Privacy Policy
The short version. Speaqsy has no accounts, no database and no cookies. Your nickname and avatar live in your own browser. Everything that happens in a game room is held in server memory only while the room exists and disappears when the game ends or the server restarts. The one exception is a short list of words the Anagrams mode did not recognise: it goes into the server log without any link to who typed them. We run no third-party analytics and no advertising trackers: we count visits ourselves, anonymously. Fonts are served from our own server rather than a third party.
- 1. Who we are
- 2. What we process
- 3. What you type about other players
- 4. Legal bases
- 5. Cookies and local storage
- 6. Who else sees the data
- 7. How long we keep it
- 8. Your rights
- 9. Age limit
- 10. Deleting your data
- 11. Accounts and sign-in
- 12. Payments and donations
- 13. International transfers
- 14. Changes to this policy
- 15. Contact
1. Who we are
Speaqsy is an online party game run by one person in Poland under the name Three Neighbours Studios. That person is the controller of the personal data described in this policy, and the address below reaches them directly.
You can reach us at dan@speaqsy.com for anything in this document, including requests about your data.
This policy covers the Speaqsy website and the game served from it. It does not cover other sites we may link to.
2. What we process
We have deliberately built the game so that there is very little to process. There is no user database, and games are not saved: what happens in a room lives in server memory and is gone when the room ends. Three things reach a disk: the anonymous visit counters, the anonymous list of unrecognised Anagrams words, and a short room log of who entered which room, kept for 7 days. All three are described in the table below.
| Data | Where it lives | Why |
|---|---|---|
A random device identifier (clientId) and a random device secret
(clientSecret) |
Your browser's local storage | So you can reconnect to the same seat in a room after a lost connection or a page reload. The identifier is visible to your room; the secret goes only to our server, to prove that the identifier is yours. Both are random values, not derived from anything about you and not linked to any identity. |
| Nickname and avatar emoji you choose | Your browser's local storage, and server memory while you are in a room | To show you to the other players in the room. You choose the nickname; it does not have to be your real name. |
| Interface language, sound setting, your private notes, the last room code, and a few interface timestamps (such as when you last saw a results screen) | Your browser's local storage. Only the chosen language reaches the server, so that error messages arrive in it; nothing else is sent | So the game remembers your preferences between visits. |
| Words, guesses, answers and votes you submit during a round | Server memory, only while the room exists | This is the game itself: they are sent to the other players in your room. See section 3. |
| Words entered in the Anagrams mode that can be made from the round's letters but are missing from our dictionary | Server logs, as one list per round: the source word, the most common unrecognised words and how many times each was entered. No nickname, device identifier, IP address or room code is recorded with it | To find real words our dictionary lacks and add them, so that correct answers stop being rejected. See section 4. |
| Room log: the room code, the nickname, a short hash of the device identifier, and when the player entered, reconnected, lost connection, left, was removed by the host, changed nickname or was refused entry | A file on our server, for 7 days, then deleted. No IP address is recorded, and the device identifier itself is not stored — only a hash with a random salt, which shows that two entries came from the same browser but not whose it is. Only we can see it | To find out afterwards how an uninvited player got into someone's room, and to deal with people who join rooms they were not invited to. See section 4. |
| Your IP address and technical details of the connection | Briefly in server memory, for up to an hour, to limit how many rooms and join attempts one address can make; and in diagnostic logs (errors and service messages), which may include an IP address. We keep no access log of every page view | To keep the service running and to deal with abuse, spam and attacks. See section 4. |
| Visit counters: how many visits, games and players there were, which game modes were started and finished, and which interface and browser languages were used | A file on our server, as plain numbers. So that one person is not counted twice, the device identifier and a per-tab identifier are turned into irreversible hashes with a random salt; the salt is rotated every month and is deleted together with every hash once the month is closed | To see whether the game is being used, what needs fixing, and which languages are worth translating it into. The data never leaves our server, we build no profiles and cannot link it back to you. See section 4. |
We do not ask for your real name, email address, phone number or date of birth, and we have nowhere to store them. We do not build profiles, and we do not use your data to train anything.
3. What you type about other players
Several game modes work by players writing something about each other — a word for someone to guess, a made-up fact, an answer to a question. That text is sent to the other players in your room, shown on their screens, and then discarded when the room ends. We do not archive it and we cannot retrieve it afterwards.
Because it is visible to the other people in the room, please treat it as public within that group. If someone writes something abusive about you, tell us at dan@speaqsy.com — see also section 5 of the Rules.
4. Legal bases
Under the GDPR we rely on:
- Legitimate interests (Art. 6(1)(f)) — for the nickname, avatar, device identifier and secret, and in-game content. The interest is simply running the game for the people who opened it: without these it cannot work, they are used for nothing else, and apart from the room log below, none of them outlives the room.
- Legitimate interests (Art. 6(1)(f)) — for the IP-based rate limits and the diagnostic logs, which we need to keep the service available, diagnose faults and defend against abuse. We keep them short-lived and do not use them to identify individual players. The same applies to the list of unrecognised Anagrams words in those logs: it helps us fix the dictionary and is not linked to anyone.
- Legitimate interests (Art. 6(1)(f)) — for the room log: players have reported strangers appearing in their rooms, and without a record of who entered we cannot find out how or stop it. We keep the minimum for that: no IP address, a hashed device identifier instead of the real one, and a short 7-day retention period.
