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Privacy Policy for Ninehole

Last updated: September 23, 2026

Ninehole ("the game") is developed and published by Machinaut Studios LLC ("we", "us"). This policy explains what data the game handles. The short version: we run no server, there is no account of ours to make, and unless you sign in to the cross-platform save we collect nothing. There is no analytics, no crash reporter, no advertising and no in-app purchase code in the build. Your name, your avatar, your settings, your lifetime stats and the table you are in the middle of are written to your own device, and your stats and a few preferences are also kept in your own iCloud or Android backup — storage that belongs to your Apple or Google account, which we cannot read — so that deleting the game or changing phones does not lose them. The game itself sends nothing past your own network from a solo game against bots or a table played over your own Wi-Fi — except that, if you signed in to the cross-platform save, the stats a finished game adds are synced to Epic, usually a few seconds after it ends. Two things are off until you choose them: online play, and the cross-platform save, which keeps your lifetime stats with Epic Online Services if you sign in with Google or Apple. The sections below say exactly what each one sends, to whom, and what it still does not send.

Information we collect

Unless you sign in to the cross-platform save, none. We operate no server for Ninehole and we receive nothing from it. There is no analytics SDK, no crash-reporting SDK, no advertising SDK and no attribution SDK in the build. There is no account of ours to create and no sign-up: we never ask for your name, email address, phone number, contacts or anything else. We build no profile of you, we have nothing to sell, rent or trade, and we hold no record that you exist. The name and avatar you pick are for the other players at your table to see, and for your own other devices through your own iCloud or Android backup; they are not sent to us, because there is no us to send them to.

The cross-platform save is the one exception, and only once you sign in to it: then your lifetime stats, and an id Epic assigns you, are stored by Epic Online Services, which we use as a service provider to keep that save for you. Its section says exactly what is stored, what the sign-in involves, and how to delete it. Even then nothing reaches a machine of ours.

What the game stores, and where

Everything Ninehole remembers is written to your device's own private app storage. It is kept under these keys:

  • Your settings and your identity (nh.settings) — the display name you typed (up to 16 characters, and blank until you type one), which of the twelve avatars you picked, sound, haptics, reduce motion, whether card values are shown, which card drawing you prefer, the last room name you used, and a random player id. That id is sixteen hexadecimal characters drawn from your device's cryptographic random source on first run. It is not a device identifier, an advertising identifier or anything derived from your hardware, your account or your name — it exists so that a host can recognise you if your phone drops off the table mid-hand and comes back.
  • Your lifetime stats (nh.stats.ledger) — games and holes played, games won, your best and worst hole, best game, lines cleared, times you knocked, times that knock cost you 50, total points, and the largest table you have sat at. Numbers only. Each installation of the game keeps its own tally, filed under a random install code (nh.install: thirty-two hexadecimal characters drawn from your device's cryptographic random source on first run — like the player id, not a device identifier, an advertising identifier or anything derived from your hardware, your accounts or your name. It is kept in the game's cache folder, which no backup or phone transfer copies, so a restored or copied phone starts a tally of its own), and the stats you see are every installation's tally added together. That is what lets two of your devices, or a reinstall, add up instead of overwriting each other. Versions before this one kept a single record under nh.stats; it becomes this installation's tally and is left where it was. There is a "Reset stats" button in Settings.
  • The table in progress (nh.table) — so that closing the game mid-hole and coming back does not lose the hole: the room name, the rules in play, whether you are hosting, the seats, the shoe, the bot count, and (for a table you joined) the host's address or join code so the game can redial it.
  • Games you paused (nh.saves, and one nh.save.… per game) — up to twenty games you hosted and stopped part-way, so the table can finish one another day: the same contents as a table in progress. Only the device that hosted a game keeps it.
  • A little bookkeeping for the sync — for each setting that follows you between devices (the ones listed under iCloud below), when you last changed it, by the clock of the device you changed it on, or zero if you never have (nh.settings.at), so the newest change to each setting wins when your devices compare notes, and a change you make on one device is not undone by an older one from another; and, only if you signed in to the cross-platform save, whether that was with Google or Apple (nh.cloud.provider, and nh.cloud.linked if you added the other one), when it last synced (nh.cloud.synced), and a one-way fingerprint of the account you signed in with (a salted hash of that provider's id for your account, never the id itself), so the game knows whom to ask next time and can tell you if you pick a different account. On Android the game also notes, on the phone alone, when it has stopped asking Google in the background until you tap Sync now. The game never writes down a password or a sign-in token. (Google's own sign-in library on iPhone and iPad keeps its sign-in in your device's Keychain — see the cross-platform save below.)

