked account. A guest account that has not been linked may not be recoverable after reinstalling.

Online parties (switched off in the current version)

Version 2.0 plays with AI allies and offers no online party: you cannot host, join or invite other players, so no party data is processed. The game contains code for online parties that is switched off. If a later version turns it on, Unity Relay and Lobby (Unity Multiplayer Services) would process your connection information, including your IP address, player and session identifiers, the party code, an automatically generated callsign, and your hero and loadout, so the party can play together, and party members would see your callsign, hero and in-game actions. There is no text or voice chat. We will update this policy before that happens.

Google Play purchases, restore and refunds (Android version 2.0 and later)

Google Play processes payment; we never receive your card or bank details. Our server checks the purchase data that Google Play signs (product, purchase state, purchase token, order number, and a one-way hash of your player ID that the game attaches to the order) and keeps the product, a one-way hash of the purchase token, a short one-way hash of the order number, what was granted, and the time. For one-time purchases the raw purchase token is not stored. Settings → Account → Restore purchases re-checks what you own. If a purchase is refunded, cancelled or charged back, we may record it by its hashed token, refuse to restore it, and remove what it granted; any shortfall in purchased currency is recovered only from currency you earn later, never from a new purchase. Version 0.1.x sells nothing.

Google Play subscriptions (Android version 2.0 and later)

VIP MONTHLY and FORGE PASS MONTHLY are Google Play subscriptions that renew monthly until you cancel in Google Play → Payments & subscriptions → Subscriptions. Our server reads the subscription's state, product, base plan, start and expiry times, auto-renew status and a hashed order reference from Google Play to grant and remove benefits, and keeps those records to prevent duplicate grants and to handle refunds and revocations. So that it can check renewals, cancellations and refunds later, our server also keeps the subscription's Google Play purchase token privately; it is never shown to other players or sent to analytics. Google processes payment; we never receive card or bank details. Deleting your Nightforge account does not cancel a Google Play subscription; cancel it in Google Play first.

Apple purchases, restore and subscriptions (iOS version 2.0 and later)

Apple processes payment through StoreKit; we do not receive card or bank details. The game sends our verification service the product and transaction identifiers and Apple-signed transaction information. Our service checks current transaction and subscription information with Apple, including the original transaction identifier, product, purchase and expiry dates, renewal status, environment, and any refund or revocation. A pseudonymous UUID called appAccountToken, derived from your game account identifier, is sent to Apple and returned with transactions to associate purchases with your game account; it is not your name or email. We keep private transaction identifiers needed for later verification, hashed transaction/order references, grant records and subscription state. Apple server notifications can send signed purchase, renewal, refund and revocation information to our service so it can update benefits, including while the game is closed. These are payment-service notifications, separate from alerts sent to your device. Restore purchases rechecks eligible permanent and active subscription rights; it does not restore spent consumable currency. Monthly subscriptions renew until cancelled through Apple. Manage them in iOS Settings → your Apple Account → Subscriptions. Deleting the game account does not cancel an Apple subscription, and deletion is not a refund. Apple maintains its own payment and refund records.

Advertising

AppLovin MAX and the ad networks it works with can process your Android advertising ID, or the iOS advertising identifier (IDFA) when Apple tracking permission allows it, and app identifiers, IP address and the approximate location derived from it, device and app information, consent and privacy signals, and ad requests, impressions, clicks and technical performance information, to show, measure and limit ads, credit rewarded ads, improve their services and prevent fraud. From version 2.0 these networks can include Google AdMob, Unity Ads, ironSource, Meta Audience Network, Mintegral, Liftoff Monetize, Digital Turbine (DT Exchange), Pangle, InMobi, Bigo Ads and Moloco, alongside AppLovin's own services; a network is used only when its configuration and availability permit. Version 0.1.x can use the same list without Pangle, InMobi and Moloco. From version 2.0 the game also gives MAX a salted one-way hash of your player ID so a completed rewarded ad can be credited to your profile. The ad revenue that MAX reports for each ad you see is recorded in our analytics and can be passed to our measurement providers. Whether ads are personalised depends on your choices (see "Consent and privacy choices").

