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DATA COLLECTION IN-GAME

To help us balance the game, we collect analytics, such as what choices you make and how far you’ve got. We generate a random string for each user, so we can aggragate anonymous data to help us understand our audience.

We collect:
  • How many times you’ve engaged with certain mechanics such as Noticing and where those events happened
  • Secrets and optional content you’ve engaged with
  • Important items you’ve found
  • What you chose at pivotal moments in the game
  • Your stats at certain moments in the game
  • How long you’ve played when you stopped playing
  • When you finish the demo your save file gets uploaded. This contains every flag you’ve accumulated during the demo (every choice etc).

WHAT WE DO WITH THE DATA

We aggregate data from many users to draw conclusions and try to understand what most of you choose in dialogue, what you engage with, how many times you died etc.

Knowing this helps us balance the movement system and the wording of choices, as well as puzzle difficulty (ie if only 1% of players found a certain secret, we know it’s too hard).

We only use this data to make the game better in a way we couldn’t without this much info. We do not share this data with anyone else, nor do we sell it etc.

TECHNICAL DETAILS

This is a custom in-house solution that sends simple text via UnityWebRequest to a restdb.io database.

User and Session ID’s are generated via System.Guid.NewGuid() (so totally randomised), and we do not use any other identifying information, nor do we collect any hardware data.



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