On iOS, iPadOS, Android, macOS and Windows these live in the ordinary per-app storage the platform gives every app. None of it is uploaded to us — we have nowhere to put it. Copies beyond the device exist only in places that belong to you: your own iCloud or Android backup, described next; the cross-platform save, only if you signed in to it (and Epic's SDK may keep an encrypted working copy of that one file in the game's own storage); and, as for any app, the device backups you make of an iPhone, iPad or Mac. We cannot read any of them. To erase it all, see Deleting your data.

The game also writes diagnostic lines to your platform's ordinary developer console while it runs. Those lines are not saved to a file and are not sent anywhere; they exist for a developer with the device in hand, and they disappear when the app closes.

Your own iCloud, and Android's backup

So that deleting the game, reinstalling it or moving to a new device does not cost you your record, a copy of some of it is kept in storage that belongs to your own Apple or Google account. This is on unless you switch it off, it is not collected by us — nothing of ours sits in between, and we cannot read it — and you control it in your device's own settings.

  • iPhone, iPad, and the Mac App Store version — the game keeps two things in its own space in your iCloud key-value storage, the small private store Apple gives an app inside your iCloud account: your lifetime stats (each installation's tally, as above) and a few preferences — your display name, your avatar, sound, haptics, reduce motion, whether card values are shown, and which card drawing you prefer — each with the time you last changed it, as described in the bookkeeping above. They come back when you reinstall, they reach a new iPhone, iPad or Mac signed into the same Apple Account, and a preference you change on one reaches the others: each setting takes its newest change, wherever it was made, so changing your name on one device and your avatar on another keeps both. A new installation on which you have changed nothing takes your preferences from iCloud and never puts its own defaults over them. Nothing else goes there: never your player id (it identifies your seat at a table, so each device keeps its own), never the last room name you used, never a table in progress or a paused game. Apple holds it under the Apple privacy policy. To stop it, switch iCloud off for Ninehole — on iPhone or iPad under Settings → [your name] → iCloud, among the apps using iCloud; on a Mac under System Settings → [your name] → iCloud — and the game carries on with what is on the device.
  • Android — the game lets Android's own backup include its settings file: your name, avatar and settings, when you last changed each of those settings (nh.settings.at), your player id, your lifetime stats, any table in progress or paused game, and, if you signed in to the cross-platform save, the sign-in bookkeeping listed above. When backup is on, Android copies that file into your Google account — encrypted on the phone with your screen lock, if you have one — and restores it when you reinstall the game or set up a new phone from that backup. Android decides when a backup runs, usually about once a day while the phone is idle, charging and on Wi-Fi. Nothing else the game or Epic's SDK keeps on the phone is included. Google holds the backup under the Google privacy policy, and you control it in your phone's backup settings (usually Settings → Google → Backup; the path varies by phone maker).
  • Windows, and a Mac copy not bought from the Mac App Store, have neither: everything stays on that one computer.

Permissions

Ninehole is a multiplayer card game, so it needs networking, and networking is the whole permission story. It asks for no camera, no microphone, no location, no contacts, no photo library, no files of yours and no notifications, and it uses no advertising identifier.