Gameplay analytics (PostHog)

Predefined events about sessions, the tutorial, runs and Hunts, progression, screens reached, offers shown, completed purchases with their price and currency, ads watched with their reported revenue, notification opens, and your consent state. Events carry the random install ID, a session ID, the app version, platform, a coarse device class, the language, and the store country when it is known; from version 2.0 they also carry a salted one-way hash of your player ID. No name, email, advertising ID, raw player ID, raw purchase token, receipt or free text is sent, and PostHog does not build a person profile from these events. Like any web request, sending events gives PostHog the IP address of your connection, which it may use to estimate an approximate location. Events are held on your device until they can be sent.

Session recordings (UXCam, version 2.0 and later)

UXCam records how the game is played so we can find and fix confusing screens, difficulty spikes and bugs. When your analytics choice allows it, UXCam receives a video recording of the screens of the game during a session, your taps and gestures, the names of the screens you visit, the gameplay events described for PostHog, your player ID, the random install ID, and app, device and session information (app version, device model, operating-system version, screen size, a UXCam device identifier, and an approximate location derived from your IP address). Account and privacy settings, purchase confirmations, the Google Play purchase sheet, share codes and text fields are blanked in recordings, and recordings never include your camera, microphone or other apps. Recordings follow your analytics choice: in the European Economic Area, the United Kingdom and Switzerland nothing is recorded until you answer the Google consent message and allow analytics, and turning off gameplay analytics in Settings → Privacy stops recording and discards the session in progress.

Install attribution (Tenjin, version 2.0 and later)

Tenjin helps us measure which advertising campaign led to an install, and the later milestones and revenue associated with it. It can process advertising identifiers where permitted, Android app-set identifiers and install referrer information, iOS vendor identifiers and available privacy-preserving attribution signals, IP address, device and app information, milestones, purchase data (product, price, currency, transaction reference and, on Android, Google Play's signed receipt for purchase validation) and the ad revenue reported for each ad. On iOS, after our server confirms an eligible paid purchase and measurement is allowed, the game sends Tenjin the product, quantity, price, currency, transaction reference and Apple-signed transaction for purchase validation and attribution. That signed transaction can include the original transaction reference, purchase dates and the pseudonymous appAccountToken that links it to the game account. When subscription measurement is configured and your choices allow it, a verified subscription purchase or restore also links its original transaction reference and signed transaction information to the install. Tenjin can then check renewal and cancellation information with Apple, including while the game is closed. Restoring a purchase or receiving a duplicate grant does not itself create a new paid-purchase measurement event. Subscription reporting is not a refund-adjusted account statement. Changing your measurement choice stops further eligible measurement sends from the game; it does not automatically delete earlier data or establish that a provider has stopped checking a previously linked subscription. For deletion or other requests concerning previously shared data, use the contact and data-rights instructions below. Depending on our campaign connections, Tenjin can send install and event results to the advertising networks we use. Attribution follows the applicable measurement consent and stops when you turn off gameplay analytics or choose "Do Not Sell or Share My Personal Information".

Google Analytics for Firebase (version 2.0 and later)

Google Analytics for Firebase measures app usage, milestones, purchases and ad revenue. Its SDK can collect app-instance and advertising identifiers, an approximate location derived from masked IP addresses, app lifecycle events and store purchase information supported by its SDK. On iOS its SDK can use the vendor identifier (IDFV); access to IDFA requires Apple tracking permission. We do not add a second purchase-value event for the same purchase. Your analytics choice controls collection, and your advertising choices separately govern advertising storage and personalisation. If we connect Analytics to Google Ads, the relevant events can also be used to measure our campaigns, under Google's policies and your consent settings.

Crash and diagnostic information

When the game crashes or hits an error, Sentry can receive the error message, stack trace, app version, device model and operating-system version. Screenshots and default personal data are not attached, and your player ID is not set. From version 2.0, Sentry reports follow your analytics choice. In version 0.1.x, crash reporting, where it is set up, is not tied to the privacy card. Unity engine diagnostics and ad SDK diagnostics are separate technical data paths that are not all controlled by that choice; they can process diagnostic and performance information to maintain, secure and improve the game, the engine and the ad services.

