Salpakan Tactics
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Legal intelligence · File 01

Privacy Policy

This policy explains what information Salpakan Tactics uses, why it is used, and the choices available to you.

Effective: August 15, 2026Last updated: August 20, 2026

Short version: Solo Command and Local Duel need no account, and their gameplay stays in your browser. Online battles use Google sign-in and send account, lobby, match, and chat data to the game service. Signed-in users may separately opt in to per-browser battle notifications. Chat is relayed without durable match storage; a browser session may keep up to 50 recent lines, and a report may retain a reporter-supplied copy of up to 20. We do not use advertising or analytics trackers, and we do not sell personal information.

1. About this policy

This Privacy Policy applies to Salpakan Tactics (the “Game”). “We,” “us,” or “the operator” means the person or organization providing the version of the Game you are using.

If someone else modifies or distributes the Game, their version may have different privacy practices.

2. Information we use

Game data on your device

The Game may save the following information in your browser:

  • one unfinished Solo Command or Local Duel battle, including its difficulty and table rules;
  • your board theme, figure style, and gameplay-tip preference;
  • a simple sign-in status marker, if you use an account; and
  • an optional browser push subscription, if you enable battle notifications.

Firebase Authentication also keeps the signed-in session in browser storage if you use an account. The one-bit marker is only a loading hint; Firebase, not the marker, decides whether you are authenticated.

Solo and local gameplay state is not sent to the game API. Loading the Game still makes ordinary requests to the site host and to Google Fonts. Clearing site data may remove local saves, preferences, and sign-in state.

Optional account information

You do not need an account for Solo Command or Local Duel. Online battle uses Google sign-in through Firebase Authentication. Google and Firebase process the information needed to authenticate you, which may include your email address, provider account information, IP address, browser or device information, and security logs. We do not receive or store your Google password.

The Salpakan Tactics game database keeps:

  • the Firebase account identifier used to recognize your account;
  • your callsign and a normalized copy used to enforce uniqueness; and
  • the time the profile was created.

The API verifies an authentication token that can contain an email claim, but the Game does not write your email address into its own database. Your callsign is visible to other online players, including in public table listings and join requests. Do not put private information in it.

Lobby and connection information

Cloudflare hosts and protects the Game, API, database, lobby, and online match rooms. Cloudflare and Google Fonts may receive ordinary connection information such as your IP address, browser or device type, requested resource, and time of access.

While you are waiting online, the lobby uses your account identifier, callsign, queue position, hosting choice, table code, and pending join requests. A public table exposes its code and host callsign to signed-in players browsing tables. A private table is not listed and can be found only by its code, but the host still sees the callsign of anyone asking to join.

Online battles

The game database records the match identifier, both account identifiers, start and end times, whether the match is active, and the winner and reason when it ends. While a match is active, its match room stores the complete game state, both players’ account identifiers and callsigns, connection and readiness state, table rules, block status, rematch state, and any queued next move so the server can enforce the rules and allow reconnection. A queued move contains the selected piece identifier and destination square.

Your opponent receives your callsign and the parts of the match needed to play against you. Hidden piece identities remain concealed while the match is in progress, unless the table was opened with a rule that reveals them earlier. A queued move is sent back only to the player who created it and is not disclosed to the opponent before it executes.

When the match ends, the service sends both players the identity of every piece so the finished board can be reviewed. Your whole formation, including pieces that were never challenged, becomes visible to your opponent at that point.

Chat and communications

In-match chat includes your callsign, message, and the time it was sent. The match room processes and relays messages but does not write the conversation to durable match storage. A live room may briefly retain a bounded in-memory replay buffer, and each connected browser keeps up to 50 recent lines for the current browser session so switching between battles can restore them.

Browser-session chat is cleared when the page session ends and may disappear earlier after a reload, room restart, or cache eviction. Either player may still copy or capture it. Do not share personal, financial, or other sensitive information in chat.

Optional battle notifications

If you enable Battle notifications, the game database stores the browser push endpoint and payload-encryption keys supplied by your browser, associates that subscription with your account, and uses it to send alerts about the relevant online battle. Alerts may cover formation readiness, a generic notice that an opponent sent a field message, your turn, a rematch offer, or a battle result. Chat text itself is not placed in the notification.

A notification carries the match identifier needed to open the relevant battle. Before displaying it, the service worker on your device asks visible Salpakan Tactics windows whether that exact match is already on screen. If it is, the device suppresses the alert. This visibility check happens on your device; the result is not sent to the game API. A backgrounded window, a closed game, or a visible window showing another match may still receive the alert.

