Privacy policy
Last updated: October 21, 2026
Wiando Games has no accounts. There's no sign-up, no email, no password and no form to fill in. This page explains exactly what gets stored when you play, where it's stored and how to delete it.
Who is responsible
The controller of the data described on this page is [TO BE COMPLETED: name or company name of the owner], with tax ID [TO BE COMPLETED: NIF / CIF] and address at [TO BE COMPLETED: postal address].
For anything related to your data, including exercising your rights: [TO BE COMPLETED: contact email address].
What gets stored
There are only two places where anything is kept, and very little is kept in either.
In your phone's browser
- An anonymous identifier. A random number that your own phone generates the first time you open the controller. It doesn't come from anywhere, isn't derived from anything of yours and isn't linked to any person. It's used for two specific things: giving you back your spot and your score if your phone drops out mid-game, and recognizing you as the same player if you play at someone else's place.
- Your nickname. The phone makes one up the first time (an animal and a number, like “Tiger-482”) and you can change it whenever you like. If another player already uses it, a number is added at the end so it isn't repeated.
- Your recovery code (six letters and numbers, under Settings) and whether you've said you've saved it.
All of that lives in your browser's local storage. They aren't cookies: they aren't sent with every request and aren't shared with anyone. If you clear this site's data in your browser, they're gone.
The language you pick (Spanish or English) is saved in the browser where you open the site —on your phone or your computer—, in local storage and in a cookie called idioma, so the site opens in it next time and, if a page doesn't exist, the notice shows up in your language. It's the only cookie on the site: it's used for nothing else, isn't shared with anyone and disappears if you clear the site's data.
On the server
- Your scores, with the game, the week, how long the game lasted and a log of the button presses. That log exists so the game can be simulated again to check that the score is real; without it, the leaderboard would be a list of numbers anyone could make up. Every game counts toward the weekly leaderboard, including the ones you play with other people: each player with their own score.
- Your nickname, so it can be shown on the leaderboard next to the score.
- The anonymous identifier from the previous paragraph, to know which scores belong to whom.
- Your recovery code, linked to that identifier, and the date of your last activity. The code is used for one thing only: if you type it on another phone (or after clearing your browser data), that phone becomes you again, with your nickname and your scores. It's optional, and it doesn't change anything about what appears on the leaderboard. It isn't linked to any data of yours: it's as anonymous as the identifier.
What is NOT stored
- Your email address is never requested or stored.
- Your real name is never requested or stored.
- Your location isn't stored and no geolocation data is used.
- Your IP address isn't stored. The server needs it for an instant to be able to reply to you —like any server on the internet— and to count how many rooms are created from the same place, but for that it keeps an irreversible cryptographic summary, in memory, that is lost when it restarts. It isn't written to any log or any database.
- There are no third-party cookies, no tracking pixels, no ad networks and no social media buttons that follow you around. There are no tracking cookies at all, so you won't see any banner asking for your permission.
- Everything this site loads comes from this same server —the code, the styles, the font, the sounds and the images—. Not even the font is requested from Google: it's hosted here so your IP address doesn't travel to anyone just because you opened the page. The only connection to another site is the anonymous analytics on the home page, the console and the leaderboard (below). The phone controller doesn't connect to anyone but this server.
Your phone's motion data
To use your phone as a controller, its motion sensors need to be read: the accelerometer and the gyroscope. Your browser asks for your permission explicitly, and only after you tap a button.
That data is used in real time to move the cursor and detect gestures, and it isn't stored anywhere or sent to third parties. It travels from your phone to the screen in front of you —directly between the two devices whenever the network allows it— and disappears as soon as it's been used. Not a single sample is kept.
If you don't give permission, or your phone doesn't have those sensors, the controller keeps working in touch mode. You don't lose access to anything.
There's one single exception, and it's voluntary: in the controller settings there's a button to record eight seconds of sensor data and send it, meant for diagnosing a specific problem. It only happens if you tap it.
Analytics
Nine anonymous actions are recorded so we can tell whether people manage to get to play: that the screen has been opened, that a controller has connected, that the first movement has arrived, that a game has started, that it has ended, that someone has copied the link, that someone has shared a result, what kind of connection the controller is using (direct, through an intermediate server or through ours) and that someone has changed the language (from which to which, and whether it was with the selector, a link or the browser's language). On top of that, each visit to the home page, the console and the leaderboard is counted. In the game Cube Count, the level number, the answer given, the correct answer and the difference between the two are also recorded for each level. And, only in PostHog, how the site is used: that a room code has been shown, that the home page has opened its room and a controller has joined it, that “Start playing” has been pressed, which game is picked and which menu buttons are used (and whether by tapping on the phone or by pointing), a controller's connection quality when it joins (good, fair or poor, with its ping), the position and points with which a game enters the leaderboard, and that someone has changed their nickname (not to what).
They don't carry your nickname, your player identifier or anything about your device: at most, which game, a controller or player number, a position, some points, a few seconds or milliseconds, the name of a button and the page's language (Spanish or English). On our server, the only thing that goes along with them is a random number that lives in the tab's memory and is lost when you close it or reload. In PostHog, a random identifier kept in the tab's session storage (below) and deleted when you close it. Both are used to link the steps of the same visit —the home page, the console and the leaderboard— and nothing else.
They're stored on this server and sent to PostHog, an analytics service, in its European Union region. It's set up to be anonymous: it doesn't set any cookies or use local storage; it only keeps that random identifier in the tab's session storage, which the browser deletes when you close the tab. It doesn't create person profiles, doesn't record sessions or log clicks, and discards your IP address when it receives the data. The phone never connects to PostHog at any point: the two actions that happen on the controller are passed on by this server, without your IP.
The analytics don't set any cookies: the site's only cookie is the language one, a preference you choose yourself. All they keep is that tab identifier, which disappears when you close the tab. And if you use a blocker that cuts off analytics, the site works exactly the same.
Who it's shared with
It isn't sold or handed over. The anonymous analytics above are processed by PostHog as data processor, in its European Union region; there's nobody else. Nothing is transferred outside the European Economic Area. The rest of the data is on the server where the site runs, [TO BE COMPLETED: hosting provider and data center country].
How long it's kept
Leaderboard scores are kept for as long as the site exists, because the leaderboard is a historical record: weeks are closed and archived. The button-press logs used for validation are kept alongside the score they back up. Analytics events are kept aggregated, with nothing that would allow them to be linked to a person.
You can delete it all whenever you want, without giving any explanation and without waiting.
How to delete your data
Right on the controller, in two taps:
- Open the controller on your phone and go to Settings.
- Tap “Delete my data” and confirm.
That does two things at once: it deletes the identifier, the nickname and the recovery code from your phone's storage, and it asks the server to delete all the scores linked to that identifier, including those from weeks that are already closed and those in the Hall of Fame, and your recovery code as well: after that, nobody can use it. You're told how many rows were deleted. It can't be undone.
From that moment on, your phone is a new player: if you play again, a different identifier is generated that has nothing to do with the previous one.
Your rights
You can exercise your rights of access, rectification, erasure, restriction, portability and objection by writing to [TO BE COMPLETED: contact email address]. Keep one thing in mind: since there are no accounts and no data that identifies you, the only way to link a request to specific data is your phone's anonymous identifier, which you can look up in the controller settings. That's why the delete button is, in practice, the fastest and most reliable way.
You can also file a complaint with the Spanish Data Protection Agency (aepd.es).
Changes to this policy
If it changes, the date at the top changes. Nobody is notified by email because there's no email to notify.