Privacy Policy
Effective 24 October 2026 · Version 4.1.1
Short version: if you only play against the computer, nothing is sent to us. If you choose to play PAPER GENERALS online, our server keeps a scrambled code for your phone, a count of your free matches, and whether you bought the full game. No name, no email, no chat, no ads, no tracking, and we sell nothing to anyone.
Aviso de privacidad en español · Politique de confidentialité en français
1. Who we are
Second Exit Interactive is an independent game studio in Woodbridge, Virginia, United States. "We", "us" and "our" mean Second Exit Interactive. We are responsible for the personal information described in this policy.
This policy covers our games — PAPER GENERALS (on the App Store, "Paper Generals: Drawn to War") and JUNKFALL — and this website. JUNKFALL sends nothing anywhere; everything below about online play, the app stores and purchases is about PAPER GENERALS.
Person responsible for privacy: the Owner, Second Exit Interactive · contact@secondexitinteractive.com
2. Playing offline
When you play against the computer, nothing about you is sent to us.
Nothing is sent to our server until you choose ONLINE, or tap LOOK UP on the online-data page in SETTINGS. What the game asks the app store on your own phone is in section 3.
The one other thing that can reach our server is a bug report, and only when you choose to send one (section 4).
The game saves these things on your own phone, in its private folder. We cannot see them, and deleting the game deletes them:
- Your settings — including the language you play in — your tutorial progress, and your wins and losses.
- Your online record: online wars played, won, lost and given up, and the date of your last one. It is kept on the phone only and never sent.
- Replays of your last 12 wars, so you can watch them again.
- A diagnostic log of how the game ran (frame times, the map, the phone's battery level — no name and no ID). The newest 6 are kept. The same lines go to the phone's own system log.
- If you have chosen online play: whether online play is open on this phone, and a birth year only if an earlier version of the game asked for it (section 3). The game no longer asks it.
- Whether your store account owns the full game — a yes or no and a date, so the full game opens with no connection. No receipt and no price.
- Whether a parent has approved an update, where a law asks for that, and the store's last age rating of the game.
- If you have been online: the game's random login code, your last free-match count, and your deletion code.
Read on the phone, never sent: the game reads your phone's language, to start in English, Spanish, French or Chinese, and how many processor cores the phone has, to set up its sound. Neither is sent to us. Your language is sent only inside a bug report you choose to send (section 4).
3. What the game asks the app store on your phone
PAPER GENERALS comes from Google Play or the Apple App Store. The game asks the store's own software on your phone — not our server — a few questions. The store answers under its own privacy policy. None of the answers is sent to us or to anyone else.
- Your age range — only where a law asks for it. The first time you tap ONLINE (or open ONLINE DATA in SETTINGS), on an iPhone with iOS 26.2 or later the game first asks the store whether an age law applies to your account, and only if one does asks the store for an age range (Apple's Declared Age Range); the store may then show its own sheet. On older iPhones (iOS 26.0 and 26.1), or if the store cannot say whether a law applies, the game asks Apple for an age range directly, and Apple may show its own "share your age?" sheet to anyone. The game itself never asks your age or your birth year. Where no age law applies, where you choose not to share, or where your phone cannot give an age signal (older iPhones, and Android phones for now), online play is for players 13 and over, and you confirm that you are 13 or older when you tap CONTINUE on the online notice. Where a law applies and the store gives no answer — or does not answer in time — online play stays closed for now, and the game asks the store again the next time you tap ONLINE. A phone the store marks as under 13 cannot play online. If you only play offline, nothing is asked — not by the game, not by the store. Where a law applies, the game asks the store again each time it starts.
- What the phone keeps of it: a birth year only if an earlier version of the game saved one (it is still used, and the younger age wins, but where a law applies only the store's answer can open online play); one yes or no — "online play is closed on this phone by the store's answer"; and, where a law makes the check mandatory, a yes or no that the store asked you to confirm your age with it first. The store's age range itself is held only in the game's memory while it runs, and is never written to the phone. Where both are known, the game uses the younger age.
- What the age is used for, and nothing else: to open or close online play on that phone, and to follow the law. Online play is for players aged 13 and over (section 10). It is not used for advertising, profiling or anything else, and it is never shared.
