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Last updated: 11 October 2026

Privacy

We are still finishing this page. Some of the detail is being checked and a lawyer has not yet been through it. If anything here matters to you, write to connect@wavemyth.com and we will answer.

TermsParents

Contents

  1. 1The short version, for parents
  2. 2Who we are
  3. 3Designed to be safe for children
  4. 4Players under 16
  5. 5Playing without an account
  6. 6Signing in
  7. 7What we store
  8. 8What other people can see
  9. 9Friends
  10. 10Advertising
  11. 11Payments
  12. 12The games themselves
  13. 13Cookies and browser storage
  14. 14Who else handles this data
  15. 15How long we keep it
  16. 16Parents and guardians
  17. 17Players in Korea
  18. 18Your rights
  19. 19Changes to this page
  20. 20Contact
Contents20
  1. 1The short version, for parents
  2. 2Who we are
  3. 3Designed to be safe for children
  4. 4Players under 16
  5. 5Playing without an account
  6. 6Signing in
  7. 7What we store
  8. 8What other people can see
  9. 9Friends
  10. 10Advertising
  11. 11Payments
  12. 12The games themselves
  13. 13Cookies and browser storage
  14. 14Who else handles this data
  15. 15How long we keep it
  16. 16Parents and guardians
  17. 17Players in Korea
  18. 18Your rights
  19. 19Changes to this page
  20. 20Contact
1

The short version, for parents

Chikinverse Arcade is a website of small pixel-art games, played in a browser, for players of all ages. It is kid-friendly and designed to be safe for children. The games are free and there are no real prizes. It is paid for by advertising and by Chikin Club, which an adult can choose to pay for: it takes the adverts away and adds a few looks, and never buys anything in the games.

You can play every game without giving us a name, an email address or anything else. If you want your progress to follow you between devices, you can make an account, and then we hold an email address.

Children can add each other as friends, but only by swapping a code, and only if both agree. There is no chat, no search for other people, and no way to send another player anything you have written. The one thing a player can show a friend is a small pixel picture drawn in a game from a few fixed colours, and only friends can see it. Other signed-in players can see a player's name, Chikin and decorated coop on the coop tour, and nothing else about them, unless a parent switches coop visits off.

We do not sell anything about a player, and we do not use what a player does here to build a profile for anyone else's purposes.

If you are a parent or carer who said yes for a player under 16, the parent corner lets you see how long they play, look after their friends and the pictures they have shared, switch friends, waves, sticker swaps, coop visits and the coop guestbook off, allow reminders, download everything we hold about them, and delete their account for good. It is linked as "Parents" at the foot of every page. You can also write to connect@wavemyth.com and we will do any of it for you. A deleted account is hidden from everyone at once and goes for good 30 days later, and until then you can restore it or delete it straight away instead. See "Parents and guardians" below.

2

Who we are

This site is run by WAVEMYTH SRL, a Romanian limited liability company, tax code (CUI) 37507410, registered with the trade register under J12/2210/2017, with its registered office at Str. Septimiu Albini nr. 19-21, ap. 22, Cluj-Napoca, Cluj County, Romania. It trades as Wavemyth Gaming at wavemyth.com. In this policy "we" and "us" mean WAVEMYTH SRL.

Because we are established in Romania, this site is subject to the EU General Data Protection Regulation and to Romanian law no. 190/2018. The authority that supervises us is the Autoritatea Națională de Supraveghere a Prelucrării Datelor cu Caracter Personal (ANSPDCP), in Bucharest.

3

Designed to be safe for children

Chikinverse Arcade is for players of all ages, and we build it expecting many of them to be children. That shapes a few things.

We ask for as little as we can. There is no profile to fill in, no picture to upload, no chat, no private messages, and no way for one player to send another anything they have written.

Nothing a player types is ever shown to anyone else. A player name is two words picked from lists we wrote, such as "Sunny Otter", so it cannot be a real name, an email address or anything else that says who a child is. Every player is given one at random when they first arrive and can pick another in their profile. This is how the long-running children's game sites handle names, and we copied them rather than invent something new.

We ask every player one question, at the top of the page on their first visit or under the first game they open: the month and year they were born. We use it to work out whether they are under 13, 13 to 15, 16 or 17, or 18 or over, and then keep only that answer, not the birthday. See "Players under 16" below.

4

Players under 16

In Romania a child under 16 cannot agree on their own to an online service using their personal data, so on this site a parent or carer decides for them. We copied the way children's sites like Club Penguin have long done it.

A player under 16 can play every game straight away, as a guest, without anyone's permission. As for every guest, nothing they play is kept: no scores, Credits, trophies or progress, and they are not on the score boards or cup tables. They can add friends like any other player (see "Friends"), but they cannot sign in.

To sign in, the player types a parent's or carer's email address. We send that address one email saying what the site is and what saying yes would turn on, with a link to a page where the parent can say yes or no. The parent does not need an account. The link works once and stops working after 7 days.

If the parent says yes, the player can sign in to keep their progress, and their scores then go on the leaderboards and cup tables under their player name. We keep the parent's email address and the date they answered, so that we can reach them and so that they can change their mind. If the parent says no, or never answers, nothing changes for the player and we delete the address.

The age answer is the player's own and we cannot check it. Once a player has said they are under 16 they cannot change that answer to sign in without a parent's yes; writing to us is the way to correct a mistake.

