MOONCALL

Privacy Policy

Last updated: 2026-09-14  ·  Effective date: 2026-09-10 — the platform cloud save and Google Play Games sections describe features that begin operating with the game update that introduces them, and the in-game privacy notice is shown again at that update’s first launch.

Overview

Mooncall ("the Game") is published by RootNode Oy ("we", "us", "our"). We respect your privacy and are committed to protecting it. This policy explains what data we collect, why, how we use it, and your rights.

The short version: We collect pseudonymous gameplay data to run online leaderboards and improve the game. We do not collect your real name, email, precise location, or any data that directly identifies you. You can control online leaderboards and gameplay telemetry independently — see Section 5. Error reporting is always active when an internet connection is available (see Section 1.4). If you choose to share a party with friends online, that party's scoreboard is kept on our servers for a limited time and is visible only to people you gave its join code (see Section 1.5). If you are signed in to your platform account (Steam, Google Play Games, Apple Game Center), a copy of your save file is stored in your own account's cloud storage by that platform. It never passes through our servers.

1. Data We Collect

1.1 Player Identifier

When you first play the Game, a random unique identifier (UUID) is generated and stored locally on your device. This ID is used to associate your scores with your device and prevent duplicate leaderboard entries. It is not linked to your real identity.

1.2 Leaderboard Scores

Online leaderboards are a core feature of the Game. When you submit a score, data must be transmitted to our servers to verify score legitimacy and display rankings. We collect:

Your chosen display name (entered name or gamer nickname) is publicly visible on leaderboards. You control what is displayed — you can change it at any time in the Game's settings.

1.3 Gameplay Telemetry (Optional)

If online features are enabled (they are on by default, and you can turn them off — see Section 5.1), we collect a pseudonymous session summary after each completed game, other than a game played in a party (see Section 1.5), to improve game balance, detect bugs, and verify score legitimacy. Each summary includes:

We do not collect individual in-game events, performance samples, timestamps of specific actions, or a hash of your settings. Only the aggregated session summary described above is transmitted.

Why we need the operating system and graphics details. These two fields are the ones we are asked about most, so it is worth being plain about why they are collected rather than leaving it to a one-line purpose:

Neither field is used to profile you, and neither is combined with any other source to identify you. They are collected because the alternative is being unable to fix faults that we can see are happening but cannot locate.

Accessibility display modes — counted only, never stored against you. Separately from the session summary above, we count how many sessions use each accessibility display mode: the selected colorblind palette (none, deuteranopia, protanopia, or tritanopia), high contrast mode, and flash reduction. Because these settings can reflect personal circumstances, they are handled differently from everything else on this page:

Telemetry data is pseudonymous — it is associated with your random player UUID, not your real identity.

1.4 Error Reports (Always Active)

The Game automatically reports software errors to our servers whenever an internet connection is available, so we can identify and fix bugs. Error reporting is not controlled by the leaderboard or telemetry settings — it is always active to ensure we can detect and resolve issues that affect all players, including those who play offline.

If no internet connection is available, error reports are silently discarded — they are not queued or retried.

Each report may include:

Error reports are pseudonymous — they contain technical diagnostic information and your random player UUID (when available), but are not linked to your real identity. Reports are capped at 20 per session, deduplicated (the same error is only reported once per session), and do not block gameplay. Reports are automatically deleted after 30 days.

1.5 Shared Party Data (Optional)

A party is a competition among friends on a shared scoreboard. By default a party is local to one device and no party data is sent to us at all. (Error reporting, described in Section 1.4, behaves during party play exactly as it does at any other time. Gameplay telemetry, described in Section 1.3, does not: no session summary is sent for a run played in a party, because a party run can start with a boost and can be time-limited, so party runs would distort the figures that describe normal play.) If you choose to share a party online, or join one a friend shares with you, that party's scoreboard is kept on our servers so everyone in it can see the same results.

This is off unless you turn it on for a given party. When you do, we store:

We count these rows to see how much shared parties are played, by how many people, with which settings and on which platforms and controls. That counting is done on the party database alone and produces totals only — never a list of who played what. Because a shared party has to reach our servers in order to work at all, these counts include players who have gameplay telemetry turned off; the setting is not bypassed and nothing extra is collected to make this possible, it is the same party rows listed above.

Party results are kept separately from the global leaderboard, in a different database. They never appear on the global leaderboard and are never public.

Who can see it: only people holding that party's join code — and its password, if the creator set one — which means whoever the creator chose to share it with. Every party has a member limit, chosen by its creator from a fixed set of sizes when the party is made. Because the code is what grants access, anyone the code is passed on to can see the party's results; share it only with people you intend to play with.

