Legal

Children’s Privacy Policy

Last updated: 12 September 2026

The short version

  • Our games carry advertising, and it is set to non-personalised. No behavioural or interest-based targeting. No advertising profile built from a child’s play. That holds for every game we publish, and section 6 sets out how.
  • Our games are for players of 13 and over. They are not designed for children, they are not in the Google Play Families programme, and we do not direct them at a child audience. Section 3 explains that position.
  • We ask nobody for personal information, and we hold no advertising identifier. The advertising software in a build reads the device’s advertising ID so it can request an ad. It never reaches us.
  • There is one thing we do collect, from players of any age: an online leaderboard entry — a score, the gameplay numbers behind it, a player key and whatever name is shown beside it. That name appears publicly on the board. Section 6 is about it and about what a parent can do.
  • There is no sign-up, no chat, no messaging and no way for one player to contact another.
  • Game progress is saved on the child’s own device. The leaderboard entry is the only thing on a server of ours, and we share it with nobody.
  • A parent can wipe everything a game has stored on the device by clearing the site data or the app data, and can reset or delete the device advertising ID in the phone’s own settings, without asking us. Removing a leaderboard entry is the one thing that does need a message to us; the address is at the bottom.

1. Scope

This policy explains how Omega Software Solutions treats children’s data in our games and on this website. It covers every game we publish, including Wreck Run, Merge Bastion, Daybreak Factory and Necrowave, on every platform we ship them to. Section 7 sets out our advertising position for the whole catalogue, and section 6 the one thing our games collect. It supplements our Privacy Policy, which applies in full to players of every age. It is written against the United States Children’s Online Privacy Protection Act (COPPA) and its Rule, the Google Play Families policy and the Play Families Ads & Monetisation requirements, and the UK Age Appropriate Design Code.

2. What we collect, and what we do not

COPPA is concerned with the collection of personal information from children under 13. We collect none of the following, from a player of any age, in any of our games:

  • no real name, email address, phone number, postal address or date of birth;
  • no photograph, video, voice recording, microphone or camera access;
  • no location from a device sensor, and no location permission: no game of ours asks Android or a browser where the device is, and no build of ours declares a location permission. The advertising software in an Android build reports an approximate location to the advertising companies behind it — see section 7 — and none of that reaches us. Two coarser things do reach us, and we would rather set them out here than leave them under a heading that says we collect no location at all: the language the device is set to and the time zone it is set to travel with a leaderboard score (section 6). They are settings a device reports, not a position it measured — a time zone names a region and a language names a preference, and neither says which town a child is in — but both narrow down roughly where in the world a player is, so we treat them as something to declare rather than something to argue about;
  • no advertising identifier: the advertising software in a build reads the device advertising identifier in order to request and measure an ad — see section 7 — and that identifier is never passed to us;
  • no cookie of ours to recognise a returning player, and no fingerprinting;
  • no contacts, no social graph, no address book.

We do collect one thing, and a screen name can be part of it. Wreck Run, Merge Bastion and Daybreak Factory have an online leaderboard. When a run finishes, the game sends us a score, the gameplay numbers behind it, a player key that identifies that save, a display name to show beside the entry, and a short record of how that copy of the game has been played — when it was first opened, how many days and sessions it has been played, how long, how many advertisements it has shown, and the language and time zone the device is set to. Under COPPA a persistent identifier and a screen name are personal information, and we treat them that way rather than arguing about it. Section 6 sets out exactly what is sent, what a parent can do about it, and how to have an entry removed.

Apart from that entry there is nothing for us to disclose to a third party and nothing for us to sell — and the entry itself we disclose to nobody either. Our games never ask a child for information about themselves under any circumstances, including in exchange for a reward. The one field a game may ever offer is the leaderboard name, and a name is something to make up.

3. Our age rating and the Families programme

Our games are for players of 13 and over. That is the target audience we declare to Google Play and to the portals that carry them. They are not designed for children, they are not primarily directed to children, and they are not enrolled in the Google Play Families programme or in any equivalent children’s programme. A store listing of ours is not addressed to a child audience.

This policy exists anyway. A game rated 13+ is played by children, and saying “not for children” is not a privacy measure. So the protections in it are given to every player rather than to a category of player we would first have to identify.

