Rope Dash — Privacy Policy

Last updated: 23 August 2026

Rope Dash is a browser game. It requires no registration, password, e-mail address or profile. This policy states what data the game processes, for what purpose, and how it can be deleted.

Data we process

1. Game progress

The game stores a progress card on our server: experience and level, skill points, best combo streak, cosmetic items owned and equipped, achievements, tutorial completion, weekly score, a display name and, for players signed in to a Y8 account, that account name. No other data is stored in it.

The card is identified by a random identifier generated in the browser and held in the browser's local storage. It is not linked to an identifiable person: we cannot determine who the player is, and different browsers on the same device receive different cards. For players signed in to a Y8 account on the platform's page, the card is linked to that platform account.

2. IP address

The IP address is processed for the duration of the connection only, for two purposes:

The IP address is never written to our database. It is held in server memory while the connection is open and is discarded when it closes. If an abuse limit is triggered, the address is included in a technical alert to the developer for incident analysis; such alerts are delivered to a private developer channel.

3. Technical telemetry

The game sends technical events to our own server over the same connection used for gameplay. No third-party service is involved. This data is used to keep the game operational and to improve it. The list below is exhaustive: it is verified against the code that sends these events, and the game sends nothing that is not listed here.

These events contain no free text, no name, no IP address and no data relating to the player as a person.

Each batch of these events also carries one label naming the build of the game that sent it: the copy published on a game platform, or the copy on our own site. It describes the build, not the player, and it is the same label for everyone playing that copy.

Only warning events are counted against the progress card, so that repeated occurrences for one player are not recorded as separate players. Every other event in this list, including the tutorial, screen, menu-action and screen-layout events, is added to a daily total on our server and is not attached to any card: the totals state how many times something happened on a given day, not to whom.

The tutorial, screen, menu-action and screen-layout events are sent without waiting for the browser's card identifier, so that a player who leaves before reaching a match is still reflected in those totals. If the browser has no progress card at that moment, one is created at that point; its contents are stated in section 1 above.

4. What the game does not do

Third party: Y8 Games

This copy of the game is published on Y8 Games, and the page loads one external script — the platform SDK from cdn.y8.com. It is required for the game to work there; the platform does not permit us to keep our own copy of that SDK, which is why it is loaded from their address. The script is included only in the build published on this platform. There Y8 is the platform operator, and its own privacy policy applies in addition to this one.

The game shows no sign-in form of its own. If the player is already signed in to a Y8 account on the platform's page, the platform tells the game so, and the game asks the platform who the player is: the platform issues an access token, the game passes it to our server, and our server asks Y8 whether that token is valid. Only a profile confirmed in this way provides the account name shown next to the player's result; the token itself is not stored.

For a signed-in player the game also mirrors into the platform's own services the weekly score and the achievements already earned in the game, so that they are visible in the Y8 leaderboard and profile. Nothing else is passed to the platform, and for a player who is not signed in nothing is passed at all.

Advertising

In the version of the game published on a game platform, video advertising is shown by means of that platform's SDK: a short video between matches, and a video the player starts voluntarily in exchange for an in-game reward. Videos are shown between matches only; for as long as a video is playing the sound of the game is muted.

To show a video the game passes to the platform the request itself and the name of the place it is shown in ("between matches", "for a reward"). The advertising provider is chosen by the platform: it may store its own identifiers in the browser and ask for consent under its own policy, and personalisation of advertising is decided on its side.

The reward is a temporary increase in the rate at which experience is earned. It is granted only for a video watched to the end.

Retention

The progress card is retained for as long as the game is operated, because it constitutes the player's progress: if it is deleted, the level, items and weekly score are lost with it. The IP address is not retained beyond the connection, as stated above.

Deletion

Changes

If the game begins to collect anything beyond the above — for example if platform accounts or cloud saves are added — this page is updated before that version is released.

Contact

1@troiza.net

Rope Dash is made by an independent developer, Viktor Emelianov.