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:
- abuse limits — the number of simultaneous connections and matches permitted from one address;
- connection security — the server accepts game connections only from the pages the game is published on.
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.
- Page load — the build label of the files delivered to the browser and whether local storage is available to the game. Once per page load.
- Time to gameplay — the number of milliseconds between the page loading and the first game. Once per browser tab.
- Warning displayed — which of the three warnings was shown (progress not saved, poor connection, match ended because contact with the server was lost), the screen it appeared on, how long the condition lasted and, for a failed save, the reason reported by our server.
- Tutorial and practice — whether this was the tutorial shown to a new player or the practice mode opened from the menu, the number of the step reached (0 to 2), the number of milliseconds spent, whether the section was completed, whether it was skipped and, for practice, how many attempts were made.
- Screen opened — that the player opened the main menu or the weekly leaderboard. Which one it was, and nothing further about it.
- Menu action — which of four actions was performed in the menu (opening a cosmetic slot, equipping an item, pressing the play button, pressing the practice button) and how many times. Repeated identical actions are combined into a count before being sent, so the individual timings do not leave the browser.
- Tutorial shown to a returning player — sent only when the game runs inside a game platform, and only when the progress card reached the browser after the game had already decided what to display. It records where the tutorial appeared (first screen, play button, menu hint, end-of-match hint), whether it was removed once the card arrived, and by how many milliseconds the card was late. It is used to size the waiting period the game allows for the card.
- Screen layout — whether the browser window is wider than it is tall (landscape) or taller than it is wide (portrait), and whether this was measured as the page loaded or as an online race started. It is used to see which layout players arrive in and which one they play in. No screen size, and no measurement outside those two moments.
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
- No third-party analytics services, no tracking pixels, and no tracking across other sites or games.
- No cookies. Browser local storage is used only for the purposes stated above.
- Game data is not sold, rented or disclosed to third parties.
- The game is not directed at children under 13 and does not knowingly collect data from them.
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
- Browser side: open the game with
?resetappended to the address. This erases the progress held in the browser together with the identifier that points to the card; the card then becomes unreachable by anyone, including us. - The card itself: send a request to the contact below. As
we hold no personal data, the request must state the identifier — the value
of
swingrush2.cardin the browser's local storage. Without it the card cannot be identified.
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.