Fall of Empires (“the game”, “we”, “us”) respects your privacy. This policy explains what data the game handles, why, and the choices you have.
What we collect
Anonymous account ID. On first launch the game creates an anonymous account (Firebase Authentication). It is a random identifier and, unless you link it to Apple or Google (below), does not include your name, email, or phone number. Firebase Authentication also logs the IP address the game signs in from, and keeps it for a few weeks.
Linking your account (your choice). In Settings → Account & Data you can link your account to Sign in with Apple (iPhone and iPad) or to your Google account (Android), so that your progress survives a reinstall or a new phone. If you do, Firebase Authentication keeps an ID for your Apple or Google account. The game asks Apple for neither your name nor your email; if you shared your email with an earlier version of the game, which asked Apple for it, Firebase Authentication may still keep that address (or the address of Apple’s own that forwards to you, if you chose to hide yours). From Google, Firebase Authentication also keeps your Google account’s email address, its name and the address of its profile picture. When you link to Apple or sign in with it, our server can also keep a token Apple issues to the game (a refresh token) and the time it got it. No player can read it, you included: our server uses it only to ask Apple, when you delete your account, to end the game’s access to your Apple account, and then deletes it. Other players never see any of this, and it is deleted with your account. Linking to Google is available only in the versions of the game that offer it.
Game Center and Google Play Games. If your iPhone or iPad is signed in to Game Center, or your Android phone to Google Play Games, the game links your account to it on its own, without asking, so that your progress can come back on a new phone or after a reinstall. Firebase Authentication then keeps your Game Center player IDs and display name, or your Google Play Games player ID, with your account. If that identity already holds progress saved on another phone, the game asks you before it restores it. Other players never see any of this, and it is deleted with your account. You can sign out of Game Center or Google Play Games in your device’s settings.
Game save data. Your progress (gold, upgrades, unlocked civilizations, campaign progress, settings, and the players you have blocked) is stored on your device and, for backup, in our cloud database (Firebase Firestore) keyed to your anonymous ID. League scores, Legion battles and duels that could not be sent wait on your device until the game is back online.
Display name. You can choose a display name, or keep the one the game makes for you. Other players see it, with your civilization and your scores, on the leaderboards, in your League division, in their friends list and in your Legion. Names are checked against a list of forbidden words, on your device and again on our server, which puts a numbered “Commander” in place of a forbidden name in friends lists, the Weekend War scores it checks, the Survival scores it checks, the daily and weekly leaderboards it writes to, League divisions, Legions and gifts. So that no two players hold the same name, the name you reserve is also kept in a list of reserved names, with your anonymous ID and when you reserved it; every signed-in player’s game can read that list.
Player card. When other players tap your name, they see your player card. We store it under your anonymous ID, and every player can read it: your civilization, your army’s level, your Imperial Rank, your League tier, your Legion’s name and color, the leaderboard frame you chose, and when it was last updated. It holds no name, gold, purchases or device data. The game updates it when one of these changes, at most every ten minutes, and it is deleted with your account.
Leaderboards and League divisions. If you post a score, we store the score, the time and your display name, how many games you played for it, the version of the battle rules it was fought on, your civilization, the crest, name color and frame you chose, and whether you hold the Imperial Throne; a Weekend War score also notes whether our server checked it. The weekly challenge also places you in a division of your League tier with other players, who can see your best score and your rank. Every player can see your entries with all of these details: the Imperial Throne, for example, shows as a crown beside your name. To keep prizes fair, the server notes each change to your entry until the board’s prizes are paid. A score it holds back from a prize is kept, with your ID and name, for 90 days at most, or until you delete your account if that comes first.
Weekend War scores checked by our server. To post a Weekend War score, the game can send our server the battle’s inputs (each unit you sent and each command you gave, and when), the civilization you led and the score you claim. The server plays the battle again and posts the score only if the replay ends the same way. It does not store the inputs. It keeps the stages it checked for you, with their scores, until the weekend’s prizes are paid, early on Monday (UTC). A run that fails the check is kept with your anonymous ID and display name, the stage, the civilization you led, the score you claimed, what the replay ended in and why, for 90 days at most, or until you delete your account if that comes first.
