Privacy Policy for Cardlings

Effective date: November 11, 2026. Policy version 1.2.

This policy covers the mobile game Cardlings (Android package com.aurecas.categorysort) for Android and iOS, published by Aurecas (Brazil). You can reach us at joey@blury.studio.

In short

Who we are

Aurecas is the developer and publisher of Cardlings and the controller of the data described here. Aurecas is based in Brazil. Questions, requests and complaints go to joey@blury.studio.

What the game collects, from whom, and why

1. Your game progress and profile (our servers, hosted by Google Firebase)

When the game first starts it signs in anonymously (Firebase Authentication) and receives a random account id. There is no e-mail, password or name behind it. Under that id we store:

Purpose: keeping your progress across reinstalls and devices, and running the rankings and events.

Rankings are visible to anyone using the game. The rankings (the world's and each region's top 1000) and the event rooms are built from the ranking rows every ten minutes, and every copy of the game can read them. They show your display name, avatar, level, scores, badge, frame and region. Each entry also travels with the first ten characters of your account id, which is how the game finds your own entry in a list, and with the time your row was last updated. The date of your first launch is not part of them. The display name is optional and defaults to a generic one; offensive words are filtered both in the game and on our servers, but you choose the name, so please do not put personal information in it.

Where: a Google Cloud Firestore database hosted in the United States (Google Cloud region us-central1, Iowa). Security rules restrict access so each id can only read and write its own save and its own ranking row; the rankings built from those rows are the only thing other ids can read. Google acts as our processor under the Firebase terms (Firebase privacy and security).

2. Advertising (AppLovin MAX and its ad networks)

The game shows interstitial and rewarded video ads through AppLovin MAX, a mediation service: for each ad it asks several ad networks and shows the one that answers best. The networks are AppLovin, Google (AdMob), Meta Audience Network, Unity Ads, ironSource, Liftoff Monetize (Vungle), Mintegral and Moloco. When an ad is requested or shown, the SDKs of AppLovin and of these networks collect and share with their advertising partners:

Purpose: showing ads, measuring them, preventing fraud, and, with your consent, personalising them.

Your choices: in the European Economic Area, the United Kingdom and Switzerland the game asks for your consent with Google's consent form before any ad is requested; you can change your answer at any time in Settings → Manage privacy. On iOS the system asks whether the game may track you; if you decline, ads are not personalised with your identifier. On both platforms you can reset or delete the advertising identifier and turn off ad personalisation in the device settings. Without consent or permission you still see ads, but non-personalised ones.

More: the privacy policies of each network are listed under Third-party policies.

3. Advertising measurement (Meta App Events and Apple Ads)

To measure and improve our own advertising on Meta's services, the game sends Meta Platforms a short list of events: that the app was installed and opened, that the tutorial and a few milestone levels were completed, the revenue of the ads shown, and purchases (product id, price and currency, never payment details). Each event carries the advertising identifier when the device allows it, and device information (model, OS version, language). Nothing is sent to Meta before you answer the consent form where one is shown, and nothing after a refusal.

On iPhone and iPad, to learn which of our own Apple Ads (the ads Apple shows in the App Store) brought an install, the game asks Apple once per installation through Apple's AdServices framework: the system creates a token for the installation, the game sends it to Apple, and Apple answers whether the install followed a tap on or a view of one of our ads and, if it did, which campaign, ad group, keyword and ad, with the date and the campaign's country. The game sends Apple no advertising identifier for this, and the lookup does not depend on the tracking permission. We keep Apple's answer with the analytics data of section 4, for the same time. As with Meta, nothing is asked before you answer the consent form where one is shown, and nothing after a refusal.

4. Analytics (Google Analytics for Firebase)

To understand how the game is played and to balance its levels and economy we record events such as level start and completion, moves used, boosters, popups shown, offers viewed and purchases (product id and price, never payment details). Each event carries an app-instance id created by the SDK, the random account id of section 1 (the player id your profile shows), your device model, OS version and language, an approximate location derived from your IP address, and the advertising identifier when the device allows it. Purpose: analytics and product decisions. Google keeps this data for at most 14 months, then deletes it. The game also reads its settings from Firebase Remote Config, which identifies the installation by a random id.

