1. Summary
Sections 1 to 8 describe Android version 1.0.70 of the game and later. Section 1a explains the differences in the iPhone and iPad version. Where an earlier Android version works differently, the section says so. If you have an older version installed, sections 9, 9a and 9b describe how it works. The version number is shown on the game's store page and in your device's app settings.
- No accounts. The game does not ask for your name, email address, phone number or contacts.
- Ads support free play. AppLovin MAX and the ad networks it connects may show ads, subject to your ad-free benefits and ad availability. Section 4 lists the networks and what they receive.
- Your choices, in Settings: Analytics (gameplay and purchase statistics sent to PostHog; in Unity versions whose Analytics disclosure names Sentry, crash reports and diagnostic session data sent to Sentry), Personalized ads, and, in versions where this setting appears, Ad measurement (sent to Tenjin and, in versions that name it in Settings, Google Firebase, only when Analytics is also on).
- In the European Economic Area, the United Kingdom and Switzerland, starting with version 1.0.70, Google's consent screen asks first where Google's consent service requires it. Google's screen covers ads only: Analytics and Ad measurement stay off unless you turn them on in Settings > Privacy & Data. Everywhere else, they are on from the start, the game shows no privacy prompt or notice, and you can turn any of them off at any time in Settings > Privacy & Data. Versions before 1.0.70 used the game's own privacy card and a first-screen notice instead, and also asked first in South Korea, Turkey and Québec (section 9b).
- Purchases go through your device's app store (Google Play on Android or Apple's App Store on iPhone and iPad) and our purchase service, RevenueCat. We never receive your card or bank details.
1a. iPhone and iPad
The iPhone and iPad version uses the same local gameplay saves, Settings > Privacy & Data choices, PostHog gameplay analytics, AppLovin MAX ads, RevenueCat purchases and Render-hosted services described below, with these Apple-specific differences. Android-only services and identifiers described below, including the Google Play install referrer and App Set ID, do not apply to this version.
- Apple checkout and restores. Apple handles payment. RevenueCat and our purchase service process the app's random purchase identifier, product and entitlement details, Apple's transaction and original subscription transaction identifiers, purchase and expiry times, store and sandbox status, and app and connection information to check, deliver, restore and reconcile purchases. Our service can retain these records for refunds, security and accounting. Restore Purchases restores eligible store-reported benefits; it does not restore consumed currency or a complete local game save. Manage subscriptions in your Apple account's subscriptions settings.
- Apple's tracking choice. After Google's consent flow, the app may ask Apple's App Tracking Transparency permission. Tracking permission is separate from the game's Analytics and Ad measurement choices. The app reads the advertising identifier (IDFA) and connects its Tenjin client measurement route only while Apple's permission is authorized and both game measurement choices allow it. In that route Tenjin may also receive Apple's vendor identifier (IDFV), its own installation and session identifiers and the device, gameplay and ad-impression information described in section 6. The RevenueCat measurement binding uses IDFA only while authorized. Refusing tracking does not stop gameplay or contextual ads. Apple's privacy-preserving ad-attribution postbacks may still be received without IDFA. You can change Apple's permission in Settings > Privacy & Security > Tracking.
- First-party statistics and diagnostics. PostHog and Sentry follow the game's Analytics choice. Firebase follows both Analytics and Ad measurement; its advertising storage and advertising-user-data consent also require Apple's tracking authorization, and ad personalization requires the effective ad choice as well. Refusing Apple's tracking permission does not by itself turn off these first-party analytics choices. Turning the corresponding game choices off stops future collection and invalidates queued game data as described below; it cannot remove data providers already received.
- Regional consent and ads. Google's consent service controls required ad-consent forms and privacy options. The Apple version uses the device's region setting for its provisional country check rather than Android SIM or mobile-network APIs. Ad partners can process the device and connection information listed in section 4 to show permitted ads and prevent fraud; Apple's tracking permission limits access to IDFA and tracking. The game does not request precise location.
Apple processes purchases and tracking choices under Apple's privacy policy. The provider links, data-request contact and retention information in sections 11, 13 and 14 also apply to the Apple version. Ad and purchase availability can differ by platform and country.
