SwarmZ legal

Privacy Policy

Last updated: November 9, 2026

SwarmZ ("the game") is made by LBC Studios Inc. ("we", "us"). This policy explains what the game and our website send to us and to others, why, how long we keep it and how to have it deleted. You can write to us at support@lbcstudios.ca. This page is at https://lbcstudios.ca/swarmz/privacy.

Harrow Industries is the fictional company you play in the game. It is not a separate business and it does not process your data.

1. The short version

2. What the game collects

What Details Why
Anonymous Player ID A random identifier created by our backend the first time the game opens, kept on your device with a sign-in token. It is not linked to your name or email. To store your save and your scores, and to tie your activity log together.
Google Play Games player ID (Android only, and only if your phone is signed in to Google Play Games, or you tap LINK in Settings) The ID of your Play Games profile in this game, which Google gives us when the game links your profile: automatically shortly after the game starts when your phone is already signed in to Play Games, or when you tap LINK in Settings. It is stored against your Player ID. We use the one-time sign-in code Google issues only to ask Google which profile it is, and we do not keep the code. We store only the ID, not your Play Games name or your Google account email. It is never shown to other players and never sold. To restore your progress on a new phone: when the same profile is linked there, that phone becomes your player, with your save and purchases, and keeps the further-along of the two for level results, upgrades and research. We also keep a record of each player a Play Games profile has been linked to, and of the player a phone left behind when it joined yours, so that your purchases follow you and deleting your data reaches all of them.
Game save Your progress: currencies, cards, upgrades, research, level results, loadout, achievements and statistics, and choices you make in the game, such as your advisor. Saved on your device and copied to our backend. Each time the copy on our backend changes, we keep the version it replaced for 30 days (at most the 20 newest and the first of each day). You cannot see these earlier copies; only our staff can read them, to put back progress you lost if you ask support. So your progress is kept, can follow you to a new phone, and can be put back if something goes wrong.
Display name (optional) A name of 3 to 20 letters, digits, spaces, underscores or hyphens that you pick. To show you to other players next to your scores: on the leaderboards, the endless-mode records and the Hive Assault boards, and, if you land the final blow on a hive, on that event's screen. Do not use your real name.
Scores and rewards Your kill totals, your best endless-mode wave on each level, your attacks, contribution and rank in Hive Assault events, your daily quests (which quests you got, your progress, the chest and when you collected it), and the in-game rewards you earn or collect. To show scores, run daily quests and give rewards (in-game items only).
Name reports (only if you report another player's name) The leaderboard entry of the name you report, the reason you pick (offensive, impersonation or other), the time, and your Player ID. An admin then marks the report renamed (the name is replaced with a generated one) or dismissed, and we keep the outcome and its time. Only our admin page reads reports, and it does not show who sent a report. Other players never see them. To review names that players report, rename names that break the rules and keep a record of what we did.
Blocked names (on your device only) The leaderboard entries you block, kept as a list of their IDs in a settings file on your device. Nothing is sent to us. A blocked name shows as "Blocked player" on your leaderboard, endless-mode records and Hive Assault boards. To hide names you do not want to see.
Install ID and device details A random install ID made on first run, your device model, Android or iOS version, language and region setting (locale), the graphics mode you chose and the quality tier the game picked for your device. It also sends performance details of your phone: which graphics renderer the game is using, the name of its graphics chip, its memory, and its number of processor cores and the name of its processor. The game sends them with your Player ID once per session. The game also sends its build number (which release of the game you are running), and on Android where the install came from (Google Play, a developer's USB install, another source, or unknown). On Android the game also sends us, once, the install information Google Play gives it: the source, campaign and medium of the link or ad that led to your install, or that there was none. This goes to us only, whatever you chose in Settings > Privacy choices. If the game finds it is running on a test device (a developer build, Google's Firebase Test Lab, an emulator, or a copy of the app with a different package name), it marks your player as a test device. To fix bugs on particular devices and builds, keep the game running well on each phone, tune performance, tell apart one player on two devices, and keep testing out of our player counts, and see which of our campaigns bring players who keep playing.
