Slosh — Privacy
Last verified against the code on 7 October 2026, for version 0.6.0.
Who we are
Slosh is made by Ori Iscovici, who is responsible for your data under this policy. Contact: privacy@vibezilla.games.
Slosh shows ads from Google between games, unless you buy the one-time Supporter purchase. Google's ad SDK collects device identifiers and how you interact with ads. On iPhone it only uses your advertising identifier if you allow tracking. Your game history stays on your device; finished scores go to the leaderboard.
Slosh has no account of its own and never asks you to make one for play. But on a phone, in a build with the leaderboard switched on, it asks the platform who you already are: if your device is signed in to Play Games or Game Center, the game uses the per-game id that service issues, so your rank follows you to a new phone. That often does not happen, and not happening is normal. A player it never succeeds for keeps a random id this device made for itself.
One thing leaves the device for the board, and only when the leaderboard is switched on: the score you just got, and the run that produced it — a number, the random seed, the list of directions you tilted in, the rules it was played under, a fingerprint, and the time it ended. It goes under one id, and what that id is depends on whether you were ever signed in.
A build without a leaderboard configured makes no request of its own after the app's own files have loaded, and never asks the platform who you are.
On a phone, the platform's own games service runs whether or not you ever sign in. Android links Google's Play Games Services SDK, which starts with the app and signs a player in at launch with no button — that is the SDK's design, and it is why Slosh has no sign-in button. By Google's own documentation those libraries collect gamer identity, analytics and diagnostics for Google's purposes. On iOS the game asks Game Center, and Apple's sign-in banner is Apple's. That traffic is not sent by this game and this game never sees it, but it happens because this game is installed, so it is named here rather than left out.
Advertising
Unless you have bought the Supporter purchase, Slosh shows a full-screen ad from Google between some runs — never during one. The ad SDK is Google Mobile Ads. Slosh does not start it, and has it delay its measurement, until its own consent prompts have been answered. Those prompts are only ever shown at rest — on the title screen or a results card, never during a run — and never at all to a Supporter. No ad is ever shown in your first session.
What Google's SDK collects and shares, by Google's own disclosure for this app:
- On iPhone: Device ID, Advertising Data, Coarse Location (from your IP address), Product Interaction, Crash Data, Performance Data, and other diagnostic data. Only the device identifier is ever used for tracking, and only if you allow it — the rest is collected either way, never for tracking (per the Google Mobile Ads SDK 13.6.0 privacy manifest, the exact version this app's plugin pins; see Data-safety answers below).
- On Android: IP address, app interactions, diagnostics, and device and advertising IDs.
The purposes are advertising, analytics, and fraud prevention. None of this is collected by Slosh's own code — it is Google's SDK, running inside the app, collecting it for Google. Google's own page describes it in full: policies.google.com/technologies/partner-sites.
Because this data belongs to Google, not to Slosh, a request to delete it goes to Google, not to the developer.
Your choices
- Your Privacy Choices, in Settings → Support Slosh, shown where the law requires it (for example the EEA, UK and some US states). It reopens the same choices Google's consent form gave you.
- On iPhone: Settings → Privacy & Security → Tracking, to turn tracking off for Slosh, or for every app.
- On Android: Settings → Privacy → Ads, to reset or delete your advertising ID.
- Buying the Supporter purchase stops all ads. No ad is requested or shown after the purchase, and from your next launch the ad SDK is never started at all.
Legal bases
- Consent — for storing and reading identifiers for advertising, and for personalised ads. Given through Google's consent form (UMP) and, on iPhone, Apple's tracking prompt.
- Legitimate interest — for running the leaderboard you play on: storing your scores, runs and board key, ranking them, and showing the board to every player, which is what a leaderboard is. You can object at any time by asking for your entries to be removed (Deleting your data).
- Legitimate interest — for keeping the leaderboard fair, which is the two rate limits described under About your IP address, below.
- International transfer. Data is transferred to the United States, to Google. The leaderboard (Scorezilla) runs on Cloudflare's network (Cloudflare, Inc., United States), which may store and process it outside your country, including in the United States.
