本文件的正式文本以以下语言发布:English。 与你在应用内看到的文本相同。
In short
REACH is a single-player racing game. It has no accounts of its own and no servers of its own, and it asks you for nothing — not a name, not an email address, not a phone number.
Your progress is kept on your device. What leaves it is: what Google needs to put an advert on the screen; a record of how the game is played and reports of anything that breaks, both through Google's Firebase and neither carrying your name or contact details; and — only if you play signed in to Google Play Games or Game Center — your scores for the leaderboards and a copy of your progress, kept in your own Play Games or iCloud account.
If anything below is unclear, or you want to ask about your own data, write to us. The address is at the bottom of this page and a reply comes from a person.
What REACH keeps on your device
Your progress and your settings are written to your device's own local storage — one entry for the save, one for your controls, one each for your graphics and language choices, and three small ones for the switches in this panel. While a race is running there is one more: a note that a race is under way, removed when it ends, so that the game can tell on its next launch whether the last race was cut short.
If your phone backs itself up — to your Google account on Android, to iCloud on iPhone and iPad — that backup can include the game's save, as it includes other apps' data. That copy belongs to your account and follows your backup settings.
- Coins, and the cars you own — their paint and their upgrade levels.
- Which worlds you have unlocked and which one you are driving.
- Best score and best level reached, overall and in each world.
- Daily goals, how far through them you are, and your streak.
- How much you have driven each car, for the mastery bonus.
- Two counters that decide when an advert may be offered.
- Whether music, sound effects and haptics are switched on.
- How you drive: the control scheme, and where you put the buttons.
- Which of the first-run tips you have already seen, so none is shown twice.
- When the save was last written, and how many times it has been.
- When the store's rating prompt was last asked for, so it is not asked for again within a month.
What leaves your device
Four things, and nothing else. Everything in the game except these works with no connection at all.
- Advert requests, to Google AdMob — described next.
- A record of how the game is played, and reports of anything that breaks, to Google Firebase — see "How the game is measured" and "When something breaks".
- If you are signed in to Google Play Games or Game Center: your scores, and a copy of your progress — see "Leaderboards, and your progress in the cloud".
- A score you choose to share, to wherever you send it.
Adverts
Adverts are served by Google AdMob. When one is requested, Google's software on your device contacts Google, and Google may process your device's advertising identifier, an approximate region worked out from your IP address, information about your device and this app, and whether you interacted with the advert.
That processing is Google's, not ours — we never receive that data. What Google does with it is described in its own policy for partner sites and apps.
How the game is measured
REACH uses Google Analytics for Firebase to learn how the game is played: which levels stop people, whether the garage gets used, which adverts are worth their interruption. It records events such as a race starting (with its world, car and control scheme), a level being cleared, a race ending (with its score, level, length and what ended it), coins earned and spent inside the game, an advert being offered and whether it was watched, a screen being opened, a setting being changed and a score being shared.
Alongside the events it keeps a few facts about how you play: your control scheme, graphics setting and language, how many cars you own, a band for your best level (1–3, 4–6, 7–10 or 11 and up), and whether you have watched a rewarded video.
With each event Firebase records an identifier it creates for this installation of the app — not your advertising identifier, which Analytics is never allowed to read — along with your device model, its operating system, the app version, and a country or region worked out from your IP address.
Where the consent form below applies — the European Economic Area, the UK and Switzerland — the game tells Firebase that it may not store that identifier, so what it receives cannot be joined up into a history of one person's play. Everywhere, the game tells Firebase that none of this may be used for advertising.
Google keeps these events for two months, and we look at them only as counts and trends.
When something breaks
If the game crashes, or hits an error it cannot recover from, Firebase Crashlytics sends a report so the problem can be found and fixed. A report says what failed and where in the game's code; your device model, operating system and app version; the graphics chip and the graphics setting; the world, car, level, control scheme and language at the time; the last few game events before it happened, as listed above; and an identifier Crashlytics creates for this installation.
Crash reports are sent wherever you are, because a crash cannot be fixed without one, and they carry nothing that says who you are. Google keeps them for 90 days.
Leaderboards, and your progress in the cloud
On Android the game can use Google Play Games, and on iPhone and iPad, Game Center. Signing in to them is between you and Google or Apple: REACH never sees your password or email address, only an identifier for your player profile there.
While you are signed in, the score and level of each race are posted to the game's leaderboards, where other players can see your best alongside your Play Games or Game Center name, as your privacy settings there allow.