The name on each run is text you type, per run. It is shown to everyone in the party, so do not enter anything you would not want them to see.

How long we keep it: party data deletes itself. A party ends when its creator ends it, or 30 days after it was created at the latest. Its results stay available for roughly 30 more days so members can look at them, and are then permanently deleted from our servers, along with the membership record and the milestones. A party board you have opened is also saved on your own device, and that copy stays until you delete it.

Shared parties work independently of the Online Leaderboards setting. You can create or join a shared party with online leaderboards turned off, because a shared party cannot function without reaching our servers — that is what the join code connects to. When you do, the Game tells you so at the moment you create or join, and what is sent is exactly the party data listed above and nothing else. Your runs in that party still do not go to the global leaderboard, and turning online leaderboards off still means none of your solo scores are submitted. A party you never share stays entirely on your own device.

1.6 What We Do NOT Collect

2. How We Use Your Data

DataPurposeLegal Basis (GDPR)
Player UUIDLeaderboard deduplication, score attribution, anti-cheatContract performance
Display name (entered name/nickname)Public leaderboard displayContract performance
Platform usernamePublic leaderboard display (if linked by player)Contract performance
Leaderboard scores & gameplay statsPublic leaderboard display, score verificationContract performance
Shared party membership and results (party name and settings, join code, your per-run name, run statistics)Running a private party scoreboard you chose to create or joinContract performance
Shared party platform and control method, counted in aggregateSeeing how much shared parties are played and on what, so the feature can be maintained and its limits (such as the member cap) set sensiblyLegitimate interest
Join password (stored hashed)Limiting a party to the people its creator invitedContract performance
Session summariesGame improvement, balance tuning, score legitimacyLegitimate interest
Device localeAggregate language statisticsLegitimate interest
OS category & detailed OS stringPlatform-specific bug diagnosis, performance optimizationLegitimate interest
GPU renderer nameRendering issue diagnosis, hardware compatibilityLegitimate interest
Error reports (message, stack trace, context)Bug detection and resolutionLegitimate interest
Country (coarse)Aggregate geographic statistics for game developmentLegitimate interest
Accessibility display modes (colorblind palette, high contrast, flash reduction) — daily counts only, never linked to a session or playerMeasuring whether accessibility features are used enough to keep developingLegitimate interest
Save-file copy in your own platform account's cloud (Steam Cloud / Google Drive app data / iCloud)Restoring your profile across your own devicesContract performance
Per-run gameplay counters sent to Google Play Games (Android, signed in, Telemetry on)Play Games profile stats shown on your own Gamer profileLegitimate interest

We do not use your data for advertising, profiling, or sale to third parties. No accurate location is ever transferred or stored.

Online Connectivity

The Game has five types of online communication, each serving a different purpose:

You can disable leaderboards and telemetry independently in Settings. The Game remains fully playable with both disabled — only online rankings and score submission are unavailable. Error reporting cannot be disabled separately, but contains only pseudonymous technical data.

3. Data Storage & Retention

4. Data Sharing

We do not sell, rent, or share your data with third parties, except:

When you use platform cloud save, your save file is stored by the platform in your own account as described in Section 3. On Android, if Gameplay Telemetry (Section 5.1) is on and you are signed in to Google Play Games, the Game also sends Google a summary of each completed solo run — gameplay counters such as score, rescues, mushrooms, survival time and difficulty, and never your name, player ID, locale, country, device details or accessibility settings. Google associates these with your Play Games identity and uses them to show stats on your Gamer profile. That data is held by Google under your own Google account and Google's privacy policy.

5. Your Rights

5.1 Control Online Features

The Game provides two independent settings to control online data transmission:

Online Leaderboards (Settings > Privacy > Online Leaderboards):

Gameplay Telemetry (Settings > Privacy > Telemetry):

Both settings are stored locally and take effect immediately. The Game remains fully playable with both disabled. You can re-enable either setting at any time.

Note: Pseudonymous error reporting (Section 1.4) is always active when an internet connection is available and is not affected by these settings.

5.2 Access & Export Your Data

You can request a full export of all data associated with your player account directly from the Game:

This will retrieve all data stored on our servers (leaderboard scores, session summaries, error reports, and your shared party memberships, party results and milestone claims) and present it to you in JSON format. The export uses your device's player UUID automatically — you do not need to know or enter the UUID yourself. To prevent abuse, data exports are limited to once per 30 days per player.

You may also contact us at [email protected] to request a data export manually.