Notifications

The game may ask for your device's notification permission at a moment when a reminder is useful, never at launch: in version 0.1.x after your first completed run, and from version 2.0 after a won Hunt or when you turn alerts on in Settings. Reminders about game events, available rewards and returning to play are scheduled on your device. From version 2.0, if alerts and the device's notification permission are both on, Firebase Cloud Messaging can create a registration token and subscribe your installation to general Nightforge alerts; Google uses the installation, token and app information to deliver them; on iOS delivery also uses Apple Push Notification service and its device token. Push tokens and message contents are not written into our gameplay analytics; opening a notification can be recorded as an app interaction. Turning alerts off stops the subscription and asks Firebase to delete the push token. Version 0.1.x sends nothing to a push service. You can also turn notifications off in Android or iOS settings.

Hosting of Apple verification services

Render is the proposed host for our iOS purchase-verification and Apple-authorization service. If we use Render for those services, the processing described in this paragraph will apply. That service processes signed Apple transaction and subscription-notification data, product and transaction identifiers, and game-account context to verify purchases with Apple and update our Unity-held records. During deletion of an Apple-linked game account, it temporarily processes a fresh authorization code and Apple authorization tokens to verify the linked identity and revoke access. Render can separately process network and access information, such as IP address, request URL and response status, to operate and protect the hosted service.

Network connections

Any online request reveals connection information such as your IP address to the provider that receives it, which may use it to deliver the service and protect its systems. Google Play on Android and Apple on iOS also process in-app review requests you respond to.

Advertising

Rewarded ads are optional: you choose to watch one for a stated in-game reward, such as a revive or doubled rewards, and the reward is always granted when the ad completes. From version 2.0 the game also shows interstitial ads at natural breaks, such as after a Hunt's results, never during play; app-open ads can appear while the game opens or when you return to it; and banner ads can appear on menu and results screens. How often ads appear, where they are eligible and any purchase-related exemptions are set by the current game configuration. Declining personalised ads can leave limited or non-personalised ads. The No Forced Ads purchase and VIP MONTHLY remove interstitial, app-open and banner ads for the period stated on the offer (permanently for the one-time No Forced Ads purchase, for 30 days for the 30-day pass, and while a VIP MONTHLY subscription is active); optional rewarded ads stay available. Version 0.1.x shows no banner or app-open ads, and its interstitials appear only when you return to the hub after a finished solo run.

Consent and privacy choices

In the European Economic Area, the United Kingdom and Switzerland: when you first open the game, before any personalised ad is requested and before any analytics that needs your consent is sent, Google's consent message appears. It comes from Google's User Messaging Platform, a consent management platform certified under the IAB Transparency and Consent Framework (TCF) v2.2. Choose Consent, or Manage options to choose purposes and partners. Ads are personalised only if you consent, and analytics, attribution and crash reports follow the purposes you choose. There is no separate consent screen of ours.

Outside those regions there is no separate regional consent prompt from the game. Eligible ads, analytics and attribution start when the game opens, under this policy; the iOS tracking choice below still applies. You can opt out at any time in Settings → Privacy: turn off analytics, turn off personalised ads, or choose "Do Not Sell or Share My Personal Information" (for residents of US states whose privacy laws give that right). We pass these choices to AppLovin MAX and its partners, Tenjin, Google Analytics for Firebase and UXCam, and an opt-out takes effect immediately for future collection. These choices do not turn off the processing needed to run your account, purchases and security, or limited (non-personalised) ads.

To change or withdraw a choice later: in the EEA, the UK and Switzerland, open Settings → Privacy and reopen Google's consent message (Ad partner choices). Elsewhere, use the Settings → Privacy switches. After you turn analytics off, events that have not been sent yet are not sent. Turning a setting off does not by itself erase data already collected; see "Your data and deletion". You can also reset or delete your advertising ID, or opt out of ads personalisation, in your Android device settings.

On iOS, Apple may separately ask whether the app can track activity across other companies’ apps and websites. You can allow or decline, and change this later in iOS Settings → Privacy & Security → Tracking. Without permission, IDFA is unavailable and cross-company tracking requiring that permission is not permitted; limited ads and permitted measurement can still run. The game remains usable if you decline. This Apple system choice is separate from Google’s regional consent message, the in-game analytics and ad choices, and notification permission.

We do not sell your personal information for money. Letting advertising and attribution partners use your advertising ID for personalised ads or campaign measurement can count as "selling" or "sharing" under some US state laws, which is why the opt-out above exists.