Push permission is controlled by your browser or operating system. Depending on the browser, the encrypted alert and push endpoint are processed by a browser-vendor push service operated by Google, Mozilla, or Apple. Those providers may receive ordinary delivery information such as the endpoint, time, IP address, and device or browser information under their own policies.

Reports and blocks

If you block a commander, we store the pair of accounts involved and when you did it, so we can stop their messages reaching you and avoid matching you again. You can lift a block at any time from the account panel.

If you report a commander, we store both callsigns and account identifiers, the match identifier, the selected reason, optional details, the report time and status, and up to 20 recent lines supplied by the reporting player’s browser. That transcript is not a complete independent server log and may be incomplete or altered by the reporter. It is retained with the report after active-match chat is deleted.

3. How we use information

We use information only to:

  • save your game and preferences on your device;
  • authenticate your account and reserve your callsign;
  • list or join tables, find opponents, operate online matches, and record results;
  • relay and temporarily restore recent in-match messages within a browser session;
  • deliver battle notifications to browsers that explicitly opted in;
  • act on reports, enforce blocks, and keep online play safe;
  • operate, protect, and improve the Game; and
  • comply with legal obligations.

We do not use your information for targeted advertising or sell it to data brokers.

4. When information is shared

Cloudflare provides site hosting, traffic protection, the API, the D1 database, and Durable Object lobby and match storage. Google provides Google Sign-In, Firebase Authentication, web fonts, and a push service used by some browsers; Mozilla and Apple provide push delivery for their browsers. Their own policies govern the information they process: see Cloudflare’s Privacy Policy, Privacy and Security in Firebase, Google’s Privacy Policy, Mozilla’s Privacy Policy, and Apple’s Privacy Policy.

We may also disclose information when required by law or when reasonably necessary to protect the Game, its users, or others.

Your online opponent can see your callsign, gameplay actions, presence in the match, and messages you send to them. When a match ends, the board is uncovered for both players and each of them can see the other’s full formation, review it for as long as they keep the finished board on screen, and capture or record it.

We do not otherwise share personal information for advertising, and we do not sell it.

5. Retention and your choices

A local save remains until it is replaced, the battle ends, or you clear site data. Theme, figure-style, and gameplay-tip preferences remain until changed or cleared. If browser storage is unavailable, the Game still runs but those settings and unfinished local battles may not survive a reload.

Your account record remains until you delete it. Signing out does not delete the account or release its callsign.

A push subscription remains associated with your account until you turn Battle notifications off, sign out on that browser, delete the account, clear the browser’s site data, revoke notification permission, or the browser push service expires it. Signing out and account deletion attempt to remove both the server record and the browser subscription. Expired endpoints are also removed after a delivery failure.

Lobby information lasts for the relevant lobby connections. A queued move remains in active-match storage until it executes, is replaced or canceled, becomes invalid after the opponent moves, or the match ends. Detailed online match state is deleted from Durable Object storage when the match ends; chat is not durably stored there. The result database keeps the participant identifiers, start and end times, winner, and result reason while both related account records remain, unless the operator removes the record earlier.

Blocks remain until you unblock the commander or either account is deleted. The current service does not automatically expire reports. Reports, including any attached transcript and the callsigns captured when they were filed, may remain after either account is deleted so the operator can review patterns of abuse.

You can delete your account from the account panel. Every active battle is first forfeited to your opponent. The service then deletes all match rows involving your account, blocks in both directions, push subscriptions, and your profile, releasing the callsign. The client next asks Firebase to delete the authentication identity and may require you to sign in again to confirm. If that provider-side step fails, the Game deletes the server data, signs you out, and tells you that the sign-in identity could not be removed.

You can also sign out without deleting your profile, turn Battle notifications off, revoke notification permission in browser or device settings, unblock commanders from the account panel, and remove local data through your browser’s site-data controls. For other privacy requests, contact us using section 8.

6. Children’s privacy

The Game is intended for a general audience and is not directed to children under 13. Accounts, online battles, and chat are not intended for children under 13. We do not knowingly collect personal information from children under 13.

If you believe a child has created an account or shared personal information through chat, contact us so we can review and delete information where appropriate.

7. Security and policy changes

We use reasonable safeguards for account information, but no online service or device is completely secure. You are responsible for protecting access to your device and sign-in account.

We may update this policy when the Game or its privacy practices change. The latest version will appear here with a revised “Last updated” date.

8. Contact

For privacy questions, requests concerning information the in-game controls do not address, or concerns about another player’s communications, contact the operator through the repository, download page, or distribution channel where you received the Game. If your version identifies a separate publisher, contact that publisher.

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