2. Your choices depend on where you are
This section describes version 1.0.70 and later. Earlier versions are described in section 9b.
When the game starts, it asks Google's consent service (Google's User Messaging Platform) whether your region requires consent before ads and data use. Google's service decides this; for this game it asks for consent in the European Economic Area, the United Kingdom and Switzerland. Until Google's service answers, or if it cannot be reached, the game uses the last answer Google's service gave on this device. If there is none, it uses the country of your SIM card, then of your mobile network, then of your device's language and region setting: a country in the European Economic Area, the United Kingdom or Switzerland (including the EU's outermost regions, Gibraltar, Guernsey, Jersey and the Isle of Man) is treated as a region that requires consent. If none of these gives a country, the rules for “everywhere else” apply. The game reads these country codes on your device and does not store or send them. When Google's service answers, its answer replaces the game's provisional one.
European Economic Area, United Kingdom and Switzerland
- Google's consent screen is the only prompt. Google's service shows it where it says consent is required. The game does not show a privacy card or notice of its own.
- Ads are requested only after Google's service allows ad requests. If you refuse on Google's screen, ads can still be shown, limited to what your choices there allow. Where Google's screen records your ad choice, that choice controls ad consent and Settings shows no separate Personalized ads switch. If Google's screen has not recorded an ad choice, the Personalized ads switch in Settings controls it, and it is off unless you have turned it on.
- Analytics and Ad measurement. Nothing is sent to PostHog, Tenjin, Sentry or, in versions that include it, Google Firebase unless you turn Analytics on in Settings > Privacy & Data. Tenjin and Google Firebase also require Ad measurement to be on. Your answer on Google's consent screen does not switch these on, because that screen does not name these uses. A choice you made on the game's privacy card in an earlier version is not reused for version 1.0.70's wider data use.
- Reopen Google's consent screen through Privacy options in Settings > Privacy & Data. The button appears when Google's service says it is required.
- If Google's service cannot be reached and has never answered on this device, ads and analytics wait. Gameplay is not held.
Everywhere else
- Analytics, Personalized ads and Ad measurement are on from the start. The game shows no privacy prompt or notice.
- Turn any of them off at any time in Settings > Privacy & Data. The game keeps working the same way. Section 4 explains what turning off Personalized ads does.
A choice you make about Analytics or Ad measurement in Settings stays in place wherever you are, until you change it. A refusal you gave in an earlier version, on the game's privacy card, its notice or in Settings, is not changed to permission. If you played version 0.2.x of the game, the choices you made there are not carried into this version; starting with version 1.0.70, the rules for your region apply to you as to any other player.
When this policy changes
Starting with version 1.0.70, the game has no privacy card of its own and does not ask again in the game when we add or change a use of your data. In the European Economic Area, the United Kingdom and Switzerland, Google's consent screen appears again whenever Google's service requires it. Everywhere else, we update this page and the date at the top, and your Settings choices stay as you set them. Earlier versions asked about new or changed uses on the game's privacy card (section 9b).
3. Game saves on your device
Your Club, equipment, currency, purchase-delivery records and settings are saved on this device, together with two random identifiers the game creates: one for analytics and one for purchases. Clearing the game's data or uninstalling it removes these saves. Google Play can restore supported purchases, but consumed currency and local progress are not a cross-device cloud save.
Reminders. Starting with version 1.0.69, the game can schedule one reminder at a time on your device, for example when your next login reward is ready; starting with version 1.0.70 it can also remind you when your Training Ground is full, while that feature is on. After your first completed match the game asks for Android's notification permission. Reminders are scheduled and shown by your device; the game uses no push-notification service and sends nothing to schedule them. You can turn reminders off in your device's notification settings for the game.