Version 0.1.x works differently: it shows a PRIVACY & DATA card to every player before any analytics or ads. Analytics and personalised ads run only if you accept; if you decline outside the EEA, the UK and Switzerland, non-personalised ads can still be shown. In those three regions, Google's consent message can also appear. You can change your answer at any time in Settings → PRIVACY & DATA → REVIEW.

Why we use data

How long we keep data

Where data is processed

Our providers can process data outside your country, including in the United States. PostHog, Sentry, Tenjin, UXCam and Google process our data in the United States, among other locations.

Third parties

We do not sell your data for money. These providers process data for the features described in this policy. Advertising and attribution partners also process data under their own privacy policies.

ProviderWhat they do
Unity Technologies (Unity Gaming Services)Anonymous player accounts (Authentication), Cloud Save, Cloud Code, Remote Config, Relay and Lobby (used only if a later version turns online parties on), and engine diagnostics. Privacy policy
AppleApp Store downloads, StoreKit payments and subscriptions, signed transaction verification, server notifications about purchases, Sign in with Apple identity verification and authorization revocation, push notification delivery on iOS, and in-app review. Privacy policy
RenderProposed hosting for the iOS Apple purchase-verification and authorization-revocation services. If enabled on Render, this includes the service request data and network information described above. Privacy policy
Google Play and Google Play Games ServicesDownloads, payments, subscriptions, purchase data, refunds and in-app review; Play Games sign-in and account linking (version 2.0 and later). Privacy policy
AppLovin MAX and its ad partnersRewarded, interstitial, app-open and banner ads, ad measurement and fraud prevention. AppLovin lists its partners at legal.applovin.com/applovin-partners. Privacy policy
Google User Messaging Platform and Google AdMobThe consent message in the EEA, the UK and Switzerland, and AdMob as one of the ad networks MAX can use. Privacy policy
TenjinInstall attribution, campaign measurement, purchase validation and revenue measurement (version 2.0 and later). Privacy policy
Google Analytics for Firebase and Firebase Cloud MessagingApp measurement and optional notification delivery (version 2.0 and later). Privacy policy
PostHogGameplay analytics. Privacy policy
SentryCrash and error reports. Privacy policy
UXCamSession recordings and screen analytics (version 2.0 and later). Privacy policy

Children

Nightforge is intended for players aged 13 and older and is not directed to children under 13. Its Google Play target age groups are 13–15, 16–17 and 18 and over. We do not knowingly collect personal information from children under 13. If you believe a child under 13 has used the game's online features, contact us and we will delete the related data.

Your choices & data deletion

From version 2.0 you can delete your account in the game: Settings → Account → Delete my account and data. After you confirm, the game asks our server to delete your online profile, then deletes your Unity player account and its link to Google Play Games or Apple, and wipes the game's save on your device. If your account is linked to Apple, deletion first asks you to authorize with Apple again. Our service exchanges the fresh authorization code with Apple, checks the returned identity against your linked Unity account and revokes its Sign in with Apple authorization before deleting the game profile. Cancelling or a failed revocation prevents the deletion from proceeding. An offline or failed request does not complete deletion; try again or use the Nightforge deletion page linked below, or email us, if you cannot open the game. You can also ask us to delete identifiable measurement data without deleting your account. Deleting your Nightforge account does not cancel subscriptions; cancel in Google Play on Android or in iOS Settings → your Apple Account → Subscriptions for Apple purchases. Deletion is not a refund and can't be undone. We delete the analytics events and crash reports that we can link to your profile and ask our providers to help where applicable; some measurement data has no Nightforge account identifier and cannot be found by it, and advertising partners, Google Play and Apple have their own data-rights channels. Settings → Privacy stops future optional analytics and personalised ads, and clearing the app's storage or uninstalling removes the data stored on your device, but neither deletes your online profile. Version 0.1.x keeps no online profile; its analytics events carry only a random install identifier. Depending on where you live, you may also have the right to access, correct or get a copy of your data, to object to or restrict its use, and to complain to your data protection authority. Email us to use these rights.

Open the public account-deletion request page →

Changes

We will update this policy as the game changes and revise the effective date above. Material changes will be reflected in the app and store listings where required.

Contact

Privacy questions and deletion requests: mtime88@gmail.com.
DIZZYWALK RECORDS LLC, 930 S 4th St Ste 209, Las Vegas, NV 89101-6845, US.