The games contain no age gate. An age gate would collect a date of birth we do not want, and it would not change how anyone is treated, because the treatment is already identical for everybody: no personalised advertising, no advertising profile built from anyone’s play, and nothing collected beyond a leaderboard entry. That is the highest-privacy setting, and every player is given it without having to ask, which is what an age-appropriate design requires.

Content is cartoon throughout: a comic zombie riding a firework rocket who crashes in a puff of smoke, elemental towers firing at cartoon skeletons on a road, and pixel-art factory machines. There is no realistic violence, no blood, no gambling or simulated gambling, no loot boxes, no alcohol, tobacco or drug references, and no sexual content.

4. Social features: what there is, and what there is not

There is no chat, no messaging, no friend list, no photo or video upload, and no way for one player to contact another. Nothing in the games links a child out to social media or to an external website.

There is one thing other people can see: the online leaderboard in Wreck Run, Merge Bastion and Daybreak Factory. A score posted to it is shown publicly in that game, with a name beside it. Where a game lets a player type that name, it is the only free text anywhere in our games that another person will read, and a parent should treat it the way they would any public username — a made-up handle, not a real name and not a school. The name is filtered and length-limited before it is stored, but a filter is not a guarantee, and there is no way for a player to contact whoever is above them on the board. Section 6 covers this, including how to have an entry taken down.

Merge Bastion also keeps a table of your own best runs on the device itself. That one is shown only to the person playing on that device and is not uploaded.

5. What is stored on the device

Each game writes small gameplay values (a best score, a mute setting, which items have been unlocked, the current factory state) to the browser’s own storage or to the app’s private storage on Android. This is the game’s save file, kept so a child does not lose progress; it is not a profile, is not sent to us, and is not used to recognise a player across sites or apps. The full list is in section 3 of the Privacy Policy. In the games with an online board, the same storage also holds the player key, the display name and the small play record that a score submission carries — those three do leave the device, and section 6 says where they go. Advertising software stores identifiers of its own, separately from the save file; our Cookie Policy describes that storage.

6. The online leaderboard

Wreck Run, Merge Bastion and Daybreak Factory each post a score to an online leaderboard when a run ends. The board is a service we wrote and run ourselves; it is not a third party’s, and it is the only place any of our games sends anything. Necrowave has no online board.

A submission carries the score, the gameplay numbers behind it, a player key generated on the device, and a display name to show beside the entry. It also carries a short play record for that copy of the game: when it was first opened, when it was last opened, how many separate days and how many sessions it has been played, how many seconds of play it has banked, how many advertisements it has shown, and the language and time zone the device reported the first time it ran. We read that to see whether players come back and whether a game pays for itself. It is never used to choose an advertisement, and it is not shown on the board — a board read gives back a rank, a name, a score and the gameplay numbers behind it, and nothing else.

Our server also logs the IP address the score arrived from, to rate‑limit the service and to catch cheating. It is written in the submission log, which is deleted automatically thirty days after the submission, and in the service’s ordinary request log, which is kept with the machine’s other system logs and rotated off the server in the normal course of running it. Neither is shown on the board and neither is attached to the board row. Nothing that is sent identifies a player by name, and nothing that is sent goes to an advertising network, to a portal, or to anyone else. Section 4 of the Privacy Policy lists every field.

The country a score arrived from. Our server also records the country a submission came from, which it works out from the internet connection the score arrived on. It is the country and nothing finer — never a region, a city or a position on a map — it is worked out once and then left alone, and it is never shown on the board. We do not buy data about anybody and we do not ask another company where a player is.

What a parent should know. The name and score are public inside the game. Submitting is automatic at the end of a run, not a button a child chooses to press, so a child who plays online is on the board. A child cannot be contacted through it. Clearing the app or site data removes the player key from the device and starts a fresh entry next time, but it does not remove the entry already on the board.

Removing an entry. There is no delete button in the game and no self-service page — removal is done by hand, by a person. Write to omegasolutionsbusiness@gmail.com with “Leaderboard” in the subject line and tell us the game, the name shown on the board, and roughly the score and date. We will delete it and confirm. A parent or guardian asking for a child’s entry to be removed gets the same answer, and we do not require proof of identity for a deletion, because we hold nothing to check it against and refusing to delete would be the worse error. If we ever cannot identify which row is meant, we will ask rather than guess.

Under COPPA a parent may also refuse to permit any further collection: playing offline stops it, and telling us to remove the entry and not to keep another one for that child is a request we will act on.

