Synchro Seconds · com.ignaciocabeza.synchroseconds
Privacy Policy
Last updated 8 September 2026
Synchro Seconds has no accounts, no sign-in, no ads and nothing to buy. It never asks who you are and has no way of finding out. The version on Google Play collects nothing and sends nothing about you or your play. Not off by default — not built in at all. There is no reporting switch in it, because there is nothing for one to switch on.
The short version
- Nothing about you or your play leaves your phone. No runs, no scores, no timings, no usage.
- No name, email, phone number, contacts, location, photos or files.
- No identifier of any kind. No advertising ID, no Android ID, no hardware identifier, and no random one either — the app never creates one. There is no advertising or analytics SDK anywhere in it.
- The game does make one request: it asks my server for the current levels. That request carries no ID, nothing about you and nothing about how you have played. It is described below.
- Nothing is sold, and nothing is shared for advertising.
What stays on your phone
Your best score on each level, which levels are unlocked, your timing calibration, whether you have seen the opening sequence and your settings are stored in the app’s own storage on the device. They are never sent anywhere, and uninstalling the app removes them.
The one request the game makes
The levels are not frozen into the app. When the game opens it asks my server whether the season has changed, so a level whose timing was wrong can be fixed without everyone waiting for a store update. A copy of the season ships inside the app as well, so the game is fully playable with no network at all.
That request says which version of the app is asking, and which copy of the levels it already has, so the server can answer “nothing has changed” without sending them again. It carries no identifier, nothing about you, and nothing about how you have played. Nothing is stored about who asked. As with any request to any server, the hosting provider handles your IP address in order to route it.
Test builds
Separately from the public app, I hand pre-release builds to invited testers through Google Play’s testing tracks. Those builds carry an opt-in reporting switch, so the timing windows can be tuned against real hands on real phones. If you installed Synchro Seconds from the Google Play listing, this section is not about the app you have— and you can tell at a glance: a build that can report has a reporting switch in Options, and the public one does not.
In a testing build, reporting is off until the tester switches it on, and it can be switched off again from the server entirely. While it is off nothing is recorded, nothing is queued, and no ID is created. With it on: when a run ends — finished, quit, or interrupted by the phone — the build queues a trace and sends it to the same server. What a trace contains, in full:
| What | Why it is there |
|---|---|
| A random per-install ID | So runs from one install can be read as a sequence rather than as unconnected rows. Generated on your device, stored only in the app. |
| Device model, OS version, screen refresh rate, audio buffer size | Phones differ by tens of milliseconds in audio and touch latency. This is what makes a timing complaint answerable. |
| The level played, its revision, the app version | A run has to be read against the board it was actually played on, not the board that level has since become. |
| Your calibration offset, in milliseconds | An offset cannot be interpreted without the correction that produced it. |
| How the run ended — completed, quit, or interrupted | Where people stop is the single most useful thing to know about a level. |
| For each shape: its id, when it was due, how far off your tap was in milliseconds, the band it landed in, and the points | This is the measurement the whole game is tuned on. |
| The touch trace: where your finger was on the play area during the run, and when — presses, drags, releases | A missed shape and a mistimed one look identical in a score and completely different in a trace. Positions are within the game board only; the game cannot see anything outside its own window. |
| The share of installs reporting at the time | Not every install that has switched reporting on actually sends — a share of them do, decided once from the random ID and the same for every run on that install. The share is recorded with the run, because 400 runs at a tenth and 400 at full are not the same measurement. |
No IP address is stored with a run. As with any website or server, the hosting provider handles your IP address in order to route the request.
What it is used for
Tuning the game, and nothing else. The windows a tap is judged against are tens of milliseconds wide, and whether a level is fair or merely hard is a question only real traces can answer. It is not used to build a profile of anyone, not used for advertising, and not passed to anyone for either purpose.
Who else is involved
- Google Play distributes the app and handles its updates. Google’s own privacy policy covers that, including anything the Play Store itself collects.
- Railway hosts the server the app fetches its levels from, and the database that testing builds’ traces are stored in.
- Vercel serves this website.
There is no fourth party. No analytics service, no crash reporter, no advertising network and no data broker receives anything.
How long it is kept
Runs are deleted automatically once they are 90 days old. Deleting a run deletes everything hanging off it — every tap and every touch — in the same operation.
Turning it off, and deleting what is there
If your copy came from the Google Play listing there is nothing to turn off. It has no reporting switch and has never sent a run.
In a testing build, the switch is in Options and works in both directions at any time. Switching it off stops collection immediately and deletes anything still queued on the phone that has not been sent yet. One send already in flight at that moment may still arrive — an HTTP request cannot be recalled once it has left — and the erasure request below covers that.
Uninstalling additionally removes the random ID and everything stored locally; installing again produces a new one that cannot be connected to the old.
Anything already sent is deleted on the 90-day schedule above without anyone doing anything.
To have an install’s data removed sooner, write to me and I will delete it. Anonymity cuts both ways here: because the ID is random and tied to nothing about anyone, there is no way to look data up from a name or email address — a request has to carry the install ID for me to find anything.
Children
The app on Google Play collects nothing from anyone, of any age. It has no ads, no chat, no accounts and no way to reach anybody.
Changes
If what the game collects changes, this page changes with it and the date at the top moves. The date is the whole changelog.