5.3 Delete Your Data

You can request deletion of all server-side data associated with your player account:

This action requires confirmation and will permanently remove:

Milestone claims you made in a shared party are not removed but are stripped of any link to you, so the other members' scoreboard does not silently gain unclaimed milestones. A party you created keeps working for its other members until it expires normally, with your identity as its creator erased.

After deletion, your online leaderboard history cannot be recovered. Local save data and settings on your device are not affected — including any party scoreboard already saved there, which only you can see and only you can remove.

This deletion covers the data on our servers only. The copy of your save file held in your own platform account's cloud (Section 3) is stored by Steam, Google or Apple under that account, and is removed by deleting the game's saved data there, or by deleting your save in the Game (Section 5.4). Gameplay stats already recorded by Google Play Games (Section 4) are held by Google under your own Google account and are removed through your Google account controls, not through the Game.

When you request deletion through the Game, your data is scheduled for permanent removal after a 7-day grace period. During this period you can cancel the request in Settings > Privacy and your data will be fully restored. After 7 days, deletion is carried out automatically and cannot be reversed. You may also contact us at [email protected] to request deletion manually; manual requests are processed within 30 days.

5.4 Delete Your Save

Your save file is not data we hold. It lives on your device and, while you are signed in to your platform account, as a copy in that account's own cloud storage (Section 3). Neither ever reaches our servers, so neither is covered by the deletion in Section 5.3. The Game lets you erase both yourself:

This action requires confirmation and permanently erases:

Steam achievements you have already earned are not withdrawn. Gameplay stats already recorded by Google Play Games (Section 4) cannot be removed this way — they are held by Google under your own Google account and are removed through your Google account controls.

Your leaderboard scores are unaffected: those are held on our servers and are removed through Section 5.3 instead. Deleting your save cannot be undone, and the Game starts a new local profile afterwards.

5.5 Data Portability

Your data export (Section 5.2) is provided in a standard, machine-readable JSON format, fulfilling your right to data portability under GDPR Article 20.

5.6 Right to Object

Under GDPR Article 21, you have the right to object to processing based on legitimate interest.

You can exercise this right by disabling online leaderboards and gameplay telemetry independently in Settings (see Section 5.1). With both disabled, no scores or session summaries are sent to our servers, and no per-run gameplay counters are sent to Google Play Games. Shared party data (Section 1.5) is sent only for a party you actively choose to create or join, and stops entirely once you stop using the feature.

Pseudonymous error reporting (Section 1.4) remains active when an internet connection is available. Error reports contain technical diagnostic data (error messages, stack traces, game version) and your random player UUID when available, and are not linked to your real identity. We rely on legitimate interest for error reporting because timely bug detection is essential to maintaining game quality and stability for all players, and the data is limited to pseudonymous technical diagnostics with automatic 30-day deletion.

If you have concerns about our legitimate interest assessment, contact us at [email protected]. We will cease the contested processing unless we can demonstrate compelling legitimate grounds that override your interests, rights, and freedoms.

6. Children's Privacy

Mooncall does not knowingly collect personal information from children under 13 (COPPA and Finnish implementation of GDPR Article 8). As the developer is based in Finland, Finnish law applies — Finland has set the age of digital consent at 13 under its national implementation of the GDPR. Players in other countries may be subject to different age thresholds under their local implementation of the GDPR (ranging from 13 to 16 depending on the country), but the Game's data practices are designed to comply with the strictest applicable standard.

The random player UUID used for leaderboard deduplication qualifies as an "internal operations" identifier under COPPA and does not constitute personal information collection requiring parental consent.

Platform accounts and their cloud-save and profile features (Steam, Google Play Games, Apple Game Center/iCloud) are governed by the platform's own age requirements and parental controls.

The Game:

7. International Data Transfers

Data is processed on Cloudflare's global network, which includes data centers in the European Economic Area (EEA), the United States, and other countries. Cloudflare participates in Standard Contractual Clauses (SCCs) for international data transfers from the EEA. See Cloudflare's Data Processing Addendum.

8. Changes to This Policy

We may update this privacy policy from time to time. The "Last updated" date at the top of this page indicates when it was last revised. If we make material changes, we will notify you through an in-game notice.

9. Contact

For privacy inquiries, data requests, or questions about this policy:

10. Supervisory Authority

If you are in the European Economic Area and believe we have not adequately addressed your data protection concerns, you have the right to lodge a complaint with your local data protection supervisory authority. In Finland, this is the Office of the Data Protection Ombudsman (tietosuojavaltuutettu):