Nestling Studios

Privacy Policy โ€” Nestling Studios games

Effective date: October 15, 2026 · Version 1.29.1

This Privacy Policy explains how Nestling Studios LLC ("Nestling Studios," "we," "us," or "our") collects, uses, and shares information when you play our games. Part A describes what is true of every game we publish. Part B describes each game individually, because our games do not all do the same things โ€” for example, Pocket Reef and Pocket Flock send push notifications on Android and Socklings does not. If Part B says a game does not have a feature, then that feature's data is not collected by that game.

Our games are rated for ages 13 and up and are not directed to children under 13 (see Section 8).

1. Who we are

Nestling Studios LLC is a one-person independent game studio in Lafayette, Indiana, USA.
Privacy contact: privacypolicy@nestlingstudios.com

2. Which games this Policy covers

GamePlatformsDetails
Pocket ReefAndroid, iOSPart B.1
Pocket FlockAndroid, iOSPart B.2
SocklingsAndroid, iOSPart B.3
TsukumojiAndroidPart B.4
Feathered FeederAndroidPart B.5
Hearthdeal SolitaireAndroidPart B.6
Tabletop RailsAndroidPart B.7
The Resting FloorAndroidPart B.8
Pocket MartiansAndroidPart B.9
Pocket HauntlingsAndroidPart B.10
Nestling Mahjong SolitaireAndroidPart B.11
Pocket MotorsAndroidPart B.12
Nestling Pyramid SolitaireAndroidPart B.13
Nestling Spider SolitaireAndroidPart B.14
Nestling FreeCell SolitaireAndroidPart B.15
Nestling TriPeaks SolitaireAndroidPart B.16

Games we are still prototyping with a small group of testers are not listed here; we add a game to this page before it is released through an app store.

Part A โ€” What is true of every Nestling Studios game

3. Information we collect

a. An anonymous account. When you first open one of our games it creates an account for you using Firebase Authentication (a Google service). This account is an internal identifier only. You are never asked for a name, email address, phone number, or password to play. On Android, Pocket Reef, Pocket Flock and Pocket Martians additionally let you choose to link a Google account so your progress can be restored on a new device โ€” see Part B. No iOS version of any of our games currently offers a sign-in or account linking of any kind. Hearthdeal Solitaire, Tabletop Rails, The Resting Floor, Pocket Hauntlings, Nestling Mahjong Solitaire, Pocket Motors, Nestling Pyramid Solitaire, Nestling Spider Solitaire, Nestling FreeCell Solitaire and Nestling TriPeaks Solitaire are the exceptions: they create no account of any kind (Parts B.6, B.7, B.8, B.10, B.11, B.12, B.13, B.14, B.15 and B.16).

b. Your saved game, on our servers. Except Hearthdeal Solitaire, Tabletop Rails, The Resting Floor, Pocket Hauntlings, Nestling Mahjong Solitaire, Pocket Motors, Nestling Pyramid Solitaire, Nestling Spider Solitaire, Nestling FreeCell Solitaire and Nestling TriPeaks Solitaire, which have no server of ours and keep your saved game on your device only (Parts B.6, B.7, B.8, B.10, B.11, B.12, B.13, B.14, B.15 and B.16), each game saves your progress to our servers (Google Cloud, United States) so it is protected against a lost or reset phone and, where the game has them, so that gameplay outcomes can be verified server-side. Uninstalling a game removes only the copy on your device; the copy on our servers remains until you delete it (Section 6).

c. Information collected automatically when you play.

d. Purchase information. If you make an in-app purchase, payment is processed by Google Play or the Apple App Store, not by us. We receive the product purchased and a purchase token or receipt, which our server uses to confirm the purchase with Google or Apple and to record what you are entitled to. We never receive your payment card number.

e. Game engine. Our games are built with the Unity engine. Unity Technologies may collect basic, non-identifying device and hardware statistics when a Unity game starts; see Unity's privacy policy. We have Unity's own analytics, crash-reporting, and ad services switched off in all of our games.

What we do not collect: precise location, contacts, photos, camera or microphone data, messages, or your email address or real name (except as described for optional account linking in Part B, where the email is kept only on your device).

4. How we use information

We use information to: run the game and save and sync your progress; validate purchases and restore them; provide the social features a game has; fix bugs and crashes; understand how the game is played so we can improve it; serve and measure advertising (Section 5); detect and prevent cheating, fraud, and abuse; and meet legal obligations.

5. Advertising

Our games are free and supported in part by advertising through Google AdMob. Part B lists the ad formats each game uses; none of our games show banner ads, and Tsukumoji, Feathered Feeder, Tabletop Rails and Pocket Hauntlings show no ads at all and contain no advertising SDK (Parts B.4, B.5, B.7 and B.10) โ€” all four still carry analytics, behind the first-party opt-in their own sections describe. The current version of Pocket Motors shows no ads and contains no advertising SDK either; if a later version adds advertising, Part B.12 will say what it collects before that version is released. Hearthdeal Solitaire shows full-screen ads between hands and nowhere else, and its Part B.6 sets out exactly what the ad SDK collects. Nestling Pyramid Solitaire shows full-screen ads only after a finished game, plus an optional rewarded ad you choose to watch to double a win's coins (Part B.13). Nestling Spider Solitaire shows full-screen ads only when you leave the win screen of a won game, and no rewarded ads (Part B.14). Nestling FreeCell Solitaire shows full-screen ads only when a game ends - a win, or a game you leave after playing it - never on the Game of the Day, and no rewarded ads (Part B.15). Nestling TriPeaks Solitaire shows full-screen ads only when you leave the panel of a cleared deal - never during a deal and never on the Game of the Day - plus an optional rewarded ad you choose to watch to double a cleared deal's coins (Part B.16). From version 0.2.37, Nestling Mahjong Solitaire shows full-screen ads only between boards - never during a board, never on the Game of the Day or its tutorial board - and no rewarded ads (Part B.11); earlier versions show none. The Resting Floor shows only rewarded ads that you choose to watch from an offer card, never an ad you did not ask for (Part B.8). AdMob and its partners may use your advertising identifier and usage data to deliver and measure ads and act as independent controllers of that data โ€” see Google's privacy policy.

6. Your rights & deleting your data

Depending on where you live, you may have rights to access, correct, delete, or receive a copy of your personal information, and to object to or restrict certain processing.

Deleting your account and data. Most of our games have an in-game deletion control; Part B says exactly where it is and what it erases (Tsukumoji does not have one yet โ€” its deletion is by email, Part B.4; Tabletop Rails has no account either, and Part B.7 says how its optional anonymous analytics record works and how to end it; The Resting Floor has no account either, and Part B.8 says how its anonymous analytics record works and how to end it; Hearthdeal Solitaire has no account either, and Part B.6 says how its analytics record is deleted - the separate step of resetting your advertising ID, which is for the data Google holds, is there too; Pocket Hauntlings has no account and no server either - uninstalling it removes everything on your device, and Part B.10 says how its optional anonymous analytics record works and how to end it; Nestling Mahjong Solitaire and Pocket Motors are the same - no account, no server, and Parts B.11 and B.12 say how their optional analytics records work and how to end them; Nestling Pyramid Solitaire has no account and no server either, and Part B.13 says how its analytics record works and how to end it; the same is true of Nestling Spider Solitaire, Part B.14, of Nestling FreeCell Solitaire, Part B.15, and of Nestling TriPeaks Solitaire, Part B.16). For any game, you can also email privacypolicy@nestlingstudios.com from the device that plays the game and we will delete the server records tied to your anonymous account; because the account has no name or email, we may ask you for information from inside the game (for example your friend code or a screenshot of your save) to find the right record. Deletion is permanent. We may keep limited records where the law requires it or where needed to prevent fraud or abuse.

7. Data retention

We keep your account and saved game until you delete them. Diagnostic log lines and crash reports are kept for a limited time by the services that receive them and are not linked back to a deleted account. Purchase records may be retained as long as required for accounting and for handling refunds or disputes.

8. Children's privacy

Our games are intended for players 13 and older. We do not knowingly collect personal information from children under 13 (or the equivalent minimum age in your country). If you believe a child under 13 has provided us personal information, contact privacypolicy@nestlingstudios.com and we will delete it.

9. International data transfers

Our servers and service providers are in the United States. If you play from elsewhere, your information is transferred to and processed in the United States. Where required, we rely on appropriate safeguards (such as Standard Contractual Clauses) for these transfers.

10. Security

All communication between our games and our servers is encrypted in transit (HTTPS). Saved games are stored in Google Cloud data centres and can only be read and written by the account that owns them. No method of transmission or storage is completely secure, and we cannot guarantee absolute security.

11. How we share information

We do not sell your personal information. We share information only with:

12. Changes to this Policy

We update this page whenever a game starts or stops doing something described here, and before a new game is released. The effective date and version above change with every edit. For material changes we will also give notice inside the affected game.

13. Contact us

Nestling Studios LLC โ€” privacypolicy@nestlingstudios.com ยท Lafayette, Indiana, USA

Part B โ€” Each game, specifically

B.1 Pocket Reef

Account and sign-in

Anonymous account (Section 3a). On Android you may optionally link it with Sign in with Google to back up and restore your reef; we store the platform account identifier so the link works, and the email address of the linked account is shown only on your device and is not stored on our servers. The iOS version offers no sign-in and no account linking at all โ€” no Sign in with Apple, no Google, no email and no password โ€” so it never asks you for, and never receives, an account of yours. Your saved game is still kept under the anonymous account (Section 3b), but with no account linked there is no way to move a reef to another device or to recover it after the app is removed or the device is wiped.

Stored on our servers

Your saved game; your display name (optional) and an avatar built from one of your own fish (no photos); your invite/friend code; your friend list, blocked players, and gifts sent and received; your "show me as online" setting (off by default) and the time you last played; your push-notification token; your referral code and credits; and purchase entitlements.

Display name screening

Because friends can see it, when you choose or change a display name our server sends the name text only (no account, device, or gameplay information) to OpenAI's Moderation API to check it for offensive content. OpenAI states this endpoint does not store inputs or use them for training, and we keep no record of the check.

Social features

Friends, gifting, an opt-in "online" indicator, and the ability to block or report another player. There is no chat or free-text messaging; a report uses a fixed list of reasons and is recorded in our server logs with both players' account identifiers.

