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.
Last updated: 23 September 2026
The short version, for parents
Chikinverse Arcade is a free website where children play small pixel-art games in a browser. It is paid for by advertising. There is nothing to buy and no real prizes.
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.
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, cheers and adverts off, 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. See "Parents and guardians" below.
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.
This is a site for children
We build Chikinverse Arcade expecting children to be the people using it. 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 the first time they visit: the month and year they were born. We use it to work out whether they are under 16 and then keep only that answer, not the birthday. See "Players under 16" below.
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. Their scores and trophies count, but their player name is not shown to anyone else, and they cannot add friends or sign in.
To turn those on, 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 add friends, their player name appears on the leaderboards and cup tables, and they can sign in to keep their progress. 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 open the parts that need 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, cheers and adverts 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 grown-up instead; only the parent can turn it on again.
A player who says they are 16 or over does not need a parent's yes.
Playing without an account
When you open the site, your browser is given an anonymous guest session so that the game can save your progress while you play. 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.
Against that guest session we store the same play information we store for a signed-in player: your game saves, your scores, your pips, your trophies and your streak.
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 and the old progress is no longer reachable by you.
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 a link that signs you in. There is no password.
Either way, when you sign in for the first time the progress from your guest session is moved onto your new account and the guest session is deleted. Your age answer and any parent's yes are moved onto the new account in the same way, rather than deleted.
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".
What we store
Your account: an email address if you gave us one, and the date the account was made. If you made your account with an invite key, we also keep which key it was and when you used it. 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 16 or 16 and 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 pips, 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. Nobody else can see which games you have opened.
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 pips and when.
Your sticker album: which stickers are in your album, when each one arrived, and, for a sticker bought from the shelf, how many pips it cost. Every other sticker is worked out from the records above, such as your runs, achievements, trophies and best streak, so nothing new is collected to fill the album. Finishing a 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 in your showcase.
Your showcase: up to four of your trophies or stickers that you picked to show your friends, and the order you put them in. Only your friends see it, on your friend card, and only while you still have the things in it. You can change it or empty it at any time.
Your coop: the furniture you bought for it, when, and for how many pips, and where you put each piece of furniture, sticker and trophy in your room. Only you and your friends can see it, and a sticker or trophy shows there only while you still have it.
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.
Your flock: which of the four colour flocks you picked, when you joined it, when you left one if you switched, and which weeks your flock won you a reward. A flock'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, and the time you were last playing. 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 cheer 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 cheer 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 cheers: which cheer you sent to which friend, and on which day, so that each friend gets at most one a day from you. A cheer 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 cheers 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, cheers and adverts), 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.
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, our hosting keeps server logs that include an IP address, so that the site can be kept running and defended from abuse. Those logs are held by the companies that host us rather than by us, and we are still confirming how long each of them keeps them.
That is the whole list. We do not collect a real name, a postal address, a phone number, a location, a contacts list, a microphone or camera feed, or anything from the device beyond what a browser normally sends.
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.
A player's name only appears there once they have told us they are 16 or over, or a parent has said yes. Until then their score is shown on the board as "A player", and their Chikin is not shown either: the row gets the same plain Chikin for everyone.
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.
Flocks are team colours, not groups of people. Anyone can see how many runs each flock has finished this week and how many players took part, but nobody can see who is in a flock, which flock another player picked, or how much any one player added. Your own flock is shown only to you.
Friends
A player can add a friend, and it is built the way we think it should be for children. Friends are only for players who are 16 or over, or whose parent or carer has said yes. A friendship with anyone else is put on hold, and neither player sees the other, until they are.
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, no browsing and no suggestions of people you might know. 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 — and, if you leave progress sharing switched on in your profile, 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 roughly when you were last playing, shown as a dot beside your name if the site has heard from you in the last five minutes. That one 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 see your showcase on your friend card: the trophies and stickers you picked to show, and nothing else from your album. A friend can also send you a cheer, 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 cheer of your own. While a parent has switched cheers off for either of you, no cheer is sent either way, and turning them off removes the ones already waiting. A friend can visit your coop too, and see how you decorated it. Nobody else can.
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, while a parent has taken their yes back, 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.
Advertising
Advertising is the only way this site makes money. There is nothing to buy.
The advertising is Google's. We use Google AdSense for Games, which shows a full-screen advert between games, and sometimes offers a player an advert they can choose to watch in exchange for a reward inside a game. A player is never made to watch one of those.
We limit how often an advert can appear. 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. Adverts a player asks for are not counted against that.
When the advertising is switched on, Google shows a consent message before it loads any adverts, and your answer to that message is what decides whether the adverts you see are personalised. We do not see your answer. 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.
An account can have advertising switched off entirely. A parent or carer can do it from the parent corner, or anyone can ask us at connect@wavemyth.com and we will set it on the account. Once it is set, the advertising code is never even loaded for that player, and a player cannot switch it back on under a parent's "off".
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 the few things it needs — 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.
Cookies and browser storage
We use browser storage for four things, and none of them is advertising or analytics.
Your sign-in, so you stay signed in between visits.
Your light or dark theme choice, and whether sounds are on.
A single temporary value used while a guest is signing in, to carry the old guest identifier across the redirect and then delete it.
A note that you pressed "Not now" on the age question, so it is not asked again on every page of the same visit. It is forgotten when the browser tab is closed.
Google's consent message and Google's adverts set their own storage, as described under "Advertising".
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, and the links to the parent corner a parent asks for, are sent through Lovable's email service. Google handles advertising and, if you use it, Google sign-in. The games are served from GitHub Pages.
We are still confirming which country each of them stores data in, and we will name that here once we have it.
How long we keep it
While your account exists, we keep what is listed under "What we store". When an account is deleted, everything listed there that belongs to it is deleted with it: the account, the player card, saves, scores, daily results, visits, trophies, achievements, stickers, showcase, missions, cup entries, flock, friend code, friendships, inbox, cheers sent and received, shared pictures and the solves and reports on them, the age answer, a parent's yes and switches, and any picture uploaded before pictures were switched off. 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. A delete from the parent corner happens straight away, and before it 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.
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, and stops new ones.
Switch cheers off. Cheers 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 advertising off for my child's account.
Take back a yes I gave, which hides my child's name again and puts their friendships on hold, 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 attached to it.
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.
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.
You can complain to the Autoritatea Națională de Supraveghere a Prelucrării Datelor cu Caracter Personal (ANSPDCP), the Romanian data protection authority, at dataprotection.ro.
Changes to this page
If we change how any of this works, we will change this page and update the date at the top.
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.
WAVEMYTH SRL, Str. Septimiu Albini nr. 19-21, ap. 22, Cluj-Napoca, Cluj County, Romania. wavemyth.com