  • Android — the shipping manifest declares exactly four permissions: INTERNET, ACCESS_NETWORK_STATE, ACCESS_WIFI_STATE and CHANGE_WIFI_MULTICAST_STATE. All four are normal install-time permissions, so none of them shows you a prompt. They are what lets the host open a table on your network, advertise it so other phones can find it, and keep Android from dropping those announcements while the screen is on battery. Those four are the only permissions the game asks the system for. The libraries it is built with add two more entries that ask for nothing of yours: a signature permission belonging to the app's own package, which an Android support library declares so that no other app can send the game its internal broadcasts; and package-visibility queries entries that let Epic's SDK open a web link or a browser tab, beside the "process text" one the Flutter engine includes as standard. Neither Android's backup nor Google sign-in adds a permission, and the release build is checked for exactly this set before it ships.
  • iOS / iPadOS — the only usage string in the app's Info.plist is the local-network one, and it reads: "Ninehole finds and joins card tables hosted by other players on your local network." That is the one-time prompt iOS shows you the first time you host or look for a table. No other usage description is declared, so there is nothing else iOS can prompt you for. The app also declares that it uses no non-exempt encryption. It carries three capabilities that are not permissions — none shows a prompt and none reaches anything on the device: associated domains, which let an invite link on machinautstudios.com open the game; iCloud key-value storage, which gives the game its own small store in your iCloud (above) and nothing else of your iCloud; and Sign in with Apple, which lets the game show Apple's sign-in sheet when you ask for it.
  • macOS — the release build runs inside the App Sandbox and declares outgoing network connections and incoming ones, which are what let a sandboxed Mac join a table and host one. The Mac App Store version adds the same two capabilities as iOS, iCloud key-value storage and Sign in with Apple; a Mac copy from anywhere else has only the two network ones. There is no camera, microphone, location, contacts or file-access entitlement.
  • Windows — the desktop build requests nothing beyond its own network sockets and its own settings folder.

Development builds of any Flutter app carry extra permissions so the tooling can hot-reload over a cable. Those debug and profile builds are never distributed; the release manifest that goes to Google Play is the four-permission one described above.

Playing solo, and playing on the same Wi-Fi

A Play vs bots table uses no network at all. The whole game — deck, rules, opponents — runs on the device in your hand. (The stats it adds to your record are copied to your own iCloud or Android backup like any others, as described above; that is your platform's sync, not the table's. And if you signed in to the cross-platform save, they are also synced to Epic after the game, as that section describes — usually a few seconds after it ends.)

A Same Wi-Fi table stays on your own network and does not touch the internet. One device hosts: it listens on a TCP port and announces the room by UDP broadcast about once a second, so the other devices on the same network can list it without anyone typing an address. The announcement carries the room name the host typed (up to twenty characters), the host's chosen display name, the host's random player id described above, the port, how many seats are taken, how many there are, whether the hole has started, and a protocol version. Once a player joins, what travels between the devices is the game: names, avatars, moves, the six built-in emotes, and each seat's own view of the table. It goes to the other players' devices and to nothing else. It does not pass through us, and it does not leave your network. (What the game adds to your stats afterwards travels as a solo game's does, above.)

One device holds the only true state of the game and sends every other seat a copy with the face-down cards blanked out before it is sent. A face-down card is not "hidden by the interface" — the value is simply not in the message. Nobody at the table, the host included, is sent a card they are not entitled to see.

Online play, and exactly what reaches Epic

Playing across the internet involves a company other than the store you bought the game from, and it is opt-in twice over.

  • The build has to carry Epic Online Services credentials, which are supplied at build time and are not in the source. A build without them cannot offer online play at all; the Online option is greyed out and says so.
  • You have to switch the table from Same Wi-Fi to Online on the Host or Join screen. Wi-Fi is what is selected when you get there.