Activity log Events such as: app opened, session start and end, level started and finished (level, result, waves, kills, duration), upgrades bought, cards picked, packs opened (which pack and which odds version), score views, and which screens you open and which buttons you tap, with the screen's name and the button's label, plus taps on the battlefield (screen coordinates). It also records what you build and select in a level (the kind of building, walker or harvester, where on the map you place it, the level and wave, and how much crystal you had and spent), which step of the first-run tutorial you are on (when it comes up, when you finish or skip it, and the step you were on when you pause or close the game), currency earned and spent, research, daily goals and daily quests (when a quest is shown, done and collected), the offers and store screens you see and the purchases you start and how each one ends (with the price and currency the store showed), the settings you change (including your advisor), notifications (when the game schedules a reminder, when you open the game by tapping a notification, and when the game asks for notification permission and what you answer), how fast the game runs (frame rate and memory warnings), how long loading takes, how the game last closed (on Android, also the reason the system gives), and error codes (where in the game's code an error happened, never your data). Each event carries the game version and build number, your platform (Android or iOS), the session number, a running sequence number, a time, the highest level you have beaten and, when we are trying two versions of a feature, which one you have; the first time you meet such a feature we also record which version you got. Which version you get is worked out from your Player ID. We never read text you type. To understand where players get stuck or quit, fix bugs, balance the game, compare two versions of a feature (how long players keep playing and what they spend with each), see which notifications bring players back, and spot cheating.
Crash and error reports When the game crashes, freezes or hits an error, it sends a report to Sentry: what went wrong (the error message and the state of the program at that moment, such as the call stack and the lines of the game's code around the error), your Player ID, the game's version and build, and device details (device model, Android or iOS version, memory and storage, screen, graphics chip, language and time zone). A crash before the game has made your Player ID carries a random ID that Sentry's software makes on your device instead. The game also sends Sentry a short record of each session (the same ID, the game's version and whether the session ended in a crash or error), so we can count how many sessions are crash-free. A report does not include your name, email address, save, screenshots, the game's log file or what is on the screen. Sentry sees your IP address in the connection, as any service does; we switch on Sentry's setting that stops it storing IP addresses, but it still works out a rough location (country and city) from the address. To find and fix crashes and bugs.
Cheat checks and bans Every hour our backend checks the currency the activity log says each player received. When one grant is far beyond anything the game can give, it bans the account by itself; our staff can also ban an account. A ban sets your kill score to zero, removes your daily board entries and prizes not yet collected, voids your Hive Assault entries and keeps you out of later events; it does not touch your save. We keep a record of each ban: who or what made it, the reason, the evidence (the grant, its session, time, amount and game version) and what it removed, so it can be undone. A banned account is also left out of our player statistics. To keep scores and event rewards fair and protect the game from tampered copies.
Support messages (only if you write to support or send feedback in the game) The messages you send from Settings > Support and our replies, each with its time and who wrote it, kept as one conversation tied to your Player ID. The game attaches your app version, device model and Android or iOS version to it. We do not read anything you do not send; do not put passwords or other secrets in a message. Pictures you attach to a support message in the game (up to 3 a message, JPEG, PNG or WebP), such as screenshots of a problem. Do not attach pictures of people or personal documents. Our replies can include in-game items; when you collect one, we record when, and the install ID of the phone that collected it. To answer you, fix the problem and keep a record of what we told you.