- The price, and what your store account owns. So the game can show the store's own price and open the full game if you have bought it.
- A parent's approval. In some US states the law asks the store to get a parent's consent for a young player, and again before certain changes to a game. The game asks the store whether that approval stands.
- The store's age rating of the game. So the game notices if the rating changes.
4. Playing PAPER GENERALS online
Online play is optional. There are no accounts to sign up for, no passwords, and you never type a name or an email. The first time you tap ONLINE the game runs the age check (section 3), then shows a short notice; tapping CONTINUE on it confirms that you are 13 or older and that you agree to what follows. From then on, this is what is sent to our server and kept:
- A random login code. The game makes it up on your phone. It is not your name, phone number or advertising ID. Our server uses it to tell phones apart. For each login the server software also makes up a random user ID and a random username of its own, and notes when the login was made and last changed. You never see or choose these.
- A scrambled device code. To keep free online matches fair, so that reinstalling the game does not reset them.
Android: the game reads your phone's app-specific device identifier (the Android ID).
iPhone: the game makes one random ID and saves it in the iPhone's Keychain the first time you go online. It is not synced to iCloud and does not move to another phone. iOS keeps it on the phone even if you delete the game — that is what stops a reinstall resetting the free matches. Section 9 says how it is erased.
On both, the game scrambles the ID on your phone before sending it, over an encrypted connection. Our server scrambles it again with a secret key and keeps only that scrambled code — never the original. It is linked only, in scrambled form, to the game's own random logins on your phone (up to 8), so they can all be deleted together. - The app store's ID for this install of the game. One purpose only: if a parent withdraws consent in the app store, the store's notice can be matched to this install and its online play turned off. We use it for nothing else, and we do not count or report on it.
iPhone: every install that goes online (iOS 16 or later) sends Apple's ID for the install. It is the same for your Apple Account and this game.
Android: Google gives such an ID only to an install on a supervised (child's) Google account, so most Android phones send nothing. Where one is sent, its arrival tells our server that the install is a supervised one — and nothing more.
The game sends the ID as the store gives it, over the encrypted connection. Our server scrambles it at once and keeps only that scrambled mark, on your phone's online record — never the ID itself. - A check that this is the real game. To keep out copies of the game that have been changed.
Android: the game asks Google Play for a signed token and sends it to our server. Our server sends the token to Google, and Google answers whether this is the real game from Google Play on a real device. We use the answer and drop it. To make the token, Google Play itself collects — under its own terms — the game's name and version, whether the Google account on the phone is licensed for the game, and device attestation information.
iPhone: your phone makes a key with Apple (App Attest). Our server checks the proof by itself and keeps, for that phone, the key's ID in scrambled form, its public half, a counter, whether it is a test or a store copy, and when the key was first and last used. - Your purchase. If your store account owns the full game, the game sends our server the store's own proof of purchase (on iPhone, Apple's signed record of the purchase, which shows us the product, the purchase's numbers, its date, the store's country and the price paid). Our server checks it and keeps only: paid yes or no, which store, when it was last proved, and a scrambled fingerprint of the proof — so that one purchase opens online play on at most 5 phones. No receipt, token, transaction number, country or price is kept, and we never see your card or bank details. The game proves the purchase again about once a week.
- Your free-match count. How many free online matches your phone has started, and any still unfinished (so a match our server cuts off can be given back).
- Your time zone. Only the offset from world time (for example "5 hours behind"), saved the first time you connect, so daily free matches refill at your midnight. It is not your location. Apart from the store's country in an iPhone purchase proof (above), which is used for the check and not kept, our server does not learn your country.
- Three times. When your phone first connected, when your last online match started, and when your free matches last refilled.
- A small play record for each login. A match count and the last 8 maps you were dealt (so you don't get the same one three times running).
- A version check. A fingerprint of the game's own data files, so everyone in a match runs the same version. It says nothing about you and is not kept.
- The match itself. While a match runs, your orders pass through our server to the other players. They are held in memory only and are gone when the match ends.
What is never sent to our server: your age range, your birth year, whether a parent approved anything, the store's rating, your phone's language, or your wins and losses. (A bug report you choose to send carries your phone's language and model — section 4.)
