PIXEL LINKS Privacy
Last updated · October 8, 2026
PIXEL LINKS has no accounts, no sign-in, and no way for us to learn who you are. The game never asks for your name, email address or phone number, and never reads your device's location, contacts or photos (if you choose to email us, we see the address you write from — see Contact). The game contains no text field of any kind, so there is nothing you can type into it for us to store. The game is funded by ads and by one optional purchase that turns off the ads shown after levels. What our advertising partner processes to show those ads — and how play data you agree to share also helps us measure our own ads — is described below, plainly.
The short version: play data is only ever collected if you say yes when asked (from version 0.3.5; older versions let a few automatic signals out first — see A correction) — and, as a separate choice in the same question, whether it may also help us measure our own ads on Google; you can say yes to play data and no to the ads. Saying no costs you nothing — the whole game works either way. Ads you did not ask for appear only after you finish a level, never during play, and the optional watch-an-ad offers are always your choice. Buying Remove Ads once turns off the ads after levels and the ad behind the Full Hint; skipping an Endless board still asks you to watch an ad, if you choose to skip. It does not change your answer about play data. Whatever you answer, the ads (Google AdMob) and — only when you tap Remove Ads — the purchase library (Unity) process some data of their own; see Advertising and Purchases. You can change your mind, or erase everything on your device, at any time in Settings → Privacy.
Who we are
PIXEL LINKS is developed by GAGame. If you have a question about this policy or a request about your data, contact us at support@gagame.studio or gagame.support@gmail.com — both reach the same person.
How you are identified
On first launch the game generates a random identifier — a value like
3f9c2a… with no meaning and no connection to you or your device. It is not
derived from any hardware or advertising ID. It is kept in the game's own save file on your
device, and it leaves the device only if you say yes to sharing play data — it is then
attached to the analytics and crash reports described below — or if you send it to us
yourself.
If you say yes, the tools that receive that data add identifiers of their own: Firebase creates random identifiers for this copy of the app, and — from version 0.3.5, only if you also said yes to measuring our ads — Google Analytics also records your device's advertising identifier, the ID Android gives apps for advertising, which you can reset or delete in Android's settings. What it is used for is described in Advertising.
Because the game identifier is random, we cannot connect it to you — unless you send it to us yourself, for example in a Send feedback email, whose draft includes it so we can find your game (delete that line before sending if you prefer; we then use the link only to answer you and look into your problem). We use nothing that connects two devices to each other. If you reinstall the game or move to a new phone, Android's own backup may bring your save file back — identifier included — from the backup Android keeps in your Google account. It can bring back the installation ID Firebase keeps for this copy of the app in the same way. That copy is held by Google for you, not by us, and it is best effort, never a promise: Android decides when backups run. If no backup is restored, a new identifier is created and we can no longer link your previous play history to your game. One link stays with Google, not with us: if your advertising identifier was recorded with your play data both before and after a reinstall (with a yes to measuring our ads, or any yes in a version before 0.3.5), and you did not reset it in between, Google Analytics holds that same advertising identifier with both histories.
What stays on your device
These live in the game's save file on your device — and, if Android's backup is on, may also be copied to the backup Android keeps in your Google account for you. The save file itself is never sent to us:
- Your progress: which levels you have cleared, your Daily history, your Endless record.
- Your settings: sound, music, vibration, colourblind assist.
- Which news items you have read and which announcements you have seen.
- Your privacy choice.
If you say no to sharing play data, none of this reaches us in any form. If you say yes, the analytics described below records some of the same things as they happen — that you cleared a level, changed a setting or opened a news item, and your yes itself — but never the save file.
The game never writes anything to our servers. Its connection to them is one-directional: it downloads news and settings, and that is all it is permitted to do.
What is collected, and only with your permission
Before anything is collected you are asked whether you are willing to share play data — when you first open the game, or, in one version of the first minutes we are testing, after your first boards (if you leave them early: on the main menu, or the next time you open the game). From version 0.3.5 the question offers three answers, drawn exactly alike, none highlighted: yes, plus our ads (play analytics and crash reports, and using that data with your device's advertising identifier to see which of our own ads on Google bring new players); play data only; or no thanks. Your answer covers both choices at once, and both can be changed at any time with their own switch in Settings → Privacy. From version 0.3.5, until you answer yes, no analytics or crash data leaves your device. The analytics and crash-reporting tools start switched off, and only a yes switches them on. If you decline, or never answer, they stay off. (Older versions sent some data first — see A correction below.)