A parent who has said yes can come back at any time to the parent corner. They type the address they said yes from and we email it a link that works for 24 hours, the same way the first yes worked; there is still no parent account and no password. From there they can take their yes back and give it again, switch friends, waves, sticker swaps, coop visits, the coop guestbook and reminders on or off, remove any of the player's friends, download a file of everything we hold about the player, and delete the player's account. If they took their yes back, the player cannot ask a different adult instead; only the parent can turn it on again. An account the parent deletes is hidden at once and deleted for good 30 days later, and until then only that parent can restore it, from the parent corner.

A player who says they are 16 or over does not need a parent's yes.

5

Playing without an account

When you open the site, your browser is given an anonymous guest session so that you can play straight away. That session is a random identifier. It is not your name, it is not your email address, and it is not linked to anything about you.

We keep no play information against a guest session. A guest's games are not saved, a guest earns no scores, Credits, trophies, missions, stickers or streak, and a guest is not on the score boards or cup tables. To keep your progress, sign in.

A guest session lives in your browser. If you clear your browser's storage, or play on a different device, you get a new one.

6

Signing in

You can turn a guest session into a real account in two ways, and both are optional.

You can sign in with Google. Google tells us your email address and, if your Google account has one, the web address of your profile picture. That picture address stays with the sign-in record. We never show it on the site and never copy it onto your player card. We do not receive your Google password.

Or you can give us an email address and we send you an email with a link that signs you in, and a code you can type instead. A player who told us they are 16 or over can also set a password on their Me page and sign in with it. Our sign-in service keeps a password only in a scrambled form that cannot be turned back into it. A player under 16 cannot sign in with a password.

Either way, a guest who signs in with Google or an email link or code is first asked whether to move this device's guest session into the account. If they say yes, its friends, favourite games, pictures, age answer, any parent's yes and a parent's switches are moved onto the account, and the guest session is deleted; given an email address that has no account yet, the guest session simply becomes the account. On an account this sign-in has just made, the guest's player name, Chikin and friend code take the place of the ones it was given; an account you already had keeps its own. Where both have an age answer or a parent's yes, the account's own is kept, and where both have a parent's switch, the more careful one is kept. If they say no, none of it is moved, and a sign-in with a password moves nothing. There is no guest progress to move, because none is kept.

A player under 16 can sign in only once a parent or carer has said yes, because signing in gives us an email address or a Google account. See "Players under 16".

7

What we store

Your account: an email address if you gave us one, and the date the account was made. If the people who run the site ever close an account, we keep a note of that and the reason they gave, so that it stays closed.

Your age answer: whether you told us you are under 13, 13 to 15, 16 or 17, or 18 or over, and when. We do not keep the month and year you picked.

A parent's yes: for a player under 16, the email address of the parent or carer they asked, while the request is waiting and after a yes; whether that person has said yes or no and when; and how many emails the player has asked us to send that day, so that the form cannot be used to send the same person email over and over. The address is deleted after a no, or if the link runs out without an answer.

Your player card: the two words of your player name, your Credits, your experience level, your current streak, your best streak, the date you last played, any title you have earned, and which parts your Chikin is wearing.

Your visits: which game you opened, when, and how long you stayed, counted by our server and capped at two hours a visit. We use it to count how often each game is played, which is shown under every game with no names in it, to show you the games you were last in at the top of the home page, and to show a parent your time played in the parent corner. Apart from your friends, who see which game you are playing while you play it (see "Friends"), nobody else can see which games you have opened. We also note each day a signed-in player opens the arcade, but not a guest. The people who run the site see only counts made from this, with no names or accounts: how many players signed up each day, how many came back a day and a week later, and how many were here each day, week and month. For guests we keep counts: how many guests opened the arcade each day, how many of them had already played as a guest on an earlier day, and how many signed in from a guest session. So that each guest is counted once, we note that a guest has been counted and delete that note within two days. So that we can see how people find their way round the arcade before they decide to sign in, we also keep a record for each guest session: which kinds of page it opened and when, with the game or guide a page is about but never the page's full address, which games it started and finished, and, for each visit, the name of the website it came from (not the page on that website), the words of a tagged advert or link, which advertising network's advert was clicked if one was (not the click's own code), whether the device is a phone, a tablet or a computer, the language and look of the page, and whether the arcade was opened as an installed app. We do not keep an IP address, the browser's name or anything a guest typed, and we use no outside analytics service for it. The people who run the site see only counts and middle values made from these records, never one guest's visits. When a guest signs in, the record stops pointing to the guest session, so it cannot be linked to the account, and every part of a record is deleted after 90 days. A browser that sends the Global Privacy Control signal is not recorded. Understanding how the arcade is used, so that we can improve it, is our legitimate interest in keeping these records. We also count how many Credits were paid and spent each day, and for what, with no names or accounts in the count.

Counts about the age question and adverts, with no names or accounts in them: for each day, how many times the age question was shown in each place it is asked and how many answers fell in each of the four age groups above, and how many pages loaded adverts, by the kind of advert loaded (for a child, for a teen, or ordinary) and by whether the visit came from Europe or elsewhere (see "Where a visit comes from" below). The people who run the site see these counts, and nothing in them says who anyone is.

Your saves: whatever each game needs to put a half-finished game back on the screen. This is the game's own data. It is not readable by other games and not readable by other players.