Ad groups. The game uses the random identifier it creates for analytics to place each install, on the device, in a group, so we can compare the groups. In versions 1.0.70 and 1.0.71, about 1 in 10 installs is never shown interstitial (non-rewarded) ads. From version 1.0.72, that group is shown interstitial ads less often than other players (at most 2 per app session, 3 per UTC day, at least 180 seconds apart, and none in the first session). Which group you are in is sent with Analytics events (section 5) when Analytics is on. When Advertising Measurement is on, the game also stores, on the device, the ad network and campaign that brought the install; it uses this only to decide which ads to show in your first 72 hours.
4. Ads: AppLovin MAX
The game shows ads between matches and optional rewarded videos that you choose to watch. Ads are served through AppLovin MAX. AppLovin, and any ad network MAX connects for the game, may receive the information listed below.
Ad networks. Starting with version 1.0.70, the game includes software from these ad networks: Google AdMob, Liftoff Monetize (Vungle), Meta Audience Network, Mintegral, Moloco, Pangle, DT Exchange (Digital Turbine), InMobi, ironSource Ads and Unity Ads. MAX starts a network's software and requests ads from it only when that network is set up for the game in our AppLovin account, so not every network listed here receives data at any given time. Versions before 1.0.70 include no ad network other than Google AdMob (version 1.0.22 includes none; section 9a). Section 14 links to each network's privacy policy. Each of them may receive:
- your device's advertising ID and App Set ID
- your IP address, and the approximate location (such as country) worked out from it
- device and app information, such as model, operating system, language, time zone, mobile carrier, network type, and performance information such as memory and battery state
- your interactions with ads, such as views and taps
They use this to show ads, measure them and prevent fraud. AppLovin and the ad networks may share information with their advertising partners, who may use it for interest-based advertising. See AppLovin's privacy policy and How AppLovin Shows You Ads.
Ads do not require Analytics or Ad measurement to be on. Where Google's consent screen records your ad choice, that choice controls ad consent; use Privacy options in Settings > Privacy & Data to change it (this applies starting with version 1.0.37). Starting with version 1.0.70, in the European Economic Area, the United Kingdom and Switzerland, when Google's screen has not recorded an ad choice, the game passes your Personalized ads setting to AppLovin before ad requests (section 2). In versions before 1.0.70, in ask-first regions without a recorded Google choice, the game's personalized-ads answer from its privacy card is passed to AppLovin before ad requests (section 9b). Everywhere else, turning off Personalized ads in Settings sends AppLovin's do-not-sell signal before ads load (see section 10). AppLovin applies that signal under U.S. state privacy laws; elsewhere it may not change which ads you see. On any Android device you can reset or delete your advertising ID in the device's settings (usually Settings > Google > Ads or Settings > Privacy > Ads). The game does not request precise location.
5. Analytics: gameplay statistics and crash diagnostics
When Analytics is on, the game sends these events to PostHog:
- sessions started, matches started and finished, tutorial progress, the first match that reaches a set level of play (“player activated”), rewards earned, pass tiers reached, soft-currency spending, store visits, whether a rewarded ad was offered and watched, each purchase you complete (product, price and currency), and for each ad shown, the revenue it earned, the ad network, the ad unit and the ad format
- with each event: a one-way hash of the random analytics identifier, the number of days since you installed, and a timestamp; depending on the version, also a random session identifier, when the game was installed, the app version and build, and whether the event comes from our own test devices; session events also say whether this install has made a purchase
Starting with version 1.0.70, the game also sends these events when Analytics is on:
- each step of the first-time tutorial reached, and how long after install; a return to the game the day after install; your first Goalbreak; each contract cleared (contract, stars, score, duration and whether it was the first clear) and each defeat (the cause, the phase reached and the duration)
- store offers shown and where; each checkout started and its result (succeeded, cancelled, failed or unavailable, with the error code); your first purchase (product, price and currency); coins, gems and other game currency received and spent, with the source or item and the balance afterwards
- when an ad could be offered, and when an ad was not shown and why (for example a limit on how often ads are shown); the time from starting the game to the first ad loaded
- once per launch, which consent rule applied: whether your region requires consent, the status Google's consent service reported, and whether that came from Google's live answer, its saved answer or the device country. The country itself is not sent.