Two technical details, for completeness. The analytics tool notes the time of the very first launch on your device. And from version 0.3.5, if the game crashes before you answer, or after a no to the first question, the crash report is kept on your device; if you switch sharing off later in Settings → Privacy, crash reports are kept from the next time you open the game. Neither is sent anywhere unless you say yes, now or later in Settings → Privacy; after a yes, any crash reports kept on the device are sent and the first-launch time goes with the analytics.
A correction. In versions up to 0.3.4 those tools were switched off a moment too late: Google Analytics' automatic install and session notices could be sent before you had answered — and by default Google Analytics includes the device's advertising identifier in what it sends. Crash reporting had similar gaps in those versions: it was on for the whole first session, whatever you answered, and a no given in Settings → Privacy, or Delete My Data, reached it one launch later than described under Your choices, so a crash in that time could still be reported with your game identifier (after Delete My Data, possibly the old one). We found these ourselves and fixed them in version 0.3.5: the tools start switched off, a no reaches crash reporting from the next launch, and after Delete My Data no crash report carries the old identifier.
| If you opt in | What it contains | Why |
|---|---|---|
| Play analytics Google Analytics for Firebase |
Which screens you opened and which main buttons you tapped; when a level was started,
finished, restarted, skipped or abandoned, in every mode, which board it was and how
difficult; how long it took, how many attempts, and how far you got (for example how
many colours were connected, or that a line ran into a wall); whether a hint or undo was
used, and when a hint was offered; when you reached 3, 10 and 20 cleared levels, and
which trophies you earned; which settings you toggled; which news items and
announcements you opened or dismissed, and which of their buttons you tapped; whether
you looked at Our Games and tapped through to a store; whether you opened, bought or
restored Remove Ads; whether an ad was offered, shown, completed or failed, and whether
a reward owed from an interrupted ad was given later (as counts — nothing about the ad's
content); how long the game took to start and to show its first board, when you first
moved a line, whether it started offline, whether you finished the practice boards,
whether you came back the next day, which of two versions of the first few minutes you
were shown (we compare them to make the start easier), whether this copy of the game
appears to be genuine, and your answers to these questions. Plus the app version and the
version of the level generator and content. Attached to the random identifier above.
The analytics tool also records what it collects in every app that uses it: your device model, Android version and language; an approximate location (country and city), which it works out from your IP address; when and for how long the game is used; when it was first opened, updated or uninstalled; the identifier Firebase creates for this copy of the app; and — from version 0.3.5, only if you also said yes to measuring our ads — your device's advertising identifier. It can also record a Remove Ads purchase as Google Play reports it (the product, its price and currency). |
To find out which levels are too hard, where people get stuck, and which features go unused — so the game can be improved. And, only if you also said yes to measuring our ads, to measure our own advertising: which of our ads on Google led to installs, and whether those players came back and kept playing (see Advertising). It is never used to choose which ads you see. |
| Crash reports Firebase Crashlytics |
The error and where in the code it happened; your device model and OS version; the app version; the random identifier above; identifiers the crash-reporting tool creates for this copy of the app; and a short technical log of what the game was doing just before — written by the game itself, including the play-analytics events listed above, and never containing text from you. | To fix crashes. Without the device model and the preceding steps, most crashes cannot be reproduced. |
Advertising
The free game is funded by ads, served by Google AdMob. There are exactly two kinds, and both have rules:
- Interstitial ads appear only after you finish a level and choose to continue — never during play, never after an undo, a restart or a mistake, and never as a condition for continuing.
- Rewarded ads (a full hint, or skipping an Endless board) play only when you tap their clearly-labelled button. Declining costs you nothing.