Notifications

Local notifications (for example when eggs are ready) are scheduled on your device and involve no server. On Android, push notifications about friend requests and gifts use Firebase Cloud Messaging, and the push token is stored on our servers; the iOS version does not currently register for push notifications. Turn notifications off in your device settings at any time.

Analytics and crash reporting

On Android, Firebase Analytics (gameplay events and app-instance identifier) and Firebase Crashlytics (crash reports with device model, OS, app version, and a short trail of recent in-game events). In the EEA/UK/Switzerland Analytics follows your consent choice (Section 5). Crashlytics is separate from that choice: it is on from the first launch on every install, it only ever sends anything if the game crashes, and no identifier of ours rides along. Games that carry no advertising have no ad-industry consent screen, so they ask you directly instead, and Analytics stays off unless you say yes โ€” Tsukumoji, Feathered Feeder and Pocket Hauntlings are these (Parts B.4, B.5 and B.10). The iOS version does not currently include Firebase Analytics or Crashlytics.

Diagnostics

The game sends recent app log lines together with your account identifier, device model, and OS version to our server so we can investigate problems. These go to our server logs, not to your account record, and are kept for a limited time.

Advertising and purchases

Google AdMob rewarded ads you choose to watch and occasional interstitial ads; a one-time "Remove Ads" purchase disables interstitials. In-app purchases of in-game currency and items through Google Play or the App Store.

Deleting your data

In the game: Settings โ†’ Delete my data and confirm. This erases your saved game, profile, friend connections, gifts, presence, push token, referral records, and account identifiers from our servers and then deletes the anonymous account itself; if the process is interrupted our server finishes it automatically. Gifts you already sent that a friend has not yet opened remain in that friend's inbox. Or email us (Section 6).

B.2 Pocket Flock

Pocket Flock works the same way as Pocket Reef in every respect above โ€” the anonymous account and optional Google linking on Android, what is stored on our servers, display-name screening, social features, notifications, analytics and crash reporting, diagnostics, advertising and purchases, and in-game deletion โ€” with one addition:

Other Nestling Studios games on your device (Android)

To show a small "From Nestling" panel, Pocket Flock on Android checks whether specific other apps are installed: our own games (Pocket Reef, Socklings, Feathered Feeder, Tsukumoji, Pocket Hauntlings) and the Google Play Store app. It can only see these named apps, not your full app list. The result is recorded as an analytics event and in diagnostics. This check does not run on iOS.

Deleting your data

In the game: Settings โ†’ Delete my data, exactly as for Pocket Reef. Or email us (Section 6).

B.3 Socklings

This section is also the data-deletion page for Socklings by Nestling Studios LLC on Google Play and the App Store.

Account and sign-in

Anonymous account only (Section 3a). There is no Google or Apple account linking. You are never asked for an email address, real name, phone number, contacts, photos, or location.

Stored on our servers

Your saved game, uploaded roughly every 90 seconds while you play; the puzzle seeds our server assigns you (so puzzles are fair and cannot be tampered with); a note if a save arrives with implausible changes, for cheat prevention; and, if you use Neighbors, the items in the next paragraph. Your anonymous account identifier is also used to place you consistently in a test group when we try out different tuning values.

Neighbors (optional)

Neighbors lets you connect with people you already know. If you use it, we store:

There is no chat, no messaging, and no free text between players of any kind โ€” the only words that ever pass from one player to another are a moderated display name and a note from the fixed list.

Notifications

Socklings does not register for push notifications and collects no push token. It schedules local notifications on your device only - a daily note about what your Socklings got up to while you were away - after asking for the notification permission once; if you decline, it never asks again. Nothing about notifications leaves your phone.

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts, in the app's own configuration, and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Privacy options on the Shop's Nestling tab. Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: the same small set of gameplay events every Nestling game reports - that the game was opened from one of our notifications, that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped (Socklings has no share feature, so the share events its siblings report never fire here) - plus the standard session information the Firebase SDK sends (app opened, session start, screen, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID (that link is disabled in the app's configuration), and the game never sends your account identifier, display name, invite code, recovery code or any other identifier of yours with them. We use these counts to see whether the game's notifications and cross-promotion actually work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and the build number. No gameplay data and no identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page. The iOS version does not include Firebase Analytics or Crashlytics. The analytics record is anonymous and ages out under Google Analytics' data-retention setting for the project; deleting your account (below) does not touch it because nothing in it can be traced to your account.

Other Nestling games

Socklings shows a small "From Nestling Studios" panel listing our other games. To decide whether a tap should open a game you already have or its store page, the Android version checks whether our own named apps are installed (Pocket Reef, Hearthdeal Solitaire, Pocket Flock, Pocket Martians, The Resting Floor, Tsukumoji, Feathered Feeder, Pocket Hauntlings, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is never recorded, stored or sent anywhere - it only decides what the button does. This check does not run on iOS.

Diagnostics

Socklings does not send app log lines to our servers. Our server uses your device's network (IP) address only in memory, to limit how many requests a device can make per minute; it is never written to storage or logs.

Advertising and purchases

Socklings includes the Google Mobile Ads SDK (AdMob). When ads are enabled they are rewarded ads only โ€” shown only when you choose to watch one; no interstitials and no banners. While ads are enabled, the SDK collects your advertising identifier, an approximate location inferred from your IP address, your interactions with ads, and diagnostic data, and shares them with Google for advertising, analytics, and fraud prevention (Section 5). You can change a consent answer from Privacy options on the Shop's Nestling tab, shown where the consent screen applies. One optional supporter pack purchase is planned; when it is available it is processed by Google Play or the App Store as described in Section 3d.

Deleting your data

In the game: open the Shop, choose the Account tab, then Your data, and confirm. This erases from our servers your saved game, puzzle seeds, cheat-prevention notes, display name, portrait, and neighbour list; removes you from every neighbour's street; deletes any invite codes you generated that were not yet used; deletes any gift you sent that the recipient had not yet opened (it carried your name); and then deletes the anonymous account itself, so the identifier no longer exists. Your device's local copy is deleted at the same time.

Already uninstalled? Email privacypolicy@nestlingstudios.com. Because Socklings accounts have no name or email, we will ask you for details from your game (for example your display name and the neighbours you had) to locate the right record, then delete it as above.

What is kept: reports. If you reported another player, or another player reported you, that report is retained after either account is deleted. A report holds the reporter's account identifier, the reported player's account identifier, the reported player's display name at the time, and the reason โ€” nothing else. We keep it deliberately: a moderation record that a reported player could erase by deleting their account and signing up again would not be a moderation record. Reports are not shown to other players and are used only to keep Neighbors safe. This is the one exception to "deleting your account erases your data" in Socklings.

B.4 Tsukumoji

This section is also the data-deletion page for Tsukumoji by Nestling Studios LLC on Google Play. Tsukumoji is a Japanese-learning game and is the quietest of our games: it has no advertising of any kind and no advertising SDK, no social features, no display name, and no server of its own. It does include Firebase Analytics and Crashlytics on Android, and they stay switched OFF unless you opt in (below).

Account and sign-in

Anonymous account only (Section 3a). There is no Google or Apple account linking. You are never asked for an email address, real name, phone number, contacts, photos, or location.

Stored on our servers

One backup document per account, in Google Firestore: a copy of your saved game โ€” your review history (which characters you studied, when, and how it went), your settings, your local session statistics, and a cached note of whether you own the Kanji Village. It is uploaded when you leave the app and periodically while you play, and read back only to restore your progress on a new device. Only your own account can read or write it. If your device is offline, the game simply plays on without it.

Purchases

One optional one-time purchase (the Kanji Village), processed by Google Play (Section 3d). Ownership comes from Google Play itself each time the game starts; we run no purchase server and receive no payment details.

Notifications

Local notifications only โ€” at most one gentle reminder per day, scheduled on your device, never at night, and only when reviews are actually waiting. There are no push notifications and no push token.

Analytics, diagnostics, advertising

No advertising of any kind and no advertising SDK โ€” that part is unchanged, and Tsukumoji asks for no advertising identifier.

The Android version does include Firebase Analytics and Firebase Crashlytics, and Analytics is off unless you turn it on. Analytics collection is switched off when the app starts, in the app's own configuration. Crashlytics is separate: a crash report is sent if the game crashes, whatever you answer below, because it contains no usage data - only the technical details listed further down. Because Tsukumoji carries no advertising, it has no ad-industry consent screen; instead it asks you once, in plain words, after your first finished session โ€” never when you first open the game โ€” whether it may send anonymous usage notes. Until you answer yes, nothing at all is collected. You can change your mind at any time from Anonymous usage notes in Settings.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: a small fixed set of events about which parts of the game get used โ€” that a reminder was opened, that a link to one of our other games or to our Discord was tapped โ€” with an app-instance identifier Google generates. No names, no account, and nothing about what you study: no characters, no review history, no scores. What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number. Both are Google services processing data on our behalf; see Firebase's privacy and security page. The iOS version includes neither. The statistics on the Stats page are computed and kept on your device only.

Other Nestling Studios games on your device

To show a small "From Nestling" list in Settings, Tsukumoji on Android checks whether specific other apps are installed: our own games (Pocket Reef, Socklings, Hearthdeal Solitaire, Pocket Flock, Pocket Martians, The Resting Floor, Feathered Feeder, Pocket Hauntlings, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, that tap is one of the events described above, and only if you have turned usage notes on.

Deleting your data

Uninstalling the game deletes everything on your device. To delete your cloud backup, email privacypolicy@nestlingstudios.com from the device that plays the game; because the account is anonymous, we may ask you for details from inside the game (for example the numbers on your Stats page) to find the right record. An in-game deletion control is planned. The analytics record, if you turned usage notes on, is anonymous and ages out under Google Analytics' data-retention setting for the project; switching Anonymous usage notes off in Settings stops any further collection immediately.

B.5 Feathered Feeder

This section is also the data-deletion page for Feathered Feeder by Nestling Studios LLC on Google Play. Feathered Feeder is a cozy bird-watching game with no advertising of any kind and no advertising SDK, no social features, and no display name. Since version 0.4.0 on Android it can send a small set of anonymous usage notes to Firebase (a Google service) once you have said yes to the opt-in described below, and it sends a crash report if the game crashes โ€” see "Analytics, diagnostics, advertising".

