IdleDeck

Privacy policy

Translation provided for convenience; if there is any discrepancy, the Portuguese version prevails.

Applies to the IdleDeck app for Windows (site installer and Microsoft Store version) and to this site. Last updated: November 13, 2026.

In one sentence

The games run on your computer and what's yours stays there. Our server only knows the minimum for your account to exist and for us to count how many people use IdleDeck.

What stays only on your computer

None of this is ever sent to us:

  • game accounts, open sessions and each one's cookies;
  • the logins stored in the vault (email, password and notes), encrypted by Windows and, if you want, by a master password;
  • the event history, each game account's uptime, Ping's name and the games you play with him, watched texts, settings and screen thumbnails;
  • the Discord webhook address and your Telegram bot token, if you set them up: alerts go from your computer straight to Discord or Telegram, without passing through our server;
  • your TopIdle sign-in, if you vote through the app: it stays in the browser of the game account where you signed in, like in any browser.

In the Microsoft Store version, Windows deletes this data when you uninstall the app. With the site installer, it stays in the data folder until you delete it.

What the app sends to our server

  • An anonymous computer code, drawn when the app is installed, and a machine mark calculated from Windows and motherboard identifiers, scrambled (hashed): the code recognizes the computer without knowing whose it is; the mark is used only to know it is the same machine after the app is reinstalled (for example, so the welcome gift and referrals don't count twice on the same computer).
  • The app version.
  • The link code that ties the computer to your account. The site password is never typed into the app: you confirm the link yourself, signed in, in the browser.

This check happens when the app opens and from time to time while it's open. The app only gets back your masked email (for example, ma•••@exemplo.com), to show which account is linked, and the list of your account's Ping achievements (see below).

Ping's achievements: with a linked computer, that same check sends the list of Ping's achievements (the name of each one and the date it was earned), so Ping's level follows your account to another computer. That's all: no hours of use, counts, Ping's name, games or accounts. Without a linked computer, none of this is sent.

"App open" signal: while the app is open, every 5 minutes it tells our server that it's on, and tells it again when you close it or the computer goes to sleep. Only the anonymous computer code and the app version are sent. That's how we know how many people are using IdleDeck right now and how long each account uses the app. Who is online stays only in the server's memory, for a few minutes; what we keep is the count — how many accounts and how many computers had the app open in each 5-minute slot, totals only — and, in the account the computer is linked to, the total time the app has been open: a single number, added up from these signals (we don't keep when each period happened). This signal also counts as "used the app today" and updates when the computer was last seen.

Announcements: the reply to that signal may carry the mark of an announcement from us (news or an important notice) — for everyone or only for some accounts we choose; in that case, the server uses the account the computer is linked to in order to know whether the announcement is for you. When a new mark arrives, the app downloads the announcement and its images from our server sending only the announcement code and the app version. The announcement shows up when you open the app or come back to its window; which one you have already seen stays only on your computer. Without anything that identifies you, the account or the computer, the app reports that the announcement appeared, that it was closed and which button you clicked: we keep only the totals of each send-out. A button in the announcement may open a page in your browser, only if you click it.

Megaphone: the app asks our server, sending only the app version, for the list of game ads we approved (the Megaphone, sent by partners such as TopIdle or by the owners of partner games), with their images and videos. The ad shows when you open the app or come back to its window; how many times you saw each one, on which day and whether you clicked stay only on your computer. Without anything that identifies you, the account or the computer, the app reports that the ad appeared (and whether it was the first time on this computer), that it was closed and that you clicked to create an account — with how many accounts of that game the app already had (none, one or more), counted on your computer. For the accounts created through a Megaphone, once a day for up to 30 days the app sends only numbers: how many are still in the app, how many got past the login screen and how long they stayed on — the app only knows whether the login screen is showing; nothing is read, clicked or typed on the game page. We keep only the totals of each ad, which we show to the partner that sent it. The button link carries the ad code, so the partner and the game know you came through it.