- Your rights: access, deletion, objection, and withdrawal of consent, at any time.
- The right to complain to a supervisory authority. In the UK, that is the ICO.
Purchases
The Supporter purchase is handled by Apple or Google. Slosh receives only whether you own it. It never receives your payment details, name or address.
What is stored, and where
Everything below is stored only on your device, using Capacitor
Preferences (UserDefaults on iOS, SharedPreferences on
Android) with a browser localStorage fallback on the web.
| Data | Purpose |
|---|---|
| Settings and accessibility choices | So the game looks and feels the way you left it |
| Best score and a short run history — up to 25 runs, each holding a score, a number of tilts, cells cleared, blooms, the best chain, the run's random seed, and the date and time it finished | The Records screen |
| Leaderboard builds only: the random id this device made for itself | So it still has one if you are never signed in, or sign out later |
| Leaderboard builds only: the id your scores are ranked under, and which platform it came from | So your rank is yours, and survives a new phone |
| Ad and purchase bookkeeping: see below | So ads pace correctly and stop for good once you buy Supporter |
That is the whole list: two documents, settings and
records, a third, monetization — and, in a build with a
leaderboard, two more, player and identity.
monetization is written on every build, including the web one, but
nothing in it is acted on unless the build is a phone build with ads switched on.
None of this — nor any of Slosh's own code — reads a device identifier: no
hardware id, no advertising id. Google's ad SDK does read one, on its own; see
Advertising, above. Deleting the app removes all of it from the device.
The monetization document, named rather than hidden behind
“bookkeeping”: whether you are a Supporter, and the time the store last
confirmed that definitively; the start time of a purchase still pending; how many
sessions you have opened, and the time of your first one and your most recent one;
how many ads you have been shown in total and today; how many runs you have finished
since the last ad, and the time of the last ad — both of which opening the Supporter
purchase also resets, as if an ad had just shown, so backing out of it is never
followed straight by one;
whether you have been asked about ad consent yet — a yes/no flag,
not what you answered, which is UMP's own record, below — and the time the
“remove ads” nudge last showed, and how many times you have dismissed
it.
Google's own consent record (UMP) is stored separately, by Google's SDK, in its own place on the device — not in any of the documents above, and not written by Slosh's own code. It records what you were asked and what you answered, so you are not asked again until it expires or Google's requirements change. That traffic is not sent by this game and this game never sees it, but it happens because the ad SDK is installed on your device, so it is named here rather than left out.
These files are included in your phone's own backups — Google Auto Backup on Android, iCloud Backup on iOS. That is the operating system's copy of your own data in your own account, not something this game sends anywhere, but it means "only on your device" has an ordinary asterisk on it.
About your IP address. Slosh never reads it or puts it in anything it sends. But every request over the internet shows it to the server that answers, and for the board that server is Scorezilla, run by the same developer, so what it does with it is ours to say. It counts score submissions per IP address, a minute at a time, so that one address cannot flood the board. That counter holds the address and a count, nothing else and not your board key, and routine cleanup deletes it once the minute is over. Cleanup is not on a fixed clock, so a counter can outlast its minute, but it is never used for anything else. The server's own operational logs, which Cloudflare keeps for at most seven days, may also record it.
It also counts submissions per board key, a minute at a time, so one player cannot flood the board either. That counter holds the board key and a count, and is cleaned up the same way as the address counter.
Two fields deserve naming rather than hiding inside “run history”. Each run stores the random seed it was played with — the number that decides which blobs arrive, so a run could in principle be replayed — and the date and time it finished, to the millisecond. In a build with a leaderboard both also travel with the finished run, as described below. A per-run wall-clock timestamp is a record of when you were playing, and a policy that rounded it down to “no timestamp” would be wrong.
Leaderboards
When a build has a leaderboard, finishing a run sends the score, the random seed the run started from, the directions you tilted in, the rules it was played under and which version of them, a fingerprint of the finished run, the time it ended, and the board key described below. Nothing else.