Your runs: each score you post, when you posted it, and some technical detail about the run that lets us tell a real run from a made-up one.

Your rewards: which trophies and achievements you have unlocked, which daily missions you have finished, your entries in weekly cups, and which parts for your Chikin you have bought with Credits and when.

Your daily machines: each go you take on the capsule machine, the claw machine and the daily wheel on the Dailies page, with the day, the time and what it gave you, a sticker, a part for your Chikin or a number of Credits. We keep it so that each machine gives one go a day. A guest cannot take a go, so nothing is kept for a guest. Nobody else can see it.

Your sticker album: which stickers are in your album, when each one arrived, and, for a sticker bought from the shelf, how many Credits it cost. Every other sticker is worked out from the records above, such as your runs, achievements, trophies, best streak and daily machines, so nothing new is collected to fill the album. Finishing a game, arcade or event page gives you a title, which is kept on your player card like any other title. Nobody else can see your album, apart from any stickers you put up in your coop.

Your sticker records: like a trading card, every copy of a sticker has a record. It says the copy's print number, when it was printed, who it was printed for, whether it was earned or bought, and each player who has held it since, with the day it arrived and the day it was swapped away. Whoever holds a copy can read its record. A past holder is shown there by the name they already show on the score boards, and just as "a player" once their account is hidden or deleted.

Your card album: each 3D card you got from a croissant, when, what the croissant cost in Credits, and the card's print number, so No. 37 is the 37th copy of that card anyone got. Which card a croissant holds is chosen by our server when you buy it. Nobody else can see your cards. Until the croissants go on sale to everyone, only admins can buy them.

Your showcase: up to four of your trophies or stickers that you picked to show your friends, and the order you put them in. The showcase is no longer shown anywhere, not even to your friends. What you picked is kept in case the showcase comes back.

Your coop: the furniture and room backgrounds you bought for it, when, and for how many Credits, the rooms you have, and where you put each piece of furniture, sticker and trophy. Your friends can see it, and so can other signed-in players on the coop tour (see "What other people can see"). A sticker or trophy shows there only while you still have it.

Your coop visits, hearts and mischief: the last time each friend looked round your coop; each coop you looked round on the coop tour, on which day and when, whether you stayed long enough to be paid, and how many Credits it paid; which players left your coop a heart; and each piece of mischief left in your coop, who left it, where and when, until you clean it up, with how many each player left on each day and how many you cleaned. Only you are shown who visited, only friends are named, and only visits from the past week. From the coop tour you see only how many players stayed in your coop that week, never who they were, and a piece of mischief from someone who is not your friend reaches you with no name on it. Everyone who can see your coop sees how many hearts it has. Your coop's guestbook: each note signed in your coop and each note you signed in someone else's, with whose coop it is in, who wrote it, which of our phrases they picked, which sticker they stamped it with, the day and time, whether the coop's owner hid it, and whether the owner has seen it. A visitor can sign each coop once a day, and a coop keeps its newest 60 notes; older ones are deleted. A writer's name and Chikin are shown only to people who are already their friend, so a note from someone who is not your friend reaches you with no name on it.

Your sticker swaps: each swap you offered a friend or a friend offered you, which sticker for which, when, and whether it was accepted, declined, taken back or ran out. An offer runs out after seven days. A finished one is deleted 30 days later, and every swap between two players is called off when they stop being friends. A swapped sticker moves from one album to the other and costs neither player any Credits.

Your favourites: the games you have marked as a favourite, so that they can be shown to you as your own row on the home page. Nobody else can see them, and tapping the heart again removes one.

The arcade's look: while we try out a second look for the arcade, which of the two your account or guest session was shown first, so that you see the same one on every device. It is used only to count, with no names, how many players have each look and how many of them signed up, played and came back, from the records above. It is deleted with the account.

Your squadron: which of the CGSF Academy's four squadrons (Red, Orange, Blue or Yellow) you picked, when you joined it, when you left one if you switched, and which weeks your squadron won you a reward. A squadron's weekly total is counted from the runs above; we do not keep a separate record of what each player added.

Your friends: your friend code, who you are friends with, any friend request you have sent or received, when the site last heard from you, and which game you last had open, when you started it and when you were last in it. We also keep a short record of friend codes that have been typed in and whether they matched, so that nobody can sit and guess at other people's codes.

Your daily results: when a game tells us a finished board was that day's daily deal, which every player gets the same, we keep which game and which board it was, the day, whether you finished it, and your score, time and number of moves. It is used for one thing, the "Daily with friends" list under each game. It is shown for the day it was for and the day after, and deleted the next time any daily result is filed after that.

Your inbox: a short list of things that happened while you were away, such as a friend request, a friend saying yes, a wave from a friend, a trophy you earned, where you finished in a weekly cup, a new day of missions or a new game. We make these ourselves from the records above; nothing new is collected to make them. Each one is a type and the identifiers of the things it is about, never text a player has written, and we note when you have read it. Other players cannot write to your inbox: a wave is one of our own short messages, picked from a list, and we are the ones who put it there. Each entry is deleted 30 days after it is made, only your newest 100 are kept, and anything about a friend is deleted as soon as that friendship or request is.

Your waves: which wave you sent to which friend, and on which day, so that each friend gets at most one a day from you. A wave is one of a few short messages we wrote, such as "Nice run" or "Good luck today", and nothing in it is typed. Each is deleted after 30 days, when you and that friend stop being friends, or when a parent switches waves off for either of you.