Megaphone click receipt: when you click to create an account in a Megaphone, the app generates on the spot a random, single-use code that goes in the button link and in the click count. Our server keeps that code only with the minute of the click and the range of accounts of that game (none, one or more) — nothing that identifies you, the account or the computer — and gives the list of these codes to the partner that sent the ad, so it can check, on its side, that each click really reached the game page. What the game site learns when you arrive through that link is up to it, under its own privacy policy.

Megaphone by game category: the advertiser can ask for the ad to appear only to people who play a category of game (Pokémon, Tibia, Ragnarok, Dragon Ball, anime or original games). For that, the app downloads from our server, sending only the app version, a list of which game sites belong to which category; whether the ad appears is decided by your computer, from the accounts on it. Once a day, without anything that identifies you, the account or the computer, the app sends which of these categories show up in the accounts on your computer (games outside them count as other), so we can estimate how many computers an ad can reach. We keep only the count per day and per category.

Most played games: in the same daily count, without anything that identifies you, the account or the computer, the app also sends which games from our list of known games (the games we recommend and the game sites on TopIdle's public list) are in the accounts on your computer. Games outside that list and addresses you typed are never sent: they only count as other. We use this to know what kind of game is played the most in the app. We keep only, per day, how many computers reported each game, without saying which ones.

Numbers for the game owner: in My studio, we show the owner of a partner game estimates made from these daily counts: how many computers per day have an account in their game and in their game’s category, and what share of app users that is. They are always totals, with nothing that identifies anyone, and a number below 5 computers per day is not shown.

Problem reports and suggestions are only sent when you click send. The diagnostics that go with them are anonymized (accounts by number, no names, emails, passwords, full addresses or watched texts) and you see the whole content before confirming. With the computer linked, the form comes with the Reply to my account's email option checked: when checked, the app sends the computer's link code along, and our server uses that code only to tie the report to your account so we can reply to your email (the code is not stored with the report). When unchecked, the report arrives with nothing that identifies you — neither the computer nor the account. In no case is the sender's IP address stored with it: it's only used to limit abuse. You can also leave another contact in the report itself. Conversation: along with the report, the app creates a random code just for it, and our server stores only a fingerprint (hash) of that code. With it, the app checks for our replies from time to time while the report is open and sends yours, the "resolved" mark and the rating you give — without the computer code or the account.

When uninstalling (site installer), the app opens a farewell screen with an optional field: "why are you leaving?". Only if you write something and click Send and uninstall do the text and the app version go — without the account, without the computer code, and the sender's IP address is not stored (it's only used to limit abuse). If you don't write anything, nothing is sent. In the Microsoft Store version this screen doesn't exist.

Your feedback: every 10 days (the first time, 10 days after you start using it), the app asks how your experience is going, with an optional field. Only if you write something and click Send do the text and the app version go — without the account, without the computer code, and the sender's IP address is not stored (it's only used to limit abuse). With no internet, the answer waits on your computer until it can be sent (for at most 7 days). Closing or clicking "Not now" sends nothing, and "Don't ask again" turns the question off.

Recommended games: the add-account screen and the banner at the top of the app (marked as an ad) show a list of games we recommend, downloaded from our server along with each game's icon and banner. That request carries only the app version, and the list is the same for everyone; the images also come from our server, as soon as the list changes — not when they appear on screen —, and no image is loaded from other sites. The only exception is the video some games have on the page the banner opens: it comes from YouTube (Google) and only loads when you click to watch it — then YouTube receives your IP address and whatever its player records, under Google's privacy policy; the player uses YouTube's privacy-enhanced mode (youtube-nocookie.com). We don't find out who watched. Some links are referral (affiliate) links, and the app says so next to them, in the banner and before creating the account. If you pick one, the game's page opens on your computer, like any site: when you open a recommended game's page, click its video, close the page without playing, close the banner or confirm creating an account through a recommended game, the app tells our server only which game it was, what happened and whether it came from the banner or the list — without the computer code, without your account and with nothing that identifies you; the server adds it to a daily counter and doesn't store the IP address of that request. In the same way, once a day for each spot, the app reports which recommended games appeared in the banner or in the "Create account" ad with the app in front, even without a click. Which game shows up each time is chosen on your computer, taking turns among the partners, and VIPs don't see these ads. That's how we know how each recommendation is doing. We don't find out who did each of these things, and whoever learns that you arrived through a referral (and whether you finished signing up) is the game itself, under its own policy.