Other times the game contacts our server, once your phone has been online:
- When the game starts, once, to read your free-match count. It sends the login code and the scrambled device code, then disconnects.
- Each time you open the online-data page in SETTINGS, to show your deletion code and whether a request is pending or done.
- After an online war, when you choose another war, a rematch, or the War Room.
- If online play has been closed on a phone because a parent withdrew consent: once a day at most, when the game starts, to ask whether it is open again.
A phone that has never chosen ONLINE or LOOK UP, and a phone marked under 13, sends nothing at any of these moments.
Friend rooms. You can make a room with a 4-digit code and give it to friends. The code is held in the server's memory while the room waits, through the war, and for up to 3 minutes after it so you can rematch. A closed code is remembered for 10 more minutes, only so the game can say it has expired.
Technical records on the server. For fault-finding the server keeps a short report of each finished room (the map, counters, seats by number — the newest 200) and daily totals such as waiting times, matches started and purchases by the store's country (about 13 months). None holds a login, a device code or your orders. For 30 days the server also keeps a list of when online wars and purchases happened, to the nearest 15 minutes, with no player, phone, login, price or country on it.
Network information and logs. Like every server on the internet, ours sees your IP address when you connect. We keep no visitor log at the front door. A counter per address is held in memory for about two minutes to stop floods. The server's own system logs can hold IP addresses, the game's random login IDs and deletion codes; they are deleted after 30 days. We do not use your IP address to work out where you are.
What online play does not have: no display names, no chat, no friends list, no leaderboard, no microphone, no camera, no contacts, no location. The game does not read your phone's advertising ID. It reads the phone's model and system version only to put them in a bug report you choose to send.
Bug reports. In SETTINGS you can send us a bug report. You pick a kind — bug, idea or other — and type up to 500 characters. The game sends it to our server with the game's version and build, your phone's model and system version, the language you play in, and your screen's size. If you tick the box (it starts unticked), it also sends a short summary of your last war's technical log (the map, how long the war lasted, its frame times, and the battery level at its start and end — no name and no ID). The report page shows you this list before you tap SEND. A report carries no login code, no device code, no install ID and no other ID, and asks for no name or email. Please don't type your name, email address or phone number; if you do, our server removes anything that looks like an email address or a phone number before the report is kept. Each kept report holds only what it says, what was sent with it, and the date (not the time) it arrived. After you send it, the page shows a report code. Reports are read only by us, to fix the game, and are deleted 30 days after they arrive. They are kept only in our server's memory storage, not on its disk, so no backup — ours or our host's — ever holds a report; a restart of the server erases any report not yet read. If we copy a report to our own computer to read it, that copy is deleted within the same 30 days. To have one deleted sooner, email us its report code. A phone marked under 13 cannot send reports. To stop floods, the server counts reports per connection address — in a scrambled form, in memory only, for one day — and accepts at most 3 an hour and 10 a day from one address, and 300 a day in all.
Phone backups and new phones. From version 0.9.8, four of the game's files are left out of your phone's cloud backup (iCloud or Google): its online login, its age-check answer, its record of what your store account owns, and its record of a parent's consent. In version 0.9.7 and earlier they could be copied into the backup, like most app files, and restoring that backup to another phone could carry the online login with it. On a new phone the game now starts a new online login. Your settings, replays and progress are ordinary app files and follow your phone's backup as usual. In every version, a bought full game comes back through the store's own restore.
5. When a parent withdraws consent
In some US states a parent can withdraw, in the app store, the consent they gave for a young player to use a game. When that happens the store itself stops the game on that phone. The store also tells us, so that we close online play for that install:
- Apple sends our server a signed notice. Apple also sends a notice for each purchase and refund of the game. We check each one is really Apple's and count what kind it is. If Apple tells us that a purchase our server has already seen was refunded or revoked, we mark that purchase so it no longer unlocks the full game online; if the refund is reversed, the mark is removed. We keep nothing else of any notice. A notice we cannot check at once may wait up to a day before it is checked. To refuse a notice sent twice, the server remembers a short fingerprint of each notice for up to 8 days, in memory only.
