Dice Spire
Privacy Policy
Dice Spire (the "Game") is made by Greenfield Labs LLC ("we", "us"). This policy explains what information the Game uses, why, and the choices you have. In short: we don't ask for your name or email, we don't track you across apps, the Game sends nothing to us, and your saved game is kept on your device and in your own device backups, not with us. The one exception is purchases: when you start a purchase, the Unity software that handles in-app purchases sends details of that purchase and of your device to Unity Technologies, as explained below.
Information the Game keeps on your device
The Game saves your progress in one file on your device, with a backup copy. It holds: gems, player level and XP; the climb in progress (your dice and their forged faces, relics, gold, combo levels, the monster you're facing, the shop's offers, that climb's own statistics and when it started); your records and lifetime statistics (climbs finished and won, the furthest fight reached, best hit, total damage, monsters and bosses beaten, gold earned, faces forged, relics bought and how often you've attacked with each combo); the Collection (which relics you've owned and how many times you've beaten each monster) and the awards you've claimed; the dice sets you've unlocked and the highest stake you've beaten and opened with each; the dice skins and table felts you own and use; the dice set and stake you last chose; today's Daily Climb (tries used and best result), your daily-gift streak and today's missions; which permanent purchases you own, the transaction IDs of recent gem-pack purchases (so that a purchase is never delivered twice) and your settings (sound, music, haptics, shop hints and reminders). It also keeps when you first opened the Game and when it last saved your progress, how many times you've started the Game, your tutorial progress, the counters the Game uses to space out and limit its placeholder ads, and whether the Game has already shown its one-time Starter Pack offer and notification question and asked for the rating prompt.
The software inside the Game that comes from Unity and Apple also stores a little of its own on your device. For each completed purchase, Unity IAP leaves a marker (an empty folder named with a scrambled form of the transaction ID) so that it recognises a purchase it has already handled. The Unity engine keeps random IDs for this installation and for your play sessions, and a count of those sessions, in the app's preferences, where Apple's purchase software (StoreKit) also notes when it last checked for purchase updates. None of this is sent to us; Unity IAP includes the current session ID in the purchase reports described below.
The Game uses this information to let you continue where you left off and to power missions, awards and rewards. None of it is sent to us, and the Game doesn't sync it to a server or between devices. Deleting the Game deletes all of this from your device. Like other app data, it is included in your device backups (iCloud Backup or a backup to your computer), so restoring a backup brings your progress back. We don't have a copy, so we can't recover your progress if it's lost. Permanent purchases can be restored from Apple (see below); gems, and the things you've bought with them, can't.
In-app purchases
Purchases are processed by Apple through the App Store. We never see or store your payment details. The Game talks to the App Store through Unity's in-app purchasing software (Unity IAP). Each time it starts, the Game connects to the App Store to load current prices and to check which permanent items you own, so they come back automatically; if the App Store can't be reached, it tries again after a short wait, when you return to the Game and when you open the Store. When you buy something, Apple confirms the purchase and the Game records it on your device. Purchases are handled on your device only; we have no server that sees them. Ask to Buy is supported: the item arrives once the purchase is approved.
The Game has no subscriptions. Three items are permanent and can be restored on any device signed in to the same Apple Account, with the "Restore Purchases" button in Settings or the Store, or automatically when the Game starts: No Ads, the Lucky Charm and the Starter Pack. The Starter Pack's 400 gems are a one-time bonus that is delivered when you buy it; restoring the pack marks it as owned and brings back its Solid Gold dice, and does not hand the gems out again. Everything else is consumable, is delivered once and can't be restored: the four gem packs (Pouch, Sack, Chest and Vault of Gems).
Purchase information sent to Unity
Unity IAP is made by Unity Technologies. It sends a report to Unity's servers at each step of a purchase: when you start a purchase by tapping an item's price button (even if you then cancel), when the App Store reports the purchase as paid, cancelled or failed (with the reason), and when the Game delivers the item. A purchase waiting for Ask to Buy approval isn't reported while it waits; once approved, it's reported when the Game picks it up, like any other purchase that completes later.
Each report includes the date and time of the step and the item (its store ID, type, name, description, price, currency and quantity); for completed purchases, Apple's transaction details (transaction IDs, the signed App Store transaction, the app's receipt, which is Apple's record for the Game on your device and can also list earlier purchases you made in the Game, and whether the item was bought or shared through Family Sharing); your device's identifier for vendor (IDFV), an ID that iOS gives to apps from the same developer on your device and that is not the advertising identifier; your device model, iOS version, language and preferred languages and regions, when the device was last started and its total storage size; the Game's bundle ID, version and install date and the versions of Unity and Unity IAP; random IDs that Unity IAP creates for each report and purchase attempt; and a random session ID that the Unity engine creates at the start of each play session and keeps on your device, which is the same in every report sent during that session. As with any internet connection, Unity's servers also see your IP address. The reports don't include your name, email address, payment details or advertising identifier.
Simply playing the Game or browsing the Store sends nothing to Unity, unless the App Store hands the Game a purchase that still has to be delivered (for example one approved through Ask to Buy, or one that was paid for but not delivered before the Game closed); the reports for that purchase are sent then. We don't receive these reports and have no Unity dashboard for the Game: it isn't linked to a Unity project, and the reports carry no project ID. There's no setting in the Game to turn them off; if you don't want Unity to receive them, don't start purchases in the Game. Unity's use of this information is covered by Unity's privacy policy.