5. Crash reports (Firebase Crashlytics)

If the game crashes, Crashlytics sends the stack trace, the state of the app at that moment, device information (model, OS version, free memory and disk space, whether the device is jailbroken or rooted) and a random installation id used to count affected users. Purpose: finding and fixing bugs. Google keeps crash data for 90 days.

6. Purchases (Apple App Store and Google Play)

Optional in-app purchases are processed by the App Store or Google Play under their own terms and privacy policies. The game receives a receipt with the product id, a transaction or order id, and the price and currency, and stores those with your save so that a purchase is granted once and can be restored on another device. We never receive your name, address or card details.

7. Notifications

The game can schedule local notifications on your device (lives refilled, a reminder to come back); those are scheduled by the app itself and nothing leaves your device for them. If you turn notifications on, the game also registers with Firebase Cloud Messaging, which gives the device a push token so that we can send you occasional news about the game. No token is created before you turn notifications on, and turning them off in Settings → Notifications deletes it. You decide with the system permission prompt and in the game's settings.

8. Data that stays on your device

Your settings, a local copy of your save, your consent answer, the session token of the anonymous account and a clock reference are stored on the device only and are removed when you delete your data or uninstall the game.

9. What we do not collect

No name, e-mail, phone number, contacts, photos, files, microphone, camera, precise location or health data. No account with a password. No data broker receives anything from us, and we do not sell personal data.

Who receives data

We do not sell or rent personal data.

International transfers

Our servers and the providers above may process data in the United States and other countries. Where the law requires it, transfers rely on the providers' standard contractual clauses and equivalent safeguards.

How long we keep data

How to delete your data

In the game: open Settings and tap Delete my data, then confirm. The game immediately deletes your save from our servers and marks your ranking row as deleted, removes the anonymous account, erases the local save and restarts as a new player. This cannot be undone. Store purchases are not lost: the store still knows them and Settings → Restore purchases brings them back to a new profile.

What happens to the rankings: your entries are removed from every ranking within minutes (they are rebuilt every ten minutes, and a phone that already downloaded one may show it for ten minutes more), and the row itself is then erased together with the account. One thing can stay longer: an event room that other players had already been placed in with you keeps your display name, avatar and score on their devices and in their saves until that event ends, 30 days at most.

By e-mail: write to joey@blury.studio with the subject "Delete my data" and your player id (open your profile in the game and tap the id to copy it). We delete the data within 30 days and confirm by e-mail. We use the e-mail only to answer you. If the game is still installed, delete from inside the game instead, or uninstall it first: a game that is still on your phone publishes your ranking row again the next time you play.

What remains: records the stores keep about purchases; crash reports and advertising data, which Google and the ad partners hold under the retention periods above and which we cannot map to you; analytics events, which carry your player id until Google's retention deletes them (ask us by e-mail, with the id, and we delete them sooner); anything we must keep by law. Ad and analytics identifiers are controlled from the device settings, where you can reset or delete them.

Your rights

Depending on where you live you can ask us to access, correct, delete or export your data, to restrict or object to its processing, and to withdraw consent. Write to joey@blury.studio; we answer within a month. You can also complain to your data protection authority. We do not discriminate against you for exercising these rights. Because the game knows you only by a random id, requests that concern server data need the player id from your profile screen.

Children

Cardlings is not directed to children under 13 and has no age gate. We do not knowingly collect personal data from children under 13. If you believe a child has provided us with data, contact joey@blury.studio and we will delete it.

Security

All traffic between the game and our servers, and between the SDKs and their providers, is encrypted in transit (TLS). Your save and your ranking row are protected by access rules tied to the anonymous account, so only your own id reads or writes them, and no payment data ever reaches us. No system is perfectly secure; we keep the data we hold minimal so that a breach would expose little.

Third-party policies

Changes to this policy

When the policy changes we update the version and the effective date at the top and publish the new text at the same address. If a change affects how we use your data, the game shows a notice the next time it starts. Earlier versions are available on request.

Contact

Aurecas, Brazil. E-mail: joey@blury.studio.