Survival scores checked by our server. When a Survival run begins, the game can send our server the battle it is about to fight: your army’s levels, upgrades, relics and Commander Order levels. The server checks them against your cloud save, sets the run’s starting conditions and keeps that battle until your next run replaces it, deleting it within four days. To post the run’s score, the game sends the battle’s inputs (each unit you sent and each command you gave, and when) and the score you claim. The server plays the battle again and posts the score only if the replay ends the same way. It does not store the inputs. A run that fails the check is kept with your anonymous ID and display name, the score you claimed, what the replay ended in and why, for 90 days at most, or until you delete your account if that comes first.
Friends. If you add friends, we store each friendship (both players’ anonymous IDs and display names) and the small daily gifts you send (who sent them, and on which day). A friend request stores both players’ anonymous IDs, the display name of the player who sent it, and when it was sent; only those two players can read it. It is deleted when it is accepted or declined, when its sender is blocked, after 14 days, or when either player deletes their account. Your friend code is made from your anonymous ID: share it only with people you want to add. A friendship also keeps when it was made, and a gift keeps the sender’s anonymous ID and display name and when it was sent.
Duels. When you duel another player, the game tells them. Their inbox keeps one duel from you, your best of the week: your display name, your score, the best score of theirs you fought, whether you beat it, and when (our server’s time). Only that player can read it. It is deleted when they take their revenge or block you, otherwise early on the Sunday after that week (UTC), and when either of you deletes your account.
Legions. If you found or join a Legion, we store your membership (your anonymous ID, display name, civilization and when you joined), how many battles you fought for it each week, when you fought the latest of them and when our server counted them, and the messages you post. Legion messages are chosen from a fixed list; there is no free-text chat. When you ask to join a Legion, our server chooses an open one for you, looking first for one a friend of yours is in. A Legion is led by its founder; when the leader leaves or has not fought for 14 days, our server passes the lead to its most active member, and keeps when each member last fought for the Legion to do so. The leader can rename the Legion and remove a member, choosing one of three preset reasons. We keep a record of each removal (both players’ IDs and names, the reason and the time) to review misuse, until either player’s account is deleted, and a removed player cannot rejoin that Legion until the end of that week. If you ask your Legion for help, we store which War preparation you asked for and when, and which member sent it; when you send help, we store how many requests you filled that day. Every signed-in player can read a Legion’s list of members, with each member’s anonymous ID, display name, civilization and when they joined, so that the game can show a Legion before you join it.
Invite codes. If you redeem a friend’s invite code, we record that you did, so that both of you receive the reward. For at most a month after you redeem it, our server also notes the dates on which it sees you play, so that the friend who invited you is rewarded only as you keep coming back; it deletes them once that reward is paid in full or the invite lapses.
Notifications. If you allow notifications and keep them on in the game, the game asks Firebase Cloud Messaging for a push token for your device. We store it with your anonymous ID, your game language and a broad region taken from your device’s time zone (the Americas; Europe, Africa and the Middle East; or Asia and the Pacific), so that our server can tell you when a season opens and when the Weekend War begins, at a fixed hour in your region, and, at most once a season, when you have not played for two weeks. Only you and our server can read it. It is deleted when you turn notifications off in the game or no longer allow them on your device, and with your account. Firebase Cloud Messaging counts whether a notification arrived and was opened, without your account ID. If you keep Friend and rival alerts on in Settings, the game also stores your device’s offset from UTC with the token, so that our server can tell you when a friend’s gift is waiting, when a rival beats your best in a duel, when your Legion is close to its next chest and when your League promotion is at risk: at most once a day, never at night where you are, and never about a player you have blocked, which our server checks against the list in your cloud save.
Prizes. The prizes you win on the leaderboards, in your League division, with your Legion or for inviting friends wait for you on our server until your game claims them. We then keep your last four claims, with the prizes each one paid, so that a claim cut off by a lost connection is still paid, and only once. Only you and our server can read them, and they are deleted with your account.
Reports. If you report a player’s name, we store the report (your anonymous ID, the reported player’s ID and name, where you saw it, and when) so that we can review it.
Purchases. In-app purchases are processed by Apple on iPhone and iPad and by Google Play on Android, and managed via RevenueCat. We receive your purchase / entitlement status (what you bought) — not your payment card details.
