Privacy policy
Last updated:
In short: you can try the game without an account, there are no ads or trackers, and we never sell anything about you. If you sign in we keep your email and your progress, and you can delete them at any time.
Playing as a guest
- You never have to give us your email or any other personal details to try the game: a guest can play 3 matches. To keep playing after them, you sign in (below).
- The name you type is saved in your browser and sent to the game when you join a room, so the other players can see it. In a public room it also shows in the Public rooms list, and the host's name can show in the preview of the room's invite link.
- Rooms live only in the game server's memory. Chat messages are passed on to the players in the room, and the last 30 stay there for people who join later. Nothing from a room is saved unless someone reports a player (below): the rest is all gone when the room closes.
- To count a guest's matches, the server sets a guest cookie (below) the first time your page asks who you are: a random value that says nothing about you. We keep it only as a hash (a one-way fingerprint), with the number of matches you finished, and forget it 90 days after the last one. If your browser sends no cookie, the count is kept under a keyed hash of your internet address instead (made with a secret key of the server's own; the address itself is not kept), shared by everyone without the cookie at that address. So that one address cannot make endless new guests, the server also counts, in its memory only and for the day, how many guest cookies went to each address's keyed hash.
- When a guest finishes a match, the server keeps that match's XP, whether it was a win and its replay for 30 minutes, in its memory only and tied to the guest cookie, so that the account signed in from that device next can keep it. Then it is forgotten.
If you sign in
- Signing in is free, and it is how you keep playing after 3 guest matches. It keeps your XP, level and hats. You type your email and we send you a 6-digit code; there is no password.
- You can also sign in with Google or Discord instead (not in the Android and iOS apps). Then that service tells us your email address and that it has verified it, and we keep only that email, exactly as if you had typed it: the same account either way. We ask for nothing else (no contacts, no friends list, no profile picture), we do not keep anything the service sends us besides the email, and we post nothing anywhere. That service's own privacy policy covers what it keeps about you signing in.
- We keep your email address, your name, your XP, the hat you picked, how many practice matches you played on the last day you practiced, when you made the account, and the time of each match you won (for the leaderboard). For each device you signed in on, we keep only a hash (a one-way fingerprint) of its sign-in token, when it was made and when it was last used. A sign-in code is kept only as a hash and works for 10 minutes.
- Your email is only ever shown to you. The leaderboard shows names, levels, hats and wins.
- Your profile: other players, signed in or not, can open your profile from your name on a leaderboard, in a room, in their friends list or in their team. It shows only what the leaderboards and the rooms already show: your name, hat, level, rank and its points, team, the badges you earned, and your wins, goals, saves, matches, ranked matches and ranked wins. Your friends also see there whether you are online, as in their friends list. Never your email.
- While you are signed in, the other players' pages in your room also get a code made from your account (a one-way fingerprint, never your email or anything else about you), so that someone who blocks you on their device keeps you blocked in the next room.
- Your Match history keeps your last 20 Soccer matches played to the end while signed in, so you can watch, download and share their replays: when each was played, how, the score and your result, your rank change, the names, colours and hats of everyone who played in it as the match showed them (of the other players only their names: never their email or account), and what the replays need (where everyone stood and how they aimed each turn). Only you can see it. A match stays until 20 newer ones push it out or you delete your account. A replay you share shows the names of the players in it.
- Friends: you can add other signed-in players as friends, from their name in a room, by their friend code or by its link. A friend request needs their yes. We keep who your friends are and since when, the requests you sent and got while they wait, and a request someone declined for 7 days (so the same person cannot ask again at once; they are never told it was declined). Your friends see your name, level, hat and rank, never your email.
- Your friend code is a random code, made from nothing about you. Anyone you give it (or its link) to can send you a request, and only that. Make a new code on the Friends tab replaces it, and the old one stops working.
- Teams: a signed-in player can make a team, or join one with its code, its link or an invite from its captain. A team's name, tag, colour and record (its Quick play matches played together: wins, draws, losses and goals) are visible to other players, on the Teams board and next to its members' names in a match; its members see who else is in it (names, levels and hats). We keep which team you are in and since when, and when you last made one. Leave team removes you from it at once; a team with nobody left in it is deleted with its record, and deleting your account takes you out of your team too.