- Google shows us a list of the install IDs concerned, in its developer console. We hand the list to our server and then delete our copy. For 120 days the server keeps a scrambled note of each line it was handed, so that an old line cannot close an install that was opened again since.
Our server then keeps one line for that install: its scrambled mark, which store spoke, "withdrawn", and the dates. Online play is closed on that phone until the parent allows the game again. The offline game, and anything bought, is not touched.
6. Why we use it, and the legal basis
- To run online matches — the login, the play record, and passing orders between players. This is needed to give you the online game you asked for.
- To give you what you bought — the purchase check. Needed to open online play without a daily limit for a paid copy.
- To prevent abuse and cheating — the scrambled device code, the free-match count, the time zone, the real-game check and the purchase fingerprint. This is our legitimate interest in keeping the free allowance and online play fair.
- To follow the law — the age range (on your phone only), the store's install ID and the record of a withdrawn consent. US state laws about app stores and young players ask this of us.
- To fix the game — bug reports. You agree each time you tap SEND on a report.
You agree to this when you tap CONTINUE on the notice the first time you go online. We do not use any of it for advertising, profiling or selling. We do not make automated decisions about you that have legal or similarly significant effects.
7. Who else sees it
We do not sell your personal information, and we do not share it for advertising (including "cross-context behavioural advertising" under California law). We have never done so.
- Other players. The games in your match receive your orders. While you are connected, their games are also sent the random user ID and username the server made up for your login. The game uses these only to find our server's referee; it does not show them or save them.
- Google and Apple. They run the stores, take payment, answer the questions in section 3, and take part in the real-game check (section 4). On Android our server sends Google the token that Google Play made, to have it read. We send them nothing else about you. On Android, Google's purchase library also sends Google its own technical reports about purchases. What their software collects is under their privacy policies.
- Our server host, DigitalOcean, runs the computer our server sits on, in the United States. It stores the data for us and may not use it for anything else.
- The law. We may disclose information if the law requires it, or to protect someone from serious harm.
The game contains no advertising software, no analytics and no crash reporter. The only outside software in it that talks to anyone is the stores' own: on Android, Google's libraries for purchases, the real-game check and age signals; on iPhone, Apple's own frameworks for the same. Their licences are listed in the game under SETTINGS, then LICENSES.
8. How long we keep it
- Online records (the scrambled device code, logins, counts, time zone, times, play record, the install's mark, the paid mark, the iPhone's key): while you play online. After 12 months in which you start no online match, they are deleted automatically.
- A purchase's fingerprint not proved for 12 months, an iPhone key not used for 12 months, and a "withdrawn consent" line not touched for 12 months: deleted automatically.
- After a deletion request: deleted within 30 days (section 9).
- What a deletion leaves behind: a note that it was done (the code and the date), 12 months; one line in our deletion log (the code, the dates, counts), 24 months; a technical list of the scrambled keys and the login codes just deleted, so the running server forgets them too, a day or two. While a request waits to be carried out, its file holds the code, the dates, the record's scrambled key and its login codes.
- The scrambled note of a Google list line (section 5): 120 days.
- Server logs: 30 days. Room reports: the newest 200. Daily totals: about 13 months. None identifies you.
- Backups: our nightly backups are kept no more than 29 days, and the copy taken just before a deletion 30 days. Our host's weekly backups of the whole machine are kept 4 weeks. So deleted data leaves every backup within about 30 days of its deletion.
- Emails you send us: 12 months, then deleted.
- Bug reports: 30 days from the day they arrive, in the server's memory storage only, and never in a backup.
9. Deleting your online data
In the game: open SETTINGS and the online-data page. It shows a 10-letter code for your phone and a REQUEST DELETION button. Tap it and confirm. Our server then deletes your phone's record, every login tied to it — including ones from before a reinstall — their play records, the install's mark, the paid mark and the iPhone's key.
When: within 30 days of your request. The page shows the date. The wait is on purpose: it stops deletion being used to get a fresh set of free matches.
On an iPhone the game also erases the saved ID from the phone's Keychain once the deletion has been carried out. It checks the next time you open the online-data page or go online. On a phone where online play is closed, the game cannot check: the ID stays in the Keychain. If you delete the game before it checks, the ID stays too. Either way, after the deletion it matches nothing on our server.