Apple Ads attribution (iPhone). If you install the game from an ad in the App Store, Apple tells us which ad campaign the install came from. RevenueCat receives this attribution so that we can see which ads bring players. It does not contain your device advertising identifier (IDFA) and is not used to track you across other companies’ apps or websites.
Advertising data. We show ads through Google AdMob with mediation from Unity LevelPlay (ironSource). Ads are non-personalized: partners may process limited device and ad-engagement data (for example contextual signals and frequency-capping data) to deliver and measure ads. We do not request your device advertising identifier (IDFA) and do not use it to identify or track you across apps.
No ad tracking. The game does not show the App Tracking Transparency prompt and does not access your device advertising identifier (IDFA) for tracking. Ads are always non-personalized, on every platform.
Device technical data. Standard on-device storage and system APIs (preferences, file timestamps, available disk space, system uptime) used to run and persist the game.
Gameplay analytics and crash reports. Google Firebase Analytics and Crashlytics record how the game is played (for example the battles you fight and the screens you open) and a technical report when the game crashes, linked to a random app ID and your anonymous account ID. On iPhone and iPad in the EEA, the UK and Switzerland, the game sends neither. On Android in these countries, it sends them only if you give consent in Google’s consent choice, and stops if you withdraw it via in-game Settings → Privacy Options.
Our server’s logs. Our server writes short log lines as it works, for example when a report arrives, a Weekend War score is checked or a player joins a League week. Some include an anonymous ID or a display name. Google keeps these logs for 30 days by default.
Daily totals. Once a day our server also counts how many accounts were made and how many were used that day, from times it already keeps (when the account was made and last used, when the game was first opened online, when progress was first and last saved, and the day a new account’s save began and how many days it has been played), and keeps only those totals, never a list of players.
Age range, where the law asks. Where a law requires it (today, some US states), the game asks the App Store or Google Play for your age range and, if it applies, whether a parent has approved. The answer stays on your device: it is not sent to our server and is never used for advertising or analytics. If it says you are under 13, the game turns analytics and crash reports off and asks for ads suitable for children.
What we do NOT do
We do not collect your name or email unless you link your account (above), and never your contacts or precise (GPS) location.
We do not use the advertising identifier to track you across apps or websites — ads are always non-personalized.
We do not sell your personal data for money.
We do not offer free-text chat between players.
We do not receive the victory cards you share: a card is made on your device and sent only through your device’s share sheet.
How we use data
To run the game, save and restore your progress across devices, show leaderboards and League divisions, run friends and Legions, review reported names, deliver ads, and process purchases. We also use data to check Weekend War scores and to hide names that several players have reported.
Keeping the game safe
Forbidden names. Display names that contain insults, slurs, sexual or hateful words, or that pretend to be staff, are refused.
Report or block. Tap a player’s name on a leaderboard, in your friends list or your friend requests, or in your Legion: their player card opens, where you can report the name or block the player. Blocking is private: the other player is not told, their name is hidden from you, a blocked friend leaves your friends list, and you no longer see their friend requests or the news of their duels.
Review. We review reports and hide names that break these rules from all players. Reports are kept for review; deleting your account deletes the reports you filed.
Three reports hide a name. When three different players have reported the same name, the server hides it from everyone automatically, before we review it: it shows as a numbered “Commander”. We can show it again after review. To do this, every copy of the game can read the hidden player’s anonymous ID, never the reports or who filed them.
What the server keeps of a report. For each reported player, the server keeps a count that no player can read: the anonymous IDs of the players who reported them and when, the name and where it was last seen, and whether it was hidden. Each report also writes a line to our server’s logs with the reported player’s ID and name, where it was seen and how many players have reported it, never who reported it. A report is kept for one year at most, or until the player who filed it or the player it is about deletes their account if that comes first: deleting yours deletes the reports you filed and those filed about you, and takes you out of every count.
Third-party services
Google Firebase (Authentication, Firestore, Cloud Functions, Cloud Messaging, Analytics, Crashlytics) — cloud save, leaderboards, friends, Legions and reports. See Google’s Privacy Policy.
RevenueCat, Apple & Google Play — in-app purchases, and Sign in with Apple or Google if you link your account. See their privacy policies.
