Grimwyrm

Your data

Privacy

Grimwyrm keeps what it needs to run the game, and nothing for advertising. This page says what that is, why we keep it, where, and for how long.

This site

grimwyrm.com sets no cookies, has no analytics or advertising, and loads nothing from anywhere else. Its web server logs the requests it answers, as Server logs describes, without your full IP address.

Your account

When you create an account we keep:

  • Your email address. We send no email today. The address is there so that you can prove an account is yours.
  • Your username, which your opponents see.
  • Your password, only as a one-way hash: no one can read it back, us included.
  • When you made the account, and when you last signed in.

When you play

  • Your decks, as you build them. A deck you delete in the game is hidden from you, but kept.
  • Your matches: who played, every move, the result, and when. We use them to find bugs, to balance the cards, and to see how the game is played.
  • Match chat, kept for 90 days and then deleted. The chat box says so.

In a match your opponent sees your username, your patron, the cards you play and what you write in the chat. No one else is shown anything about you, and your email address is shown to no one. The site's live numbers are counts, with no names.

On your computer

The game keeps you signed in by saving a session key, never your password, with your username and the deck you chose last, in its own folder on your computer. The key works for 7 days. Log out in the game deletes it. Your sound settings are saved in the Windows registry.

Server logs

Our servers write logs so that we can find and fix problems.

  • The web server logs each request: when, what was asked for and the answer, and your network, which is the first two of the four numbers of your IP address. It never logs your full address, your session key, or anything your browser sends about itself.
  • The game server logs each request with a fingerprint of your address that cannot be turned back into it and changes whenever the server restarts. An error it logs may name your account by its internal number, never by your email.
  • Each log has a size limit rather than a time limit: its oldest lines are deleted as new ones arrive, which on a quiet server can take weeks.

Error reports

When the game or our server hits an error, it sends a report to Sentry, an error-tracking service, which keeps it in its EU region, in Germany, for 30 days.

  • A report says what went wrong and where in the code, with the game's version and basic details of your computer, such as your version of Windows.
  • A report from the game also carries your account's internal number, the match you were in, and up to 100 of the game's recent log lines.
  • The game also tells Sentry when you start and stop playing, so that we can see how often it fails.
  • Reports are sent without your password, your session key or your email address, and with Sentry's collection of personal details turned off. A report about a crash may show the folder the game is installed in, which can include your Windows user name.
  • When the game cannot reach Sentry, it keeps up to 30 reports in its folder and sends them later.

Email to us

Mail you send to contact@grimwyrm.com passes through Cloudflare's email routing to our inbox in Gmail, Google's mail service. We keep it while we need it to answer you.

Where it is kept

  • The game's server and its database run on a server we rent from Hetzner, in Germany.
  • A copy of the database is made every night and kept for 30 days with Cloudflare R2, which we have asked to keep it in Europe.
  • Error reports are kept by Sentry, in Germany.
  • Mail you send us is kept in Gmail, by Google.

Sentry, Cloudflare and Google are companies in the United States. All three state that they are certified under the EU-U.S. Data Privacy Framework, which the EU recognises as protecting data sent to them.

We sell nothing we keep. Hetzner, Cloudflare and Sentry handle it for us and only for us, and we use no advertising or analytics services. Google keeps our Gmail under its own privacy policy.

Why we may

  • The game you signed up to play. We keep your account, your decks and your matches because they are that game.
  • A legitimate interest. We keep match chat for 90 days, keep logs and error reports, and study matches to balance the cards, because we have a legitimate interest in keeping the game working, fair and free of abuse. We keep these as small and as short-lived as we can.

How long

  • Your account, decks and matches: for as long as your account exists.
  • Match chat: 90 days, then up to 30 more days in the nightly copies.
  • Error reports: 30 days.
  • Server logs: until the size limit pushes them out.
  • Email to us: while we need it to answer you.

Your rights

Write to contact@grimwyrm.com from the email address your account uses, and we will answer within a month. You can ask us:

  • for a copy of what we keep about you, in a form you can take elsewhere;
  • to correct it;
  • to delete your account;
  • to use it less while a question about it is settled;
  • to stop keeping what we keep under a legitimate interest, such as your chat.

Deleting an account deletes its email address, its password and the chat it wrote, and replaces its username. Its decks and matches stay under that new name, so the players it met keep their records, but they no longer point to you. The nightly copies made before then are gone within 30 days. A game that is still signed in stays signed in until its session key runs out, at most 7 days later; we delete what it adds in that time too, and it can never sign in again.

If you think we handle your data wrongly, you can complain to the data protection authority where you live.

Who we are

Grimwyrm is an independent game in development. Oliver Sander Sørensen makes it and is responsible for the data this page describes: the data controller, in the GDPR's words. To reach us about your data, or about anything else, write to contact@grimwyrm.com.

Changes

When this page changes, the date at the top changes with it, and a change that matters gets a news post.