If you never do that — and never sign in to the cross-platform save — the game never contacts Epic. It does not check in, does not log in in the background, and does not even load Epic's library — that happens the first time an online table is opened or searched for, or the first time a signed-in save syncs (at launch, a few seconds after any game ends, solo and Wi-Fi games included, or when you tap Sync now), and not before.

When you do choose Online, this is the complete list of what happens:

  • An anonymous, per-device sign-in. The game asks Epic for a Device ID credential and logs in with it. There is no Epic account, no email, no password, no web page and no prompt — nothing for you to sign up for and nothing for you to remember. Two values go with that request: a coarse device model, which is literally the name of your operating system ("ios", "android", "macos" or "windows") and nothing more specific; and a display name, which is hard-coded to the word "Player" rather than anything you typed. Epic returns an anonymous per-device id, and Epic's SDK stores the credential in your device's own local credential store. If that store is reset the credential is gone and cannot be recovered, which is the trade for having no account.
  • Hosting publishes a room record to Epic. While your table is open, Epic holds a lobby record for it so other players can find it. It carries the six-character join code, a protocol version, a listed flag, the room name you typed, the display name you typed in Settings, the random player id described above, how many seats are taken, the maximum, and whether the hole has started. Anyone running a compatible build who searches can see those fields. If you would rather not publish a name, change it in Settings before you host — the field is yours and the game does not require it.
  • Joining searches Epic's lobbies for that code, or lists the rooms of the same protocol version. That search, and the room list it fills, is a request to Epic.
  • The game's packets travel over an Epic peer connection between the players' devices. They are the same messages the Wi-Fi game sends — names, avatars, moves, emotes, and each seat's masked view of the table. Epic's job is to get the two devices talking and, where a direct connection cannot be established, to relay the bytes between them. Epic is a US company and operates that service on its own infrastructure and under its own policies; see the Epic Games privacy policy.

And this is what does not happen, even then:

  • The game is still yours. The host's device holds the only true state, runs every rule, and masks every other seat exactly as it does on Wi-Fi. Epic carries bytes and lists rooms. It does not hold the deck, decide a turn, or see a face-down card.
  • Online play still needs no account — nothing to create, nothing to sign into, nothing to delete, and no way to link one table to another except by the anonymous per-device identity Epic issued. The cross-platform save's sign-in, below, is separate and is never used for online play.
  • We still receive nothing. There is no Ninehole server, no database and no telemetry of ours anywhere in the picture. Nothing about your game reaches Machinaut Studios, online or otherwise.
  • There is no chat. The only things a player can put in front of another player are six fixed emotes, a display name of at most sixteen characters, and — if they are the host — a room name of at most twenty. There is no message box, no voice, no images and no friends list; those two names are the only text anyone types, and the room name of a listed online table is published to Epic's room list along with the host's display name.

The cross-platform save, and exactly what reaches Epic

Your iCloud stays among Apple devices and Android's backup among Android phones. To carry your lifetime stats between an iPhone and an Android phone you can sign in to the cross-platform save. It is off until you do, and like online play it is opt-in twice over:

  • The build has to carry the storage key and the sign-in settings, which are supplied at build time and are not in the source. A build without them does not show the option at all.
  • You have to sign in, in Settings: with Google on iPhone, iPad and Android, or with Apple on iPhone, iPad and the Mac App Store version. Windows, and a Mac copy not bought from the Mac App Store, do not offer it.