Notification token (only if you allow notifications) The token your phone gives the game so Google (Firebase Cloud Messaging, on Android) or Apple (Apple Push Notification service, on iPhone) can deliver a notification to this app on this phone, with the platform (Android or iPhone), on iPhone whether it is a production token, the game's language and its version, your phone's time zone (its difference from UTC, rounded to the hour) and whether EVENT ALERTS is on, stored against your Player ID. If we hold no time zone for you, we estimate one from the hours of the day in which you played over the last 28 days, and use it only to time event notifications. For each notification we send, we also keep a short record: the kind, its time and whether it was delivered. The text of a notification is only a short line such as "Support replied to your message" or "Hive Assault results are in. Collect your rewards.", never a message from support. To tell you when support answers you or the status of your support request changes and, unless you turn EVENT ALERTS off, about the Hive Assault events you can take part in, at a time of day that suits you.
Purchase records If you buy something in the game: the product, the Google Play order ID and purchase token, and the time. We also keep what Google tells us about the money: the amount you paid including tax, the currency, the amount we receive after Google's fees and tax, and the country Google gives for the purchase. If the purchase is refunded, we keep that it was refunded, when, how much, and the reason Google gives. Your card or payment details go to Google and never to us. On iPhone: the product, the App Store transaction ID and the time, the price shown in your country's App Store, the currency and that country (the storefront), and, if the purchase is refunded, that it was refunded, when and how much. Apple sends us refund notices, and your payment details go to Apple and never to us. When you buy, the game gives the store your Player ID (on Google Play, a one-way hash of it), so the store's record of the purchase names the account it was bought for. If you restore purchases as a new player (after a reinstall, for example), a one-off purchase that unlocks something keeps working for the new player, but its items are not given again; we record that restore with the purchase. To check with Google or Apple that a purchase is real, grant it exactly once, keep our books, and see what the game earns and refunds.
Subscription records (only if you subscribe, for example to the VIGIL Supply Line or the Hive Pass) For each subscription: the product, its purchase token (on iPhone, its original transaction ID, which stays the same across renewals), whether it is running, cancelled, in a grace period, on hold or expired, when the current period ends, whether it renews automatically, whether it was refunded, and whether it was a test purchase. Our server reads this from what Google Play or the App Store sends: Google's subscription record, which our server asks Google for, and on iPhone the signed subscription records the game passes on from the App Store and the notices Apple sends us when a subscription starts, renews, is cancelled, fails to renew, ends or is refunded. The first payment of each subscription is also a purchase record (above). On iPhone a running subscription follows your Apple Account: if the game on a new install, another iPhone or an iPad with the same Apple Account finds it running, it moves to the player on that device, and we record the move (from which player to which, and when). To give you a subscription's benefits only while it runs, and to stop them when it ends or is refunded.
Attribution data On Android, Singular receives your advertising ID, your app set ID (an ID Google gives to the apps from one developer on your phone) and the install information Google Play gives it (which campaign led to the install). On iPhone, and only if you allow tracking in Apple's prompt, Singular receives your identifier for vendor, your advertising identifier (IDFA) and, on the first launch, the attribution token Apple Ads gives the game (which Apple Ads campaign led to the install). On both it receives your IP address, basic device and app data, a few game milestones and your purchases. Section 3 has the list. To measure which of our ad campaigns bring players.
Server logs Our hosting provider records technical request data such as your IP address when the game contacts our backend. Security and operating the service.

