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About and terms

Privacy

What Riventale keeps and sends, feature by feature. Lattice Logic Pte. Ltd. of Singapore runs the game and is responsible for this data.

Single player

Single-player worlds, your settings and your character’s look are stored in your browser on your device. Playing alone sends nothing about your worlds to us and never contacts our account service; it only adds you to the daily player count (Player counts, below).

The game’s files come from Cloudflare, our host. Like any web request, loading them shows Cloudflare your IP address and browser. We count page visits with Cloudflare Web Analytics, which uses no cookies and does not identify you.

Online play

When you play online (the Riven Lands, a private world, or a friend’s world you were invited to), our game server receives and keeps:

  • Your player name and a random token this browser makes, which proves the name is yours.
  • Your character in that world: where it is, its inventory, look, homes, achievements, pages and songs found, and play statistics.
  • Chat messages, which go to the players in that world. They are not stored with your account; the game server’s log keeps chat lines, private messages included, for up to 60 days, then deletes them.
  • Your IP address, used to limit connections and stop abuse. The game server holds it in memory while you are connected and for up to 15 minutes after, and never writes it down. When you connect, its log notes your player name with a keyed scramble (HMAC) of your network instead, the same scramble a ban uses. When a ban covers your network, we keep that scramble, never the address itself, for the ban’s length (30 days at most).
  • An anonymous account id (Firebase Authentication, by Google): the first time you play online, the game signs this browser in anonymously, with no name or email, so your character can later move to a real account.

Other players see your name, your character, where it is and your chat. A private world stores a scrambled form (SHA-256) of its code, never the code itself, and of its owner’s token.

When you invite friends to a world of your own, our server only introduces the two browsers; the game then runs directly between them, so each browser sees the other’s IP address. If they cannot connect directly, the game goes through a Cloudflare relay, which passes the traffic without keeping it. The host’s world, with the friends’ characters, stays in the host’s browser.

Moderation

Moderators mute, kick and ban players who break the rules. A mute or a ban is kept for as long as it lasts. Every mute, kick and ban also goes on that player’s record on our game server.

  • What the record keeps: the player name, the account id if there is one, a fingerprint of the browser’s token (never the token itself), how many bans, mutes and kicks, and the date of the last.
  • Why: so a moderator knows at once when someone breaks the rules again, and can keep them from harming others.
  • How long: 365 days after the last ban, mute or kick, then it is deleted. Lifting a ban does not take it off the record.

Player counts

We count how many people play each day, alone or online, and how many of them play online. For a browser that has never played, we also count how far its first visit gets.

  • Once a day when you are in a world, alone or online, the browser sends an id (your account id, or a scrambled form of this browser’s token), whether you have bought anything, and how you first arrived (the referring site and campaign tags, and the first page). Our server stores a keyed scramble (HMAC) of the id, never the id itself, with the day, your country and the kind of device (phone, tablet or computer). No IP address, name or browser details are kept.
  • Once a day while you play online, the browser sends the same id again, marked online. It is stored the same way.
  • On a browser that has never played, the game makes a random id for this count alone. Each of these steps is then sent once, with that id: the title screen shown, Play pressed, in a world, each tutorial step, the first block broken, the first night lived through, the first boss seen, leaving the page, and coming back on a later day. The first one also says how the browser first arrived (the referring site or the link’s campaign tag). Our server stores a keyed scramble (HMAC) of the id with the step and the day, and nothing else.
  • The game server sends each day’s number of joins and the most players at once. These are totals only.

Error reports

When the game hits an error it did not expect, your browser sends us a short report so we can fix it: the error message, where in the game’s code it happened, the game’s version, and the kind of browser and device. Before it is sent, web addresses are cut back to their path, and anything that looks like an email address, an IP address or a long number is blanked. No name, account, chat or world is included, and your IP address is not stored with it. We keep daily counts of each error for 14 days.

To count how many play sessions end in a crash, your browser also tells us when a session starts and if it crashed (the page stopped while on screen, or the graphics did not recover), with the game’s version and nothing else. A small note in your browser’s storage lets the next visit notice a crash; it never leaves your device. We keep daily counts for 30 days.

Accounts

An account is optional; you need one only to buy looks and for features that say so. Accounts use Firebase Authentication (Google). Signing in with your email keeps your email address; signing in with Google keeps the email address and name Google shares; a passkey keeps its public key (the private key stays on your device). Your account id links your account to your online characters on our game server.

Purchases

Payment happens on Airwallex’s page: Airwallex receives your card details, and we never see or store your card number. We keep a record of each purchase: your account id, what you bought, the price, the time, Airwallex’s reference, and that you agreed to immediate delivery. The looks you own are stored by account id, and the game server is told which looks your account owns.

World copies

If you are signed in and choose to keep copies of your single-player worlds on your account, they are stored in Google Cloud Storage under your account id, readable only by your account. You can delete a copy at any time; deleting your account deletes them all.

Friends

Friends needs an account. Our game server keeps your friend code, your friends, requests and blocks, and whether you are online and in which kind of world, which it shows to your friends. Single player never tells it anything.

