Privacy Policy — Emberwright Rivals

Last updated: 17 October 2026

Emberwright Rivals is a single-player fantasy game. Your progress lives on your phone. This policy describes what stays there, the few things that leave it, and who receives them.

Short version

Your save — your champion, your gear, your stages, your settings — is stored on your device. If you sign in with Google Play Games, a copy is also kept in your own Google account so a new phone can continue where you left off. We never receive it.

The game asks once whether it may collect anonymous play data. If you say no — or have not been asked yet — nothing about how you play leaves your device. If you say yes, those events go to our own server, never to an advertising or analytics company, and you can change your answer at any time in Settings.

We do not sell your data and there are no adverts. Four things reach beyond your phone. Google, because purchases and optional sign-in go through Google Play. Our own receipt server, which checks with Google that a purchase was real and keeps a record of it so you can restore it later — one row per order. On every launch, the game asks that same server for its current settings; that request carries the app version and the word “android”, and nothing about you or how you play. And, only if you said yes to the analytics question, the play data described below — to that same server of ours. Nothing goes to Unity, and there is no third-party analytics or advertising service in the app at all.

Who we are

Emberwright Rivals is made and operated by Ingot Supply, LLC, 2108 N St, Sacramento, CA 95816, United States. Questions about this policy or about your data: support@ingotsupply.com.

What the game stores on your device

The save is signed with a key derived on your device, which is how the game detects a file that has been edited or restored from another phone. It is never uploaded to us. While you are signed in to Google Play Games, a copy is kept in your own Google account, described below.

The analytics question

On first launch the game asks whether it may collect anonymous play data — which stages are too hard, what people buy, where the game runs badly. It never records your name, your messages or your contacts, and you can change your answer at any time in Settings.

If you answer yes, the game sends those events to our own server, in batches, while you play. Each batch carries the random player id stored in your save, the app version and the word “android”, so that a hundred people playing once can be told apart from one person playing a hundred times. Nothing else identifies you, and the events go to no one else: there is no analytics company, no advertising network and no third-party software development kit in the app.

If you answer no, or have not answered yet, the events are written to a buffer in memory and discarded when the app closes. Changing your answer to no in Settings takes effect immediately, on the next batch.

The address those batches go to is a setting rather than something built into the app, which means collection can be stopped from our side without waiting for an update — and that starting it was a decision taken on a day when this page and the app's data-safety declaration on Google Play had already been changed to describe it. That order is deliberate.

What the events are about: which stage you reached and whether you won, what you bought, how long a session lasted, and how the game performed on your device. What they never contain: your name, your email address, your messages or your contacts.

Signing in with Google Play Games

Signing in is optional and the game is complete without it. Your Google password is never seen by the game.

When you sign in, the game asks Google for a one-time code and sends it to our server, along with the random identifier your save already had on this phone. Our server exchanges that code with Google for your Play Games player identifier — an identifier Google assigns to you for this game only — and records your purchases against it. That is what lets your purchases come back on a new phone. Your Play Games name is shown to you in Settings and is not sent to us.

Your progress, in your own Google account. While you are signed in, a copy of your save is kept with Google Play Games Saved Games, so a new phone continues where you left off and a phone that has played under a different Google account keeps the two saves apart. It is stored by Google, not by us, and we never receive it. Google's handling of Play Games data is covered by Google's privacy policy.

Purchases

Purchases are made through the Google Play Store app on your phone. We never see your card, your billing address or your Google account password. Google tells the game only that a purchase succeeded and what was bought.

The game sends Google an obfuscated account identifier with each purchase — a one-way hash of your in-game player id, not your name or your email — which is what Google recommends so that a purchase can be matched to the account that made it.

The game also sends the purchase to our receipt server, which asks Google whether it was genuine before the game hands anything over. The server keeps one row per purchase: the Google order number, which product it was, when it was granted, and the account it belongs to. That record is what makes Restore Purchases work on a new phone. Beside it the server keeps a short log entry from the moment of the purchase. It holds the first few characters of the same player id the row already stores in full, so it tells us nothing the row does not; what it adds is a trace of attempts that never became a purchase — a payment that failed, or a request that went wrong — which is what lets us explain a purchase that did not complete.

Settings the game fetches on launch

Each time the game starts it asks our server what its current settings should be — difficulty and pacing numbers, and which events are running. This happens on every launch, whatever you answered about play data, because it is how the game is tuned rather than a form of measurement.