- Team invite emails: when a team's captain invites you (a captain can invite only their friends), we send one email to your account's address with who invited you, the team's name and a link to answer; the captain never sees your address. At most one email per team every 7 days. Email me team invites, in the settings, or the link at the end of the email turns them off. We keep each invite for 7 days, and 7 more so its link can still say it has expired: the team, who invited whom, when, when it expires, a hash (a one-way fingerprint) of the link's code, when the email went out and whether it was answered. We also keep your choice about these emails. While you sign in from the email's link, the page keeps the link's code in this tab's session storage until you answer or close the invite.
- Tournaments: when you sign up for a tournament (alone, or your team by its captain), its entrants, its matches' results, its bracket or table and its trophies are visible to other players, with your name or your team's. We keep who signed up and when, each match's result, and the trophies (a winner's and a runner-up's, with the tournament's name), which show on your Profile or your team's sheet. Withdrawing before the start removes your entry; deleting your account removes your trophies.
- When you were last online: while the game is open on a signed-in device, it keeps a connection to the server, which is how your friends see you are online, or in a match, and how you hear that a friend came online or invited you. When you close the game we keep when that was, and your friends see "Last online 5 min ago". Only your friends see any of it. Show when I am online, in the settings, hides it: your friends then see you as offline, with no time. An invite to a room or a party is kept only in the server's memory, for 5 minutes. Notifications from friends, in the settings, turns their messages off on your screen.
- Fair play in Ranked: to keep Ranked fair we keep who played whom in Ranked and who won, for 24 hours (a win over the same player again and again gives fewer points); signals about unusual play on your account, such as wins traded with one other account, a ranked loss without playing, aims locked in faster than a person can, or reports from several players (the newest 50 of each kind); and the actions an admin took about an account (a suspension from Ranked, a rank reset, a ban), with who took them, when and why. A signal never does anything by itself: only an admin acts, and you are told in the game if they do. These go when your account is deleted, except the record of the actions an admin took.
- Delete my account, in your profile, starts a 30-day wait and signs every device of the account out. During the wait the account is hidden: it is on no leaderboard and other players cannot find it, but nothing of it is deleted yet. If you sign in again before the 30 days are over (with an emailed code, Google or Discord), the account is restored just as it was. When the 30 days are over, your email, name, XP, hats, rank, wins, goals and saves, match history, badges, friend code, friends, friend requests and when you were last online are deleted. During the wait your friends do not see you in their lists.
Cookies and what stays on your device
- We set one cookie when you sign in:
__Host-lb, which keeps you signed in. Scripts on the page cannot read it (HttpOnly), it only goes to this site over HTTPS (Secure, SameSite=Lax), and it lasts 400 days from your last visit. Signing out or deleting your account removes it. While you sign in with Google or Discord, a second cookie,__Host-lb-oauth, holds a random check for at most 10 minutes so the sign-in can only finish in this browser; it is removed as soon as you come back. A guest gets one cookie of their own,__Host-lbg: the random value that counts their 3 matches (above). Scripts on the page cannot read it either (HttpOnly), it only goes to this site over HTTPS (Secure, SameSite=Lax), and your browser keeps it for up to 400 days. There are no advertising or tracking cookies. - The game saves a few things in your browser's local storage, which stay on your device: your name, your language, whether the sound is on, your last practice choices, whether this browser has been here before and has finished a match (so newcomers get easier bots, and for the counts below: only a yes or no is ever sent), when to offer installing the app again, the players you blocked (below; a friend request from one of them is declined by your page without showing it), and when you last looked at your friend requests. A reconnect token in session storage puts you back in your room after a reload; it goes when you close the tab. When the game is updated while it is open, the page reloads itself once, and session storage keeps which version it reloaded for and the name you had typed, until you close the tab.
- Your browser may keep a copy of the game's files so it opens quickly. It holds no personal data.
- You can clear all of this in your browser's settings.
- The Android and iOS apps are the same game with the same rules: everything on this page holds for them too, and what it says your browser keeps, the app keeps in its own storage on your device.
The daily counts
- To see whether the game is growing, the server counts a few things per day: pages opened, which known site or app a visit came from (only its name, such as "google" or "whatsapp", never the full link), link previews, joins, matches played and taps on share. They are only numbers per day, with no IP addresses, no IDs, nothing you typed and nothing that could tell who you are.
