Privacy
Labyrinth Leap is a small browser game. This page says what it keeps, where, why, and for how long.
On your phone
The game keeps a few things in your browser's own storage: your best scores, today's Daily score and a Daily run in progress, the relics and articles you have found, the article you wear and its charge, the outfits you have won and the one you wear, your gold and the looks you wear, what you tapped “I’d want this” on in the shop, the next Endless path the server has picked for you, whether the sound is on, your settings (music, sound effects, which run music, vibration, calm screen; they stay on this phone), which tips you have seen, your board name (and whether you chose it), your friend code, the friend code of a dare link you came by, and a random code for this browser. The game works without them if your browser blocks storage.
What is sent, and why
- Counting, to make the game better. Page loads; runs started and finished (Daily or Endless, which hunter, the score, the perfect leaps, how the run ended); an article of power earned or fired (which one, at which pillar); a coin taken off the path (at which pillar), a close shave (which trap) and a look bought with gold (which one); a tap on “I’d want this” in the shop, or a tap taking it back (which item: nothing is sold here, it tells us what to make first); taps on the share buttons (which one — not whether a message was sent, or to whom); arrivals from a shared link (and whether it carried a dare); views of the boards; when the game asks for a name and whether one was saved, a name reported (which board — never the name itself); error messages from the game itself with the screen size and the game's version; and, so a bug on a phone can be found, what the game's sound and moving pictures are doing on it (whether they have loaded and play, whether the phone asks for less motion, which sound settings are on), when the page opens, at its first tap, when it is shown again and when a hunter catches you.
- Runs, for the boards. When a run ends, the game sends its taps (which lane, at which moment) and its score. The server replays the taps to check the score before anything goes on a board. Your board entry — a generated name like "Swift Gecko 214" (or the name you chose), your score and the date — can be seen by everyone who opens the boards. The relics and articles a checked run took are kept under this browser's code, for your collection on the home screen; only you see them. So is how long you have run since your article last fired, which is how the server checks its charge.
- Endless paths, the rune and outfits. The server picks each Endless run's path and keeps which path it gave this browser, so each is played once. When a checked run met the rune, it keeps that it did, whether you fought the Minotaur and won, and the outfit a win gave you, under this browser's code; only you see them. The outfit worn in a run shows beside its board entry.
- Gold and looks. The coins a checked run took off the path, and its close shaves, are kept under this browser's code with the looks you bought with them (a torch flame, a leap trail) and their price; only you see your coins. The flame and trail worn in a run show beside its board entry and on a dare's card. Coins are never bought with money.
- A name you choose, if you want one. You can choose the name the boards show instead of the generated one, and change or remove it at any time. It is never required, and it doesn't need to be your real name. Everyone who opens the boards, and your friends, can see it; it also signs the results you share and the pictures you save. The server checks every name for rude words in many languages, links and names that pose as the studio, and keeps only the name you chose and when.
- Reports. Every name a player chose has "Report this name" beside it. A report keeps which browser reported which name, and when. The reported name is hidden from the player who reported it at once, and from everyone once three players have reported it, until the studio looks at it. The studio can reset a name to the generated one.
- Friends and dares. The links you share carry this browser's friend code (ten random letters and digits) and the score of the run you shared. Whoever opens your link sees that score, and the name you chose if you chose one ("Sam ran 41. Beat it."). When they finish a run, your two browsers become friends: each of you sees the other on the Friends board, and your home screen says once that they took your dare and how far their run went (with their chosen name, or "A friend"). Nothing else is learned about either of you. "Remove friend" ends it for both of you.
- Moving to another phone. When you ask for a code to move your progress, this phone sends what the game keeps on it (listed above) to the server with a six-letter code, and the phone that types that code within 15 minutes, once, gets it and this browser's random code, after which the server deletes the copy (30 minutes at most).
- The home screen's numbers. When the game opens, it asks how many have run today's Daily and who leads it. If this browser has played before, its random code goes with the question so the answer can include your places on the boards, the relics and articles you have found, and your article's charge. Nothing is stored from this.
The random code
Each browser gets a random code, made the first time you play and kept in its storage. What it sends is stored under that code. The code carries no name, email, phone number or account, but it does let things from the same browser be counted together, so it is pseudonymous rather than anonymous. We report numbers as browsers, not people.
What is not collected
- No real name, email, phone number or account. There is no signup. A board name is optional and can be anything that passes the check.
- No contacts and no chats: the share buttons open your own apps with a message you can edit or cancel; the game only counts that a button was tapped.
- No IP addresses are stored by the game.
- No advertising, no third-party trackers, and no third-party fonts or scripts: everything comes from this address.
How long
Counted events: 90 days, then deleted. The taps of a run: 90 days, then deleted. A board entry (the name, the score, the date) stays on its board, and the relics and articles you have found the outfits you have won and your gold and looks stay in your collection, until you remove them with the button below. So do a name you chose, your friend code, your friends and the dares they took. A path the server picked and you never played is deleted after 30 days. A report stays until the studio has looked at the name, or the name is changed.
Start over, remove, or opt out
Deletes everything this browser sent — its runs, its board entries, its relics and articles found, its paths, the runes it met and the outfits it won, its gold and looks, its names (the generated one and one you chose), its friend code, friends and dares, the reports it made or that were made about its name, and its counted events — from the game's server, and clears the game's data on this phone.
- Clearing this site's data in your browser settings also starts you over on this phone (use the button first if you want the server's copy gone too).
- To stop counting on this browser, open /?notrack once. To count again, open /?track.
Where it runs
The game and its server run on Cloudflare, which may keep its own short-lived logs for security. See Cloudflare's privacy policy for those.
When the game's own code fails on a phone, a report of the failure goes to Sentry, the service we use to find and fix bugs (its data is kept in the EU): what failed and where in the game's code, the game's version, the kind of phone and browser, and the few steps just before it (which screens were open, what was tapped). It never includes your internet address (Sentry is set to keep none), anything you typed, or a name. Like the counting, nothing is sent before your first tap, and /?notrack turns it off too.
Cloudflare and Sentry handle this data only for us, to run the game and fix it, and must protect it at least as well as this page says.
In the iPhone app
The iPhone app is the same game, carried inside the app. It keeps the same things on the phone, in the app’s own storage (not Safari’s), and sends the same things to the same server, labyrinthleap.fun, when the phone is online; a run played offline waits on the phone and is sent later. It has no ads, sells nothing, asks for no account, and does not follow you across other apps or websites. “Forget this phone” in the app’s settings deletes everything the app sent, then starts it fresh. Deleting the app deletes what it kept on the phone.
Questions
Labyrinth Leap is made by Tarboush Games, a small independent studio. Questions about this page, or a name you want looked at, can be sent to hello@tarboushgames.com, or through the studio's site, tarboushgames.com.