Scope Creep — Privacy Policy
Last updated: 18 September 2026
The short version
Scope Creep has no analytics, no crash reporting, no advertising and no advertising ID, and we keep no database of players. Almost everything the game remembers is a file on your own device.
Two things are not on your device, and both exist only for online play:
- An anonymous account. The mobile version signs you into an anonymous Unity Gaming Services account when the app starts. It has no name, no email and no password — it is a random identifier, and you can delete it from inside the game. See Your anonymous account.
- Two things you can send us on purpose. If you press Report on another player and confirm it, three identifiers are sent to us and become an email. If you press Report bug in Settings, the game version, the Steam build number and the last 200 lines of the game’s log file are sent to us and become a ticket in our bug tracker. Nothing else in the game sends anything to us, ever. See Reporting a player and Reporting a bug.
What the game stores on your device
These stay on your device. They are never transmitted to us.
| What | Why |
|---|---|
| Settings — volume, frame cap, UI scale, camera speed, reduced motion, language | So the game opens the way you left it |
| Key and gamepad bindings | So your remapped controls survive a restart |
| Saved games — four slots, plus an autosave slot | So you can continue a game |
| Anonymous play statistics — games played and won, per-profession tallies, best score, turn-length buckets | Shown to you on the “Your record” screen |
| One flag recording that online play has been unlocked (mobile only) | So a purchase survives restarting the game |
| A log file of this play session | So you can send it to us if something breaks — see Log files |
None of these contains your name, an email address, or your location. The statistics file holds counters only. Deleting the game removes all of it.
Your anonymous account
This section applies to the Google Play version. The desktop version uses your Steam account instead and creates nothing of its own — as long as Steam is running. If you play online on a desktop without Steam, the game falls back to the same anonymous account described here.
Online play needs some way to tell one player from another. On mobile the game uses Unity Authentication in anonymous mode: when the app starts it asks Unity for a random player identifier and keeps the session on your device.
- We never ask you for a name, an email address, a password or a phone number, and there is no sign-up screen, because there is nothing to sign up for.
- The identifier is a random string generated by Unity. It is not derived from your Google account, your phone, or anything about you.
- Other players never see it. What travels between players is a shortened, hashed form of it. Seats in a room are labelled “Player 1”, “Player 2” and so on, because on mobile there are no display names at all.
- It is created when the app starts, not when you first play online, because the store and the online lobby both need it to be ready before you reach them.
You can delete it. There is a delete button inside the game, and instructions are on the account deletion page. Deleting it is immediate and permanent.
Unity Technologies operates the service and is our data processor for it. Their handling is covered by the Unity privacy policy.
Permissions the Android version asks for
The Android package declares these, and no others:
| Permission | What it is for |
|---|---|
INTERNET, ACCESS_NETWORK_STATE |
Online play, and checking your purchase with Google Play |
RECORD_AUDIO, MODIFY_AUDIO_SETTINGS |
Voice chat at an online table — Android asks you before the microphone is ever used, and the game works without it |
BLUETOOTH |
Bluetooth gamepads and headsets |
com.android.vending.BILLING |
The one-time purchase that unlocks online play |
No camera, no location, no contacts, no phone state, no advertising ID, and no access to your files.
Online play
Both versions play the same game, but they run on different services, and what is published differs. The game picks automatically: Steam if the Steam client is running, otherwise Unity Gaming Services. On Android it is always Unity.
What other players can see, on both
- Room information is published to the matchmaking service, and anyone can browse the public room list: the room name typed by the host, the random seed, the rule settings, the chosen professions, and the seat order. Do not type anything private into a room name.
- Typed chat and voice go to the other players at your table, passing through the service’s relay servers. We never receive, store, or record either one. Chat lines exist only in memory while the game is running, are capped at the last 60 lines, and are cleared when a game starts. Microphone audio is sent and discarded frame by frame and is never written to disk.
On Steam
- Your Steam ID is your identity on the wire and is published in the lobby’s seat order.
- Your Steam display name is read from your own Steam client to draw the roster. We do not put it into any packet or lobby field.
- Achievements are recorded against your Steam account by Steam.
Steam is operated by Valve Corporation and has its own privacy policy.
On Google Play
- Your identity on the wire is a hash of your anonymous identifier — not the identifier itself, and nothing from your Google account.
- There is no display name, so nothing you have ever typed about yourself is shown to anyone.
- Unity’s lobby service is how players find each other, so Unity sees your anonymous identifier and the room fields listed above. Voice and game traffic pass through Unity Relay servers.