If you never sign in, nothing in this section happens. When you do, the game syncs when you sign in, at launch, a few seconds after every game ends — solo and Wi-Fi games included — and when you tap Sync now. (A device signed in with Apple alone syncs after a game only within a few minutes of your last sign-in there, because Apple cannot sign you in without asking; otherwise it waits for Sync now.) Each sync is this complete list of what happens:

  • The same anonymous per-device sign-in online play uses (described above: a Device ID credential kept on the device, your operating system's name and the display name "Player") is made first, because Epic's library needs it running; it lasts as long as the sync, and the game then shuts the library down again unless you are at an online table.
  • Google or Apple signs you in and hands the game a short-lived sign-in token that says who you are to them. The game asks Apple for no name and no email, so Apple's token carries neither. Google's sign-in always puts your Google account's name, email address and profile picture into its token, whatever the app asks for — that is why Google's sheet says it will share them with Ninehole. The game does not show, store or use them, and they leave your device only inside that token. The game keeps the token in memory while it is valid and never writes it down. On iPhone and iPad, Google's own sign-in library keeps its sign-in — a renewal token and the last sign-in token, with the name, email and picture in it — in your device's Keychain, which is what lets the game sync after a game without asking you again; it stays until you choose Sign out or Delete cloud save, and iOS may keep it after the app is deleted, until Google's library next starts. It never leaves the device. On Android, when the game syncs after a game, Google's quiet sign-in can show its account chooser if it cannot pick the account by itself — as when more than one Google account on the phone has used Ninehole. Choosing the save's account lets that sync go ahead, and the chooser can appear again after a later game; dismissing it, or choosing a different account, stops the game asking in the background until you tap Sync now.
  • Epic checks the token. The game passes it to Epic Online Services, which verifies it with Google or Apple and gives you a product user id: a random id, scoped to Ninehole, that Epic links to the account you signed in with. What Epic documents keeping about that link is which provider it was, your account's id with that provider (an opaque code, not your email address), a display name — which the game always sets to the word "Player" — and when you last signed in. On an iPhone or iPad, where both are offered, you can add the other provider to the same save; Epic then links both accounts to the one id, so either opens it.
  • The game reads your save, adds this device's stats, and writes it back. The save is one file, ninehole-stats.json, and it holds your lifetime stats and nothing else: the numbers listed above, one tally per installation under that installation's random install code. No name, no avatar, no settings, no tables or games. It is encrypted on your device, with a key built into the game, before it is uploaded, and Epic stores it in its Player Data Storage.
  • The sign-in lasts only as long as that read and write; the game then signs the account out of Epic again. It is a separate sign-in from the anonymous one online play uses and never replaces it, so it never changes a join code and never ties an online table to your Google or Apple account. Once your first sign-in has read the save, the game remembers on this device which provider you chose, so it can sync again later.

And this is what does not happen:

  • We still receive nothing. The save goes to Epic, not to us. We run no server, and we do not download or read players' saves.
  • Nothing else about you goes to Epic. Not the display name you typed, your avatar, your settings, your tables or your games. What online play sends, if you use it, is described above and does not change when you sign in.
  • No advertising and no tracking. The save exists to keep your stats. It is not used to advertise to you, to track you across other apps or websites, or for anything else we do.

Epic is a US company and holds the save on its own infrastructure, as our service provider, under the Epic Games privacy policy. Google and Apple see that you signed in to Ninehole, as with any sign-in, under their own policies. The save stays until you delete it.