Google Play itself tells us how many people installed the game, and crash and slowdown reports (Android vitals). That information is collected by Google under its own policy. On iPhone, Apple's App Store Connect gives us download counts and crash reports from people who allow Apple to share them with developers; Apple collects that under its own policy.

On Android, the game uses Google Play's in-app update. When the game starts it asks Google Play whether a newer version is available; if there is one, Google Play asks you to install it: Google's own full-screen update screen opens and the game shows an "Update required" card until you have installed it (if Google Play offers only an optional update, Google's prompt downloads it while you play, and the game shows an "Update ready" card with a RESTART button). The check, the download and the install are done by Google Play under Google's privacy policy, and nothing about them is sent to us. The iPhone game has no such update check.

The game can show notifications on your phone. Reminders (after one and two days away, "Free chest is available!", finished research and, during a Hive Assault, full energy) are scheduled and shown on your device, not sent by our server. Your activity log records when the game schedules one (which reminder, and how long until it shows) and, when the phone tells the game which notification you tapped, that you opened the game from it (which one, how long after it was scheduled or sent, and whether the tap started the game), so we can see which notifications bring players back. When support replies to you, or the status of your support request changes, our server sends you a notification. During a Hive Assault event it also sends a few event notifications (a new event, a mini-hive falling, the final push, the hive falling and the results), spaced out and never between 22:00 and 08:00 your time. For that, once you allow notifications, your phone gives the game a notification token, an identifier that lets Google (Firebase Cloud Messaging, on Android) or Apple (Apple Push Notification service, on iPhone) deliver a message to this app on this phone. The game sends it to us with your Player ID, the game's language, its version and your phone's time zone. We send Google or Apple only that token and the short text of the notification, never your messages. The game asks for permission at your first free chest, at your first research, when you write to support, and on Android when you turn NOTIFICATIONS on in Settings. You can turn notifications off in your phone's settings, and on Android also in the game's Settings, which deletes the token from our server. EVENT ALERTS in the game's Settings turns the event notifications and the energy reminder off, on Android and iPhone, and leaves support notifications on.

Difficulty. If you keep losing a level you have never won, the game makes that level a little easier for you (for example fewer or weaker bugs, or more crystal). This is worked out on your device from your results on that level only, and the activity log records which step was used for each run; when we are testing this, some players get a different setting or none. We also tune each level's difficulty for all players, from the combined results of everyone who played it, never from one player's results.

We do not collect your precise location, contacts, photos or files (other than pictures you choose to attach to a support message), microphone or camera input, or your email address in the game. Your IP address reaches us and the services in section 5 only as part of ordinary internet requests; it gives a rough location at most.

3. Attribution (Singular) and the advertising ID

The game contains no ads and no ad SDK. If we ever add ads, we will update this policy first and ask for any consent the law requires.

We advertise the game elsewhere, and we use Singular (Singular Labs, Inc.) to measure which campaigns work. The Singular SDK in the game:

It does not receive your Player ID, your display name or your save. Singular passes install and event results ("postbacks") to the ad networks we buy from, so they can count the install. Singular's own handling of data is described at https://www.singular.net/privacy-policy/.

Your choices. These rules are the same on Android and iPhone; on iPhone, Apple's tracking prompt comes on top of them.

Everything else in the game works whatever you choose.

4. Support: in the game, and on our website

In the game. Settings > Support lets you write to us. The first message you send starts one conversation tied to your Player ID; our replies and your later messages go on the same conversation, which you can read and continue in the game whenever you like. We receive the messages, their times, your Player ID and the app version, device model and Android or iOS version of the phone you wrote from. Nothing is sent until you press send. You can attach pictures to a message. They are stored privately with the conversation; only our support staff can open them, through links that expire within an hour. Our staff read and answer them in our admin panel, and we use them only to answer you, fix the problem and keep a record of what we told you. Our support team also uses an AI assistant, which runs on Anthropic's Claude models (section 5): it reads the conversations waiting for an answer and those with recent activity, with your Player ID, the device details above, your platform, the status of your request and any in-game items our replies sent you, but not the pictures you attach. It can write and send our replies itself, add in-game items to a reply and change the status of your request (which can send you a notification); its replies show as SUPPORT like any other. A message can be at most 2,000 characters and we accept at most 10 messages an hour from one player.

On our website. The page at https://lbcstudios.ca/swarmz has a support form. If you send it, we receive:

Your message is stored in our backend (section 5), and a copy is posted to a private channel on Discord that only our support team can read; we reply to you by email. We use it only to answer you, fix the problem and keep a record of what we told you. We keep the message, and its Discord copy, for 90 days (section 7). You can have every message sent from your email address deleted at any time on https://lbcstudios.ca/swarmz/delete, and deleting your data in the game deletes the messages that carry your Player ID (section 8). We do not use advertising or tracking cookies on the site.