- with every event, in addition to the fields above: the highest contract you have cleared, how many sessions you have played, whether this install has made a purchase, whether it has watched a rewarded ad, and which ad group it is in (section 3)
These events do not include your name, email address or advertising ID. PostHog receives the IP address the events come from and may use it to estimate your country or city. We use this data to understand how players progress, balance the game and its economy, measure the game's revenue, and find problems.
Optional native crash diagnostics: Sentry
In Unity versions whose Analytics disclosure names Sentry, the same Analytics choice also controls crash and error reports and diagnostic session information sent to Sentry. Reports can include exception types and stack traces, app version and build information, and technical device or operating-system information. Diagnostic sessions use SDK-generated identifiers. Sentry also receives the IP address used to connect to its service. We use this information to find faults and assess reliability; these reports are not anonymous.
The app filters error messages and extra fields and removes user/contact fields, request contents and full source-file paths from its structured reports. It does not attach screenshots or the screen hierarchy. Crash artifacts may contain additional technical information, so filtering is not a promise that every possible crash contains no personal information. See Sentry's data-processing terms and privacy policy.
A previous Analytics refusal is not changed to permission. Starting with version 1.0.70, Sentry diagnostics follow the Analytics rules in section 2. In earlier versions whose Analytics disclosure names Sentry, the updated disclosure was presented before this expanded use started: ask-first regions required a new Analytics choice, while other regions followed the notice and existing-choice rules in section 9b. Turning Analytics off stops future collection and sending and invalidates queued diagnostic data; it cannot recall reports already received. Local cache cleanup may finish after workers stop. Turning Analytics on again creates a new diagnostic consent session. To request deletion of data already received, use section 11.
6. Ad measurement: Tenjin and Google Firebase
When Ad measurement and Analytics are on in these versions, RevenueCat also receives your advertising ID, Tenjin installation ID, app and device context, and the measurement choice to route verified production purchases to Tenjin. This works without creating a separate game account. Test purchases and declared internal testing are excluded. Before sending a queued purchase, our measurement service checks the current RevenueCat measurement choice; turning measurement off requests removal of those identifiers and stops future routing once that update reaches the service. These attributes never grant items or authorize charges.
Google Firebase Analytics
In versions whose Settings disclosure names Google Firebase, both Analytics and Ad measurement must be on before Firebase starts. Google Firebase Analytics receives an app-instance identifier, app and device information and the advertising ID when available, installs and sessions, gameplay and tutorial events, store and currency events, ad impressions with their value and currency, and supported Google Play purchase events. Google also processes connection information, such as your IP address, when the app contacts its service. These records are not anonymous. The game does not send your name, email address or payment-card details to Firebase.
We use Firebase to measure campaign performance and, when linked, Google Ads conversions and their value. Ad-impression value comes from MAX; supported Android purchase events come from Firebase's Google Play integration. The game does not report a local catalogue-price estimate as verified purchase revenue. Firebase ad-personalization consent follows the effective ad-personalization choice described in section 2, and in the Apple version also requires Apple's tracking authorization (section 1a). Turning on measurement alone does not override a refusal of personalized ads.
Turning either Analytics or Ad measurement off stops future Firebase collection and sending, invalidates pending game measurement events, and resets Firebase's local analytics data and app-instance identifier. It does not delete data Google has already received; see section 11. Our declared internal, development and emulator traffic is excluded from this Firebase route. Google handles Firebase data under Google's privacy policy; see also Firebase's privacy information.
In versions where the Ad measurement setting appears, and only when both Analytics and Ad measurement are on, the game sends the following to Tenjin:
- your advertising ID and whether ad tracking is limited on your device, Tenjin's own installation and session identifiers, and the App Set ID when available
- the Google Play install referrer: information about the ad campaign that led to your install, which can include click identifiers and click and install times
- app and device details: app version, operating system version, device make and model, language, country setting, time zone, carrier, network type and screen size, plus the IP address used to reach Tenjin
- for each ad shown: the revenue it earned, the ad network, ad unit, format, placement, creative ID and country
- starting with version 1.0.70, progress milestones, each sent as an event name with no other game details (Tenjin's software adds the identifiers and device details above): tutorial completed, player activated (section 5), first Goalbreak, first clear of contracts 5, 10, 20 and 30, the 1st, 3rd, 5th and 10th rewarded ad watched, first purchase (without product or amount), and a return to the game the day after install. Some earlier versions, including 1.0.69, send two of these milestones: tutorial completed and player activated.