Your invite links carry your friend code, so a newcomer who arrives through one counts as yours: once they play ten minutes online, you both earn the Kinlight, a look. The newcomer’s browser keeps the code for 14 days and sends it only to our game server. To stop anyone counting themselves, the server keeps a keyed scramble (HMAC) of the networks and browsers each account plays from for 30 days, never the address or the browser’s token itself. For each newcomer it keeps whose code they came with and the scramble of their browser, so that browser is never counted twice.

Advertising and cookies

The game shows ads, served by Google as our ad vendor: a video ad now and then at a break in play (as a world loads, or after you leave one), never during play, and an ad you may choose to watch on the death screen to rise where you fell. The Supporter Pass, which comes with a Supporter Pack, turns the break ads off for your account while it runs. The pages of this website show no ads.

Our own code sets no advertising cookies; Google’s ad code in the game does, as below. The game keeps your worlds and settings in your browser’s own storage, which is not shared with any other site.

  • Cookies and identifiers. Third-party vendors, including Google, use cookies to serve ads based on your prior visits to this website or other websites. Google’s use of advertising cookies enables it and its partners to serve ads to you based on your visits to this site and/or other sites on the Internet. In the game, Google also reads and stores similar identifiers in your browser to show ads, limit how often you see the same one, measure them and prevent fraud.
  • Personalised and non-personalised ads. Personalised ads are chosen using those cookies and identifiers, from what Google knows about your interests. Non-personalised ads are chosen from the context instead, such as the game itself and your general location, but still use cookies or identifiers to cap how often an ad shows, to report on ads in aggregate and to fight fraud.
  • Opting out. You can turn off personalised ads from Google in Google’s Ads Settings. You can opt out of personalised ads from other vendors that take part in the industry programme at aboutads.info. How Google uses information from sites and apps that use its services is explained at policies.google.com.
  • Consent in the EEA, the UK and Switzerland. There, the game asks for your consent first with a consent message from a consent management platform certified by Google. You can agree, refuse, or choose by purpose, and change your choice later. If you refuse, Google may show only limited or non-personalised ads.
  • What we receive. Google tells us how many ads were shown and what they earned, in totals. It does not tell us who you are, and we do not send Google your player name, account, email or worlds.

Where data is kept

  • AWS Lightsail, Singapore: the game server: online worlds, characters, private worlds and Friends.
  • Google Cloud and Firebase (Singapore, asia-southeast1, for our own services): accounts, purchases, owned looks and world copies.
  • Cloudflare: the website, the relay for worlds you invite friends to, the daily player counts and error reports.
  • Airwallex: payments.
  • Google: ads (see Advertising and cookies above).

How long we keep it

  • Single-player worlds: in your browser until you delete them or clear the site data.
  • Online characters: while you play. A name unused for 60 days is freed for others; the character is set aside and comes back if its account signs in again.
  • Private worlds: closed after 7 days without players; the owner can download the world for 90 days after that, then it is deleted.
  • Nightly backups of the game server: 14 days.
  • Error reports: 14 days.
  • Session and crash counts: 30 days.
  • A mute or a ban: as long as it lasts. A ban’s scramble of your network: 30 days at most.
  • Invites: the scrambles of the networks and browsers you play from, 30 days. Who brought whom, and who holds the Kinlight: as long as the account.
  • Moderation records (bans, mutes and kicks): 365 days after the last one.
  • Accounts, owned looks and world copies: until you delete them or ask us to delete your account.
  • Purchase records: as long as tax law requires.
  • Daily player counts: kept as totals, with no way back to you.

Deleting your data

To delete your account and everything linked to it (your account, owned looks, world copies, and your characters on our game server), write to support@latticelogic.app from the address you signed in with, or name that address and your player name. We delete it within 30 days and reply when it is done. Purchase records are kept as long as tax law requires. To delete an online character without an account, write with your player name from the browser you play it on.

Children and parents

Riventale is for everyone, and younger players play it too. Single player keeps nothing about the player; it only adds them to the anonymous daily player count. To sign in with an email address, a player confirms they are 13 or older, or have a parent’s permission. Google checks age itself when you sign in with Google.

Parents and guardians can write to support@latticelogic.app to:

  • See what we hold about their child: the player name, the email address they sign in with, their online characters, their friends list and friend code, their saved world copies, any purchases, and the chat lines the game server’s log keeps for up to 60 days.
  • Correct any of it.
  • Delete it: the account and everything linked to it, as in Deleting your data above.

Before we show, change or delete anything, we check that you are the child’s parent or guardian, usually through the email address the child signs in with. We may ask for more if that is not enough.

If a child under 13 writes to us, we delete the message as soon as possible.

Contact

Questions about your data: support@latticelogic.app. We may update this page; the date below is the current version.

Last updated 2026-10-07.

Riventale is made by Lattice Logic Pte. Ltd. (UEN 202610912N), 77 High Street, #10-12B High Street Plaza, Singapore 179433. Contact: support@latticelogic.app.