Signing out of the cross-platform save, and deleting it

  • Sign out (in Settings) stops this device syncing. The save stays with Epic for the next time you sign in, on any device, and your stats stay on this device.
  • Delete cloud save (in Settings, with a confirmation) replaces the save file at Epic with a marker that says it was deleted and holds no stats, so your stats are gone from Epic at once, and unlinks the Google or Apple account that device signed in with. If that device holds both and one of them cannot be reached once the save is marked — you back out of Apple's sheet, say, or the network drops — the device keeps that sign-in and asks you to tap Delete cloud save again to unlink it. Epic only lets a device unlink the account it signed in with, so any other device of yours signed in to that save sees the marker the next time it syncs, unlinks its own account and signs out — it never fills the save back up. If that unlink fails — the network drops, say — the device stays signed in and tries again the next time it syncs, still without writing anything. A device signed in with both Google and Apple lets go of them one at a time: when one of them reaches the deleted save — reading the marker and unlinking, or finding its link already removed — the device drops only that one and reaches the marker through the other before it signs out — quietly for Google, and for Apple, which cannot sign in without asking, the next time you tap Sync now there. Signing in again by choice starts a new save, holding the stats of the device you sign in on. It does not touch the stats on your devices, or in your iCloud or Android backup. What remains at Epic is an id with that empty marker and, until each device holding one has synced through it (or, on the deleting device, until you tap Delete cloud save again), the account links those devices hold, governed by the Epic Games privacy policy.
  • Removing Ninehole from your Google or Apple account — in your Google Account under Security → Your connections to third-party apps & services, or in your Apple Account settings under Sign in with Apple — means the game can no longer sign in as you without asking you again. It does not delete a save already on Epic, so use Delete cloud save first.
  • Without the game. We keep no list of who has a save, and a save can only be found by signing in to it, so the quickest way is any device you can install Ninehole on — reinstalling it from the store account you bought it with costs nothing — then sign in and choose Delete cloud save. If that is not possible, email info@machinautstudios.com with the subject "Delete my Ninehole cloud save". We will answer, and do what Epic's tools allow; because we hold no record connecting your Google or Apple account to a save, we will tell you plainly if we cannot find it.

Purchases

Ninehole is a premium game: one flat price, no ads, no in-app purchases, no subscription and no currency of any kind. There is nothing to buy inside the game, which is why the build contains no billing or in-app-purchase library at all and why "restore purchases" does not exist. Your purchase of the game itself is processed entirely by the store you bought it from — Apple's App Store or Google Play. We do not receive or store your payment details, card information or billing address; what reaches us is an aggregate sales figure, never anything about an individual buyer. Those stores handle your purchase under their own policies: Apple and Google.

Data sharing

We do not sell, rent or trade your data, and we have none to share. No third party receives anything from a solo game or a same-Wi-Fi table, because those send nothing off your network — except, if you signed in to the cross-platform save, the stats a finished game adds, which reach Epic at the sync that follows it. The companies in the picture are the store that distributes Ninehole and processes its purchase; Apple or Google, which hold your iCloud or Android backup for you, in your own account; Google or Apple again, only if you sign in to the cross-platform save; and Epic Online Services, only if you choose an online table or sign in to the cross-platform save — as our service provider, for the room discovery, packet carriage and save storage described above.

Children's privacy

Ninehole is a card game with no gambling, no advertising, no account of ours and no chat: the only things one player can put in front of another are six fixed emotes, a display name capped at sixteen characters and, from the host, a room name capped at twenty. We do not knowingly collect personal information from anyone, children included; by default the game collects nothing from anybody, and there is no advertising identifier in use. The cross-platform save is the one feature that stores anything with a third party, and it needs a Google or Apple sign-in that the player — or, for a child's account, the parent who manages it — has to choose; it stores numbers and an id, not a name. A display name is typed by the person playing, so if a child is playing on a shared device it is worth picking a display name that is not their real one — particularly before hosting an online table, where that name and the room name go into Epic's room list for other players to read. Solo and same-Wi-Fi play publish nothing anywhere.

Your choices

  • Play solo or on your own Wi-Fi and the game sends nothing past your own network; only your own iCloud or Android backup of your record leaves the building, and you can switch that off. That is the default, on every screen, every time. If you sign in to the cross-platform save, the stats each finished game adds are also synced to Epic, usually a few seconds after it ends, until you sign out.
  • Leave the name field blank or type any name you like; the game shows "Player" if you leave it empty, and it is editable in Settings whenever you want. The room name you host under is the other thing anyone reads, so name a listed online table with that in mind.
  • Never choose Online and never sign in to the cross-platform save, and the game never contacts Epic — it does not even load Epic's library.
  • Leave iCloud on for Ninehole and your record survives a reinstall and follows you between your Apple devices; switch it off and it stays on each device alone. On Android, your phone's backup setting decides the same thing.
  • Sign in to the cross-platform save only if you want your stats on both Apple and Android; sign out to stop a device syncing, or delete the save outright — see above.
  • Reset your lifetime stats from Settings, with a confirmation, at any time. It forgets every game the device you reset on knows about, there and on your other devices as they sync, through iCloud or the cross-platform save. Games from a device it has not synced with yet still count.
  • Erase everything the game saved, with no request to file and nobody to ask — see below.
  • Delete the app, which removes everything it stored along with it.