Accounts created through recommended games: when you create an account through a recommended game (from the banner, the add-account list or the Offers tab), the app keeps on your computer where it came from, when it was created and how many accounts of that game the app already had (none, one or more). For up to 30 days, once a day, it sends our server only added-up numbers: which game and where the accounts came from, how many were the first of that game on the computer, how many are still in the app, how many got past the login screen and how long they stayed on — without the computer code, your account or the account's address. The app only knows whether the login screen is showing: nothing is read, clicked or typed on the game's page. The server keeps only the totals by the day the accounts were created, and that is how we know which ad spot works best.

Voting on TopIdle: on accounts of games listed on TopIdle (an idle games ranking site), the app shows a button to vote for the game without leaving the app. For that, the app itself — not our server — checks TopIdle: the public list of games, with nothing that identifies you, and, only on accounts where you signed in to TopIdle, whether that account's vote is open, using its sign-in. You cast the vote yourself, on the TopIdle page, and what you enter there follows TopIdle's privacy policy. None of this goes through our server, and accounts of games that are not on TopIdle make no requests at all.

Twitch and Kick streams: each game account can open Twitch and Kick streams inside the app (the "Streams" button shows up on accounts of games the app knows; on other sites, you turn it on in the group, and everything turns off in the settings). Nothing from Twitch or Kick opens until you connect an account or open a stream. The pages open directly from your computer, in that game account's session, and the login stays in that session, as in a browser: the password is typed on the Twitch or Kick website, and what you do there follows each one's privacy policy. Only on your computer, the app checks whether the video is playing, the page address and whether that session is logged in, to show the status of each stream and the Twitch account name. The open channels stay only on your computer and none of this goes through our server.

Chrome extensions on accounts: when you open the extensions window of an account, the Chrome Web Store shows up inside the app in a separate session, without your Google account or your game accounts, and nothing from it is saved on your computer; what you do on that page follows Google's privacy policy. When you pick an extension, the app itself — not our server — downloads its package from Google's official address (clients2.google.com), sending only the extension ID and the version of the app's browser, checks the signatures and stores the files on your computer. The extension runs only on the account where you turned it on, and what it does with that account's pages and data is up to whoever published it (see its privacy policy on the Chrome Web Store). The packages and what the extensions do don't go through our server: it only receives the count and the reviews described below.

Userscripts (Greasy Fork and OpenUserJS): you can also use Tampermonkey-style scripts from these two stores on your accounts. The store shows up in the same separate session of the extensions window. When you pick a script, the app itself — not our server — downloads its code from the store (greasyfork.org, update.greasyfork.org or openuserjs.org) and, if the script asks for them, the code files it points to at other addresses (@require), only once, when it is analyzed; these requests carry only the address of each file. The script runs only on the account where you turned it on and keeps its settings in the game site's own storage. Only games the app knows count toward the most used list and reviews: an account on a site of your own or on your network does not send its address.

Most used extensions: once a day, the app tells our server which extensions and scripts are turned on in each game — the store ID of each one, its name and the risk level from the app's analysis —, each one once per game, however many accounts you have in it. What is sent carries nothing that identifies you, the account or the computer, and the IP address is only used to limit abuse (it isn't stored). We keep only the daily totals, for 60 days, and use them so the app can show the most used extensions in each game — only the ones turned on in several computers.

Local extensions (developer mode): with developer mode turned on in the extensions window, you can load an extension from a folder on your computer into an account. The app copies the folder into its data folder and runs the analysis on your computer: neither the code nor the folder path goes to our server. In the daily count of the most used extensions, it is included only with its name and risk level (instead of the store code, a scrambled digest of the name is sent), under the same rules: with it, we see the local extension's name, in which game and on how many computers it is turned on, never who uses it. A local extension does not show up in the app's most used list and cannot be reviewed.