To serve and measure the ads shown in this game and to protect against fraud, Google's ad library collects information from your device and Google uses it for advertising, analytics and fraud prevention: your IP address (which Google may use to estimate your general location), device model and settings, your device's advertising identifier and app set ID and, where applicable, identifiers related to accounts signed in on the device; how you interact with the app and its ads (such as app launches, taps and video views); and how the app and the ad library perform (such as launch time and hang rate). This processing is Google's, under Google's advertising policies, and it happens whether or not you share play data — we do not receive it.
Advertising the game itself. We also pay for ads on Google that invite people to try PIXEL LINKS. Google Play tells our Google Ads account when an install came from one of our ads — for every install, before the game is first opened and whatever you answer; we see only totals per ad and campaign. Measuring what happens after the install, with the play analytics described above, happens from version 0.3.5 only if you said yes to play data AND to measuring our ads (yes, plus our ads, or both switches on in Settings). A yes to play data alone — including every yes given before version 0.3.5, when that choice did not exist yet — is marked as not allowed for advertising use once the game is updated to 0.3.5. For those who said yes to both, Google Analytics records your device's advertising identifier with the analytics, and Google uses it to match your install, and later events such as coming back the next day or reaching a milestone, to an ad of ours you may have seen or tapped. Google Ads shows us totals per ad and campaign; our analytics can show which of our campaigns your install was credited to, next to the other play data described above. Neither shows us your advertising identifier, and we have not set up any export that would.
We do not use your play data to choose which ads you or anyone else sees: from version 0.3.5 the game tells Google Analytics on every launch that it may not be used for personalised advertising, and personalised advertising and audience building are switched off for it in our Google Analytics and Google Ads settings. You can reset or delete your advertising identifier at any time in Android's settings, and switching off sharing in Settings → Privacy stops it being recorded with our analytics.
A correction. Until version 0.3.5 this policy said we do not receive the advertising identifier. For players who said yes, that was not accurate: Google Analytics, which we use for play analytics, collects it by default, so it was recorded with their play data in earlier versions — and still is on a phone that has not been updated to 0.3.5.
In the European Economic Area, the UK and Switzerland, a consent form is shown before any ad can load, listing every ad partner and the choices you have. Ads are personalised only if you consent; otherwise non-personalised ads are shown. You can revisit those choices at any time in Settings → Privacy → Ad Privacy Options (the row appears where the law requires it). That form governs the ads shown in this game; whether your play data is used to measure our own ads is decided by your own answer to that choice in our question, described above.
Buying Remove Ads turns off the ads shown after levels. The Full Hint no longer needs an ad: you get one free every five minutes, on top of the first free hint every player gets on each level. Skipping an Endless board still asks you to watch an ad, and only if you choose to skip. It does not change your answer about play data, which you control in Settings → Privacy.
Purchases
The game offers a single optional purchase: Remove Ads. Payment is handled entirely by Google Play — your payment details, name and billing address go to Google, not to us, and we never see them. The game receives only the store's purchase receipt, which it uses to switch off the ads after levels on your device. See Google's privacy policy for how Google Play processes payments.
The purchase is tied to your Google Play account. From version 0.3.5 the game restores it by itself the first time it opens online after a reinstall or on a new phone signed into the same store account (once you have answered the first-launch question), and Settings → Restore Purchase asks Google again whenever the store can be reached (if it cannot, the game says so and changes nothing). Earlier versions could fail to restore it, or switch it off again at a later launch; updating to 0.3.5 brings it back. Refunds follow Google Play's refund policy.
The game talks to Google Play through a purchasing library made by Unity Technologies, the maker of the game's engine, and that library reports purchase activity to Unity. When you tap Remove Ads to start a purchase, and when a purchase is paid, completed, fails or is cancelled, it sends Unity: the purchase record Google Play issues (order number, product, purchase time and purchase token, with Google's signature); the product, its price and currency; your device model, Android version, language and region settings, total storage size and when the device was last started; and the app's version and install time. Unity may also work out your country from the connection. The library has a field for an installation ID of Unity's own, but our game does not start the Unity online services that create one, so that field is sent empty. It does not include your payment details, your name or the game identifier. If you never tap Remove Ads, Unity receives nothing from this. It happens whether or not you share play data — the game cannot switch it off. Unity handles these records for us, and also uses them for its own purposes: financial reporting and auditing, legal obligations, and security and fraud prevention. See Unity's privacy notes for this library and Unity's privacy policy.