Your purchase is never deleted by this. It lives with your store account. If you go online again, the game proves it again.
By email: send the 10-letter code to contact@secondexitinteractive.com. The steps are also on our delete-my-data page. Without the code we cannot find your record — we do not know your name or email.
Changed your mind? Email us the code before the date and we will cancel the request. It cannot be cancelled from inside the game.
What we keep afterwards is listed in section 8: the note that it was done, one line in our deletion log, and room reports and daily totals that never held your login or device code.
What stays on your phone: the game's own files, including its login code. Deleting the game, or clearing its data, removes them. If you choose ONLINE again afterwards, the game starts a new record.
10. Age, children and parents
PAPER GENERALS is not directed to children, and online play is for players aged 13 and over.
On a phone marked under 13 — by the app store's answer, or by a birth year entered in an earlier version — online play is not shown at all. The game makes no login, reads no device ID, saves no iPhone ID, asks for no real-game check and sends nothing to our server. Such a player can play the offline game. If a full game is bought on that phone, the purchase is between the store account and the store, which asks a parent where the account is a child's; nothing about it reaches us. It cannot send bug reports either.
We do not knowingly collect personal information from a child under 13. If we learn that we have, we delete it. If the store later tells the game that a phone which has played online is a child's, the game offers to request deletion of its online data.
Parents and guardians: you can stop a young player's use of the game in the app store's own family settings (Google Family Link; Apple Screen Time and Family Sharing). To have online data deleted, use the online-data page in the game's SETTINGS or email us the code from that page.
11. Paying
PAPER GENERALS is free to download. One purchase opens the full game. Payment is taken by Google Play or the Apple App Store, which show the price in your own money, taxes included. We never see your card or bank details. What our server keeps about a purchase is in section 4. Refunds are explained in our refund policy.
12. Security
Everything between the game and our server travels encrypted, and the game checks it is talking to our real server. Device identifiers are scrambled on the phone before they are sent, and again on the server. Install IDs and purchase proofs are scrambled on the server and kept only as scrambled fingerprints. Access to the server is limited to us. No system is perfectly secure. If a breach puts you at risk, we will tell you and the authorities as the law requires.
13. Your rights, and where your data is kept
Depending on where you live, you can ask what we hold about you, get a copy, correct it, delete it, or object to how we use it. This includes rights under Canada's privacy laws (PIPEDA, and Quebec's Law 25), Mexico's federal data-protection law (your rights of access, correction, cancellation and objection, known as ARCO), and US state laws such as those of California, Texas and Virginia. To use any of them, email us with the 10-letter code from the online-data page. We won't charge you and we won't treat you differently for asking. If you're unhappy with our answer, you can complain to your privacy regulator — in Canada, the Office of the Privacy Commissioner of Canada, or in Quebec the Commission d'accès à l'information; in Mexico, the Secretaría Anticorrupción y Buen Gobierno.
Mexico: we answer a request within 20 days. A deletion is carried out within 30 days of the request, as section 9 explains; the wait is there to stop deletion being used to reset the free matches.
Our server is in the United States. If you play from Canada, Mexico or anywhere else, your online data is sent to and stored in the United States, where the law may protect it differently than at home.
14. Contact
Privacy questions, deletion requests and everything else: contact@secondexitinteractive.com
Second Exit Interactive, Woodbridge, Virginia, United States.
15. How this policy changes
Before any version of the game that collects something new is released, we update this page to say plainly what is collected, why, and what choices you have. The version number and date at the top change. We will not begin collecting anything under a policy that does not describe it.
In US states whose law requires it, a significant change — new kinds of data, a new age rating, new things to buy — is also put to a parent through the app store before a young player gets it.
Display names and chat are not in the game and are not planned for it.
16. This website
This website sets no cookies, runs no analytics, and does no tracking. Our web host keeps ordinary server logs. If you email us, we use your address only to reply. See our cookie policy.
17. Governing law
This policy is governed by the laws of the Commonwealth of Virginia, United States. Nothing here removes rights you have under the mandatory law of where you live.