A copy of your progress — the save described above — is also kept in your Play Games saved games on Android, or in your iCloud account on iPhone and iPad, so it follows you to a new phone. If two of your devices disagree, the game combines them, so nothing you earned on either is lost.
You can sign out in the Play Games app or in your iPhone's Game Center settings, and the game then stops using them.
Being asked first
Where the law requires your permission before an advert can be personalised, you are asked before any advert is requested. The form is Google's own, it appears the first time you open the game, and whatever you choose there is what happens — nothing is requested while it is on screen.
If you are somewhere that does not require it, no form appears, because being asked a question the law does not ask of you is its own kind of intrusion.
On iPhone and iPad, iOS then asks separately whether REACH may use your advertising identifier. Saying no is a complete answer: the game works exactly the same and the adverts simply stop being personalised.
You can change your mind whenever you like. Where Google requires a permanent way back to that choice, Settings carries an AD PRIVACY OPTIONS button that reopens the same form.
Sharing a score, and the rating prompt
If you tap SHARE on the results screen, the game draws a picture of your result on your device and hands it, with a line of text and a link, to your phone's own share menu. Where it goes from there is up to you and the app you choose; REACH sees none of it.
The link is to REACH's page on uptideapp.com, which sends whoever opens it on to Google Play or the App Store. The page sets no cookies and runs no analytics.
Now and then, straight after a new personal best, the game asks your phone to show the app store's own rating prompt. The prompt belongs to Apple or Google, they decide whether it appears at all, and whatever you do with it goes to them, not to us.
The two adverts, and when they appear
- A rewarded video you can choose to watch to double what a run paid. It never plays unless you ask for it, and closing it early simply means no bonus.
- An occasional full-screen advert between runs. It never appears during a run.
Personalised adverts, and how to limit them
Depending on where you are, what you answered above, and how your device is configured, the adverts you see may be personalised using your advertising identifier.
You can change that at any time without leaving your phone: on Android, Settings → Google → Ads lets you delete or reset your advertising ID and turn off ad personalisation; on iOS, Settings → Privacy & Security → Tracking controls whether apps may ask to track you at all. Turning it off does not remove adverts — it makes them less relevant, and it does not affect the game.
What REACH does not do
- No account of our own. The game never asks for, and never stores, your name, email address, phone number or any other way to contact you.
- No location, camera, microphone, contacts, photos, files or calendar. The app never asks for those permissions.
- Nothing is sold or rented. Data goes only to the services named above, for what is described above.
- Nothing the game measures is used to target adverts at you, by us or, as far as the game can say so, by Google.
Permissions the app uses
- Internet and network state — for the adverts, the measurement and crash reports, and Play Games or Game Center. The game plays without a connection.
- Vibration — the short buzz on a crash. It can be switched off in Settings.
- On Android, the advertising ID — used by the ad SDK as described above, and by nothing else in the app.
Children
REACH is not directed at children under 13, and we do not knowingly collect information from them. If you believe a child has provided information through this app, write to the address at the bottom of this page and we will act on it.
You can erase everything, at any time
Settings → ERASE ALL DATA deletes everything the game keeps on the device — coins, cars, paints, worlds, upgrades, records, streak, your control settings and your graphics and language choices — and, if you are signed in to Play Games or Game Center, the copy of your progress there as well. If the phone is offline at that moment, that copy is left behind, and the next time the game starts signed in it will find it and bring that progress back; to be rid of it, delete it in the Play Games app, or on iPhone in Settings → your name → iCloud.
Uninstalling the app removes what is on the device. Your phone's own backup and your Play Games or iCloud copy stay with your account until you delete them there, and your leaderboard entries are managed in Play Games or Game Center.
The measurement and crash data described above carry no name or contact details, so there is nothing we could look up to delete; they expire on their own, as the next section says. You can still write to us with any request about your data.
How long anything is kept
- Your save on the device: until you erase it or uninstall the app.
- Your cloud copy and leaderboard entries: until you delete them, in your Play Games or Apple account.
- Game events in Firebase Analytics: two months.
- Crash reports in Firebase Crashlytics: 90 days.
- Anything Google holds from an advert request: under Google's own retention rules.
Changes to this policy
If what the app does changes, this text changes with it and the date at the top moves. The current version is always the one in the app you have installed, and at uptideapp.com/reach/privacy.
Google's own policy
What Google does with an advert request is described at https://policies.google.com/technologies/partner-sites
Getting in touch
Questions about any of this, or about your own data, go to uptidehq@gmail.com
Uptide on the web: uptideapp.com