Your pictures: a pixel picture you drew in Prism's picture maker and chose to share with your friends. A picture is a grid of coloured squares, its size, which of the game's colour sets it uses, and when you shared it. It has no title and no words, because there is nowhere to type any. We also keep which of your friends have solved each one, so that you can see how many have, and any report a friend made about one, with the reason they picked from a short list. A player can have at most 30 shared at a time. Pictures you have drawn and not shared stay in the game's own save.

The parent corner: the switches a parent set for the player (friends, waves, sticker swaps, coop visits, the coop guestbook and reminders), and, for each link to the corner we email, a scrambled copy of the link and the parent's address. A link is kept until a day after it stops working, and every link for an address is deleted when the last player behind that address is deleted, unless that address is still paying for Chikin Club, so that it can still reach the corner to cancel.

The weekly email to parents: for each address that said yes, whether the weekly email is on, a random code that lets the email's own link turn it off, and which weeks it was sent. What the email says is worked out from the records above when it is sent, and is not kept. When no player on the address is covered by Chikin Club, the email also has one line saying what Chikin Club is, what it costs and that it is in the parent corner. Which weeks it was sent is deleted after two weeks, and all of it is deleted when the last player behind that address is deleted.

Reminders: for each device a player's reminders are turned on for, the address that device's browser gave us to send to and the keys that seal each note, the device's time zone and language, whether the player or a parent turned it on, and the day or week the last reminder went to it. A time zone says roughly which part of the world a device is in and nothing closer; we use it only so that a reminder comes in the afternoon there and never at night. Reminders are off until someone turns them on, and a player under 16 can have them only after a parent has allowed them in the parent corner. A reminder is one of our own short notes, sent at most once a day and only on a day the player has not played yet, with the player's name and their streak or how many days they played the week before. A device is deleted when reminders are turned off on it, when its browser tells us it no longer takes them, when a parent switches reminders off, which deletes every device for that player, or with the account. The browser keeps its own copy of the address until reminders are turned off on that device.

An account waiting to be deleted: when it was set to be deleted, the date it goes for good, whether the player or a parent asked, and which Chikin Club memberships we stopped renewing because of it. It is deleted with the account.

We do not store photos or uploaded pictures. Until 22 September 2026 a player could upload one, and a player who signed in with Google was shown with their Google profile picture. Both have been switched off and we are deleting the pictures that were uploaded. Instead, each player is shown as a Chikin: a pixel-art chicken put together from parts we drew, which a player picks from our lists the same way they pick a name. It cannot show who a player is. Player names typed in before then were replaced with picked ones, and the typed names are not kept.

Technical records: like any website, the companies that host us keep server logs that include an IP address, so that the site can be kept running and defended from abuse. For the arcade these are Lovable and Cloudflare, and for the games GitHub (see "Who else handles this data"). Those logs are held by them rather than by us, and we are still confirming how long each of them keeps them. To stop anyone flooding our problem reports or the "Tell us" form, our server also counts how many each connection sends in an hour, under a code made from its IP address that changes every day and cannot be turned back into the address. The count is deleted within the hour, and neither the address nor the code is kept with a report or a message.

Problem reports: when a page of the arcade or a game breaks, or a game cannot save your progress or read it back, our server is sent a short report so that we can fix it. It says what went wrong and where in our code, which page or game it happened on, which version of the site or game was running, and the browser's name and version and the system it runs on, such as "Chrome 129, Android". A browser can also send one by itself when something on our pages goes against our security settings, naming the rule and the web address involved. A report is not kept with a name, an account, a guest session or an IP address, and anything in it that could be an email address, a code from a link or an identifier is taken out before it is kept. The same problem reported by many players is kept once, with a count. Only the people who run the site see reports, and each is deleted after 30 days. Keeping the arcade and the games working is our legitimate interest in these reports.

Where a visit comes from: our hosting, Cloudflare, tells our server which country each visit comes from, worked out from the IP address. Our page is given only what the adverts need. That is one word, Europe (the European Economic Area, the United Kingdom and Switzerland) or elsewhere, and two notes on that country's rules: whether adverts there must never be personalised for anyone, and whether 13 to 15-year-olds there may be shown adverts meant for teens. The page keeps these only while it is open. We use them to count adverts as described above and to follow each country's rules on advertising. Following those rules is our legitimate interest in reading the country. We do not store the country, or anything worked out from it, with anything about you.

Countries where the arcade is not offered: our server also uses the country to answer visits from Vietnam and mainland China with a page saying that the arcade is not available there, because the rules for online games in those two countries do not let us offer it.

That is the whole list, together with the payment records described under "Payments". We do not collect a real name, a postal address, a phone number, a location (the word above is never stored), a contacts list, a microphone or camera feed, or anything from the device beyond what a browser normally sends.

8

What other people can see

Leaderboards are public. Anyone visiting the site, signed in or not, can see the player names, scores and dates that make up the top of a leaderboard, and the same is true of weekly cup standings and the trophies a player has earned.

Every player's name and Chikin appear there next to their scores, whatever their age. A guest is never on a board, because nothing a guest plays is kept.

That is why a player name is picked from our word lists rather than typed. Whatever a player picks, the name on the board says nothing about who they are.