Account and sign-in

Anonymous account only (Section 3a). There is no Google or Apple account linking. You are never asked for an email address, real name, phone number, contacts, photos, or location.

Stored on our servers

Your saved game, in Google Firestore: your coins, your Life List and journal (which bird species you have photographed and when), and how your feeders are set up. Feathered Feeder also differs from our other games in one structural way: to keep the game fair, which birds visit your feeders is decided on our server, not on your device, so starting a watching session and collecting its results requires a connection and creates short-lived session records tied to your anonymous account. Only your own account can read or write any of this. The yard and journal remain browsable offline.

Purchases

One optional one-time purchase (the Gilded Yard, a cosmetic gold trim for your feeders), processed by Google Play (Section 3d). When you buy it, the game sends the purchase token Google Play issues โ€” an opaque receipt code โ€” to our server, which checks it with Google and then records two things against your anonymous account: that you own the Gilded Yard, and a one-way fingerprint of that receipt code so the same receipt cannot be replayed on another account. We never see your card, billing address, or any other payment details; Google Play handles all payment processing.

Notifications

Local notifications only โ€” one notification per watching session, scheduled on your device, telling you the visit window has finished. There are no push notifications and no push token. The game asks for notification permission once, when a watching session is actually running โ€” not when you first open it โ€” and you can decline and simply check back on your own. Tapping the notification opens the game on your yard.

Analytics, diagnostics, advertising

No advertising of any kind and no advertising SDK, and Feathered Feeder asks for no advertising identifier.

Since version 0.4.0 the Android version does include Firebase Analytics and Firebase Crashlytics, and Analytics is off unless you turn it on. Analytics collection is switched off when the app starts, in the app's own configuration. Crashlytics is separate: a crash report is sent if the game crashes, whatever you answer below, because it contains no usage data - only the technical details listed further down. Because Feathered Feeder carries no advertising, it has no ad-industry consent screen; instead it asks you once, in plain words, after your first finished watching session โ€” never when you first open the game โ€” whether it may send anonymous usage notes. Until you answer yes, nothing at all is collected. You can change your mind at any time from Anonymous usage notes in Settings.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: a small fixed set of events about which parts of the game get used โ€” that a notification was opened, that a link to one of our other games or to our Discord was tapped โ€” with an app-instance identifier Google generates. No names, no account, and nothing about your yard: no bird species, no journal, no coins, no photos. What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number. Both are Google services processing data on our behalf; see Firebase's privacy and security page. The analytics identifier is separate from your anonymous game account and is never joined to it.

Separately from all of the above, our own game server keeps routine operational logs of the requests it serves (identified only by anonymous account ID), retained briefly per Google Cloud defaults. Those logs are not affected by the usage-notes switch โ€” they are the record of running the service that decides which birds visit your feeders.

Other Nestling Studios games on your device

To show a small "From Nestling" list in Settings, Feathered Feeder on Android checks whether specific other apps are installed: our own games (Pocket Reef, Socklings, Hearthdeal Solitaire, Pocket Flock, Pocket Martians, The Resting Floor, Pocket Hauntlings, Tsukumoji, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, or the Discord link on the same panel, that tap is one of the events described above, and only if you have turned usage notes on.

Deleting your data

In the game, open Settings → "Delete my data" and confirm. This deletes your saved game and session records from our servers, deletes the anonymous account itself, and wipes the local save on your device, in one action. Uninstalling the game deletes everything on your device; the email route in Section 6 also works if you can no longer open the game. Deleting your data also deletes the record that you own the Gilded Yard; Google Play keeps its own record of the purchase under your Google account, which we do not control. The analytics record, if you turned usage notes on, is separate and anonymous: it carries no account id, is not deleted by this control, and ages out under Google Analytics' data-retention setting for the project; switching Anonymous usage notes off in Settings stops any further collection immediately.

B.6 Hearthdeal Solitaire

This section is also the data-deletion page for Hearthdeal Solitaire by Nestling Studios LLC on Google Play. Hearthdeal is a cozy Klondike solitaire game. We have no account system and no server for it: your progress, your statistics and your settings live on your phone and nowhere else. What the game does do is show ads through Google AdMob, offer one optional purchase through Google Play, and โ€” since version 0.15.0 on Android โ€” send a small set of anonymous gameplay events and crash reports to Firebase (a Google service) once you have been through the consent step described below. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). The only thing that reaches us is the analytics described under "Analytics and crash reporting", and it carries no account, name, code or device identifier of ours.

Stored on your device only

Hearthdeal keeps a small amount of ordinary game state in the app's own private storage on your phone. There is no profile and no identifier anywhere in it โ€” it is your progress and your preferences, and nothing else:

None of this is sent anywhere, and none of it is readable by the ads, billing or analytics code. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

Hearthdeal can show one local notification a day, telling you the new daily deal is ready. It is scheduled on your phone by the app itself; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you have finished your first hand, and never asks again whatever you answer; you can turn the notifications off at any time in Android's settings. Tapping one opens the game on the Daily tab.

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts, in the app's own configuration, and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Ad choices in the game's Play menu. Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: five gameplay events โ€” that the game was opened from one of our notifications, that a share was sent, that a shared deal was played from a pasted message, that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, screen, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID (that link is disabled in the app's configuration), and the game never sends a name, code, account or any other identifier of yours. We use these counts to see whether the game's notifications, sharing and cross-promotion actually work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and the build number. No gameplay data and no identifier of ours rides along.

Both are Google services processing data on our behalf; see Firebase's privacy and security page. The iOS version does not include Firebase Analytics or Crashlytics.

Advertising (Google AdMob)

Hearthdeal is free and is supported by advertising through Google AdMob. It shows full-screen ads between hands only. There are no banner ads, no ads during play, no rewarded ads, and no ads on your first several hands.

To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before the first ad and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Ad choices in the game's Play menu; the answer also governs the analytics above. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings โ†’ Privacy โ†’ Ads.

Fewer ads without paying. Coins you earn by playing can be spent in the game's shop on a stretch of ad-free hands. Coins cannot be bought with money, and there is nothing in the game that gambles them: no wagers, no loot boxes, no randomised paid rewards.

The one purchase

Hearthdeal offers a single optional purchase โ€” a bundle of cosmetic card backs and table sets, bought once โ€” handled entirely by Google Play billing. Buying nothing changes no part of the game except which decorations you can pick.

We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the bundle, so a reinstall or a new phone restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the bundle is unlocked. Google Play sends us the ordinary aggregate sales and payout reports every developer receives.

Your purchase history is held by Google Play under Google's privacy policy; refunds and order history live in your Google Play account.

Sharing a deal

After a win you can share it. The game composes a short message โ€” how many moves you took and the deal's code, which lets a friend deal the identical hand โ€” and hands it to your phone's share sheet; you choose where it goes, and the game is told only that a destination was chosen (one of the analytics events above), never which one or to whom. A friend plays your deal by pasting the message into the Daily tab; that, too, is counted as one anonymous event and nothing more.

Identifiers and permissions

Hearthdeal creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save file on your phone. The two identifiers in play belong to Google: the advertising ID, shared with the game by the ad SDK and yours to reset or delete, and the Firebase app-instance identifier described above, which is random, per install, and deliberately not linked to the advertising ID.

The app's Android build requests these permissions: internet and network state (to fetch an ad, send the analytics above, and notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), notifications (the one local daily reminder, asked for as described above), wake lock and foreground service (used by Google's SDK while an ad is loading), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only runtime permission the game asks you for.

Other Nestling Studios games on your device

Hearthdeal shows a small "From Nestling Studios" panel listing our other games. To decide what a tap should do, the Android build checks whether each of our own named games is installed on your phone (only those โ€” it cannot see your app list) and, if one is, the tap opens it; otherwise the tap hands an ordinary Google Play web link to your phone. The result of that check is never recorded, never written to the save file and never sent anywhere โ€” not to us, not in the analytics above. The only thing that leaves the device is the tap itself, as the anonymous "another of our games was tapped" event, naming the game you tapped.

Deleting your data

Uninstall the game. That removes everything Hearthdeal keeps on your phone, and ends any collection: there is no account to close, and the analytics record attached to the uninstalled app-instance identifier is never added to again.

The analytics record itself is anonymous โ€” there is no name, email, account or code in it that could lead us from you to it โ€” so we cannot look it up on request; it ages out under Google Analytics' data-retention setting for the project (user-level data is kept for a limited period and then deleted automatically), and if you email privacypolicy@nestlingstudios.com we will tell you the current retention period and use Google's deletion tools for anything we can identify from what you give us. For the data Google holds as a controller: delete or reset your advertising ID in Android's Settings โ†’ Privacy โ†’ Ads, which breaks the link between your device and past ad activity; use Ad choices in the game to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play and are subject to Google's own retention rules.

You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it.

B.7 Tabletop Rails

This section is also the data-deletion page for Tabletop Rails by Nestling Studios LLC on Google Play. Tabletop Rails is a model railway on a table: you lay wooden track, a little train runs it, and once a day there is a shunting job to work out. It has no account system, no server of ours, no advertising of any kind and no advertising SDK, and no purchases. Your layout, your tickets, your yard and your settings live on your phone. Since version 0.11.1 the Android build can send a small, anonymous analytics record to Google on our behalf, described below, and only if you say yes when asked.

Three things described in Part A do not apply to this game: there is no anonymous account (Section 3a), no saved game on our servers (Section 3b), and no advertising (Section 4). Nestling Studios holds no record of you in connection with Tabletop Rails. The analytics data described below is collected by Google, not by us, and carries no identifier of ours.

Stored on your device only

Tabletop Rails keeps a small amount of ordinary game state in the app's own private storage on your phone. There is no profile and no identifier anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently.

One notification

At most one local notification a day, to say that a new shunting job is ready. It is scheduled and shown entirely on your phone by the app itself, at a civil hour in your own time zone; no message is sent to or from any server. The game asks once whether it may show notifications, and it asks after you have finished a job rather than when you first open it; say no and we never ask again, and the game plays exactly the same. You can turn notifications off for the app at any time in Android's settings.