The request carries two things: the app version and the word “android”. It carries nothing about your account, your device or how you play — not even the random player id, which it used to send until October 2026 and which nothing ever read — and the reply is a set of numbers.

The server keeps no record of these requests beyond the app version and the platform, which describe a build rather than a person. It does not record which copy of the game asked, or when.

Nothing goes to Unity

The game is built with Unity, and an earlier version used Unity's in-app purchasing component, which reported each purchase to Unity's own servers along with the device model, operating system, language, storage size and identifiers it generates. That component was removed on 21 September 2026: the game now talks to Google Play Billing directly, and no report of a purchase goes to Unity or to anyone else.

What is never sent

Permissions

The app declares nine permissions. Android classes all of them as “normal”, which means it never asks you to approve any of them and none of them reaches your files, camera, microphone, contacts or location.

Four are the game's own: internet access, network state, vibration for haptics, and Google Play billing.

Four more arrive with a Google library the game is built on (WorkManager, which ships inside the Google Play components): wake lock, receive-boot-completed, foreground service, and foreground service data sync. The game itself schedules no background work and runs nothing at startup. These are declared because the library declares them, not because the game uses them.

The ninth is an internal marker that library defines for itself (DYNAMIC_RECEIVER_NOT_EXPORTED_PERMISSION). It is not something anyone grants, and it exists to stop other apps reaching the library's own receivers.

How long things are kept

Your save stays on your device until you delete it in Settings or uninstall the app. The copy in your Google account stays until you delete the account in the game or remove the game from your Play Games profile.

The purchase rows on our server are kept as long as tax and accounting law requires, and for as long as you might restore the purchase. The short server log entry written beside a purchase is kept for 30 days and then deleted. Purchase records held by Google are kept under Google's own policy, linked above. We keep an email you send us for as long as it takes to answer you, and no longer than twelve months after that.

Play data, if you said yes to it, is kept for 12 months and then deleted. It is also deleted when you ask us to delete your account, along with everything else we hold.

Why we are allowed to hold it

Two kinds of processing happen: the purchase rows on our server, and — only with your consent — the play data described above. Where the GDPR applies:

We make no automated decision about you, and we do not profile you.

Where it is kept

The purchase ledger runs on a server in Nuremberg, Germany, so those rows are stored inside the EEA. We are a United States company, so our own staff read them from the United States when answering a request. That is the only transfer, and what crosses is a row holding an order number, a product name, a date and an account identifier.

Your saved progress, if you sign in, is held by Google in your own Google account under Google's terms, not ours.

Cloudflare carries the connection to our server. The address our game talks to, receipts.lumadro.com, sits behind Cloudflare's network: Cloudflare is what answers your device and passes the request on to us. Because it terminates the encrypted connection in order to do that, it necessarily processes your device's IP address and the address of the request. It does this as our infrastructure provider, under its own data-processing terms, and not for its own purposes.

This page previously said that no third party of any kind receives anything from this game. That was wrong, and it is corrected here rather than quietly removed: a content delivery network in front of our own server is still another company seeing the traffic, and it had been in that path since the server went live. Nothing about what the game sends changed; what changed is that this page now names everyone who handles it.

Your rights

Write to support@ingotsupply.com. So we can find your records, give us either the characters shown under your name in Settings or an order number from your Google Play receipts. We answer within the time the law allows: one month under the GDPR, 45 days under the CCPA.

Under the GDPR you may ask for access to what we hold, correction, erasure, restriction, portability, and you may object to processing. Where processing rests on consent you may withdraw it at any time in Settings, without giving a reason and without losing anything. You may also complain to your national supervisory authority.

Under the CCPA, the categories we hold are identifiers (a Play Games player identifier, or a random one generated on your device) and commercial information (which product you bought, and when). We collect no sensitive personal information. You may ask to know, delete or correct what we hold, and we will not treat you differently for asking.

We do not sell your personal information, and we do not share it for cross-context behavioural advertising. There is nobody to sell it to: no analytics processor and no advertising network receives anything from this game. Our infrastructure providers are named under Where it is kept.

Your choices

Children

Emberwright Rivals is not directed at children under 13, and it is not distributed through Google Play's Designed for Families programme. It contains fantasy violence and optional purchases.

Changes

If this policy changes, the updated version is published at this address and the date at the top changes with it.

Contact

Questions about this policy, or a request about your data: support@ingotsupply.com