- Legitimate interests (Art. 6(1)(f)) — for anonymous visit counters: without them we cannot tell whether the game works for people or what to fix. We process the minimum: the identifiers are hashed immediately, never shared, and cannot identify you or build a profile.
We do not ask for consent, because we store nothing optional in your browser and share nothing with third parties. If that changes — for example if we add third-party analytics or advertising — we will ask you first.
5. Cookies and local storage
Speaqsy sets no cookies at all. There is no advertising, no social media pixel, no third-party tracker, no Google Analytics or anything of the kind. Web fonts are hosted on our own server instead of a font CDN, so loading the page does not reveal your IP address to anyone else.
We do count visits ourselves, on our own server: how many visits, how many games and how many people played (see section 2). Nothing extra is stored in your browser for this — it reuses the same device identifier the game already needs to return you to a room after you close the tab, and that identifier is hashed straight away.
The game does use your browser's local storage for the items listed in section 2. That data never leaves your device except the nickname and avatar, which are sent to the room you join. Local storage used purely to deliver a service you asked for does not require a consent banner, which is why you are not seeing one.
If we ever add third-party analytics, advertising or any non-essential storage in your browser, we will show a consent banner and this section will be rewritten before that happens.
The game also registers a service worker, which caches the game's own files so that it opens faster. Nothing about you is in that cache.
6. Who else sees the data
We do not sell, rent or share personal data, and there are no advertising or analytics partners.
Two categories of people see data by design:
- Other players in your room. Your nickname, avatar and what you submit during the round are shown to them. That is the point of the game.
- Our hosting provider, DigitalOcean, LLC, which runs the server (Frankfurt, Germany (EU)) and therefore processes traffic and logs on our behalf as a processor.
We may also disclose data if the law requires it — for example a valid order from a competent authority. Given how little we hold, in most cases there would be nothing to disclose.
7. How long we keep it
- Local storage in your browser: until you clear it. We cannot delete it for you; see Deleting your data for how to do it in one step.
- Room data in server memory: until the room ends or the server restarts, whichever comes first. None of it is written to disk, so a restart erases it (the room log is the only exception). This also means an in-progress game is lost when we deploy an update.
- Diagnostic logs, including the list of unrecognised Anagrams words: up to 30 days, then deleted. The addresses used for rate limiting stay in server memory for up to an hour.
- Room log: 7 days, then deleted automatically.
- Visit counters: device hashes until the end of the calendar month, then deleted along with the salt. A closed month leaves only anonymous numbers, which we keep indefinitely: they can no longer say anything about anyone.
8. Your rights
Under the GDPR you have the right to access your data, to have it corrected or erased, to restrict or object to processing, and to receive it in a portable format. Write to dan@speaqsy.com and we will respond within one month.
Be aware of a practical limit: because we hold no account and no database, we usually cannot connect a request to a past game. The only record is the room log from the last 7 days: if you tell us the room code and your nickname, we can tell you what it holds, and it deletes itself within 7 days anyway. In that situation the honest answer to an access request is that we hold nothing about you, and the fastest way to remove what does exist is to clear the game's data in your own browser.
If you think we have handled your data badly, please tell us first — but you also have the right to complain to a supervisory authority. Ours is the President of the Personal Data Protection Office (UODO), ul. Stawki 2, 00-193 Warsaw, Poland, https://uodo.gov.pl. You may also complain to the authority in the EU country where you live.
9. Age limit
Speaqsy is for players aged 16 and over. Some of the game content is written for an adult audience. We do not knowingly process data from anyone under 16; if you believe a younger child has been using the game, write to dan@speaqsy.com.
10. Deleting your data
See the dedicated page: Deleting your data. It explains what exists, how to clear it yourself, and how to ask us.
11. Accounts and sign-in
Not applicable today. Speaqsy has no accounts and no sign-in. You play by typing a nickname, and nothing connects one session to the next except the random identifier in your own browser.
12. Payments and donations
Speaqsy is free and charges nothing for access, so we hold no billing data of any kind. Playing involves no payment and no payment data.
If you choose to donate, you do so on Buy Me a Coffee — a separate service with its own privacy policy, which we merely link to. Your card details go to that platform and its payment provider; we never receive or store them. What the platform does pass on to us is the fact of the donation: the name or nickname you gave it, the email address you entered there, the amount, and any message you wrote. We use that only to know who supported the project and to thank them. If you prefer not to be named, the platform lets you donate without giving a name; and if you want a message you sent removed from our page there, write to dan@speaqsy.com.
13. International transfers
Our server is hosted in Frankfurt, Germany (EU), so ordinary gameplay involves no transfer of personal data outside the European Economic Area.
Donations happen on the Buy Me a Coffee site, under its own privacy policy, and that platform may be located outside the EEA; what it passes on to us is described in section 12. If we ever add a service that processes data outside the EEA, we will rely on an appropriate GDPR safeguard — an adequacy decision or Standard Contractual Clauses — and name the recipient here.
14. Changes to this policy
This is version 1.4, effective 2026-09-15. Each version carries a number and a date at the top of the page.
For small clarifications we update the page and bump the version. Changes that materially affect you — new categories of data, a new purpose, a new recipient — appear here as a new version before they take effect, and where the law requires consent we ask for it rather than assume it.
15. Contact
Three Neighbours Studios — dan@speaqsy.com. Questions, data requests and abuse reports all go to the same address. The project is run by one person, so please allow a few days for a reply.