Analytics, diagnostics, advertising

No advertising of any kind and no advertising SDK, and Tabletop Rails asks for no advertising identifier โ€” the Android build explicitly removes the advertising-ID permission that the analytics library would otherwise declare, so it is absent from the app entirely.

The Android version does include Firebase Analytics and Firebase Crashlytics, and Analytics is off unless you turn it on. Collection is switched off when the app starts, in the app's own configuration, and stays off until you answer. We ask once, after you have finished your first job โ€” never in the doorway โ€” and you can change the answer for ever afterwards from Anonymous usage notes in Settings. Crashlytics is separate from that choice: if the game crashes, a crash report is sent whatever you answered, because it describes the crash and not you.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: a small fixed set of events about which parts of the game get used โ€” that a notification was opened, that one of our other games was tapped in the From Nestling panel, that the Discord link was tapped โ€” together with an app-instance identifier that Google generates. No names, no account, and nothing about your railway: not your layout, not your stock, not your job times. What Crashlytics receives if the game crashes: the crash itself, the device model and Android version, and a Firebase installation identifier that Google generates.

Identifiers and permissions

Tabletop Rails creates no identifier of its own: no account ID, no display name, and no advertising ID is read or used. The identifiers that exist are the ones Google generates for Analytics and Crashlytics, described above. The Android build requests: internet and network state (used only to send the analytics and crash records above โ€” there is nothing else the game sends or fetches), post notifications (for the one notification above), receive boot completed (so that a scheduled notification survives a phone restart), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera, microphone, billing or advertising permission.

Other Nestling Studios games on your device

To show a small "From Nestling Studios" list in Settings, Tabletop Rails on Android checks whether specific other apps are installed: our own games (Pocket Reef, Hearthdeal Solitaire, Pocket Flock, Socklings, Tsukumoji, Feathered Feeder, Pocket Hauntlings, Pocket Martians, The Resting Floor) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, or the Discord link on the same panel, that tap is one of the events described above, and only if you have turned usage notes on.

Deleting your data

Uninstall the game. That removes everything Tabletop Rails keeps on your phone, and there is no account to close and no saved game of yours on our side to erase. If you turned usage notes on, the anonymous analytics record held by Google is ended by turning them off in Settings or by uninstalling, and it ages out on Google's own retention schedule; you can also email privacypolicy@nestlingstudios.com and we will delete what we can identify, though because the record carries no identifier of ours we may be unable to single yours out.

B.8 The Resting Floor

This section is also the data-deletion page for The Resting Floor by Nestling Studios LLC on Google Play. The Resting Floor is a cozy game about keeping the one safe room in a dungeon: adventurers arrive, you tend them, they leave. We have no account system and no server for it: your inn, your guests, your coins and your settings live on your phone and nowhere else, and no saved game of yours ever leaves it (a picture of your inn goes only where you choose to share it - see Sharing your inn below). Since version 0.16.0 the Android build does send a small, anonymous analytics record to Google on our behalf, described below, and it carries no identifier of ours and nothing about your inn. What the game does do is offer rewarded ads through Google AdMob that you choose to watch and one optional purchase through Google Play, and both of those involve Google receiving data about your device. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). Nestling Studios holds no record of you in connection with The Resting Floor. The data described below is collected by Google, not by us.

Stored on your device only

The Resting Floor keeps a small amount of ordinary game state in the app's own private storage on your phone. There is no profile and no identifier anywhere in it โ€” it is your progress and your preferences, and nothing else:

None of this is sent anywhere, and none of it is readable by the ads or billing code. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

While you are away the game may show a few notifications, all scheduled and shown on your phone by the app itself; no message is sent to or from any server. When a guest who is out in the dungeon is due back, it shows one notification for that return. Separately, it books at most one note a day for five days, then one a week for four weeks, and each only if something will actually be waiting for you โ€” a guest at the door, or a batch ready in the larder; a day with nothing to say gets no note, and after the fourth week there are none until you play again. Opening the game cancels and re-books all of them. None is ever shown between 10 pm and 8 am by your phone's clock. Android 13 and later will ask you once whether the app may show notifications; say no and the game plays exactly the same. You can turn notifications off for the app at any time in Android's settings.

Advertising (Google AdMob) โ€” only when you ask

The Resting Floor is free. The only ads in it are rewarded ads: an offer card in the inn occasionally lets you watch a short video in exchange for something small in the game โ€” a guest who is ready sooner, word sent down to the dungeon, or a bigger tip. Every offer has a plain "No thanks", the game never shows an ad you did not tap for, and there are no full-screen ads between actions, no banner ads, and no ads at all on your first few tends. Each kind of offer is also capped to a few per day.

To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before any ad can be fetched and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Privacy options in the game's Settings. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings โ†’ Privacy โ†’ Ads. And you can simply never tap an offer: nothing in the game is locked behind watching one.

Analytics and crash reporting (Android)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts, in the app's own configuration, and is only switched on after the consent step above has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Privacy options in the game's Settings. Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes. Collection of your advertising ID by Analytics is switched off as well, so the analytics record is not linked to the advertising identifier the ad SDK uses.

What Analytics receives from us is five events, and they are about the app rather than about your play: that the game was opened from one of our notifications; that you completed a share; that you opened the game from a share; that you tapped one of our other games in the "From Nestling" list, with the name of that game; and that you tapped the Discord link. No identifier of ours rides along with any of them - no name, no account, no friend code, because the game has none - and nothing about your inn, your guests, your coins or your purchases is sent. Google's SDK adds its own app-instance identifier and the ordinary device and session fields it collects for every app that uses it.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and the build number. No gameplay data and no identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page. There is no iOS version of this game, and the analytics code is Android-only in any case. The analytics record is anonymous and ages out under Google Analytics' data-retention setting for the project.

The one purchase

The Resting Floor offers a single optional purchase โ€” the Lamplit Wing, a set of extra furnishings for the inn, bought once โ€” handled entirely by Google Play billing. Buying nothing changes no part of the story: every guest and every ending is reachable without it.

We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the Wing, so a reinstall or a new phone restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the Wing is unlocked. Google Play sends us the ordinary aggregate sales and payout reports every developer receives.

Your purchase history is held by Google Play under Google's privacy policy; refunds and order history live in your Google Play account.

Identifiers and permissions

The Resting Floor creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save file on your phone. Two identifiers that are not ours do exist on the device: the advertising ID described above, which is Android's, is shared with the game by the ad SDK, and is yours to reset or delete; and the app-instance ID that Firebase Analytics mints for this install, which identifies the installation and not you, is never joined to the advertising ID (that collection is switched off), and is erased when you uninstall the game.

The app's Android build requests these permissions: post notifications (for the notifications above); and, for the ads and billing code and not for gameplay, internet and network state (to fetch an ad you asked for and to notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), wake lock and foreground service (used by Google's SDK while an ad is loading), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission, and the only runtime permission the game ever asks you for is the notification one.

Sharing your inn

Share your inn in Settings draws a picture of your room on your phone and hands it, with a short message and a link, to whichever app you pick in Android's share sheet; the game never sends it anywhere itself. The link carries only what the picture shows: which furnishings you have, which floors below you have relit, how many stories have been told by your fire, and your inn's standing โ€” no name, no account and no identifier of any kind, because the game has none. That information sits in the part of the link after the #, which web browsers do not send to a server: when your friend opens it, our page at nestlingstudios.com/inn/ reads it on their device and draws the room there, with no analytics, no cookies and nothing looked up. If your friend has the game on Android, the same link opens the game on your inn instead of the page, and โ€” under the consent rules in the analytics section above โ€” the game records the one โ€œopened the game from a shareโ€ event, which carries nothing from the link.

Other Nestling Studios games on your device

To show a small "From Nestling" list in Settings, The Resting Floor on Android checks whether specific other apps are installed: our own games and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to change a label on your screen ("Open" or "Get it") โ€” what the check finds is never recorded, stored, or transmitted. Tapping a title opens the game if you have it, or hands an ordinary Google Play web link to your phone. Since version 0.16.0 a tap does send one analytics event naming the game you tapped (never the list of what is installed), under the consent rules in the analytics section above.

Deleting your data

Uninstall the game. That removes everything The Resting Floor keeps, and it is complete as far as we are concerned: there is no account to close and no record of you on our side to erase, because nothing about you was ever sent to us. There is also a "Reset save" control in Settings that wipes the save on your phone without uninstalling.

For the data Google holds: delete or reset your advertising ID in Android's Settings โ†’ Privacy โ†’ Ads, which breaks the link between your device and past ad activity; use Privacy options in the game's Settings to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play and are subject to Google's own retention rules. The analytics record described above is anonymous, is tied to the installation rather than to you, and ages out under the project's Google Analytics retention setting; uninstalling the game ends it, and there is nothing in it we could look you up by.

You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it โ€” but for The Resting Floor there is no personal data on our side for us to look up, provide, or delete on request.

B.9 Pocket Martians

Account and sign-in

Anonymous account (Section 3a). You may optionally link it with Sign in with Google (Android) to back up and restore your colony. We store the platform account identifier so the link works; the email address of the linked account is shown only on your device and is not stored on our servers. There is no iOS version yet; if one ships, this section will say what it offers before that version is released.

Stored on our servers

Your saved game; your display name (optional) and an avatar built from one of your own Martians (no photos); your invite/friend code; your friend list, blocked players, and gifts sent and received; your "show me as online" setting (off by default) and the time you last played; your push-notification token; your referral code and credits; and purchase entitlements.

Display name screening

Because friends can see it, when you choose or change a display name our server sends the name text only (no account, device, or gameplay information) to OpenAI's Moderation API to check it for offensive content. OpenAI states this endpoint does not store inputs or use them for training, and we keep no record of the check.

Social features

Friends, gifting, an opt-in "online" indicator, and the ability to block or report another player. There is no chat or free-text messaging; a report uses a fixed list of reasons and is recorded in our server logs with both players' account identifiers.

Other Nestling Studios games on your device

To show a small "From Nestling" list in Settings, Pocket Martians checks whether specific other apps are installed: our own games and the Google Play Store app. It can only see these named apps, not your full app list. Unlike The Resting Floor (Part B.8), Pocket Martians does record when it finds one: the fact is included in the diagnostics described below and, where you have consented to analytics, sent as one analytics event naming that app. It is not used for advertising and is not shared with anyone else. Tapping a title opens the game if you have it, or hands an ordinary Google Play link to your phone.