Your choices & rights
Delete your data. In Settings → Account & Data → Delete Cloud Data & Account, you can permanently delete your cloud save, leaderboard entries, prizes, friends and gifts, your Legion membership and messages, your invite code, the reports you filed, and your anonymous account, and wipe local data. Deleting your account, below, lists everything a deletion erases and how to ask for one without the game. If your account is linked to Apple or Google, it is deleted too.
Blocked players. The players you have blocked are listed in Settings → Account & Data → Blocked Players, where you can unblock them.
Ads. Ads are non-personalized, so there is no ad-tracking prompt to manage and we do not use your advertising identifier to track you.
Ad consent (EEA, UK, Switzerland). On Android, you are shown Google’s consent choice on first launch and can revisit it via in-game Settings → Privacy Options. On iPhone and iPad, no consent choice is shown: in these countries the game shows only Google’s limited ads, which use neither your advertising identifier nor cookies.
Deleting your account
In the game, open Settings → Account & Data → Delete Cloud Data & Account. Without the game, email support@kend.app with your display name or your friend code. Other players can see both, so we may ask a question to make sure the account is yours; we then delete it within 30 days and reply when it is done.
Either way, our server permanently erases:
your account (with its link to Apple or Google, if you made one: where our server keeps a token from Apple, it first asks Apple to end the game’s access to your Apple account), your cloud save, your player card, the prizes waiting for you and the last ones you claimed, the record the game uses to check the time with our server, and your device’s push token with the season our server last asked you back in, and the day our server last told you about a friend or a rival;
your entries on every leaderboard, and your League entries and tier, for every day and week the server still holds;
every display name you reserved;
your friend code and the record that you used a friend’s invite code (a friend you invited keeps their own record and a friend who invited you keeps their reward, both without your ID), and the dates our server noted while your invite paid;
both sides of each friendship, the friend requests you sent or received, the gifts waiting for you, and the gifts you sent that are still waiting;
the news of your duels waiting for other players, and the news of their duels waiting for you;
your Legion membership, the battles you fought for it and when you last fought, the messages you posted in it, and the removals you made as its leader or that concerned you (a Legion you founded or led stays, without your ID, and its lead passes to its most active member);
the reports you filed and your place in each count, the reports filed about you and their count, and your ID on the lists of hidden names;
what the server keeps to check scores: its notes on your score posts, the Weekend War runs it checked or refused, the battle of your last Survival run and the Survival runs it refused, and the scores it held back.
It does not remove:
the block list of a player who blocked you, which keeps your ID and the name you had;
the record a player who dueled you keeps in their game save: your ID, the name you had and how your duels went;
a friend’s copy of their friends list, until their game next syncs;
messages you posted in a Legion you left earlier, and that week’s battle count until the week is settled;
a gift you sent to a player who has since removed you as a friend, until they claim it;
the IP addresses Firebase Authentication logged, which it keeps for a few weeks;
crash reports, which Crashlytics keeps for 90 days, and our server’s logs, kept for 30 days by default;
the copies of your account in Google’s backups, which Firebase Authentication removes within 180 days;
the game’s access to your Apple account, where our server keeps no token from Apple or Apple does not end it: you can end it in your Apple account’s settings;
the purchase records Apple and Google keep.
It does not delete RevenueCat’s record of your purchases.
It does not delete the play data Google Analytics keeps under your account ID.
Legal basis, transfers and your rights
Why we may use your data. To give you the game you asked for (your account, cloud save, purchases, leaderboards, friends and Legions); in our legitimate interest in a fair, working game (checking scores, reviewing reports, crash reports and server logs); and with your consent where the law asks for it (ads where a consent choice is shown, and notifications).
How long we keep it. While you play, and for the periods named above. An account with no sign-in or use for 24 months may be erased as described under Deleting your account.
Transfers. Google, Apple, RevenueCat and Unity may handle your data in the United States and other countries. They rely on safeguards such as the EU's standard contractual clauses.
Your rights. You may ask to see, correct, delete or receive a copy of your data, object to or limit how we use it, and withdraw consent at any time. Write to support@kend.app. You may also complain to your data protection authority (in Türkiye, the KVKK).
Children
The game is not directed at children under 13 and does not knowingly collect personal data from them.
Changes to this policy
We may update this policy; the “last updated” date above will change accordingly.