- This browser also remembers where its first visit came from (the site's name and, for an ad, the campaign's short name) and sends those two words with later visits and matches, so we can see which links bring players who play. From your browser's own description the server notes only the kind of device (phone, tablet or computer) and its system (such as Android or iOS), never the description itself, along with the page's language and the hour.
- To stop floods and abuse, the server remembers recent IP addresses (and, for signing in, email addresses) in its memory only. They are never written to disk, and a restart forgets them.
- When something breaks in the game on your device, the page sends us a short error report so we can fix it: the version of the game, what kind of error it was, the error's own text with anything that could be a link, an email, a room code or something typed removed, where in our code it happened, the kind of device and its system (as above), and which game and step you were in. Nothing that says who you are. Reports are kept 30 days.
Reporting and blocking players
- In a room, tap another player's chat line or their name to block or report them. Blocking only hides their messages and emotes on your device; nothing about it is sent to us.
- A report keeps when it was made, the room's code and game, the reason picked, the reported player's name and their last 10 chat messages in that room (as everyone saw them), and for both the player who reported and the one reported, their account's number if they were signed in and a keyed hash of their IP address (a one-way fingerprint made with our own secret key, never the address itself). Only the person who runs the game reads reports, to keep the game friendly. Nobody is ever told who reported them.
- When two different players report someone in the same room, that player's typed chat is muted for the rest of that room, and they are told so.
- Reports are deleted after 90 days (a copy can stay in the backups below for up to four weeks more).
What we never do
No ads, no third-party analytics and no trackers. We do not sell or rent your data, and we share it only with the services below, for what they do for the game.
Services we use
- Google Cloud hosts the game server in the United States (Iowa, region us-central1). Accounts and the counts are stored there.
- Resend delivers the sign-in emails and the team invite emails. It receives your email address and the message (your code, or the invite).
- Google and Discord, only if you choose to sign in with one of them: you sign in on their own page, and they send us your email address and whether they verified it.
- Google Cast: in browsers that can cast, such as Chrome, the game loads Google's Cast library from gstatic.com (on a phone's home screen and in a room's lobby) so you can show a room on a TV. When you cast, the room's TV link goes to the TV through DashCast, a public Cast receiver. Google's own privacy policy covers its library.
- Game portals: if you play Bump Soccer on CrazyGames, Poki or itch.io, the portal serves the game, and its own privacy policy covers what it and its SDK collect. There, signing in and typed chat are off. On CrazyGames, if you are signed in there, the game reads your CrazyGames username only to fill in an empty name field. The game still connects to our server to play, as it does here.
Replays and clips
Replays and clips are made in your browser. A replay link carries the replay itself after the # in the link, a part browsers never send to a server; a clip is a video made on your device. Nothing is uploaded to us. Both show the names of the players in that match, and they go only where you share them.
Logs and backups
- The game server's log notes when it starts and any errors. It does not record email addresses, sign-in codes or chat. The web server in front of it can log the IP address and the address asked for of a request that fails (for example while the game restarts). Logs stay on our server for 7 days and are then deleted (a copy can remain in the server's disk backups for up to 14 more days).
- Every night the server copies the accounts' data (with the counts) and keeps the last 14 copies, and Google Cloud keeps a snapshot of the server's disk for 14 days, so we can recover from an accident. Something you delete can stay in these backups for up to four weeks before they are deleted automatically.
Your data, your choice
- Your profile shows what your account holds: your email, name, level and XP, hats and wins.
- To delete your account, tap Delete my account in your profile, or write to us.
- For a copy of your data, to correct or delete it, or for any question about it, email nando@snib.games from the address you signed in with (or tell us which one it is).
Children
Bump Soccer is a game for everyone. It does not ask your age, and you can try it without giving any personal information. Signing in is needed only to keep playing after 3 guest matches: if you are under 13 (or the age your country sets), ask a parent before you sign in. If you are a parent and think your child gave us their email, write to us and we will delete the account.
Changes
If what we keep changes, we will update this page and its date.
Contact
- Bump Soccer is made and run by Joao Donato, who is responsible for the data described on this page (the data controller).
- Questions about privacy, or a request about your data: nando@snib.games.