Notifications

Local notifications (for example when pods are ready) are scheduled on your device and involve no server. Push notifications about friend requests and gifts use Firebase Cloud Messaging, and the push token is stored on our servers. Turn notifications off in your device settings at any time.

Analytics and crash reporting

Firebase Analytics (gameplay events and app-instance identifier) and Firebase Crashlytics (crash reports with device model, OS, app version, and a short trail of recent in-game events). In the EEA/UK/Switzerland Analytics follows your consent choice (Section 5); Crashlytics is separate from that choice, is on from the first launch, and only ever sends anything if the game crashes.

Diagnostics

The game sends recent app log lines together with your account identifier, device model, and OS version to our server so we can investigate problems. These go to our server logs, not to your account record, and are kept for a limited time.

Advertising and purchases

Google AdMob rewarded ads you choose to watch and occasional interstitial ads; a one-time "Remove Ads" purchase disables interstitials. In-app purchases of in-game currency and items through Google Play.

Deleting your data

In the game: Settings → Delete my data and confirm. This erases your saved game, profile, friend connections, gifts, presence, push token, referral records, and account identifiers from our servers and then deletes the anonymous account itself; if the process is interrupted our server finishes it automatically. Gifts you already sent that a friend has not yet opened remain in that friend's inbox. Or email us (Section 6).

B.10 Pocket Hauntlings

This section is also the data-deletion page for Pocket Hauntlings by Nestling Studios LLC on Google Play. Pocket Hauntlings is a cozy manor of little ghosts, and it is one of our quietest games: it has no advertising of any kind and no advertising SDK, no account, no server of ours, no purchases, no social features, and no display name. Your manor lives in the app's own private storage on your phone and nowhere else. It does include Firebase Analytics and Crashlytics on Android, and they stay switched OFF unless you opt in (below).

Account and sign-in

None. Pocket Hauntlings creates no account of any kind (it is one of the Section 3a exceptions). You are never asked for an email address, real name, phone number, contacts, photos, or location.

Stored on your device only

Your saved game โ€” your ghosts and their traits, your rooms and candles, your coins and wisps, your dex, the request board, and your settings โ€” is kept in the app's own private storage on your phone. Nothing is uploaded; there is no cloud backup, so if you uninstall the game or lose the phone, the manor is gone.

Purchases

None. There is nothing to buy; the coins, wisps and candles in the game are play currency with no real-money price.

Notifications

Local notifications only โ€” at most two while you are away: one when a new hauntling is ready, one when a candle is about to go out. Both are scheduled on your device; there are no push notifications and no push token. The game asks for notification permission once, when your first pairing is underway โ€” not when you first open it โ€” and you can decline and simply check back on your own.

Analytics, diagnostics, advertising

No advertising of any kind and no advertising SDK, and Pocket Hauntlings asks for no advertising identifier.

The Android version does include Firebase Analytics and Firebase Crashlytics, and Analytics is off unless you turn it on. Analytics collection is switched off when the app starts, in the app's own configuration. Crashlytics is separate: a crash report is sent if the game crashes, whatever you answer below, because it contains no usage data - only the technical details listed further down. Because Pocket Hauntlings carries no advertising, it has no ad-industry consent screen; instead it asks you once, in plain words, after you welcome your first hatched hauntling โ€” never when you first open the game โ€” whether it may send anonymous usage notes. Until you answer yes, nothing at all is collected. You can change your mind at any time from Anonymous usage notes in Settings.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: a small fixed set of events about which parts of the game get used โ€” that a notification was opened, that a link to one of our other games or to our Discord was tapped โ€” with an app-instance identifier Google generates. No names, no account, and nothing about your manor: no ghosts, no traits, no save data. What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number. Both are Google services processing data on our behalf; see Firebase's privacy and security page.

Other Nestling Studios games on your device

To show a small "From Nestling" list in Settings, Pocket Hauntlings on Android checks whether specific other apps are installed: our own games (Pocket Reef, Socklings, Hearthdeal Solitaire, Pocket Flock, Pocket Martians, The Resting Floor, Feathered Feeder, Tsukumoji, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, that tap is one of the events described above, and only if you have turned usage notes on.

Deleting your data

Uninstalling the game deletes everything, because everything lives on your device โ€” there is no account and no server copy to ask us about. The analytics record, if you turned usage notes on, is anonymous and ages out under Google Analytics' data-retention setting for the project; switching Anonymous usage notes off in Settings stops any further collection immediately. The in-game Reset save control in Settings also wipes the manor without uninstalling.

B.11 Nestling Mahjong Solitaire

This section is also the data-deletion page for Nestling Mahjong Solitaire by Nestling Studios LLC on Google Play (and, while it is in testing, on iPhone and iPad through TestFlight). It is a mahjong solitaire game: clear the board of matching tile pairs, with a new Game of the Day every day. It has no account system and no server of ours: your boards, your statistics and your settings live on your device. From version 0.2.37 the game shows ads through Google AdMob between boards and offers one optional purchase, Remove Ads, through Google Play or the App Store; earlier versions have neither. The game includes Firebase Analytics and Crashlytics on Android and on iOS, and Analytics sends nothing unless you say yes when asked (below).

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). Nestling Studios holds no record of you in connection with this game. The analytics and advertising data described below is collected by Google, and a purchase is handled entirely by Google Play or the App Store; none of it carries an identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage on your phone. There is no profile and no identifier of you anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently.

Notifications

Local notifications only, to say that a new Game of the Day is ready: at most one a day, for the next five days after you last played, then once a week for four more weeks, and then none until you play again. They are scheduled and shown on your phone by the app itself, at a daytime hour in your own time zone, and survive a phone restart; there is no push service, no server and no token. On Android 13 and later, and on iPhone and iPad, the game asks for the notification permission once, after you clear your first board, and never asks again whatever you answer. You can turn notifications off at any time in your device's settings. Tapping one opens the game on today's board.

Analytics, diagnostics, advertising

Advertising, from version 0.2.37. The game shows full-screen ads from Google AdMob, only between boards: when the panel for a board you have just cleared appears, or when you leave a board you had started playing for the board picker. Never while you are playing a board, never as one is dealt, never on the Game of the Day or the tutorial board, and none at all in your first ten finished boards; after that, at most one ad every four finished boards, at least 90 seconds apart, and no more than six in one session. There are no banner ads and no rewarded ads. Remove Ads (below) switches them off for good. Versions before 0.2.37 contain no advertising SDK and show no ads.

To choose and show an ad, the AdMob SDK sends Google your device's advertising ID (on Android; on iPhone and iPad the game does not ask to track you, so Apple's advertising identifier is not available to it), your IP address, device and app information, and how you interact with the ads. Google uses this to serve and measure ads and to prevent fraud, as described in How Google uses information from sites or apps that use our services. In the European Economic Area, the UK and Switzerland, Google's consent message asks you when the game starts whether ads may be personalised, and you can change that answer at any time from Settings → Ad choices; declining means you still see ads, but not personalised ones. Elsewhere, ads may be personalised, and you can reset or delete your advertising ID, or opt out of personalised ads, in your device's settings. We receive only aggregated reports from AdMob (how many ads were shown and what they earned), never anything about you. Firebase Analytics never reads the advertising ID: its advertising-ID collection stays switched off.

The game does include Firebase Analytics and Firebase Crashlytics, on Android and on iOS. Analytics collection is switched off when the app starts, in the app's own configuration, and stays off until you answer. The game asks once, in plain words, after you clear your first board โ€” never when you first open it โ€” and you can change the answer at any time from Share anonymous usage data in Settings. A yes allows analytics storage only; every advertising signal stays denied. Where Google's consent message applies (above), the answer you give there decides Analytics instead, and the game does not ask a second time. Crashlytics is separate from that choice: if the game crashes, a crash report is sent whatever you answered, because it describes the crash and not you.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: five events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared board was played (from a pasted message, a tapped link, or an install from a shared link), that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address) and a random app-instance identifier that Google generates per install. No names, no account, and nothing about your games: no boards, no times, no deal codes. What Crashlytics receives if the game crashes: the stack trace, device model, OS version, app version and build number, and a Firebase installation identifier that Google generates. Both are Google services processing data on our behalf; see Firebase's privacy and security page. We use the counts to see whether notifications, sharing and the other-games panel work; they are not used for advertising and are not shared with anyone else.

The one purchase: Remove Ads

From version 0.2.37 the one thing for sale is Remove Ads (Menu → Remove ads), a one-time purchase (US $2.99, or the local price your store shows) that switches the ads off permanently. It is paid through Google Play or the App Store under their terms; we never see your name, your payment details or your store account, only the store's confirmation, which the game records on your device. Settings → Restore purchases brings it back after a reinstall or on another device signed in to the same store account. Nothing else in the game is sold.

Sharing a board, and the clipboard

After you clear a board you can share it. The game composes a short message โ€” which board, how long it took, how many shuffles you used, a link to that board's page on nestlingstudios.com and the board's code โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game on that board, or use Menu → Play a copied code. The page at nestlingstudios.com/mahjong reads the board code from the link in the visitor's own browser, shows it with a Copy button and store links, and has no analytics, no cookies and no third-party scripts. On Android its Google Play button passes the board code through the install as an install referrer: on its first launch the game asks Google Play's Install Referrer service once, keeps only the board code, deals that board, and discards the rest of the referrer unread and unsent. That is the only use the game itself makes of the install referrer. The game reads your clipboard only at that moment, only because you tapped it, looks for a board code in the text, and keeps nothing else from it; the text is never stored or sent. Copy deal code writes the current board's code to your clipboard.

Identifiers and permissions

The game creates no identifier of you: no account ID and no display name. The identifiers that exist are the ones Google generates for Analytics and Crashlytics, and, from version 0.2.37 on Android, the device advertising ID that AdMob reads (described above). The iOS build asks only for notifications and does not ask to track you. From version 0.2.37 the Android build requests: internet and network state (ads, the analytics and crash records above, and the purchase), billing (Remove Ads through Google Play), the advertising ID and Android's ad services permissions for the advertising ID, attribution and topics (declared by the AdMob SDK), post notifications and receive boot completed (the reminders above, and keeping them after a restart), wake lock and foreground service (used by Google's libraries while they send), install referrer (the shared-board install above, and Firebase's count of how the app was installed), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only one the game asks you for. Versions before 0.2.37 request no billing, advertising-ID, ad-topics or foreground-service permission.