Advertising
This version of the Game contains no advertising software and doesn't work with any ad network. The ads you see are placeholders, labelled "TEST AD": a banner on the Home screen, full-screen ads at breaks in play (after a boss is beaten and after a climb ends) and optional videos you can choose to watch for a reward (such as a second chance in a fight, a free shop restock or double gems). They're drawn on your device, load nothing from the internet, open nothing when tapped and send no information anywhere. The Game never shows Apple's App Tracking Transparency prompt and never requests or reads your device's advertising identifier. Unity IAP contains code that could read it, but only if a Unity consent setting is turned on, and the Game never turns it on. Buying No Ads turns off the banner and the full-screen ads at breaks in play, and the floor's free shop restock no longer needs a video; the other optional reward videos stay available. If a future version adds a real ad provider, we'll update this policy before that version is released.
Game statistics and diagnostics
The Game counts things like monsters beaten, damage dealt and gold earned to power missions, awards and your records. These counts are part of your saved game on your device; the Game doesn't send them to us or to anyone else. The Daily Climb is the same for everyone because it is generated from the date on your device, not downloaded, and the Game has no leaderboard. The Game has no analytics service of its own. Unity's built-in analytics, crash reporting, performance reporting and engine diagnostics are all switched off, and the Game doesn't start any other Unity online services. The only information the Game sends to Unity is the purchase reports described above.
If you've turned on Share With App Developers (iOS Settings > Privacy & Security > Analytics & Improvements), Apple shares crash reports and app usage statistics with us in a form that doesn't identify you. You can turn this off at any time.
Notifications
The Game only uses reminders that it creates on your device. It doesn't use push notifications, and no notification data is sent to us. It doesn't ask for permission when it starts. Once you've finished two climbs, the next time you go from a results screen back to the Home screen it shows its own "Stay in the loop?" question, once, unless you've already used the Reminders switch in the Game's Settings. Apple's permission dialog appears only if you tap "Yes" there or switch on Reminders in the Game's Settings. The dialog asks to show alerts, sounds and badges.
While reminders are on and iOS allows notifications, the Game schedules up to three reminders and replaces them each time you open it, return to it or claim the daily gift: your daily gift is waiting (20 hours later if today's gift hasn't been claimed, otherwise at 09:00 the next day); a new Daily Climb is open (at 12:00 the next day); and a come-back reminder three days later. Times use your device's clock, and the reminders' text is put together on your device from your saved game (your gift streak, and whether a climb is waiting). You can turn them off at any time with the Reminders switch in the Game's Settings, which removes the ones already scheduled, or in iOS Settings > Notifications > Dice Spire.
Other device features
Apart from notifications, the Game asks for no permissions: it doesn't use your camera, photos, microphone, location, contacts or Bluetooth. It uses your device's vibration (haptics), which you can switch off with the Haptics setting. After a climb that you won or that set a new record, once you've finished at least five climbs and started the Game at least twice, the Game may ask iOS to show Apple's standard rating prompt, once; Apple handles any rating you give. The Privacy, Terms and Support links in Settings open in your browser. The Game adds nothing to these links; opening one is an ordinary visit to a website (ours for Privacy and Support, Apple's for Terms), and, as with any website, its server sees your IP address and browser details. Terms is Apple's standard license agreement for apps (EULA).
Other companies involved
Apple processes purchases and restores, delivers TestFlight builds and, if you've opted in, shares crash reports and usage statistics with us. See Apple's privacy policy. Unity Technologies makes the engine the Game is built with and the Unity IAP software, and receives the purchase reports described above; the engine's own analytics and diagnostics are switched off. See Unity's privacy policy. The Game includes no other company's analytics, advertising or account software.
What we don't do
| We don't | Details |
|---|---|
| Collect your name, email, contacts, photos or precise location | The Game has no account or sign-in and asks for no permissions except notifications. TestFlight is the exception (see Beta testing). |
| Track you across apps or websites | The Game never requests or reads the advertising identifier. Unity's purchase reports do include your device's identifier for vendor (see above). |
| Run our own analytics or game servers | Gameplay data is kept on your device and in your own device backups; none of it comes to us. Only the purchase reports described above go to Unity. |
| Use an ad network or show real ads | Ads in this version are placeholders generated on your device. |
| Sell your personal information | The Game sends nothing to us, so we have no personal information from it to sell. |
Beta testing
If you test a pre-release version through Apple TestFlight, Apple shares limited information with us, such as your name or email address (as entered in your invitation), device and app version, crash reports and any feedback or screenshots you choose to send. We use it only to improve the Game. See TestFlight & Privacy. TestFlight builds otherwise work as described in this policy: purchases use Apple's test system and you aren't charged, but they still send the purchase reports described above to Unity.
Children
The Game is a general-audience dice game. It isn't in the App Store's Kids category and is not directed to children under 13. We don't knowingly collect personal information from children, and the Game asks no one for personal information. Like any other purchase, a purchase started on a child's device sends the Unity purchase reports described above. Parents can block or approve purchases with Screen Time or Ask to Buy. If you believe a child's information has been collected, contact us and we'll help, including with a request to Unity.
Your rights
Depending on where you live (for example under the GDPR or the CCPA), you may have rights to access, correct or delete personal information, or to object to its use. The Game sends nothing to us, and you can delete its saved data by deleting the Game (and any device backups that contain it). The only personal information we may hold is what you send us by email, which we use only to reply, and what Apple shares if you're a TestFlight tester. For the purchase reports Unity receives, contact Unity as described in its privacy policy; we hold no copy of them and, because the Game isn't linked to a Unity project, have no Unity dashboard in which to look them up or delete them. For your App Store purchase history, contact Apple. We're happy to help with any request: contact us at the address below.
Changes
If this policy changes, we'll update this page and its effective date. If a future version adds an ad network, analytics or anything else that collects information, we'll update this policy before that version is released.
Contact
Questions or requests: support@greenfieldlabs.llc