The technical detail we keep about a run is not public. Neither are your saves, your email address, your pictures, your sticker album, or which daily missions you have finished.

Squadrons are team colours, not groups of people. Anyone can see how many runs each squadron has finished this week and how many players took part, but nobody can see who is in a squadron, which squadron another player picked, or how much any one player added. Your own squadron is shown only to you.

The coop tour: every signed-in player whose parent has not switched friends or coop visits off is on the coop tour, and can look round the coops of the other players on it, one at a time. A player on the tour sees another player's name, Chikin and decorated coop, and how many hearts it has, and nothing else about them: not their scores, friends, album or friend code. They can leave a heart, and up to three pieces of mischief a day in each coop, picked from our own pieces with no words in them; nothing on the tour can send a friend request or anything a player has written. Each week we show one decorated coop from the tour to everyone on it as the coop of the week. The address of a coop on the tour opens it only for a player who is on the tour, and only while that coop is on it. Guests are not on the tour. A player cannot leave the tour on their own at the moment; a parent's friends or coop visits switch takes a child off it both ways. A player on the tour can also sign a coop's guestbook once a day: they pick one of our own phrases and stamp it with a sticker from their album, with no words they type. The owner and other players who may visit that coop see the note, but they see who wrote it only if the writer is already their friend. The owner can hide any note and show it again, and a hidden note is seen only by the owner. Guests cannot sign a guestbook and do not have one.

9

Friends

A player can add a friend, and it is built the way we think it should be for children. Friends are for every player, of every age, because nothing a friend can see or send was typed by anyone: player names are picked from our word lists, and there is no chat and there are no photos. A parent or carer who has said yes can switch friends off from the parent corner.

Every account is given an eight-character friend code, and being handed somebody's code is the only way to reach them. There is no search, no directory and no suggestions of people you might know. The coop tour (see "What other people can see") shows other players' coops, but nothing on it can send a friend request. A friendship has to be agreed by both people, so nobody appears on anybody's list uninvited. Either of you can remove it afterwards without asking the other. A player who has given their code out too widely can throw it away and get a new one from their profile, which leaves friendships they already have alone and stops anyone holding the old code from reaching them.

A friend can see your player name, your best scores and the trophies you have earned, all of which are already on the public leaderboards. If you leave progress sharing switched on in your profile, they can also see your level, your title and your streak. Turning progress sharing off does not take you off your friends' lists; it takes those numbers out of what they can read. It is switched on to begin with.

A friend can also see how you did on each game's daily deal, today's and yesterday's: whether you finished it, and your score, or your time and moves where the game keeps no score. It is shown only to your friends, on a list of you and your friends, and never to anyone else. Players who cannot have friends yet are on nobody's list and see no list. Nothing older than yesterday's daily is shown.

A friend can also see whether you are on the site: "Online" if the site has heard from you in the last five minutes, "Away" within the last half hour, and otherwise when you were last seen. While you have a game open, they also see which game it is and how long you have been playing it, and the games your friends played this week are marked with their faces under each game. This cannot be switched off on its own at the moment.

There is no chat, and no way to send a friend a message, a photo, or anything else you have typed. When a friend request arrives or is accepted, the site puts a note in the other player's inbox saying so, in its own words. Turning down a friend request leaves no record of it behind.

A friend can also send you a wave, one of a few short messages we wrote, at most once a day. It arrives in your inbox with their name, and the only way to answer it is with a wave of your own. While a parent has switched waves off for either of you, no wave is sent either way, and turning them off removes the ones already waiting. A friend can visit your coop too, see how you decorated it, leave a heart and leave a little mischief for you to clean up, and you see their name on their visit and their mischief. Other players can see your coop only on the coop tour, as described under "What other people can see". While a parent has switched coop visits off for either of you, neither of you can visit the other's coop. A friend can also sign your coop's guestbook once a day, with one of our phrases and a sticker from their album, and you see their name on their note. While a parent has switched the coop guestbook off for a player, nobody can sign that player's guestbook, they cannot sign anyone else's, and the notes they wrote are hidden.

Friends can swap stickers, one for one. A spare goes first, and when a player has no spare, the copy in their album moves and its slot empties. One friend offers a sticker they have for one the other has, and nothing moves until the other says yes. An offer is only ever a pair of stickers, with no words in it. While a parent has switched sticker swaps off for either of you, no offer can be made or accepted either way, and switching them off calls off any offers already waiting.

A player can share a pixel picture they drew in Prism with their friends. It is shown to friends only, in the game and on your player card. A friend sees it as a puzzle first and sees the finished picture once they have solved it. It never goes on a public page, and it disappears from every friend's view while a parent has switched friends off, or once you stop sharing it. A friend who thinks a picture should not be there can report it, picking a reason from a short list. The picture is then hidden from everyone at once until we have looked at it, and the friend who reported it does not see it again. You can see how many friends solved each of your pictures, but not which ones.

A guest account is given a friend code too, although friends are only really worth having once you have signed in, because a guest session does not survive moving to another device.

10

Advertising

The site is paid for by advertising and by Chikin Club, which an adult can choose to pay for. See "Payments".

The advertising is Google's. We use Google AdSense for Games, which shows a full-screen advert between games. No game here offers an advert to watch in exchange for a reward. Google may also place adverts on the site's other pages, such as the games list. The sign-in page, the parent corner, your own profile and the privacy and terms pages never carry adverts.