Other Nestling Studios games on your device

To show a "From Nestling Studios" list in the menu, the game on Android checks whether specific other apps are installed: our own games (Pocket Reef, Hearthdeal Solitaire, Socklings, Pocket Flock, Tsukumoji, Feathered Feeder, Pocket Hauntlings, Pocket Martians, The Resting Floor, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, or the Discord link in the menu, that tap is one of the events described above, and only if you have said yes to usage data.

Deleting your data

Uninstall the game. That removes everything it keeps on your phone, and there is no account to close and no saved game of yours on our side to erase. If you said yes to usage data, switching Share anonymous usage data off in Settings stops any further collection immediately; the anonymous analytics record held by Google ages out under Google Analytics' data-retention setting for the project. Because the record carries no identifier of ours we may be unable to single yours out, but you can email privacypolicy@nestlingstudios.com and we will tell you the current retention period and delete what we can identify. Advertising data is held by Google, not us: reset or delete your device's advertising ID in its settings, and see Google's page above for the controls Google offers.

B.12 Pocket Motors

This section is also the data-deletion page for Pocket Motors by Nestling Studios LLC on Google Play. It is an idle factory game: lay out a little car plant, hire a crew, order parts and ship cars to contracts, and the plant keeps working while you are away. It has no account system and no server of ours. The current version has no advertising, no advertising SDK and no purchases; if a later version adds either, this section will be updated to say exactly what it collects before that version is released. Your plant and your settings live on your device. The game includes Firebase Analytics and Crashlytics, and Analytics sends nothing unless you say yes when asked (below).

Three things described in Part A do not apply to this game: there is no anonymous account (Section 3a), no saved game on our servers (Section 3b), and, in the current version, no advertising (Section 5). Nestling Studios holds no record of you in connection with this game. The analytics data described below is collected by Google on our behalf and carries no identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage on your phone. There is no profile and no identifier of you anywhere in it:

A plant you are looking at from a friend's link or a copied message is shown and then discarded; it is never saved over yours. None of this is sent anywhere. Uninstalling the game removes all of it permanently.

Notifications

Local notifications only, saying what has actually happened in your plant: that the lot is full, that the line has stopped for a part, that a truck is stuck at the dock, or that the shift is done. When you close the game it works this out on your phone by running a copy of your plant forward, and schedules the note for when it becomes true; if your plant is already waiting when you leave, the note comes after about a day. After the first, at most one a day for five days, then once a week for four more weeks, and then none until you play again; nothing is shown between 10 pm and 8 am in your own time zone. They are scheduled and shown by the app itself and survive a phone restart; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you ship your first cars, and never asks again whatever you answer. You can turn notifications off at any time in your device's settings. Tapping one opens the game on your plant.

Analytics, diagnostics, advertising

The current version has no advertising and no advertising SDK, and asks for no advertising identifier โ€” the build explicitly removes the advertising-ID permissions that the analytics library would otherwise declare, and the analytics configuration has advertising-ID collection switched off.

The game does include Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts, in the app's own configuration, and stays off until you answer. The game asks once, in plain words, when you have finished the first-session tutorial โ€” never when you first open it โ€” and you can change the answer at any time from More → Anonymous usage counts. A yes allows analytics storage only; every advertising signal stays denied. Crashlytics is separate from that choice: if the game crashes, a crash report is sent whatever you answered, because it describes the crash and not you.

We ask everyone, everywhere, rather than only where the law requires it. That means we measure less than we could; we would rather the answer be one you actually gave.

What Analytics receives if you say yes: five events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared plant was looked at (from a tapped link or a pasted message), that another of our games was tapped in the "From Nestling Studios" list (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address) and a random app-instance identifier that Google generates per install. No names, no account, and nothing about your plant: no layouts, no cash, no car counts, no plant codes. What Crashlytics receives if the game crashes: the stack trace, device model, OS version, app version and build number, and a Firebase installation identifier that Google generates. Both are Google services processing data on our behalf; see Firebase's privacy and security page. We use the counts to see whether notifications, sharing and the other-games list work; they are not used for advertising and are not shared with anyone else, and if that ever changes this section will say so first.

Sharing a plant, and the clipboard

More → Share my plant composes a short message โ€” how many cars an hour your layout builds, how many machines and workers it has, a link to its page on nestlingstudios.com, and a plant code that describes the layout and crew (no cash, no progress, nothing about you) โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game showing that plant, or copy the message and use More → Look at a copied plant. The page at nestlingstudios.com/motors reads the plant code from the link in the visitor's own browser, draws the layout, and has no analytics, no cookies and no third-party scripts. The game reads your clipboard only when you tap Look at a copied plant, looks for a plant code in the text, and keeps nothing else from it; the text is never stored or sent.

Identifiers and permissions

The game creates no identifier of you: no account ID, no display name, and no advertising ID is read or used. The identifiers that exist are the ones Google generates for Analytics and Crashlytics, described above. The Android build requests: internet and network state (used only to send the analytics and crash records above โ€” the game fetches nothing), post notifications and receive boot completed (the notes above, and keeping them after a restart), wake lock (used by the analytics library while it sends), install referrer and ad services attribution (declared by the Firebase Analytics library to count how the app was installed; the game itself never reads the install referrer, and with advertising-ID collection off and every advertising signal denied, nothing about you is used for advertising), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera, microphone, billing or advertising-ID permission. The notification permission is the only one the game asks you for.

Other Nestling Studios games on your device

To show a "From Nestling Studios" list under More, the game checks whether specific other apps are installed: our own games (Pocket Reef, Hearthdeal Solitaire, Socklings, The Resting Floor, Nestling Mahjong Solitaire, Pocket Flock, Tsukumoji, Feathered Feeder, Pocket Hauntlings, Pocket Martians, Tabletop Rails) and the Google Play Store app. It can only see these named apps, not your full app list, and the result is used only to decide whether a tap opens a game you already have or its store page โ€” it is never recorded, stored, or transmitted. If you tap one of those rows, or the Discord link, that tap is one of the events described above, and only if you have said yes to usage data.

Deleting your data

Uninstall the game. That removes everything it keeps on your phone, and there is no account to close and no saved game of yours on our side to erase. If you said yes to usage data, switching Anonymous usage counts off under More stops any further collection immediately; the anonymous analytics record held by Google ages out under Google Analytics' data-retention setting for the project. Because the record carries no identifier of ours we may be unable to single yours out, but you can email privacypolicy@nestlingstudios.com and we will tell you the current retention period and delete what we can identify.

B.13 Nestling Pyramid Solitaire

This section is also the data-deletion page for Nestling Pyramid Solitaire by Nestling Studios LLC on Google Play. It is a pyramid solitaire game: pair cards that add up to 13 until the pyramid is cleared. We have no account system and no server for it: your progress, your statistics and your settings live on your device and nowhere else. What the game does do is show ads through Google AdMob, offer one optional purchase through Google Play, and send a small set of anonymous gameplay events and crash reports to Firebase (a Google service) once you have been through the consent step described below. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). The only things that reach us are the analytics and crash reports described below, and they carry no account, name, deal code or identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage. There is no profile and no identifier anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

The game can show one local notification a day, telling you the new daily pyramid is ready, with fewer after several days unanswered. It is scheduled on your device by the app itself; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you have finished your first game, and never asks again whatever you answer; you can turn the notifications off at any time in Android's settings. Tapping one opens the game on the Daily tab.

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Ad choices in the game's Play menu. Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: five gameplay events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared deal was played (from a pasted message, a tapped link, or an install from a shared link), that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID, and the game never sends a name, deal code, account or any other identifier of yours. We use these counts to see whether notifications, sharing and the other-games panel work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number. No gameplay data and no identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page.

Advertising (Google AdMob)

The game is free and is supported by advertising through Google AdMob, in two forms and no others:

There are no banner ads. To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before the first ad and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Ad choices in the game's Play menu; the answer also governs the analytics above. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings โ†’ Privacy โ†’ Ads.

Fewer ads without paying. Coins you earn by playing can be spent in the game's shop on a stretch of ad-free games. Coins cannot be bought with money, and nothing in the game gambles them: no wagers, no loot boxes, no randomised paid rewards. Nothing is ever sold that helps you win โ€” no extra cards, no undos, no lives; every pyramid the game deals can be cleared.

The one purchase

The game offers a single optional purchase, bought once, that turns off the full-screen ads and unlocks the premium card backs; table sets and the other backs stay coin-bought. It is handled entirely by Google Play billing. The optional rewarded ad stays available to buyers who want it. We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the bundle, so a reinstall or a new device restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the bundle is unlocked. Google Play sends us the ordinary aggregate sales reports every developer receives; refunds and order history live in your Google Play account, under Google's privacy policy.

Sharing a deal, and the clipboard

After you clear a pyramid or finish a run you can share it. The game composes a short message โ€” how you did, a link to that deal's page on nestlingstudios.com and the deal's code โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game on that deal (if they are in the middle of a game, it waits on the Daily tab rather than replacing it), or use Menu → Daily → Play a code. The page at nestlingstudios.com/pyramid reads the deal code from the link in the visitor's own browser, draws that pyramid, shows the code with a Copy button and store links, and has no analytics, no cookies and no third-party scripts. On Android its Google Play button passes the deal code through the install as an install referrer: on its first launch the game asks Google Play's Install Referrer service once, keeps only the deal code, deals that pyramid, and discards the rest of the referrer unread and unsent. That is the only use the game makes of the install referrer. Play a code reads your clipboard only at that moment, only because you tapped it, looks for a deal code in the text, and keeps nothing else from it; the text is never stored or sent. Copy code writes the current deal's code to your clipboard.

Identifiers and permissions

The game creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save on your device. The identifiers in play belong to Google: the advertising ID, used by the ad SDK and yours to reset or delete, and the random per-install identifiers Firebase uses for Analytics and Crashlytics, described above.

The Android build requests these permissions: internet and network state (to fetch an ad, send the analytics above, and notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), install referrer (the shared-deal hand-off above), notifications (the one daily reminder, asked for as described above), wake lock and foreground service (used by Google's SDKs while an ad loads or analytics are sent), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only one the game asks you for.