What the game downloads
Whether or not you opt in, the game downloads news items, announcements, our other-games list, and configuration settings from Google Firebase, and checks through Google Play that it is a genuine copy of the game. These requests carry no play data. Making any network request reveals your IP address to the server handling it — that is how the internet works, and it applies to every app that connects to anything. The settings request also carries a random installation ID that Firebase creates for this copy of the app (separate from the game identifier above), together with your device's language and region setting, time zone, Android version and app version, so the right settings can be returned. If you have opted in to analytics, that request can also carry the analytics properties described above, including the game identifier. We do not store your IP address or use any of this to build a profile.
Who else is involved
We use Google Firebase to host the game's content, to check that the game is genuine, and, if you opt in, to process analytics and crash reports; Google AdMob to serve ads; Google Play to process the Remove Ads purchase; and Google Ads to run our own ads for the game, to count the installs that came from them (reported by Google Play), and, for players who said yes to measuring our ads, to measure them with the analytics described above. Google processes this data under its own terms. See the Firebase privacy documentation, Google's advertising policies and Google's privacy policy.
We do not sell your data, and we do not share it with data brokers. Two third parties receive anything from the game: Google, in the four roles above — and what the ad side processes is described in Advertising, not hidden here — and Unity, only when you tap Remove Ads or a purchase goes through, as described in Purchases. If you email us, your message to support@gagame.studio is forwarded by our domain provider, Porkbun, to our Gmail inbox, so Porkbun relays it and Google stores it.
Your choices
- Change your mind at any time. From version 0.3.5, Settings → Privacy has two switches (earlier versions have only Share play data). Share play data: turning it off stops analytics — and with it the advertising measurement — immediately; crash reporting stops from the next time you open the game, which is how the crash-reporting tool applies a no (in versions up to 0.3.4, one launch later; fixed in 0.3.5). Also measure our ads: works only while play data is shared, is off unless you switch it on, and turning it off stops the advertising measurement immediately.
- Erase your data on this device. Settings → Privacy → Delete My Data removes your progress, settings and identifier, and resets the analytics tool's own identifier for this copy of the app. From version 0.3.5, crash reports still held on your device are deleted, not sent, the next time you open the game, and crash reporting resumes only after that, under your new identifier. Reports already sent, or already queued for sending, cannot be reached from the device — ask us (below). Two things this button does not change: your device's advertising identifier, which belongs to Android (see the next point), and the installation ID Firebase keeps for this copy of the app. It asks you to confirm, and it cannot be undone from inside the game. One exception: if Android backed up the game before you deleted your data, reinstalling the game or setting up a new phone before Android makes its next backup can bring the old save back, with its identifier and your earlier answer. If that answer was yes, play data is shared under the old identifier again until you switch it off in Settings → Privacy.
- Reset your advertising identifier. Android lets you reset or delete it in your phone's settings, under Ads (for example Settings → Google → Ads or Settings → Privacy → Ads, depending on the phone).
- Change your ad choices (EEA, UK, Switzerland). Settings → Privacy → Ad Privacy Options reopens the consent form whenever the law gives you those choices. Deleting your data also resets your ad consent, so you are asked afresh.
- Ask us about data already collected. The in-game button cannot reach what has already been uploaded — no app can. Copy your identifier from Settings → Privacy, send it to the address above, and tell us whether you want a copy of the play analytics held under it or want it erased; we will do either. This works for play analytics recorded from October 6, 2026, when we set up the lookup by identifier. Crash reports cannot be picked out one player at a time in the crash-reporting tool we use; they are deleted automatically after 90 days. Advertising results already counted in our Google Ads account are not linked to your identifier in anything we can see, so we cannot find or remove them. Without your identifier we have no way to find your play analytics, because we hold nothing else that points to you. For purchase records held by Unity, tell us and we will pass your request on to Unity; for Unity's own uses of them, write to Unity directly at unity-iap-contact@unity3d.com.