We limit how often an advert can interrupt a game. There is no advert in the first minute after a game is opened, no more than three in a visit, and at least two minutes between any two of them.

How we treat a player for advertising depends on the age they told us, and a player who has not answered is treated as a child. For a player under 13, or one who has not answered, every advert request is marked as being for a child, the adverts are never personalised, and Google shows no message of its own. For those requests Google uses its cookies or similar storage only to show the advert, to limit how often it is shown, to count it and to stop fraud, never to build a profile or to choose adverts from other visits. The same goes for a player of 13 to 15, except that in some countries outside Europe their requests may be marked as being for a teen instead, which still keeps the adverts unpersonalised and Google's messages away. For a player of 16 or 17, every advert request is marked as being for a teen: the adverts are never personalised, and Google shows no message of its own. A player of 18 or over, signed in or a guest, may see Google's consent message before any adverts load, where the law asks for one, and their answer to it decides whether the adverts they see are personalised. In Brazil, Canada, India, Indonesia and Thailand, and when we cannot tell which country a visit comes from, adverts are never personalised for anyone, whatever the answer. We do not see that answer. A younger answer counts at once, and a player cannot change their answer to an older age on the site. We do not give Google your email address, your player name, your scores or anything about your friends.

The advert itself is served by Google inside our page, and Google sets its own cookies or similar storage to run it and to count how often an advert has been seen. What Google does with that is governed by Google's own privacy policy at policies.google.com/privacy. For a player who is 18 or over, Google and the other advertising companies it works with may also use those cookies to choose adverts from visits to this site and to other sites, unless the player said no to that in Google's consent message. Anyone can switch off personalised adverts from Google at adssettings.google.com, and from many other advertising companies at www.aboutads.info.

A player covered by Chikin Club has no adverts. While it covers them, the advertising code is never even loaded for that player. Until 25 September 2026 a parent could also switch adverts off from the parent corner; Chikin Club has taken the place of that switch.

11

Payments

Chikin Club and tips are paid through Stripe, which takes payments for WAVEMYTH SRL. The payment page is Stripe's own, and we never see or keep a card number. Only an adult can pay: a parent from the parent corner, or a signed-in player who told us they are 18 or over, on the Support Chikin page.

When an adult starts a payment, we tell Stripe what is being bought (the monthly or yearly membership, with or without a free week, a gift year, or the tip amount) and who it is for: for a parent, the email address they said yes from; for a player of 18 or over, the random identifier of their account. For a payment from the parent corner we also give Stripe the player names of the players it covers, which Stripe's payment page shows as "For the players:" followed by the names, and which Stripe keeps with the payment. We also tell Stripe the language of the page and, for a membership, the moment the adult agreed that the 14-day right to cancel ends when it starts. Stripe then collects the card details and whatever else it needs to take the payment, such as an email address and a country. What Stripe does with that is governed by Stripe's own privacy policy at stripe.com/privacy.

Stripe tells us when a payment goes through. For a membership we keep Stripe's reference for it and for the customer, the parent's email address or the player's account, whether it is monthly or yearly, whether it is still running, and the date it is paid up to. For a tip we keep Stripe's reference for the payment, the parent's email address or the player's account, the amount, the currency and the date. On each player the membership covers, we keep the date it covers them until, which is what turns the adverts off and the gold frame and feather on. When a parent pays for a membership or a tip, we also send the address they said yes from a short receipt of our own, naming the players it covers. When a player of 18 or over pays for a membership themselves, we send the email address they typed on Stripe's payment page a short confirmation of our own, saying that it renews, at what price, and how to cancel.

For a free week we also keep that the parent's email address or the player's account has had one, so that each gets only one, and the date it ends. For a gift year we keep the code, Stripe's references for the payment, the amount and currency, the parent's email address or the player's account that bought it, the email address we sent the code to, and the date. We email the code to the parent's address, or, for a player of 18 or over, to the email address they gave on Stripe's page. Once the code is redeemed we also keep the date and the parent's email address or the player's account that redeemed it, and if the payment is refunded, the date of the refund. We never show the buyer who redeemed the code, or show whoever redeemed it who bought it. If the payment for a gift year is disputed with the bank, we keep the date of the dispute, as for a refund.

The golden feather shows beside a covered player's name, and the gold frame around their Chikin, wherever those are shown, including on the public leaderboards. So anyone who can see the name can tell that the player is covered by Chikin Club. Nobody else can see who paid, how much, or whether anyone left a tip.

A membership or tip paid for a player's own account is deleted with that account. When a player deletes their own account, a membership they pay for themselves stops renewing and runs to the date it is paid up to, and if they restore the account in time it renews again. One paid from the parent corner belongs to the parent's email address rather than to a player, so it stays when a player's account is deleted. For now we keep payment records with no end date, and we are setting a period that follows what Romanian accounting and tax law requires.

12

The games themselves

Each game runs inside a frame on our page and is loaded from a separate address, currently wavemyth.github.io. The game cannot read your account, your email address, your friends or your browser's storage on this site. It can only ask our page for a few things (load my save, store my save, post this score, unlock this trophy, show an advert, share this picture with my friends), and our page answers.

That means a game never talks to the advertising network itself, and a game never sees who you are beyond a player name and a player identifier.