5. Who receives your data

Recipient What Role
Supabase (database, sign-in, Edge Functions) Player ID, Google Play Games player ID (if your phone is signed in to Play Games or you link it), save and its earlier copies, display name, daily quests, ban records, kill score, Hive Assault entries, install ID and device details, activity log, purchase and subscription records, in-game support messages, support-form messages, name reports, notification tokens and records, server logs Our service provider. It processes data for us under its data processing addendum.
ClickHouse (ClickHouse, Inc.; ClickHouse Cloud) A copy of the activity log (with its install ID and device details), the player details our backend holds (install ID, device model, operating system version, language and region setting, graphics settings, build, install source, install campaign and test-device mark), the list of players we leave out of our statistics (test devices, store reviewers and banned accounts) with the reason, and, for purchases, only the product, its state and its time (no order IDs or purchase tokens; the price and currency of a purchase reach it only in the activity log's purchase events), all with your Player ID Our service provider for game analytics: our backend copies new events to it every few minutes, and our admin pages read their figures from it. It processes data for us under its data processing addendum.
Google (Google Play, Google Play Billing, Google Play Games) Purchase, subscription and billing data, a one-way hash of your Player ID with each purchase, and Play's own install and crash reports. If your phone is signed in to Google Play Games: your Play Games sign-in, which Google handles under its own policy. Google Play's in-app update check and download. Firebase Cloud Messaging, which delivers notifications on Android: your notification token and the short text of the notification (section 2), and, because Firebase works that way, your app installation ID and the game's version Independent controller for Play; our verification of a purchase or subscription asks Google's Play Developer API about its purchase token, linking asks Google's Play Games service which profile you signed in with, and a notification is sent to your phone through Firebase Cloud Messaging, which delivers it for us.
Apple (App Store, Apple Ads) Purchase, subscription and billing data, your Player ID with each purchase (so Apple's signed record names the account it was bought for), and App Store Connect's download and crash reports. On the first launch Apple Ads gives the game an attribution token, which goes to Singular (section 3). Our server checks the signed record of each iPhone purchase and subscription against Apple's public signature, and Apple sends us notices when a purchase is refunded and when a subscription starts, renews, is cancelled, fails to renew, ends or is refunded. Apple Push Notification service, which delivers notifications on iPhone: your notification token and the short text of the notification (section 2) Independent controller for the App Store and Apple Ads, under Apple's own policy; a notification is sent to your iPhone through Apple Push Notification service, which delivers it for us.
Singular See section 3 Our measurement service provider; passes results to the ad networks you came from, including Meta, where you have agreed or where the law does not require your agreement.
Sentry (Functional Software, Inc.) Crash and error reports (section 2): your Player ID, the error and what the program was doing, the game's version and build, device details, and your IP address in the connection (not stored, see section 2) Our service provider for crash reporting. It processes data for us under its data processing addendum.
Anthropic (Anthropic, PBC) In-game support conversations waiting for an answer or with recent activity, with your Player ID, the app version, device model, platform and Android or iOS version, the status of your request and the in-game items our replies sent (section 4); not your pictures Our service provider for the AI assistant that helps answer support. It processes them to give us the assistant's answers.
Discord A copy of each support-form message: your email address, name, Player ID, topic and message Where our support team reads requests, in a private channel. We delete the copy when the message is deleted (section 7 and section 8); until then Discord holds it under its own policy.
Authorities and advisers Only if the law requires it, or to protect our rights

We do not sell personal data for money. Singular's postbacks to ad networks (section 3) are measurement. Some US state privacy laws call that kind of sharing "sharing" for advertising; if you live in such a state, you may ask us not to do it (section 8).

6. Where it is processed

LBC Studios Inc. is in Canada. Our game backend (the project is called "swarmz") runs on Supabase in the Amazon Web Services US West (Oregon), United States region, and its analytics copy runs on ClickHouse Cloud in the same region. Singular, Sentry, Anthropic, Discord, Google and Apple process data in the United States and other countries. If you are in the EEA or the UK, your data is therefore transferred outside your country; where the law requires it, we rely on safeguards such as the European Commission's standard contractual clauses, which are part of our providers' data processing terms.