We use this to measure which ad campaigns bring players to the game, how those players progress, and their ad-impression revenue. Versions with the earlier Tenjin-only disclosure send a first-purchase milestone without purchase details. In versions whose Ad measurement disclosure names Google Firebase, the complete gameplay, tutorial, session, store, currency and ad funnel is also measured. Where our verified RevenueCat purchase service is enabled, verified production purchase records, including product, transaction identifier, gross amount and currency, are used to report purchases to Tenjin subject to the recorded measurement choice. Refunds are retained for reconciliation and prevent unsent purchases from being forwarded; our current Tenjin route does not forward negative refund revenue. A previously sent purchase may therefore remain in Tenjin until reconciled; client catalogue estimates are not reported as verified revenue. Tenjin processes this information on our behalf. The game tells Tenjin not to use it for Google's personalized advertising, and this choice does not turn on personalized ads. Turning off either Analytics or Ad measurement opts the game out in Tenjin's software and stops future measurement data from being sent. It does not delete data Tenjin has already received; see section 11.
7. Purchases: Google Play and RevenueCat
Google Play handles checkout and payment. DizzyWalk and its service providers never receive your card or bank account details.
RevenueCat, our purchase service, receives the random purchase identifier the game creates, the products you buy with their prices and currency, the purchase token, order number and status from Google Play, basic app and device information (such as app version, platform and language), and your IP address. RevenueCat uses this to check purchases with Google Play, deliver and restore what you bought, and report sales to us. When both Analytics and Ad measurement are on in versions described in section 6, the game also gives RevenueCat your advertising ID and Tenjin installation ID for the purchase measurement described there. Otherwise, it does not send those advertising identifiers to RevenueCat. Local delivery records on your device help prevent missing or duplicate rewards.
8. Hosting: Render
This page and a small settings file are hosted on Render. The game downloads that file when it starts and when you return to it, to receive ad and store settings (starting with version 1.0.70, these include which offers are switched on and the list of countries in section 15). These settings-file and page requests contain no game-save or purchase contents. Our verified purchase measurement service also runs on Render and receives the purchase and measurement-choice data described in sections 6 and 7. Render and its network provider process your IP address and request details to deliver these services. We do not use these requests to identify you.
9. Earlier Android versions (0.2.x)
Versions 0.2.x of the game, which may still be installed on some devices, work differently. They ask for your choices before enabling analytics, ads or purchase services, and you can change them in Privacy Settings. With your permission they send gameplay events, purchase and ad outcomes, performance information and sanitized error reports to PostHog. For purchases, they send the purchase token, product identifier, transaction identifier and purchase status over HTTPS to our receipt-verification service hosted on Render, which checks them with Google Play and does not log purchase tokens. Ads work as described in section 4, with Google AdMob as the only other ad network included, and with three differences: ads start only after you allow them, you choose separately whether ads may be personalized, and these versions do not request the advertising-ID permission. Versions 0.2.x do not send data to Tenjin.
9a. Android version 1.0.22
Version 1.0.22 shows ads through AppLovin MAX as described in section 4, with no other ad network included, and handles purchases through Google Play and RevenueCat as described in section 7. It does not show the privacy card, the notice, the Analytics, Personalized ads and Ad measurement switches or the Settings > Privacy & Data controls described in sections 2 and 9b, and it does not show Google's consent screen. It sends nothing to PostHog or Tenjin.
9b. Android versions after 1.0.22 and before 1.0.70
These versions, which include 1.0.51 and 1.0.69, work as sections 3 to 8 describe, except where those sections say something starts with version 1.0.70. Instead of section 2, they decide your privacy choices as follows:
- Where they ask first. When the game starts, it works out whether you are in a region where it asks before using your data: the European Economic Area, the United Kingdom, Switzerland, South Korea, Turkey and Québec. It uses the region reported by AppLovin MAX and your device's country and language settings. A device set to Canadian French counts as Québec. If the game cannot tell where you are, it asks first.