13

Cookies and browser storage

We use browser storage for the things below, and none of them is advertising or analytics.

Your sign-in, so you stay signed in between visits.

Your light or dark theme choice, whether sounds are on, the mouse pointer you picked, and the rest of the settings panel: music, volume, vibration, game effects, higher contrast and colour help. These stay on your device. The language you pick is kept in a cookie for up to a year, and on a signed-in account it is kept with the account too, so that it follows you to another device.

Which of the arcade's two looks this device was given while we try out the second one, or the one picked with a preview link, so that it stays the same from visit to visit. It is kept for up to a year.

A few temporary values used while you sign in, each deleted once it has been used: the guest session's identifier and its sign-in keys, with whether you chose to move it into your account, carried across the redirect so that it can be moved; and the page to come back to afterwards.

Small notes so that the site does not repeat itself: that you have seen the welcome and the guide, which missions and cup results you have already been shown, that you were asked about adding a game to your favourites, which games this device has already loaded, the page you were on and the day your visit was last counted. On Apple devices, the installed app also keeps the page you were on for 30 minutes, so that it can take you back to it.

On chikinverse.com the browser also keeps a small helper, called a service worker, that shows an offline page when the connection drops, and a stored copy of that page. It keeps nothing about you. If you turn reminders on, the browser also keeps the address our reminders are sent to, as described under "What we store".

A note that you pressed "Not now" on the age question, so that it is not asked again on every page of the same visit. It is forgotten when the browser tab is closed. A note that the age question has been asked under a game on this device, so that it is asked there only once. It stays until the browser's storage is cleared.

Google's consent message and Google's adverts set their own storage, as described under "Advertising".

14

Who else handles this data

Our accounts, database and file storage run on Supabase, provided through Lovable Cloud. Sign-in emails, the one email a player under 16 asks us to send a parent, the links to the parent corner a parent asks for, the weekly email to parents, our own receipts and gift codes for Chikin Club, and messages sent with the "Tell us" form, are sent through Lovable's email service. A reminder is carried by the push service of the company that makes the browser it goes to, such as Google, Mozilla, Apple or Microsoft, sealed so that the push service cannot read it. Google handles advertising and, if you use it, Google sign-in. Stripe takes the payments for Chikin Club and tips. The games are served from GitHub Pages.

Where they are: Supabase keeps our database and file storage in the United States, in Oregon. The site is hosted by Lovable and runs on Cloudflare, a company in the United States that answers each visit from whichever of its data centres around the world is nearest. GitHub, which serves the games, is in the United States. Stripe takes payments from Ireland and the United States, and Google runs advertising and Google sign-in from Ireland, the United States and its other data centres. We are still confirming where Lovable's email service keeps the emails it sends.

15

How long we keep it

While your account exists, we keep what is listed under "What we store". When an account is deleted, what says who the player is or who they know is deleted with it: the account and its sign-in email, the player card, the age answer, a parent's yes and switches, the friend code, friendships, coop visits, hearts and mischief, guestbook notes the player wrote and those left in their coop, claw machine and daily wheel goes, waves sent and received, sticker swaps, inbox, visits and the days the arcade was opened, favourite games, saves, the pictures the player drew with the solves on them, the devices that get reminders, the record of the account waiting to be deleted, and any picture uploaded before pictures were switched off. What the player made or earned is not deleted: game stats, scores, daily results, trophies, achievements, titles, missions and road progress, stickers and spares with their records, 3D cards, capsule machine goes, showcase, cup entries, squadron, Chikin parts, the coop's rooms and furniture, and any week the coop was the coop of the week. These move to a stand-in account that has no email, that nobody can sign in to and that has nothing linking it back to the old account, so they stay in the arcade with no name on them. The stand-in is on no board by name, no friends list and no coop tour. Inbox entries do not wait for that: each is deleted 30 days after it is made. Daily results do not wait either: each is deleted soon after the day following its daily is over. Guestbook notes do not wait either: a coop keeps only its newest 60 notes, and older ones are deleted. A delete does not happen at once. The account is hidden from everyone straight away, off the leaderboards, cup tables, friends lists and the coop tour, and the player can no longer use it. It is deleted for good 30 days later, by a job that runs every hour. Within those 30 days a player who deleted their own account can sign in and restore it just as it was, and an account a parent deleted can be restored only by that parent, from the parent corner. The parent corner also offers "Delete now instead", which deletes the account straight away, and before that reports done our server counts every table that can hold a player's rows and checks that none are left. The only copies it cannot reach are the ones a game keeps in a device's own browser, which go when that browser's site data is cleared, and the server logs described under "What we store".

A parent's email address is kept for as long as their yes stands, including while they have taken it back from the parent corner so that they can give it again, and deleted after a no, 7 days after an unanswered request, or when the player's account is deleted.

A guest session that is never turned into an account is currently kept indefinitely, because there is nobody to ask about it. We are working out a period after which an unused guest account and its play data are deleted automatically, and we will say here what it is once it is set.

16

Parents and guardians

If you said yes for a player under 16, the parent corner is yours, and it does these without writing to anyone. It opens from the link we email to the address you said yes from, so it covers every player that address said yes for.

See how long my child has played each day this week, and in which games this month.

See my child's friends and friend requests, and remove any of them.

See the pictures my child has shared with their friends, and remove any of them.

Switch friends off, which puts every friendship on hold without deleting it, stops new ones, and takes my child and their coop off the coop tour.