7. How long we keep it

Data Kept
Player ID, save, player name, scores, endless-mode bests, daily quests While your anonymous account exists. We delete accounts that have been inactive for 24 months, unless the account is linked to a Google Play Games profile, in which case we keep the account until you delete your data in Settings (or ask us to).
Google Play Games link (your Play Games player ID) While the account it is linked to exists, which for a linked account means until you delete your data in Settings (or ask us to). Deleting your data removes the link. The record of the players a profile was linked to, and of the player a phone left behind when it joined yours, is kept as long as those players exist.
Earlier copies of your save 30 days after a newer save replaced them, then our daily job deletes them. Deleting your data deletes them at once.
Cheat checks and bans While the account exists, so that a ban can be undone; deleting your data deletes the ban record and its evidence.
Install ID, device details and activity log 24 months after the event, in our backend or its analytics copy at ClickHouse, or until you delete your data in Settings (or ask us to); the analytics copy follows a deletion within a few hours.
Crash and error reports (Sentry) Up to 90 days, then Sentry deletes them. Deleting your data in Settings does not reach these reports; they expire on this schedule. The short session records that count crash-free sessions are kept by Sentry under its own policy.
Purchase records 6 years after the end of the tax year of the purchase, because Canadian tax law requires us to keep our books. After you delete your data, the record no longer points to your Player ID.
Subscription records While your account exists. Deleting your data deletes them; the purchase record of each subscription's first payment stays as above.
Google Play purchase notifications 90 days after Google sends them. They are the raw messages Google Play sends our backend when a purchase is made or refunded (the purchase token, the Google Play order ID, the product and the time), in a log that only our backend can read; our daily job deletes them. The purchase record above is what we keep for our books.
In-game support conversation Until you delete your data in Settings (or ask us to), and in any case 24 months after the last message in it, including the pictures in it; our staff can see it in our admin panel while it is kept. Pictures you upload but do not send are deleted after 24 hours. Deleting your data deletes it with your account.
Name reports (leaderboard) Until you delete your data in Settings, which deletes the reports you sent, or until the reported name is removed, which happens when its player deletes their data. An admin's outcome (renamed or dismissed) does not remove the report, and no scheduled job deletes reports.
Notification tokens and records A token is kept until 60 days after the game last opened on that phone, or until you turn notifications off in the game's Settings (Android) or delete your data in Settings, whichever comes first. If you turn notifications off in your phone's settings only, the token stays until it expires or Google or Apple tell us it no longer works. Records of the notifications we sent: 30 days after they finish. A time zone we estimated from your play is worked out again every hour from the last 28 days, and deleted with your account.
Blocked names On your device only, until you unblock the name or uninstall the game. Deleting your data in Settings does not clear this list.
Support-form messages (website) 90 days after you send them, in our backend and, as a copy, in our Discord channel; our daily job deletes the Discord copy first and then the message. A message you send to ask for deletion is kept the same 90 days. You can have them deleted sooner (section 8).
Server logs Up to 30 days. Our own functions do not write your Player ID, name or email address into them; the hosting provider's request logs hold technical data such as your IP address (section 2).
Backups The backups of our backend and of its analytics copy age out within 7 days; deleted data is gone from them by then.
Data held by Google, Apple and Singular Kept by each under its own policy.

If you uninstall the game, the data on your device is removed with it, but the copy on our backend stays until you delete it in Settings (or ask us to) or it expires. The same is true if the game loses its sign-in on your phone and starts a new player: the old player stays on our backend until it expires, unless a Google Play Games link brings it back to you.

