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privacy

Privacy

This page is short on purpose. I don't want anyone to have to read a privacy policy to understand what a browser game does with their data. If something below is unclear, email me — the address is at the bottom.

Last updated · 7 June 2026

WHAT'S STORED ON YOUR DEVICE

On-device scene cache

Decoded scene data is persisted locally (in OPFS, the browser's origin-private file system) so the second visit opens in under two seconds. The cache caps at ~1 GB and evicts the oldest entries first. Clearing browser site data empties it. It's never read back to a server.

localStorage — settings, history, calibration

Three small JSON records: your selected arena and audio mix (paxal:game-state:v1), per-arena drive log (paxal:drive-log:v1), and the first-run preset calibration (paxal:calibration:v1). A combined ~5 KB ceiling. Cleared by clearing site data.

sessionStorage — once-per-tab UI flags

The pause hint shows once per browser session via the paxal:pause-hint-shown flag. Cleared on tab close.

Service worker cache — offline shell

HTML, JS, CSS, fonts and audio loops are cached for offline access. Splat chunks are NOT in this cache (OPFS owns those). Cleared by unregistering the service worker or clearing site data.

WHAT GETS SENT BACK

Anonymous telemetry through PostHog: page views (the route you land on, the site that referred you, and any campaign / utm / ?src tag on the link), WebGPU adapter family, first-pixel time, frame rate samples, cache hits and misses, arena selections, photo captures, settings touches. No account, no email, no IP-derived location, no cross-site tracking. The point of the data is to know whether the build runs fast enough on the hardware tier you have — and, during launch, which channel sent you — nothing more.

PostHog is hosted at eu.i.posthog.com (European Union). Their policy is at posthog.com/privacy.

If you tap the settings drawer's telemetry-opt-out chip, nothing leaves your device. The opt-out is sticky and travels with the localStorage settings record above.

A high-level list of the runtime events captured — what they are and roughly when they fire — is included in the summary below. The exact payload shapes are defined in source; reach out via /contact if you want a sample dump.

Want to see what your browser has stored about your sessions (lifetime stats, photo hunt progress, achievements)? /data renders the lot — pure read, nothing leaves the device.

IF YOU JOIN THE WAITLIST

Two screens offer a waitlist field: the compatibility wall (when your browser can't run WebGPU yet) and the mobile coming-soon screen. They're the only places PAXAL asks for an email, and only if you choose to type one in.

What gets stored: the address you enter, which of the two screens captured it, and a timestamp — written to a Cloudflare KV store, kept apart from the anonymous telemetry above. It buys you exactly one thing: a single message when the build reaches your browser or your phone. Never sold, never shared, no marketing drip.

Want off the list, or want it deleted? Mail /contact and it's gone.

WHAT IT DOESN'T DO

  • ·No third-party ad networks, ever.
  • ·No selling, renting or sharing telemetry data.
  • ·No tracking pixels, no fingerprinting beyond the adapter string the GPU itself reports.
  • ·No email unless you hand it over on the waitlist — telemetry never carries it.
  • ·No autoplaying audio. The AudioContext primes silently and only un-mutes on a real user gesture.

WORLD CAPTURES

The drivable scenes are real-world Gaussian-splat captures. They were sourced from public datasets or self-captured; identifying information visible in the scene (faces, license plates, etc.) is incidental to the photograph and we don't process or recognise it.

CONTACT

Questions, opt-out requests, takedown requests: [email protected]

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