- In those regions (or when your region is unknown), the game's privacy card asks whether you allow Analytics and, in versions where this setting appears, Ad measurement. These stay off until you allow them. It also asks about personalized ads when Google's consent screen has not recorded an ad choice, and passes that answer to AppLovin before ad requests. Nothing is sent to PostHog or Tenjin before you choose. Starting with version 1.0.37, AppLovin MAX opens Google's consent screen where required; when that screen records your ad choice, it controls ad consent and the game's card asks only about Analytics and Ad measurement. If the consent service is unavailable, gameplay remains available while analytics and ad requests wait for initialization.
- Everywhere else, Analytics, Personalized ads and, in versions where it appears, Ad measurement are on by default. The first time you play, a notice on the first screen tells you so, before any data is sent. The notice does not stop you playing.
- Choices stay in place wherever you are, until you change them in Settings > Privacy & Data or the game asks about that use again. If you played version 0.2.x, the choices you made there are not carried over: the game asks you again, wherever you are, and nothing is sent to PostHog or Tenjin until you choose.
- When this policy changes, these versions ask about a new use of your data and keep your other choices. In the ask-first regions above, nothing is sent for the new use until you allow it. If we change an existing use, they ask about that use again.
10. Sale and sharing, and US state privacy rights
We do not sell personal information for money. Some US state laws treat giving device identifiers to advertising companies for targeted advertising or ad measurement as a "sale" or "sharing".
- Do Not Sell or Share, for ads: turn off Personalized ads in Settings. The game then tells AppLovin, before ads load, not to sell or share your information for interest-based advertising, and AppLovin passes that signal on to supported ad partners. (In the European Economic Area, the United Kingdom and Switzerland, where Google's consent screen has recorded your ad choice, change it through Privacy options instead; see section 2.) Ads still appear, and AppLovin still receives the information in section 4 to show and measure ads and to prevent fraud. You can also reset or delete your advertising ID in your device settings, or use AppLovin's ad choices and AppLovin's U.S. privacy notice.
- Do Not Sell or Share, for ad measurement: in versions where the Ad measurement setting appears, turn it off in Settings. This stops future app measurement to Tenjin and, in versions that include it, Google Firebase, including identifiers, gameplay and purchase events, and ad-revenue information. Queued RevenueCat purchase routing follows the current-choice check and update timing described in section 6.
- Your rights: depending on your state, you can ask to know, access, correct or delete personal information, and opt out of its sale, sharing or use for targeted advertising. Send requests to ops@dizzywalk.com, as described in section 11. If we decline a request, reply to our answer to appeal. An authorized agent may make a request for you. We will not treat you differently for using these rights.
11. Withdrawing consent, and asking for a copy or deletion of your data
Withdraw at any time. Turning Analytics off stops future app collection and sending to PostHog and, where enabled, Sentry, Tenjin and Google Firebase. Turning Ad measurement off stops the Tenjin and Google Firebase routes while leaving your separate Analytics choice in place. Queued purchase routing follows section 6. Changing Personalized ads controls later ad requests; it does not itself change Analytics or Ad measurement. In the European Economic Area, the United Kingdom and Switzerland you can also change your answers on Google's consent screen through Privacy options in Settings > Privacy & Data. Withdrawing does not undo processing that already happened.
Ask for a copy or deletion. Email ops@dizzywalk.com with the subject "Ball Champ privacy request". Include what lets us find your data:
- Purchases: the Google Play order number from your receipt email (it starts with GPA.).
- Ad measurement: your advertising ID, shown in your device's ad settings.
- Google Firebase, where included: its records use an app-instance identifier, which differs from your advertising ID and changes when local analytics data is reset. An email address or advertising ID alone may not identify those records. Tell us your app version and approximate dates of use; we may need additional information to identify records, and cannot promise these details alone will locate every record.