8. Deleting your data and your other rights

In the game: open Settings and tap "Delete my data", then confirm. This deletes your account on our backend at once: your save and its earlier copies, player name, scores, daily prizes, daily quests, research, rewards, endless-mode bests, Hive Assault entries and passes, free-chest record, install ID, device details, activity log and the statistics we derive from it, your in-game support conversation and its pictures, your notification tokens, the records of notifications sent to you and any time zone we estimated, your subscription records, the name reports you sent and the reports about your name, any ban record and its evidence, and your Google Play Games link, if there is one, with any player your phone left behind when it joined your Play Games profile. The copy of your activity log at ClickHouse is deleted within a few hours. It also deletes the website support messages whose Player ID field holds your Player ID (all of it, or the first 8 characters Settings shows), and their copies in our Discord channel. If Discord cannot be reached, nothing is deleted and the game tells you to try again. The game then starts again on your device as a new anonymous player.

Subscriptions. Deleting your data does not cancel a subscription: Google Play or Apple keeps charging for it until you cancel it in your Google Play account (Payments & subscriptions) or on your iPhone (Settings > your name > Subscriptions). A subscription belongs to the account it was bought for, so after you delete your data it no longer gives its benefits to the new player the game starts. Cancel it before you delete.

Google Play Games (Android only). The game links your Play Games profile by itself only when your phone is already signed in to Play Games; the game never opens Google's sign-in for this itself (Google's Play Games software may show its own profile screen when the game starts, and nothing is linked unless you sign in). To stop it, sign out of Google Play Games on your phone before you start the game. To remove a link that exists, delete your data as above: after that the game does not link the new anonymous player by itself, and you can still tap LINK in Settings if you want to.

Website support messages, without the game or an account: go to https://lbcstudios.ca/swarmz/delete, enter the email address you used in the support form and press the button. Every message sent from that address, and its copy in our Discord channel, is deleted at once. Nothing is emailed back, and the answer is the same whether or not the address had any message.

Your account on the web, without the game: use the support form at https://lbcstudios.ca/swarmz with the topic "Delete my data" and give the Player ID shown in the game under Settings and an email address to reach you. If you no longer have the game, email support@lbcstudios.ca with the subject "Delete my SwarmZ data" and tell us what you remember. We delete the same data within 30 days and confirm by email. A Player ID is the only way we can find your account, because we hold no name or email for it.

What we keep after you delete:

Singular's records. Singular never receives your Player ID, so we cannot find your record from it, and our servers never see your advertising ID. Send us your Android advertising ID (Settings > Google > Ads) and we will submit a deletion request to Singular within 30 days. Resetting or deleting your advertising ID in Android settings also stops Singular matching you.

On iPhone Singular identifies the game by your identifier for vendor, which our servers never see either. The game writes it to your iPhone's system log each time it starts Singular (only after you allow tracking), where you can read it with the Console app on a Mac connected to your iPhone. Send us that identifier and we will submit a deletion request to Singular within 30 days. If you cannot read it, you can also contact Singular through https://www.singular.net/privacy-policy/. Deleting every app from LBC Studios Inc. from your iPhone gives your iPhone a new identifier, so Singular no longer matches new activity to the old one.

Your other rights. Where the law gives you the rights, you may also ask us for a copy of your data, to correct it, to restrict or object to how we use it, or to withdraw consent you gave (withdrawing does not affect what we did before). Write to support@lbcstudios.ca. We answer within 30 days. If our automatic cheat check banned your account and you think it is wrong, write to us with your Player ID: a person will look at it, and a ban can be undone.

10. Children

SwarmZ is intended for people aged 13 and over. If your country sets a higher age for using a service like this without a parent's permission, you must meet it. We do not knowingly collect data from children under 13. If you believe a child under 13 has used the game, write to us and we will delete the data.

11. Security

Data between the game or the website and our backend travels over HTTPS (TLS). Access to our database is restricted by row-level security so a player can only read their own rows; administrators use a separate, role-checked path. No system is perfectly secure.

12. Changes

If we change this policy in a way that matters, we will update the date above and, for material changes (including ads, or a new service that receives your data), say so in the game or on the store listing.

13. Contact

LBC Studios Inc., support@lbcstudios.ca, or the support form at https://lbcstudios.ca/swarmz#support.