Extension reviews: if you review an extension or a script in the app, the rating, the text and the game go to our server linked to your account (through the linked computer), so you can change or delete your review whenever you want. It is shown to app users with the nickname you choose — never your email. If you report a review, the report is linked to your account only so that each account counts once; the person reported doesn't learn who reported them.

Offers from partner games: some partner games give a bonus or a discount on purchases to people who play through IdleDeck — in the app's Offers tab (for people who don't play the game yet or on a new account) and, sometimes, while you play. To find out whether there is any, the app asks our server for the list of offers identifying the linked computer (the computer's anonymous code and the link code). When an offer can appear on a game account, the app reads on that game's page only the player code that the game itself publishes for this (the idledeck-player tag) — nothing else on the page is read, and nothing is clicked or typed — and sends it to our server, which forwards it to the game, along with the bonus or discount offered and the deadline, so the game can say whether the bonus applies to that player and, if so, return a code. This way, the game learns that that player received an offer through IdleDeck; the game decides who can receive it, under its own rules. Our server does not keep the player code: it keeps only a digest (hash) of the bonus code, linked to the campaign — and, for offers with a limit of accounts per computer, also linked to the computer's anonymous code, to count the monthly limit. To open the store, the app only puts the code in the game page address (or calls the open-store function the game itself specified); payment is made in the game and we receive no payment data. When the purchase is made with the code, the game tells our server the amount paid, the bonus or discount applied and our commission, so we can count the results and settle with the game; and the app asks the server, by the code digest, whether it has been used, to take the offer off the screen. What the app counts about the offers (shown, store opened, account created from the Offers tab) is sent without anything that identifies you and becomes daily totals. In the Offers tab, games are labeled as ads, and creating the account from it uses the game's referral link.

VIP bonus in partner games: some partner games give an in-game bonus to VIPs who play through IdleDeck: more XP while playing, an extra % on purchases made in the game, or both; whether there is one and how much it is worth is up to the game. The purchase is made and paid in the game itself: it doesn't go through us and we don't learn about it. When your account is VIP and the game has the bonus on, the app tells that game’s site that the page is open through IdleDeck (the X-IdleDeck header) and reads on the page only the player code that the game itself publishes for this (the idledeck-player tag) — nothing else on the page is read, and nothing is clicked or typed. These codes go to our server with the linked computer, and the server keeps, on your account, each code with the game, when it was first and last seen and until when the last notice sent to the game is valid. Our server notifies the game’s server when the code shows up and then once a day, while you keep playing through IdleDeck and stay VIP, that the code has the bonus for a day and a half; the notice carries only the codes, that date and which bonus each code has (no e-mail, account or computer). The game may also ask our server for the list of codes with a valid notice, with the same content. So the game’s team can check that the notices arrive, we keep the latest calls to the game’s server (up to 50, for up to 30 days), with what was sent (the codes and each one’s bonus) and the start of the game’s reply; the game’s team sees this list in its IdleDeck dashboard. If the game limits accounts per IP, only the first codes of each account, up to that limit, are sent. Whoever stops being VIP stops being sent (the in-game bonus ends when the last notice expires); a code not seen for 30 days is deleted; and everything is deleted along with the game or the account. Without VIP, none of this happens — except on test accounts: a partner game’s team may mark up to 10 accounts from its own team to test the bonus, and the same happens on them, only in that game, without VIP, while they stay marked.