7. Advertising and monetisation

Our games carry advertising, and we treat it as a children’s‑privacy question rather than a commercial one. On Android the ads are served by the AppLovin MAX mediation software and by Unity Ads, both part of the application; on a game portal such as CrazyGames or Poki they are served by that portal’s own software, which the build we submit there carries.

Our commitment, which applies to every game we publish and is not conditional on a release date: advertising in our games is configured for a child-appropriate, non-personalised experience. No behavioural or interest-based targeting, no remarketing, and no advertising profile built from a child’s play. Our games are not in the Google Play Families programme and are not distributed under it, so the programme’s Ads & Monetisation rules do not apply to them; we hold to the substance of the non-personalised requirement regardless, because a 13+ rating does not keep children out. Where a portal hosts our game to a mixed or child audience, the portal is required to serve contextual rather than behaviourally targeted advertising.

With Unity Ads that commitment is a setting we write into the build rather than a promise about how we behave. Every time the advertising software starts, our code tells it the player is age‑restricted and has consented to no targeted advertising, so it may serve only an advertisement chosen from the game being played. Unity’s software is on Google’s list of ads SDKs self‑certified for use in apps for families; our games are not in the Google Play Families programme and are not distributed under it, so that programme’s rules do not apply to them, but the software we chose meets its standard anyway. Advertisements shown under that setting carry Unity’s “Advertisement” marking and an emphasised close control.

Advertising software reads the device advertising identifier in order to request and measure an ad, and an Android build carrying that software declares Google’s advertising‑ID permission for that reason. That is the Android build of every game we publish: Necrowave, Wreck Run, Merge Bastion and Daybreak Factory. No browser version of any of the four requests an ad or loads an ad SDK, the Necrowave you can play on this site included — its advertising code reaches a provider only on Android with the advertising plugin present, so in a browser it asks for nothing. A browser has no device advertising identifier in any case, so there is none for a child to have read while playing here. Either way we do not receive that identifier, do not store it and do not combine it with anything. The Privacy Policy keeps the build‑by‑build position.

A parent can reset or delete the device advertising ID, and turn off ad personalisation, in Android’s Settings → Privacy → Ads. In a browser, clearing site data for the portal the child is playing on clears the identifiers its advertising has stored.

Purchases. There is nothing to buy in Wreck Run, Merge Bastion or Daybreak Factory, so a child cannot spend money in them: those builds contain no in-app purchase, no currency pack and no subscription, and every coin, unlock and perk in them is earned by playing. The same is true of Necrowave as you play it in a browser here: there is nothing in it to buy. Its Android build is different: that build has Google Play Billing compiled into it, which is the machinery for selling something. Nothing in Necrowave is on sale today, and we are not going to describe here what it might one day sell; this page will name it before anything can be bought. Where a game of ours does offer a purchase through a store, the store’s own parental controls and purchase authentication apply, and a parent who wants that locked down should set it there rather than rely on us.

8. Information for parents and guardians

The one record we may hold about your child is a leaderboard entry, and section 6 says how to see it removed. Everything else is on the device itself. To review or remove what a game has saved there, and to control the identifier advertising uses:

  • In a browser: clear site data for the site the game was played on, in the browser’s settings. That deletes the save permanently, along with anything advertising on that site has stored.
  • On Android: Settings → Apps → the game → Storage → Clear data, or uninstall the app.
  • Advertising ID on Android: Settings → Privacy → Ads lets you delete or reset the advertising ID and turn off ad personalisation for every app on the device.
  • A leaderboard entry: email us, as section 6 describes. It is the only one of these that we have to do rather than you.

If you believe a child has somehow provided personal information to us, for example by writing to our support address, email omegasolutionsbusiness@gmail.com and we will delete that correspondence promptly. We do not knowingly retain any personal information from a child under 13.

9. Changes

Any material change to how we treat children’s data will be published here, with the date at the top updated, before the change takes effect in a shipped build, and our Google Play Data safety declaration will be updated to match. Where COPPA requires parental notice before a new collection of personal information, we would obtain verifiable parental consent first. The plan is to keep what we collect to a leaderboard entry, and to keep the advertising in our games non-personalised.

10. Contact

Omega Software Solutions, United States. omegasolutionsbusiness@gmail.com. Write “Children’s Privacy” in the subject line so it reaches the right person quickly.

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