Deleting your data

Ninehole data lives on your device and in places that belong to you, so you delete it yourself. There is no account of ours to close, no copy on a server of ours, no backup of ours, and no request to file with us — we could not delete your data if you asked, because we never had it. The copies beyond the device are your iCloud or Android backup and, only if you signed in, the cross-platform save on Epic. To erase it:

  1. 1. Android — open Settings → Apps → Ninehole → Storage and tap Clear storage. Your name, avatar, settings, lifetime stats and any saved table are erased from the phone; the app stays installed and starts as if new.
  2. 2. Android — or touch and hold the Ninehole icon and choose Uninstall. The app and all of its data on the phone go together. A copy in your Android backup is kept by Google so a reinstall can restore it — see item 7.
  3. 3. iOS / iPadOS — touch and hold the Ninehole icon, tap Remove App, then Delete App. This removes the app along with everything it stored on the device. (Choosing Offload App instead deliberately keeps the data for when you reinstall.) The copy in your iCloud is deliberately kept too, so a reinstall brings your record back — see item 6.
  4. 4. macOS — quit the game, then drag Ninehole from your Applications folder to the Trash and delete the folder ~/Library/Containers/com.machinautstudios.ninehole (in Finder, use Go → Go to Folder… and paste that path). The app is sandboxed, so everything it saved on the Mac is inside that one container. The Mac App Store version's iCloud copy is covered by item 6.
  5. 5. Windows — quit the game, then delete the Machinaut Studios LLC\Ninehole folder inside %APPDATA% (paste %APPDATA% into the File Explorer address bar to get there). Uninstalling the game does not remove that folder; deleting it does.
  6. 6. Your iCloud copy — it is in your own Apple Account, not with us. Reset stats in Settings forgets every game the device you reset on knows about, there and on your other devices as they sync (games from a device it has not synced with yet still count), and switching iCloud off for Ninehole (see above) stops the game using it. The store itself is part of your iCloud account and is kept and erased with it, under the Apple privacy policy.
  7. 7. Your Android backup — it is in your own Google account. You can turn backup off, or delete a phone's backup, in your phone's backup settings or the Google One app; deleting a phone's backup removes it for every app on that phone.
  8. 8. The cross-platform save — Delete cloud save in Settings removes it from Epic; the section above has that and the way to ask without the game.
  9. 9. If you played online — removing the app removes the game's own data, including anything it kept about an online table. The anonymous device credential belongs to Epic's SDK rather than to us, and any record Epic keeps of it is governed by the Epic Games privacy policy; Epic is who to ask about it, and there is no name, email or account attached to it in the first place. A room record disappears from Epic's lobby list when the table closes.
  10. 10. Any platform — that is the entire procedure. Nothing about you exists on any machine of ours, so there is nothing left to request from us, revoke, export or wait on.

Your purchase is the one thing this does not erase, and it is not ours to erase: the record of what you bought is held by Apple or Google. Deleting the game does not refund or cancel it, and reinstalling from the same store account gives you the game back — with your stats, if your iCloud or Android backup still holds them or you signed in to the cross-platform save, and without them otherwise.

Changes to this policy

We may update this policy from time to time. Material changes will be reflected by updating the "Last updated" date above. If Ninehole ever gained a feature that sent something new anywhere, this page would say so before that version shipped.

Contact

Questions about this policy can be sent to info@machinautstudios.com.

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