What the site keeps

  • Account: your email and password, stored only as a hash (not even we can read it). If you sign in with Google or Discord, we also keep your account code there (see below).
  • Site sessions: when you sign in, we keep the date, the IP address and the browser identification, to protect the account. Sessions expire on their own and you can end them by signing out or changing your password.
  • Linked computers: the machine's anonymous code, the app version and when it was first and last seen.
  • Time with the app open: in your account, how long, in total, the app has been open on the computers linked to it (two open at the same time count once), based on the "app open" signal. It's a single number — we don't keep when each period happened — and it stays while the account exists.
  • Referrals and VIP: whether your account is allowed to refer (referrals may be open to only some accounts) and your referral link code; for each account created through someone else's link, who referred it, when, its status (waiting, counted or didn't count) and the reason. To decide whether it counted, we only use what the server already has: whether the first computer linked to the new account already belonged to another account, was the referrer's or was already using IdleDeck before, and the new account's time with the app open (see above); to know this, each computer keeps the internal code of the first account it was linked to. The referrer only sees the beginning of the referred account's email (like "jo•••@gmail.com"), the date, the status and the reason it didn't count, whether it has opened the app yet and, while waiting, how many whole hours with the app open it already has (up to the minimum) and until when. Your account stores your VIP days and where each one came from. For this, the app only tells us, during the account check, that it can hide the ads for VIPs, and reads until when you are VIP. VIPs don't see the Megaphone, so, to estimate how many computers a Megaphone reaches, we count per day how many computers of VIP accounts opened the app that hides the ads: only the number for the day (the computer only stores the day it was already counted, like the "last seen", and whether its app hides the ads for VIPs). We keep it while the account exists.
  • Welcome VIP: on a new account, whether it got the welcome days, when and how many (or why it didn't). To decide, we use the same information as referrals: whether the first computer linked to the account already belonged to another account or was already using IdleDeck. Nothing new comes from the app. We keep it while the account exists.
  • Streamer account: if your account is a streamer account, since when and how many extra VIP days people who create an account through your link get; if you changed the end of your link, the previous codes (so they keep working) and when each change was made and by whom (you or our team). On an account created through a streamer’s link, how many extra days it got. We keep this while the account exists.
  • VIP bonus in partner games: on a VIP account (or one marked as a test account by a game’s team), the player codes read in games with the bonus on, with the game, when each was first and last seen and until when the last notice sent to the game is valid. A code not seen for 30 days is deleted; the rest goes along with the game or the account. The latest calls to each game’s server (with the codes sent) are kept for up to 30 days.
  • Announcements: the announcements we write, who each send-out was for (everyone, the testers or the chosen accounts) and, for each send-out, only the totals: how many times it appeared, how many times it was closed and how many clicks each button got — without saying who.
  • Megaphone: the ads partners and the owners of partner games send and we approve and, for each one, only daily totals: how many times it appeared, on how many computers, how many times it was closed, how many clicks to create an account (and how many already had an account in the game) and, of the accounts created through it, how many are still in the app, got past the login and stayed on — without saying who —, and the receipt of each click (the random code, the minute and the range of accounts in the game). These totals and the receipts are shown to whoever sent the ad. We also keep, per day, only how many computers reported each game category and each game from our list of known games (and how many, other games) — without saying which computers.
  • Recommended games: for each recommended game, only the daily totals: times they appeared in the banner or in "Create account" (once per computer per day in each spot), game pages opened, videos, game pages closed, banners closed and accounts created, from the banner, the list or the Offers tab, and, of the accounts created, how many were the first of that game on the computer, are still in the app, got past the login and stayed on — without saying who.