The run is sent, and not just the number, so the score can be checked. Slosh's simulation is deterministic, so a score can be checked by replaying its run rather than taking a client's word for it. The board does not run that check yet; the run is kept so that it can. One faked score is enough to make a leaderboard worthless.
What the board key is depends on whether you signed in. If you never did, it is a random value made on the device, tied to no account, no email and nothing about the hardware. If you are signed in to Play Games or Game Center, it is the per-game id that service issued for your account — not your name and not your email, and different for every game, so it cannot be used to follow you between them, but issued against your platform account and the same on every device you sign in to it on. That is the point: it is what makes your rank yours. It also means it is linked to you in a way the random one is not. Either way it is shown to you on the Records screen, because it is the one thing about you that leaves the device.
What the board makes public. The leaderboard is read without any sign-in — that is how the game reads it — so anyone who asks the server for it receives, for every row listed, the rank, the score, when it was submitted, the board key in full and the recorded run described above. The game only draws four characters of other players' keys, but the whole key is in the answer, so a Play Games or Game Center key is readable by anyone who looks.
Your name is not stored and never sent. When sign-in succeeds the game is told the name on that platform account — on Game Center, often a real name. It is used for nothing and it is not written down. The board carries no names at all; in the game, other players appear as four characters of their own id, though the full id is in the board's public answer, as described above.
There is nothing to type, so there is nothing about you on the board and nothing to moderate. Your run history stays on the device either way.
Deleting your data
This section exists so there is one place to point at. It is what the "delete data" link on the Google Play listing goes to.
What you can delete yourself, right now
Clearing Slosh's data — or deleting the app — erases everything it keeps on the device: your settings, your run history, and the ids described above. Your phone's own backup (Google's, or iCloud) may hold a copy and restore it if you reinstall; turn that off for Slosh, or remove its backup, to be rid of it there too.
What we can delete for you
Your entries on the leaderboard. Copy the id shown on the Records screen and send it to the support address on the store listing; we remove the rows filed under it. We cannot verify an id is yours — a random one is linked to no person, and because the board's answers include every listed row's key, knowing an id does not prove it is yours either. We act on requests in good faith, and would rather say that than pretend to an identity check we do not have.
What we cannot delete, because it is not ours
Your Play Games or Game Center profile, and the id it issued. That account belongs to you and to Google or Apple; this game only receives an id from it and never controls it. Manage it where it lives — Play Games settings in the Google Play app, or Game Center in iOS Settings. Removing your leaderboard entries here does not touch it, and deleting it there does not remove entries already submitted here.
What is kept, and for how long
A leaderboard entry — the score and the run that produced it, under the board key — is kept until you ask for it to be removed. The server also keeps a history copy of every submission, the same fields under the same key, for 90 days, and then deletes it automatically. Removing your entries on request takes them off the board at once; their history copies go on that same 90-day schedule, and we keep a record that the removal happened, which names the id. The IP address counter and the logs described above are the only other places anything is held.
If you were signed in
Clearing the app's data does not detach you from your entries the way it does for a random id, because signing in again returns the same key. That is what "your rank follows you" means, read from the other end. To be rid of them, ask.
Sharing
There is no share feature in this build, so there is nothing to describe. If one is added, it will draw the card on your device and hand it to your operating system's share sheet only when you press Share — nothing uploaded to produce it, and the game never told where you sent it — and this page will be rewritten in the same change that ships it.
Children
Slosh is intended for ages 13 and over and is not directed to children under 13.
There is no chat, no user-generated content, no profile, no name to enter and no external links inside gameplay. A child cannot disclose anything through this app because there is nowhere to type, and nothing the game sends says anything about who is playing beyond the board key.
Signing in is the platform's, not ours. A supervised Google account needs a parent's approval before it has a Play Games profile at all, and until then sign-in simply does not succeed — the game treats that as normal and the child plays under the random id like anyone else. Slosh does not ask for an age, and does not receive one. Ads are limited to content rated Teen or milder (never mature content), and the app is not directed to children under 13.