The microphone
The microphone is only opened when all of these are true at once: you are seated at an online table, you are in a room, the Voice audio channel is switched on — it is off by default — and you are either holding the talk button, holding the on-screen microphone button, or have deliberately turned on open-mic, which is also off by default.
Reporting a player
A public room seats you with strangers, so the seat menu has a Report button next to Block. The two are not the same thing. Blocking is entirely local — it hides that person’s chat and mutes their voice on your device and tells nobody. Reporting a player and reporting a bug are the only two things in the whole game that send anything to us, and a player report goes only after you press it and then confirm it.
A report carries exactly three things:
- the identifier of the player you are reporting
- your own identifier, so that one person reporting five people can be told apart from five people reporting one person
- the identifier of the room you were both in
On Steam those are Steam IDs. On mobile they are the hashed form of the anonymous identifiers, so a report does not tell us who anyone is — only that the same pseudonym keeps coming up.
No chat lines are sent — neither typed nor spoken. We do not receive the messages that were on your screen, and microphone audio is never recorded in the first place. The time on a report is the time our mail server received it, not a clock reading taken from your device. The report becomes an email to us and is not written to any database. To stop one person flooding us, the endpoint counts recent reports per reporting identifier over a short window; that counter is not a record of you and is not retained.
Reporting a bug
Settings has a Report bug button next to the Log file button. Nothing happens until you press it. When you do, the game sends us:
- the game version and your operating system name (for example “Windows 11”)
- the Steam build number of the copy you are running, if Steam installed it
- the last 200 lines of the game’s own log file — the same file the Open button next to it shows you
The log describes what the game was doing: turns, dice, menus, errors. It contains no chat lines and no identifiers of other players. It does contain file paths from your device, and on Windows a file path includes your Windows account name. Read the file first if that matters to you; the button sends nothing until pressed.
The report becomes a ticket in our bug tracker on GitHub, in a private repository only we can read, and a copy is emailed to us. It carries no name and no email address — if you want a reply, write to the address below and mention the ticket number the button shows you. To stop one machine flooding us, the endpoint counts recent reports per network address over a short window; that counter is not retained.
Purchases
On Google Play, unlocking online play is a one-time purchase handled entirely by Google Play Billing. We never see your payment details — not your card, not your billing address, not your name. The game asks Google whether this device’s Google account owns the unlock, checks Google’s signature on the answer on your device, and stores the yes/no result locally. No receipt is sent to us, and the purchase is not linked to your anonymous identifier.
Google’s handling of the payment is covered by Google’s privacy policy.
Log files and support
The game writes a plain-text log of the session on your device. There is a button in the settings screen: on desktop it opens the folder holding the file, and on Android it saves a copy to your Downloads folder and opens the system share sheet. The button does not send anything to us — you choose where it goes, if anywhere.
If you choose to send a log, look at it first. It records your device model, your Android or Windows version, your screen resolution, your GPU, and — from an online session — the room name, the room’s join code, and the hashed identifiers of the other players at your table. On desktop the file paths inside it contain your computer’s account name.
This website
namemyz.com is hosted on Cloudflare, and Cloudflare Web Analytics counts page views for us. It is a small script served by Cloudflare itself; it sets no cookies, does not follow you to other sites, and does not fingerprint your device. Like any host, Cloudflare sees your IP address while serving the page — see Cloudflare’s privacy policy.
The contact form on this site turns what you type into one email to us, delivered through Resend. Nothing is sent until you press the button, and we keep it only as that email.
Children
Scope Creep is not directed at children. It collects nothing about age. Both versions let adults type and speak to other players in public rooms; the moderation available inside the game is muting or blocking a seat, which affects only your own device, and the Report button described above. The Report bug button sends no chat.
Your rights
Data-protection laws give you the right to see, correct, export, or delete the personal data a company holds about you.
- On your device: everything listed above is under your control. Deleting the game removes it.
- The anonymous account: delete it from inside the game, or follow the account deletion page.
- A report you sent: it is an email in our mailbox. Write to the address below and we will delete it. Because a mobile report carries only hashed identifiers, tell us roughly when you sent it so that we can find it.
- A bug report you sent: it is a ticket in our bug tracker plus an email. Tell us the ticket number the button showed you and we will delete both.
We hold no name, email address, or payment information about any player, so for almost every request the honest answer is that there is nothing for us to show or erase.
Changes
If the game starts doing something this document does not describe, this document will be updated and the date at the top will change.