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STRIKEGUESS

Privacy Policy

Effective date: 7 November 2026

Summary

  • StrikeGuess has no accounts. You never need to give us your name, email address or password to play.
  • Your preferences, records and recent games are stored on your device.
  • When you finish a Daily Challenge, a Survival run or an Elite round of Shoot Mode, your nickname and result appear on the public leaderboard.
  • If you share a result, the game creates a challenge link: anyone with the link sees that result, and your nickname only if you choose to show it. Links expire after 30 days.
  • In 1v1 matches and online tournaments, the other players see your nickname and results while the match or tournament lasts.
  • We use Google Analytics to understand how the game is used.
  • We do not sell your personal information, and StrikeGuess shows no ads.

Who we are

StrikeGuess is a football penalty game available at strikeguess.com and as apps for Android and iOS. It is developed and operated by StrikeGuess, the developer named on its Google Play listing; in this policy, “we” and “us” mean StrikeGuess. For privacy questions or requests, email [email protected].

Information stored on your device

The game uses your browser’s storage, or the app’s storage on your phone, to remember the following. It stays on your device unless another section of this policy says it is sent to us.

Leaderboard

When you finish a Daily Challenge, a Survival run or a Shoot Mode round on Elite difficulty, the game automatically sends your result to our server so it can appear in the rankings. Penalty Shootout, Pressure, Risk It, Penalty Ladder, Guess the Legend, Legend Keeper and Strike Arcade results, and your trophies, are never sent to the leaderboard; they stay on your device unless you share a result as a challenge link (see the next section). A submission contains:

Our server uses your ten Daily Challenge picks to calculate your score and does not store them. It stores the other details together with the date and time the submission arrived.

The leaderboard is public. Anyone can see each entry’s nickname, score, streak, mode, challenge date and submission time. When you open the leaderboard, the game sends your anonymous player identifier with the request so our server can mark your own entries. The server never shows any player’s identifier to anyone. Please do not use your real name or other personal information as a nickname. Changing your nickname affects future submissions; earlier entries keep the nickname they were sent with.

Challenge links

When a game ends, you can share your result. Opening Share result sends the result to our server, which makes a challenge link and the result card images for it. Nothing is sent until you open it. The game sends how the game went, and our server works out the result from it:

Our server stores the result it worked out (for Guess the Shot and Survival, with the striker’s shots, so a friend can face the same ones), the nickname if you chose to show it, when the link was made and when it expires, and how many people have answered the challenge and how many of them beat it. It does not store your player identifier, your IP address or the zones you picked. Anyone who has the link can see the result, the nickname you chose to show and those totals, and so can the services that make link previews when the link is posted (for example WhatsApp, X or Discord). When a friend finishes a challenge, their game sends its result in the same way; our server compares it and adds it to the totals, and keeps nothing else about it.

Challenge links and their cards are deleted 30 days after they are made. Sharing a card or a link to WhatsApp, X, Instagram or another app happens on your device; we do not receive what you post there.

1v1 multiplayer

To run a 1v1 match, our server keeps these details in memory: the room code, a random player identifier for each player in the room, each player’s nickname, whether each player is connected, the zones chosen for each penalty, the score and the history of the match. It also notes the IP address the room was created from (for IPv6, only its network part), so that one network cannot keep too many rooms open. Your opponent sees your nickname and score, whether you are connected and, once both players have chosen, the zones you picked. Your choice stays hidden until both players have locked in.

A reconnect token lets you rejoin your own match. Your device keeps the token; our server keeps only a one-way (hashed) version of it.

Match details are never written to a database. They are deleted when the room closes: waiting and finished rooms close after 15 minutes, active rooms after 30 minutes without play, and a room ends if a disconnected player does not return within 45 seconds. Restarting the server also deletes every room. There are no player accounts, friend lists or chat.

Tournaments

An online tournament is a knockout of 8 or 16 players in which every tie is a 1v1 match, so everything in the previous section applies to each tie. For the tournament itself, our server keeps in memory: the tournament code, its size, which player is the host, a random player identifier and the nickname of every player, whether each player is connected, the bracket with the pairings, scores and results of every tie, and the champion. It also notes the IP address the tournament was created from (for IPv6, only its network part), which counts against the same per-network limit as 1v1 rooms. Every player in the tournament sees the other players’ nicknames, whether they are connected, the bracket and the results, including when a player left or did not return in time.

Tournament details are never written to a database. They are deleted when the tournament closes: a lobby that has not started closes after 15 minutes, a running tournament after 30 minutes without play, and a finished tournament 15 minutes after the final or as soon as every player has left. A player who does not return within 45 seconds forfeits their tie, and a lobby place is freed if the player does not return in that time.

Analytics

We use Google Analytics 4, provided by Google, to understand how people use StrikeGuess and to improve the game. It runs on the website and inside the apps, and it may collect:

We do not include your nickname, player identifier, reconnect token, room code, tournament code, challenge link or zone choices in these events. An invite link or a challenge link is redirected before the game loads, so its room code, tournament code or challenge identifier is not part of the page address that Google Analytics records. Google processes this information under the Google Privacy Policy and explains how it uses data from sites that use its services.

Server and security information

When your device connects to StrikeGuess, our server and our network providers receive the technical information that every internet request includes, such as your IP address, your browser or app version and the time of the request. We use it to deliver the game, keep it secure and prevent abuse.

For example, our server uses the IP address of each leaderboard submission, and of each challenge link made or answered (for IPv6, only its network part), to limit how many can be sent in a short time; these records are kept in memory for about a minute. It also keeps the address each 1v1 room or tournament was created from, in memory, until that room or tournament closes. Our server logs technical error details, and our hosting and network providers may keep request logs, for operational and security purposes.

Cookies and browser storage

StrikeGuess sets a cookie of its own only when you open an invite or challenge link: sg_duel_invite holds a 1v1 room code and sg_tournament_invite a tournament code, each for two minutes, so the lobby can fill it in for you after the redirect, and sg_challenge holds a challenge identifier for a day, so the challenge page can show it. They contain nothing else and are not used for tracking. Otherwise the game uses local storage and session storage as described in “Information stored on your device”. Google Analytics sets its own cookies on strikeguess.com, such as _ga and _ga_RFYDKZSP70, to recognise returning visitors and sessions. Our network provider may also set a strictly necessary cookie to protect the site against automated abuse.

You can block or delete cookies and site data in your browser settings. The game still works, but deleting site data also resets your records.

The Android and iOS apps

The StrikeGuess apps show the game from strikeguess.com, so everything in this policy applies to them. The Android app uses the internet permission and the vibration permission for haptic feedback. The apps do not access your contacts, photos, camera, microphone, location or advertising identifier. If you use Share, your device’s share sheet sends the text or link to the app you choose; we do not receive it.

How information is shared

We do not sell your personal information, and we do not share it for advertising. We share information only:

These providers may process information in countries other than yours.

How long information is kept

Children

StrikeGuess is a general-audience game. It is not specifically directed to children, and we do not knowingly collect personal information from children. The game does not ask for names, contact details or other information that directly identifies you. If you believe a child has entered personal information, for example a real name as a leaderboard nickname, contact us and we will remove it.

Your choices and requests

Security

We take reasonable steps to protect the information we handle. StrikeGuess is served over HTTPS, reconnect tokens are stored on our server only in hashed form, and submissions are checked and rate limited. No method of transmission or storage is completely secure, so we cannot guarantee absolute security.

Changes to this policy

We may update this policy when StrikeGuess changes. We will post the new version on this page and update the effective date at the top.

Contact

Privacy questions and requests: contact StrikeGuess at [email protected].

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