Other Nestling Studios games on your device

The game shows a small "From Nestling Studios" panel listing our other games. To decide what a tap should do, the Android build checks whether each of our own named games is installed (only those โ€” it cannot see your app list); if one is, the tap opens it, otherwise the tap opens its Google Play page. The result of that check is never recorded, stored or sent anywhere. The only thing that leaves the device is the tap itself, as the anonymous "another of our games was tapped" event, naming the game you tapped.

Deleting your data

Uninstall the game. That removes everything it keeps on your device and ends any collection: there is no account to close, and the analytics record attached to the uninstalled app-instance identifier is never added to again. The analytics record itself is anonymous โ€” there is no name, email, account or code in it that could lead us from you to it โ€” so we cannot look it up on request; it ages out under Google Analytics' data-retention setting for the project, and if you email privacypolicy@nestlingstudios.com we will tell you the current retention period and use Google's deletion tools for anything we can identify from what you give us. For the data Google holds as a controller: delete or reset your advertising ID in Android's Settings โ†’ Privacy โ†’ Ads; use Ad choices in the game to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play under Google's own retention rules.

The game is on Android first; when an iPhone and iPad version is released, this section will say what differs there before that version ships. You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it.

B.14 Nestling Spider Solitaire

This section is also the data-deletion page for Nestling Spider Solitaire by Nestling Studios LLC on Google Play. It is a Spider solitaire game: build runs of one suit from King down to Ace across ten columns, with 1, 2 or 4 suits. We have no account system and no server for it: your progress, your statistics and your settings live on your device and nowhere else. What the game does do is show ads through Google AdMob, offer one optional purchase through Google Play, and send a small set of anonymous gameplay events and crash reports to Firebase (a Google service) once you have been through the consent step described below. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). The only things that reach us are the analytics and crash reports described below, and they carry no account, name, deal code or identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage. There is no profile and no identifier anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

The game can show one local notification a day, telling you the new Game of the Day is ready, with fewer after several days unanswered. It is scheduled on your device by the app itself; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you have finished your first game, and never asks again whatever you answer; you can turn the notifications off at any time in Android's settings. Tapping one opens the game on the Game of the Day.

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Privacy options in the game's Settings. Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: five gameplay events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared deal was played (from a pasted message, a tapped link, or an install from a shared link), that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID, and the game never sends a name, deal code, account or any other identifier of yours. We use these counts to see whether notifications, sharing and the other-games panel work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version, build number, and two progress numbers from the game (how many games you have won, and the highest suit count you have unlocked) so that a crash can be matched to where it happens. No other gameplay data and no identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page.

Advertising (Google AdMob)

The game is free and is supported by advertising through Google AdMob, in one form and no other:

There are no banner ads and no rewarded ads. To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before the first ad and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Privacy options in the game's Settings; the answer also governs the analytics above. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings โ†’ Privacy โ†’ Ads.

Fewer ads without paying. Coins you earn by playing can be spent in the game's shop on a stretch of ad-free games. Coins cannot be bought with money, and nothing in the game gambles them: no wagers, no loot boxes, no randomised paid rewards. Nothing is ever sold that helps you win โ€” no extra deals, no undos, no hints; every deal the game offers by default can be won.

The one purchase

The game offers a single optional purchase, bought once, that turns off the full-screen ads and unlocks every table set (they can also be bought with coins). It is handled entirely by Google Play billing. We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the bundle, so a reinstall or a new device restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the bundle is unlocked. Google Play sends us the ordinary aggregate sales reports every developer receives; refunds and order history live in your Google Play account, under Google's privacy policy.

Asking for a review

After some wins on several days, the game may ask Google Play to show its own in-app review card, at most a few times and never on a game that just showed an ad. The card is Google Play's; the game does not learn whether or what you rated.

Sharing a deal, and the clipboard

After a win you can share it, and from Menu → Deal codes you can challenge a friend to the deal on the table. The game composes a short message โ€” how you did, a link to that deal's page on nestlingstudios.com and the deal's code โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game on that deal (if they are in the middle of a game, it waits for their next New rather than replacing it), or use Menu → Deal codes → Play a code. The page at nestlingstudios.com/spider reads the deal code from the link in the visitor's own browser, draws that deal's ten face-up cards, shows the code with a Copy button and store links, and has no analytics, no cookies and no third-party scripts. On Android its Google Play button passes the deal code through the install as an install referrer: on its first launch the game asks Google Play's Install Referrer service once, keeps only the deal code, deals that deal, and discards the rest of the referrer unread and unsent. That is the only use the game makes of the install referrer. Play a code reads your clipboard only at that moment, only because you tapped it, looks for a deal code in the text, and keeps nothing else from it; the text is never stored or sent. Copy this deal's code writes the current deal's code to your clipboard.

Identifiers and permissions

The game creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save on your device. The identifiers in play belong to Google: the advertising ID, used by the ad SDK and yours to reset or delete, and the random per-install identifiers Firebase uses for Analytics and Crashlytics, described above.

The Android build requests these permissions: internet and network state (to fetch an ad, send the analytics above, and notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), install referrer (the shared-deal hand-off above), notifications (the one daily reminder, asked for as described above), wake lock and foreground service (used by Google's SDKs while an ad loads or analytics are sent), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only one the game asks you for.

Other Nestling Studios games on your device

The game shows a small "From Nestling Studios" panel listing our other games. To decide what a tap should do, the Android build checks whether each of our own named games is installed (only those โ€” it cannot see your app list); if one is, the tap opens it, otherwise the tap opens its Google Play page. The result of that check is never recorded, stored or sent anywhere. The only thing that leaves the device is the tap itself, as the anonymous "another of our games was tapped" event, naming the game you tapped.

Deleting your data

Uninstall the game. That removes everything it keeps on your device and ends any collection: there is no account to close, and the analytics record attached to the uninstalled app-instance identifier is never added to again. The analytics record itself is anonymous โ€” there is no name, email, account or code in it that could lead us from you to it โ€” so we cannot look it up on request; it ages out under Google Analytics' data-retention setting for the project, and if you email privacypolicy@nestlingstudios.com we will tell you the current retention period and use Google's deletion tools for anything we can identify from what you give us. For the data Google holds as a controller: delete or reset your advertising ID in Android's Settings โ†’ Privacy โ†’ Ads; use Privacy options in the game's Settings to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play under Google's own retention rules.

The game is on Android first; when an iPhone and iPad version is released, this section will say what differs there before that version ships. You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it.

B.15 Nestling FreeCell Solitaire

This section is also the data-deletion page for Nestling FreeCell Solitaire by Nestling Studios LLC on Google Play. It is a FreeCell solitaire game with the classic numbered deals (#1 to #32,000), and four close relatives: Baker's Game, Eight Off, Seahaven Towers and Penguin. We have no account system and no server for it: your progress, your statistics and your settings live on your device and nowhere else. What the game does do is show ads through Google AdMob, offer one optional purchase through Google Play, and send a small set of anonymous gameplay events and crash reports to Firebase (a Google service) once you have been through the consent step described below. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). The only things that reach us are the analytics and crash reports described below, and they carry no account, name, deal code or identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage. There is no profile and no identifier anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

The game can show a daily local notification, telling you the new Game of the Day is ready. It books a short run of them ahead โ€” five daily reminders and then four weekly ones โ€” and starts the run again every time you open the game, so a player who stays away is reminded less and less. They are scheduled on your device by the app itself; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you have finished your first game, and never asks again whatever you answer; you can turn the notifications off at any time in Android's settings. Tapping one opens the game on the Game of the Day.

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Ad choices in the game's Settings (shown where the consent screen applies). Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: five gameplay events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared deal was played, that another of our games was tapped in the "From Nestling Studios" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID, and the game never sends a name, deal code, account or any other identifier of yours. We use these counts to see whether notifications, sharing and the other-games panel work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number, so that a crash can be matched to the build it came from. No gameplay data and no identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page.

Advertising (Google AdMob)

The game is free and is supported by advertising through Google AdMob, in one form and no other:

There are no banner ads and no rewarded ads. To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before the first ad and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Ad choices in the game's Settings; the answer also governs the analytics above. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings → Privacy → Ads.

Fewer ads without paying. Once the first ten finished games are behind you, coins you earn by playing can be spent in the game's shop on a stretch of ad-free games. Coins cannot be bought with money, and nothing in the game gambles them: no wagers, no loot boxes, no randomised paid rewards. Nothing is ever sold that helps you win โ€” no extra deals, no hints; the numbered classic deals and every game type are free.

The one purchase

The game offers a single optional purchase, bought once, that turns off the full-screen ads and unlocks five premium card-back patterns (thirty backs in all, which are cosmetic). It is handled entirely by Google Play billing. We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the bundle, so a reinstall or a new device restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the bundle is unlocked. Google Play sends us the ordinary aggregate sales reports every developer receives; refunds and order history live in your Google Play account, under Google's privacy policy.

Asking for a review

After a win, once you have played a few times over a few days, the game may ask Google Play to show its own in-app review card โ€” at most twice, a month apart, and never on a win that just showed an ad. The card is Google Play's; the game does not learn whether or what you rated.

Sharing a deal, and the clipboard

After a win you can share it, and from the Daily tab you can challenge a friend to the deal on the table. The game composes a short message โ€” how you did, a link to that deal's page on nestlingstudios.com and the deal's code โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game on that deal, or use Daily › Play a code. The page at nestlingstudios.com/freecell reads the deal code from the link in the visitor's own browser, draws that deal's cards, shows the code with a Copy button and store links, and has no analytics, no cookies and no third-party scripts. On Android its Google Play button passes the deal code through the install as an install referrer: on its first launch the game asks Google Play's Install Referrer service once, keeps only the deal code, deals that deal, and discards the rest of the referrer unread and unsent. That is the only use the game makes of the install referrer. Play a code reads your clipboard only at that moment, only because you tapped it, looks for a deal code in the text, and keeps nothing else from it; the text is never stored or sent. Copy code writes the current deal's code to your clipboard.

Identifiers and permissions

The game creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save on your device. The identifiers in play belong to Google: the advertising ID, used by the ad SDK and yours to reset or delete, and the random per-install identifiers Firebase uses for Analytics and Crashlytics, described above.