Data-safety answers
For the Apple App Privacy questionnaire and the Google Play Data Safety form, based on the behaviour above.
These describe a store build with the leaderboard switched on and ads switched on, which is what ships. A build without a leaderboard sends nothing described under Leaderboards; an iPhone build with ads switched off never starts the ad SDK, and nor does any build for a Supporter from the launch after the purchase, so nothing under Advertising is collected through them.
Apple App Privacy
| Data type | Linked to you | Used to track you | Purpose |
|---|---|---|---|
| Device ID | Linked | Yes | Third-Party Advertising, Developer's Advertising or Marketing, Analytics, App Functionality |
| Advertising Data | Linked | No | Third-Party Advertising, Developer's Advertising or Marketing, Analytics |
| Product Interaction | Linked | No | Third-Party Advertising, Developer's Advertising or Marketing, Analytics |
| Coarse Location | Linked | No | Third-Party Advertising, Developer's Advertising or Marketing, Analytics |
| Performance Data | Not linked | No | Third-Party Advertising, Developer's Advertising or Marketing, Analytics |
| Other Diagnostic Data | Not linked | No | Third-Party Advertising, Developer's Advertising or Marketing, Analytics |
| Crash Data | Not linked | No | Analytics |
| User ID (the board key) | Linked | No | App Functionality |
| Gameplay Content (the run) | Linked | No | App Functionality |
Per the Google Mobile Ads SDK 13.6.0 privacy manifest — the exact version the plugin pins. Apple's questionnaire has one row per data type, not one per use, so Device ID appears once: it covers both Google Mobile Ads' use (third-party advertising, the developer's own advertising or marketing, and analytics) and Slosh's own use for the board server's IP-address rate limit (app functionality) — the two no longer get separate rows with different answers, which was wrong. Only Device ID is Used to Track. Advertising Data, Product Interaction and Coarse Location are Linked but never used to track; Performance Data, Other Diagnostic Data and Crash Data are not even linked. On iPhone, the device identifier is the one thing actually used for tracking, and only if you allow it — the “Yes” in that row describes what the SDK is capable of, not whether you allowed it on this device; everything else here is collected either way, never for tracking.
Play Data safety
| Data type | Collected | Shared | Ephemeral | Purpose |
|---|---|---|---|---|
| Approximate location | Yes | Yes | No | Advertising or marketing, Analytics, Fraud prevention and security |
| App interactions | Yes | Yes | No | Advertising or marketing, Analytics, Fraud prevention and security |
| Diagnostics | Yes | Yes | No | Advertising or marketing, Analytics, Fraud prevention and security |
| Device or other IDs | Yes | Yes | No | Advertising or marketing, Analytics, Fraud prevention and security |
| Other actions (the score and the actions that produced it) | Yes | No | No | App functionality |
| User ID (the board key) | Yes | No | No | App functionality |
The first four rows are Google Mobile Ads and the Advertising ID declaration: Collected and Shared, because Google is a third party. The last two describe the leaderboard and are Collected only — Scorezilla is first-party (the developer's own), so nothing here is “shared” in Play's sense of handed to someone else. The leaderboard row is named “Other actions”, not “App activity” (the category both rows fall under), so it does not read as the same data type as the ad SDK's “App interactions” above it — the two are answered separately because they go to different places for different reasons.
Third-party SDK with access to user data: Google Mobile Ads and Google's UMP (consent), on both platforms, for ads; Google Play Games Services, on Android only, for sign-in — Google documents that SDK as collecting gamer identity, analytics and diagnostics for its own purposes. On iOS there is no third-party SDK for sign-in; Game Center is Apple's own framework. The leaderboard itself is first-party.
The rest of each form: the app uses advertising identifiers (the device and advertising IDs above, collected by Google's SDK — never read by Slosh's own code); data is encrypted in transit (HTTPS, for both the ad SDK's traffic and the leaderboard's); and deletion works as described under Deleting your data, above, except for ad data, which only Google can delete (see Advertising, above).
If any of that changes, this page and the store answers change with it.