  • Usage counts: how many distinct accounts and computers used the app each day, and how many had the app open in each 5-minute slot — totals only, without saying who.
  • Download counts: how many times each day someone downloaded IdleDeck from the site — through the Microsoft Store or by clicking "Download" outside Windows (until 11/10/2026, also with the site's installer) — totals only. We don't keep the IP address, the browser or anything that says who downloaded: the IP stays in the server's memory for only 30 minutes, so the same download isn't counted twice.
  • Cookie notice counts: how many times each day the cookie notice appeared and how many people clicked Accept or Decline — totals only, deleted after about 13 months. We don't keep the IP address, the browser or anything that says who chose what: the IP stays in the server's memory for only 30 minutes, so the same person isn't counted twice.
  • Support messages: the email and text you send through the support page, so we can reply.
  • App reports: title, text, contact (if you fill it in), app version, the anonymized diagnostics and, if you leave "Reply to my account's email" checked, which account the report belongs to — from the problem reports and suggestions you send. Along with them we keep the conversation (our replies and yours), whether you marked it as resolved and the rating you give. A resolved report is deleted automatically 180 days later; to delete one before that, ask through support (if it was anonymous, tell us the title and the day you sent it).
  • Farewells: the text you write on the farewell screen when uninstalling the app and the app version — no account, computer code or IP. They are deleted automatically 1 year later; since they don't say whose they are, to delete one before that, ask through support telling us the text and the day.
  • Feedback: the text you write in the "How's IdleDeck working out for you?" popup and the app version — no account, computer code or IP. It's deleted automatically 1 year later; since it doesn't say whose it is, to delete one before that, ask through support telling us the text and the day.
  • Ping's achievements: the list of your account's Ping achievements (the name of each one and the date), sent by your linked computers. We keep it while the account exists.
  • Offers: each partner game's campaigns; a digest (hash) of each bonus code issued, linked to the campaign, whether it was used, the amount paid and the commission; for campaigns with a limit of accounts per computer, the month's digests linked to the computer's anonymous code; and the daily totals (offers shown, stores opened, accounts created from the Offers tab, codes issued and purchases). We do not keep the player code or any payment data.
  • Most used extensions: how many computers had each extension or script turned on in each game, per day, with the name and the risk level the apps sent (including local extensions, by name only) — only the totals, without saying who, for 60 days.
  • Extension reviews: the rating, the text and the game of each review, linked to the account that wrote it, the account's public nickname and the reports (linked to the account that reported, only so they don't count twice). They are kept until you delete the review or the account; a review that breaks the rules in the terms may be hidden or deleted by us.
  • Studio (game owners): in the account of someone who has a game in My studio (enabled by us or listed by that person), the game's listing, the configuration of the integration with the game (address and keys, which stay only on the server), the campaigns, the results (totals only) and the agreed payments, with the receipts. The Studio video tutorials only open for those accounts.
  • Game team in My studio: the main owner of a game (chosen by us, or whoever listed the game by proving the domain) can give other accounts on this site access to the game, by their email. We keep who is on each game’s team and when they joined; the email of each team member is shown to the owner and to the other people on that game’s team. Our team (administrators) sees every game in My studio.
  • List my game: when you list a game, we keep its name and address, the way you used to prove the domain and the date. While the request is open (up to 7 days), we also keep the proof code and, if you choose email, the address on the domain we sent the code to and only a digest (hash) of the code. To check, our server visits the game's site (the file or the home page) and looks up the domain's DNS. The email with the code shows its recipient your account's email with part of it hidden, so that person knows who asked. Each request and each confirmed game go into the site's action log.
  • Past donations: for donations made through the per-account deposit addresses until September 25, 2026, the amount, date and ID of each transaction (which are already public on the blockchain) are kept for our accounting.