- Gameplay analytics: these events use a random identifier stored inside the game on your device, so an email address alone does not identify them. Sentry diagnostics, where enabled: include your app version, device type and the approximate time of the issue. We may need additional details to find a report or diagnostic session; we do not promise that those details alone identify every record. Clearing local data does not delete reports already received.
We delete the data we can match and request deletion of matching records held by RevenueCat, Tenjin, PostHog and, where applicable, Sentry and Google Firebase through their supported deletion processes. Resetting local analytics data does not itself request deletion of records already received by these services. For data AppLovin holds, use AppLovin's privacy tools, which are linked to your advertising ID; for data an ad network in section 4 holds, use the privacy policy linked for it in section 14. We may keep purchase records where they are needed for refunds, tax, accounting or other legal obligations. We respond within the time the law requires, normally within one month. Do not send passwords or payment-card details.
If you are in the European Economic Area, the United Kingdom or Switzerland, you can also ask us to restrict or stop processing, ask for your data in a portable form, and complain to your data protection authority.
12. Why we process data (European Economic Area, United Kingdom, Switzerland)
- Your consent: Analytics, personalized ads and, in versions where it appears, Ad measurement. Starting with version 1.0.70 you give or refuse it on Google's consent screen or in Settings > Privacy & Data (section 2).
- Providing what you buy: checking, delivering and restoring purchases.
- Our legitimate interests: showing ads that keep the game free, preventing fraud, keeping the service secure, and delivering the game's settings file.
13. How long data is kept, where, and how it is protected
Saves and scheduled reminders stay on your device until you clear the game's data or uninstall it. The device country codes the game reads (sections 2 and 15) are not stored. We keep analytics, measurement and purchase records only as long as they are useful for the purposes above; purchase records may be kept longer for refunds, tax, accounting or legal reasons. Each provider also applies its own retention settings. We do not currently set a fixed deletion date for analytics or measurement data.
Our service providers are based in the United States and may process your information there and in other countries. All data the game sends travels over encrypted HTTPS connections.
14. Service providers
AppLovin (ads), Google (Google Play; Firebase Analytics in versions that name it in Settings; Google AdMob when enabled through MAX; and, starting with version 1.0.70, Google's consent service), PostHog (analytics), Sentry (crash diagnostics, in versions whose Analytics disclosure names it), Tenjin (ad measurement), RevenueCat (purchases) and Render (hosting). Each has its own privacy policy. The game does not include chat, public player profiles or a player-to-player marketplace.
Starting with version 1.0.70, these ad networks may also serve ads through AppLovin MAX when they are set up for the game (section 4): Liftoff Monetize (Vungle), Meta Audience Network, Mintegral, Moloco, Pangle, DT Exchange (Digital Turbine), InMobi, ironSource Ads and Unity Ads.
15. Purchases and younger players
Purchases can provide gameplay benefits. Gems may be spent on random equipment; the scouting screen shows the odds and guarantees before spending. Google Play parental controls and purchase authentication can help families manage access and spending.
Starting with version 1.0.70, the Scout Pool and Supply Crates are not offered on a device whose SIM card, mobile network or language and region setting names a country on a list we set: Belgium, the Netherlands and Brazil, unless the settings file (section 8) gives a different list. The game makes this check on your device and does not send or store the country.
16. Children
Ball Champ: Demon Striker is made for a general audience. It is not directed to children and is not part of Google Play's Families program. If you believe a child has used the game and data about them has been collected, contact us as described in section 11 and we will delete the data we can match.
17. Changes and contact
We update this page when the game's data practices change and change the date at the top. Starting with Android version 1.0.70, the only request for your agreement inside the game is Google's consent screen in the European Economic Area, the United Kingdom and Switzerland, which appears again whenever Google's consent service requires it; elsewhere the Android game does not ask again, and you can review your choices at any time in Settings > Privacy & Data (section 2). The Apple version also uses Apple's tracking permission described in section 1a. Earlier Android versions ask again through the game's own privacy card, as described in section 9b.
For privacy questions or requests about Ball Champ: Demon Striker, contact DizzyWalk. Include the game name and your request.
Email: ops@dizzywalk.com