Switch waves off. Waves are a few short messages we wrote, such as "Nice run" or "Good luck today", that a friend can send your child at most once a day and that arrive in their inbox. Switching them off stops them both ways and removes the ones already waiting.

Switch sticker swaps off. A swap is one sticker for another between two friends, and both have to agree. Switching them off stops them both ways and calls off any offers already waiting.

Switch coop visits off, so no friend can look round my child's coop and my child cannot look round theirs, and my child and their coop are taken off the coop tour. Friends stay friends.

Switch the coop guestbook off. A guestbook note is one of a few phrases we wrote, stamped with a sticker, with no words typed. Switching it off means nobody can sign my child's guestbook, my child cannot sign anyone else's, and the notes my child wrote are hidden.

Switch the weekly email off. Once a week, for any week in which a player I said yes for played, you email me how long each of them played, on how many days, the games they played most and any new friends, and, while none of them is covered by Chikin Club, one line about Chikin Club. The email has its own link that turns it off too.

Allow reminders, or switch them off again. Once they are allowed, my child can turn on a short note on a device from the Dailies page, or I can turn it on for the device I am holding: at most one a day, in the afternoon in that device's time zone, only on a day they have not played yet, and never at night. Switching them off stops them on every device.

Pay for Chikin Club, start its free week or redeem a gift year, all of which take the adverts away for every child I said yes for, and cancel a membership.

Take back a yes I gave, so my child cannot sign in again, or give it again.

Give me a copy of everything you hold about my child, as a file I can read.

Delete my child's account and everything that says who they are. Their scores, stickers and coop stay in the arcade with no name on them. It is hidden at once and deleted for good 30 days later. Until then I can restore it, or delete it straight away instead.

For anything the corner does not do, or if you no longer have the address you said yes from, write to connect@wavemyth.com from an address we can reply to and tell us the player name or the email address on the account so that we can find it. That covers taking a player off the leaderboards, giving a player a new friend code, stopping a player being able to make an account at all, and all of the above for a player whose parent never said yes. We may ask you for enough detail to be sure the account is your child's before we change or delete anything, and we will answer as soon as we can.

17

Players in Korea

This section adds what Korea's Personal Information Protection Act asks a privacy policy to say. Everything else on this page applies too. The company responsible for your information is WAVEMYTH SRL, described under "Who we are", and you can reach the person who looks after personal information at connect@wavemyth.com. The advertising tools we use, and how to switch personalised adverts off, are under "Advertising".

Children under 14: in Korea, where a service relies on consent to collect a child's personal information, a child under 14 needs a parent's or guardian's consent. This site asks for a parent's yes for every player under 16, so every child under 14 is covered. Until a parent says yes, a player under 16 can only play as a guest. A guest session holds no name, email address or phone number, only a random identifier and what the player picks here, such as a player name from our lists, friends added by code and pictures drawn in a game, and nothing a guest plays is kept. A parent who has said yes can see, download and delete what we hold from the parent corner (see "Players under 16").

Information sent abroad: every part of this site runs outside Korea, so what is listed under "What we store" leaves Korea at the moment you use the site, over encrypted connections. It goes to the companies under "Who else handles this data", in the countries named there, and each uses it only for the job described there: Supabase keeps our database in the United States, Lovable and Cloudflare host the site, Stripe takes payments, and Google serves the adverts and Google sign-in. Each keeps it for as long as "How long we keep it" says, except what Stripe and Google collect for themselves, which their own privacy policies cover. You can refuse a transfer by not using what needs it: without an email address or a Google sign-in nothing goes to Lovable's email service or to Google sign-in, without a payment nothing goes to Stripe, and Chikin Club takes the adverts away. The site cannot be used at all without its hosting and its database.

18

Your rights

Depending on where you live, you may have the right to ask for a copy of what we hold, to have it corrected, to have it deleted, to object to how we use it, or to complain to a data protection regulator.

If you told us you are 16 or over, you can delete your own account from your Me page, with "Delete account". It is hidden from everyone at once, you can no longer use it, and it is deleted for good 30 days later. Your scores, stickers and coop stay in the arcade with no name on them. Until then you can sign in and restore it, just as it was. If you pay for Chikin Club yourself, it stops renewing and runs to the date it is paid up to, and it renews again if you restore your account in time. For anything else, write to connect@wavemyth.com.

You can complain to the Autoritatea Națională de Supraveghere a Prelucrării Datelor cu Caracter Personal (ANSPDCP), the Romanian data protection authority, at dataprotection.ro.

19

Changes to this page

If we change how any of this works, we will change this page and update the date at the top.

20

Contact

Write to connect@wavemyth.com. That is the address every "write to us" on this page points at, and a parent or guardian can use it without having an account of their own. The "Tell us" form linked at the foot of every page sends your message to that same address, together with what it is about, your player name and account, whether you are playing as a guest, the page you came from, the language of the page and the browser you use, and an email address only if you give one for our answer. Your message is then kept in that mailbox like any other email to us. On the site we keep nothing from the form except a note of which account sent a message and when, which we delete after a day and which stops anyone flooding us with messages.

WAVEMYTH SRL, Str. Septimiu Albini nr. 19-21, ap. 22, Cluj-Napoca, Cluj County, Romania. wavemyth.com

Thanks for playing. See you next time.

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