The server also keeps, for a short time, technical access logs (which may include the IP address) for security and to limit abusive login attempts.

Signing in with Google or Discord

If you use "Continue with Google" or "Continue with Discord", we receive from the chosen service only your email — and only if it's confirmed there — and the code that identifies your account on it (that code is how we recognize you next time, even if you change your email there). We don't receive your password, contacts, servers, friends or messages, and we don't post anything on your behalf. The permission they grant is used a single time, to read the email, and then discarded.

If an account with that email already exists, both ways of signing in open the same account. Since the site never confirmed emails when signing up with a password, when the email of an older account is confirmed this way, its old password is turned off for safety (it could have been created by someone else using your email); you can create a new one in My account if you want to keep signing in with a password.

You can disconnect in My account (as long as another way to sign in remains) and remove IdleDeck's access on Google, at myaccount.google.com/connections; on Discord, under User Settings › Authorized Apps.

What we use it for

To keep your account working, know how many people use IdleDeck and how much they use it, protect the service against abuse and handle support requests. We don't use your data for ads or build individual profiles of anyone: the site's audience measurement (only with your consent, see Cookies and audience measurement) is used to see visits as a whole and improve the pages.

Who we share it with

We don't sell or hand over personal data. It stays on a server rented from a hosting provider in Brazil, which processes it only to keep the service running. With partner games in the offers, only what the bonus needs, when the code is requested: the player code that the game itself publishes, the bonus or discount offered and the deadline. The site's emails (such as the one to create a new password) are sent through Google Workspace's email service, which receives your address and the message only to deliver it. To stop bots, the sign-in, sign-up and password recovery screens use Cloudflare's human check. If you installed from the Microsoft Store, Microsoft handles the installation data under its own policy; we only receive aggregate numbers. If you accept the site's audience measurement, the browsing data described below is handled by Google (Google Analytics), which may process it outside Brazil.

Human check

On the sign-in, sign-up and password recovery screens, a small Cloudflare box (Turnstile) checks that you are a person, to stop bots that try to guess passwords or create accounts in bulk. To do that, your browser talks directly to Cloudflare, which receives technical data from it (such as the IP address and browser characteristics) and tells our server only whether the check passed. When checking, we don't send Cloudflare your email, your password or your IP address. The check doesn't set cookies on our site and isn't used for ads; Cloudflare handles this data under its own privacy policy and may process it outside Brazil.

Cookies and audience measurement

The site uses three first-party cookies: your session cookie, needed to keep you signed in, your chosen-language cookie and the referral link cookie, if you arrive through one.

If you reach the site through someone's referral link, the idledeck_ref cookie stores only that link's code, for 60 days, so the referral counts when you create the account (the last link clicked is the one that counts). It is deleted when the account is created and measures nothing.

If you choose a language on the site (PT, EN or ES) — or arrive through an English or Spanish address —, the idioma cookie stores only that choice, for 1 year. It doesn't measure anything or identify you.

Besides that, only if you accept in the notice shown on your first visit, we use Google Analytics to measure the site's audience: which pages are visited, where visits come from, which buttons people click, whether sign-up and app linking worked, errors and page load speed. For that, Google stores measurement cookies (_ga and _ga_…, which last up to 13 months) and receives technical data from your browser, such as device type, language, approximate city and IP address (which Google Analytics uses to estimate the region and does not store).

Before you choose: while the notice is on screen, what you visit on the site is kept only in your browser, in that tab — the same information described above (the pages, where you came from and what you clicked), nothing more. If you accept, it goes to Google Analytics too, from the first page of the visit. If you decline, or close the tab without choosing, it is deleted without leaving your browser.

What does not go to Google: your email, your password, the app's link code, what you type in forms and anything from the app or your games. Page addresses are sent without the codes that appear in them, the new-password page and the admin panel don't load the measurement, and Google's advertising features are turned off: no ads, remarketing or advertising profile.

If you decline, Google's script isn't even loaded. You can change your mind whenever you want under Cookies, in the site footer. Browsers with the Global Privacy Control signal turned on already count as declining. Google explains how it handles this data at policies.google.com/privacy.

The IdleDeck app has no measurement of this kind: what's described here applies only to the site.

For how long

Account data is kept while the account exists. Daily usage and download counts are deleted after about 13 months, and farewells and feedback 1 year after they arrive. Audience measurement data stays in Google Analytics for up to 14 months. The digests of offer bonus codes are deleted about 4 months after the code expires, and the daily offer totals after about 13 months. When you delete the account, we delete the data linked to it, except what the law requires us to keep.

Your rights

Under Brazil's General Data Protection Law (LGPD), you can ask to see, correct, take or delete your data, and ask questions about how it's handled. Just contact us by email at suporte@idledeck.com.br. You can also unlink a computer at any time in My account or in the app itself.

Minors

IdleDeck is not aimed at children. People under 18 should use the service with the permission of a parent or guardian.

Changes to this policy

If something important changes, we'll announce it on the site and update the date at the top of this page.