The Android build requests these permissions: internet and network state (to fetch an ad, send the analytics above, and notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), install referrer (the shared-deal hand-off above), notifications (the daily reminder, asked for as described above), wake lock and foreground service (used by Google's SDKs while an ad loads or analytics are sent), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only one the game asks you for.

Other Nestling Studios games on your device

The game shows a small "From Nestling Studios" panel listing our other games. To decide what a tap should do, the Android build checks whether each of our own named games is installed (only those โ€” it cannot see your app list); if one is, the tap opens it, otherwise the tap opens its Google Play page. The result of the check itself is never recorded or stored, and is not sent on its own. If you tap one of the games, that tap is sent as the anonymous "another of our games was tapped" analytics event described above, naming the game you tapped. A game that is not yet on Google Play can only be tapped when it is already on your device, so such a tap also tells us that you have that one game of ours installed. For that reason our Google Play Data safety section lists this as installed apps (App activity), collected for analytics, not shared, and only ever about our own named games.

Deleting your data

Uninstall the game. That removes everything it keeps on your device and ends any collection: there is no account to close, and the analytics record attached to the uninstalled app-instance identifier is never added to again. The analytics record itself is anonymous โ€” there is no name, email, account or code in it that could lead us from you to it โ€” so we cannot look it up on request; it ages out under Google Analytics' data-retention setting for the project, and if you email privacypolicy@nestlingstudios.com we will tell you the current retention period and use Google's deletion tools for anything we can identify from what you give us. For the data Google holds as a controller: delete or reset your advertising ID in Android's Settings → Privacy → Ads; use Ad choices in the game's Settings to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play under Google's own retention rules.

The game is on Android first; when an iPhone and iPad version is released, this section will say what differs there before that version ships. You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it.

B.16 Nestling TriPeaks Solitaire

This section is also the data-deletion page for Nestling TriPeaks Solitaire by Nestling Studios LLC on Google Play. It is a TriPeaks solitaire game: a trail of numbered deals, each with up to three stars, and a Game of the Day โ€” with no lives, no energy and no boosters, and every deal on the trail and every Game of the Day proven winnable. We have no account system and no server for it: your progress, your statistics and your settings live on your device and nowhere else. What the game does do is show ads through Google AdMob, offer one optional purchase through Google Play, and send a small set of anonymous gameplay events and crash reports to Firebase (a Google service) once you have been through the consent step described below. This section says exactly what that means.

Two things described in Part A do not apply to this game: there is no anonymous account (Section 3a) and no saved game on our servers (Section 3b). The only things that reach us are the analytics and crash reports described below, and they carry no account, name, deal code or identifier of ours.

Stored on your device only

The game keeps a small amount of ordinary game state in the app's own private storage. There is no profile and no identifier anywhere in it:

None of this is sent anywhere. Uninstalling the game removes all of it permanently โ€” there is no copy on any server of ours, because we do not have one.

Notifications

The game can show a daily local notification, telling you the new Game of the Day is ready. It books a short run of them ahead โ€” five daily reminders and then four weekly ones, each between 9 in the morning and 9 at night your time โ€” and starts the run again every time you leave the game, so a player who stays away is reminded less and less. They are scheduled on your device by the app itself; there is no push service, no server and no token. On Android 13 and later the game asks for the notification permission once, after you have cleared your first deal, and never asks again whatever you answer; you can turn the notifications off at any time in Android's settings. Tapping one opens the game on the Game of the Day (or, if you are in the middle of a deal, leaves that deal where it is and points you to the Game of the Day in the menu).

Analytics and crash reporting (Android only)

The Android version includes Firebase Analytics and Firebase Crashlytics. Analytics collection is switched off when the app starts and is only switched on after the consent step in Section 5 has run: outside the EEA, the UK and Switzerland that happens automatically once Google's consent check reports that no consent screen is required; inside them it follows the answer you give on that screen, and you can change it later from Privacy options in the game's Settings (shown where the consent screen applies). Until then Analytics collects nothing at all. Crashlytics is separate from that consent step: it is on from the first launch, and it only ever sends anything if the game crashes.

What Analytics receives when it is on: five gameplay events โ€” that the game was opened from one of its notifications, that a share was sent, that a shared deal was played, that another of our games was tapped in the "More games" panel (and which one), and that the Discord link was tapped โ€” plus the standard session information the Firebase SDK sends (app opened, session start, device model, OS version, app version, country-level location inferred from the IP address). Google assigns each install a random app-instance identifier so that these events can be counted per install; it is not linked to your advertising ID, and the game never sends a name, deal code, account or any other identifier of yours. We use these counts to see whether notifications, sharing and the other-games panel work; they are not used for advertising and are not shared with anyone else.

What Crashlytics receives: if the game crashes, a report with the stack trace, device model, OS version, app version and build number, and two progress counters (how many deals you have cleared and how far along the trail you are), so that a crash can be matched to the build and the part of the game it came from. No identifier of ours rides along. Both are Google services processing data on our behalf; see Firebase's privacy and security page.

Advertising (Google AdMob)

The game is free and is supported by advertising through Google AdMob, in two forms and no other:

There are no banner ads. To serve and measure those ads, the Google Mobile Ads SDK inside the app collects and shares with Google and its advertising partners, according to Google's own disclosure for this SDK:

Google uses this for advertising and measurement, analytics, and fraud prevention and security. It is sent over an encrypted connection. Google acts as an independent controller of this data โ€” see Google's privacy policy and Google's list of advertising partners. Nestling Studios receives only aggregate, non-identifying reports: how many ads were shown and what they earned.

Your choices. If you are in the EEA, the UK or Switzerland, a Google-certified consent screen appears before the first ad and asks what you agree to; you can decline, and the game plays normally either way. You can change that answer at any time from Privacy options in the game's Settings; the answer also governs the analytics above. Everywhere in the world, Android's own settings let you delete or reset your advertising ID, or opt out of personalised ads, under Settings → Privacy → Ads.

Coins, and the one purchase

Coins are earned only by playing (runs of cards, clearing a deal, new stars) and spent only on table sets, which are cosmetic. Coins cannot be bought with money, and nothing in the game gambles them: no wagers, no loot boxes, no randomised paid rewards.

The game offers a single optional purchase, bought once, that turns off the full-screen ads and unlocks every table set. It is handled entirely by Google Play billing. We never see your payment details. Your card, address and billing information go to Google Play and are never handed to the app or to us. When the game starts it asks Google Play whether this account already owns the bundle, so a reinstall or a new device restores it; that question and its answer are the whole of the exchange. We keep no purchase record on any server, because we have no server โ€” the app simply notes on your own device that the bundle is unlocked. Google Play sends us the ordinary aggregate sales reports every developer receives; refunds and order history live in your Google Play account, under Google's privacy policy.

Asking for a review

After a cleared deal, once you have cleared a few over a few days, the game may ask Google Play to show its own in-app review card โ€” at most twice, a month apart, and never on a clear whose panel will be followed by an ad. The card is Google Play's; the game does not learn whether or what you rated.

Sharing a deal, and the clipboard

After clearing a deal you can share it, and from the menu you can share the deal on the table as a challenge. The game composes a short message โ€” how you did, a link to that deal's page on nestlingstudios.com and the deal's code โ€” and hands it to your device's share sheet; you choose where it goes, and the game learns only that a destination was chosen (one of the events above), never which one or to whom. A friend who has the game can tap the link, which opens the game on that deal, or use Menu › Play a copied code. The page at nestlingstudios.com/tripeaks reads the deal code from the link in the visitor's own browser, draws that deal's opening cards, shows the code with a Copy button and store links, and has no analytics, no cookies and no third-party scripts. On Android its Google Play button passes the deal code through the install as an install referrer: on its first launch the game asks Google Play's Install Referrer service once, keeps only the deal code, deals that deal, and discards the rest of the referrer unread and unsent. That is the only use the game makes of the install referrer. Play a copied code reads your clipboard only at that moment, only because you tapped it, looks for a deal code in the text, and keeps nothing else from it; the text is never stored or sent.

Identifiers and permissions

The game creates no identifier of its own: no account ID, no display name, and nothing that ties one session of play to another beyond the save on your device. The identifiers in play belong to Google: the advertising ID, used by the ad SDK and yours to reset or delete, and the random per-install identifiers Firebase uses for Analytics and Crashlytics, described above.

The Android build requests these permissions: internet and network state (to fetch an ad, send the analytics above, and notice when there is no connection), the advertising ID and the three Android Ad Services permissions (to request a personalised ad where you have allowed one), install referrer (the shared-deal hand-off above), notifications (the daily reminder, asked for as described above), wake lock and foreground service (used by Google's SDKs while an ad loads or analytics are sent), Play billing (to offer and restore the purchase), and one private permission that Android's own support libraries declare and that the app grants only to itself. There is no location, storage, contacts, camera or microphone permission. The notification permission is the only one the game asks you for.

Other Nestling Studios games on your device

The game shows a small "More games" panel listing our other games. To decide what a tap should do, the Android build checks whether each of our own named games is installed (only those โ€” it cannot see your app list); if one is, the tap opens it, otherwise the tap opens its Google Play page. The result of that check is never recorded, stored or sent anywhere. The only thing that leaves the device is the tap itself, as the anonymous "another of our games was tapped" event, naming the game you tapped.

Deleting your data

Uninstall the game. That removes everything it keeps on your device and ends any collection: there is no account to close, and the analytics record attached to the uninstalled app-instance identifier is never added to again. The analytics record itself is anonymous โ€” there is no name, email, account or code in it that could lead us from you to it โ€” so we cannot look it up on request; it ages out under Google Analytics' data-retention setting for the project, and if you email privacypolicy@nestlingstudios.com we will tell you the current retention period and use Google's deletion tools for anything we can identify from what you give us. For the data Google holds as a controller: delete or reset your advertising ID in Android's Settings → Privacy → Ads; use Privacy options in the game's Settings to withdraw consent where that screen applies; and manage everything Google holds under your Google account at myaccount.google.com. Purchase records are held by Google Play under Google's own retention rules.

The game is on Android first; when an iPhone and iPad version is released, this section will say what differs there before that version ships. You are welcome to write to privacypolicy@nestlingstudios.com with any question about this game, and we will answer it.