How long it is kept
Play analytics is kept at event level by Google Analytics for Firebase for 14 months and then deleted automatically; reports built from it keep only totals. Crash reports are deleted automatically by Firebase Crashlytics after 90 days. Advertising results in our Google Ads account, and data processed by Google to serve ads, are retained under Google's own advertising policies. Unity keeps purchase records until we or you ask for them to be deleted, and its service logs for 90 days. Data you erase from your device is gone from your device immediately. Emails you send us stay in our support inbox; we delete yours if you ask.
Children
PIXEL LINKS is suitable for all ages but is not directed at children under 13, and we do not knowingly collect personal information from them. The game asks no one for personal details: there is no account, no name, and no text field. What its ads and, if you opt in, its analytics process is described above. If you email us (for example with Send feedback), we receive your email address and your message — see Contact. If you believe a child has written to us or otherwise given us personal information, contact us and we will delete it.
This website
gagame.studio is a static site. It sets no cookies and loads no analytics unless you accept the banner at the bottom of the page. If you accept, Google Analytics records your visit: the pages you view, the site that linked you here, how long you stay and how far you scroll, the kind of device and browser, an approximate location worked out from your IP address (we are not given the address itself), and taps on links to other sites (such as Google Play), on our email address and on the trailer video. It keeps a random identifier in a cookie so that your visits can be counted together; it is not linked to the game or to you. Google signals and ad personalisation are switched off for this site. This happens under Google's privacy policy. Decline or ignore the banner and no analytics request is made at all. Your choice is remembered in your own browser, and you can change it by clearing this site's data.
Everything on this site — pages, images, video, even the typefaces — is served from gagame.studio itself, by Firebase Hosting. Until you accept the banner, the only party your browser talks to is the server delivering the page, which — like every request on the internet — sees your IP address, and nothing more from us rides along.
Changes to this policy
If this policy changes we will update the date at the top. Material changes will be announced inside the game before they take effect, as this version's are.
October 2026 (version 0.3.5): we corrected statements that were not accurate — analytics could start a moment before your answer in versions up to 0.3.4 (fixed in 0.3.5); a reinstall can restore your save through Android's backup; and, for players who said yes, Google Analytics recorded the advertising identifier although this policy said we never receive it; crash reporting in versions up to 0.3.4 was on for the whole first session and applied a no one launch late; Remove Ads never removed the ad behind skipping an Endless board, although this policy said it removed every ad; and this website's analytics were described as anonymous; and the Advertising section did not list everything Google's ad library collects (approximate location from your IP address, how you interact with the app and its ads, performance information, and account-related identifiers), which the Google Play data safety label now also shows — and described the game's downloads, its crash reports and the timing of a crash-reporting opt-out in more detail. From 0.3.5, the question offers a separate choice — and a second switch in Settings → Privacy — for whether your play data, with the advertising identifier, may also measure our own ads on Google (see Advertising); a yes given before 0.3.5 is never used for that unless you switch it on yourself. For players who opt in, 0.3.5's analytics also records things it did not before: level starts, restarts and skips, how far you got on a level you left, lines that ran into a wall, hint offers and use, undo use, menu and mode screens, Daily and Endless completions, progress milestones, whether a reward owed from an interrupted ad was given later, how long the game took to start and to show its first board, your first move, whether you came back the next day, which version of the first few minutes you were shown, and your yes. Delete My Data now also deletes crash reports still waiting on your device. For players who say no to the first question, from 0.3.5 no play analytics or crash reports are sent; a no given later in Settings stops play analytics at once and crash reports from the next time you open the game. What is sent whatever you answer is described above. 0.3.5 also adds Send feedback and Our website to Settings; neither sends anything by itself (see Contact).
Contact
support@gagame.studio · gagame.support@gmail.com
Send feedback in the game's Settings opens your own email app with a message to support@gagame.studio. The draft already contains your game version, your player ID, and your phone's model and Android version, so we can find your game and reproduce a problem — you can edit or delete those lines, and nothing reaches us unless you press send in your email app. When you write to us, by that button or any other way, we receive your email address and what you wrote. We use them only to answer you and to improve the game, and we delete your messages if you ask. Our website in Settings simply opens gagame.studio in your browser.