Website privacy · Slime Soccer

Privacy: the Slime Soccer app

Last changed 4 October 2026. For the closed Beta, build 0.2.1, on iPhone and Android.

This page covers the Slime Soccer game. The game stores what it needs to keep your slime, your username, your settings, your progress and your club, on your phone and in your account. It shows no ads, sells nothing, and does not track you across other apps or sites. Questions, or a deletion request when you cannot open the game, go to beta@slimesoccergame.com.

Your account

The first time you open the game it makes a player ID: a random string from Unity's sign-in service, not your name, your email or your phone's hardware ID. Everything below belongs to it. To play, you then link a sign-in with a verified email and choose a username.

What the app stores

WhatWhy, and who sees it
Your slimeYour username and your slime's look: body colour or flag, face, cheeks, lashes, facial hair, hat, glasses, scarf, an exclusive look if you own one, and the skin options you set. Any signed-in player can read it: it is what other players see when they play you.
Your settingsMusic and sound volume, haptics, screen shake, and how the touch controls look. Yours only.
Your progressCampaign levels beaten, your level and XP, matches played, wins, goals scored and your longest winning streak. Yours only.
What you ownYour role (player, or the King), and the exclusive looks you were given, each with when and how (a gift, a code) and, for a gift, who sent it. Only our server writes this. You can read it; nobody else.
Your username recordThe name, when you chose it, and which sign-in vouched for it (Unity or Apple). Our server writes it, and a reservation of the name keeps anyone else from taking it.
Your clubWhich club you are in and your role in it.

A copy of your slime, settings and progress stays on your phone so the game works offline; the phone and the cloud keep each other up to date when you are online. Your phone also remembers your username, the looks you own, and whether you muted emotes. Unity's services keep a random ID for each install of the app, which their sign-in uses.

Clubs and club chat

A club has a name, a six-character invite code, up to 30 members and a chat. The club record holds each member's player ID, username, join time and role. The chat keeps the last 100 lines (your phone shows the last 50), each with its author's player ID and username, the text and the time, plus lines the game writes itself ("Sam joined"). A line is at most 140 characters, one every three seconds, and our server replaces words on its blocklist with asterisks before the line is stored. Nothing reads the text beyond that filter, so keep private things out of club chat.

Everyone in the club sees the chat and the member list, by username. The club record and the chat are stored where any signed-in player of the game can read them, so treat club chat as public within the game. Our statistics database keeps who wrote in which club and when, and whether the filter changed the line, never the text, for 30 days, for moderation. It also keeps the club's name, code, leader and member count, and a list of club events (created, joined, left) with the player IDs involved.

When you leave, you go off the member list; a leaving leader hands over, and the last member out deletes the club, its chat and its name. Deleting your account leaves your club first.

Online matches

Quick Play finds another player on the same build of the game through Unity's multiplayer service. The session carries the match terms, so phones can match on them: the build, the engine version, the rules, the random seed, the length, Super mode or not. For the two players only, it also carries each one's nation and slime record (the one above), so both phones draw both slimes the same way. Your opponent sees your username, your nation and your slime, and nothing else about you.

The match runs through Unity Relay. Both phones compute the same match and send each other button presses, checksums and the four emotes (Nice!, GG, Wow!, Oops), all as numbers: no voice, no typed text, no video. Through Relay the other phone never learns your address; Unity's Relay servers do see your phone's IP address, as any relay must, to carry the traffic. Emotes are shown and forgotten, never stored on our servers; the Mute emotes switch in the match's menu hides your opponent's and lives on your phone.

Beyond the totals in your progress record, the server keeps no list of the online matches you played or of who you played against in this build. Leaving a match early counts as a loss on both phones' results screens.

Gift codes and gifts

A code you redeem in Settings, then Account, then Redeem a code is turned into a hash on our server; the hash is looked up and kept, never the code. The look it unlocks goes into what you own, with the time and, for a gift code, who made it. A redemption may also be noted in our statistics database (the code as a hash, the look, your player ID, when). When the King sends a gift straight to a player, a private audit list keeps who gave what to whom, by day.

Problem reports

In this build only the King's admin panel can send a problem report. A report carries the build, the platform, the screen, the last log lines with emails, addresses, file paths and long IDs scrubbed out, a short note, the player ID and, if attached, a screenshot of the game. It is filed as an issue in our private GitHub repository, and a line about it (report ID, player ID, build, screen, time) is kept in our statistics database.

What it does not collect

Where it lives

ServiceWhat it holds
Unity Gaming Services, run by Unity TechnologiesThe sign-ins and the player ID (Authentication and Player Accounts, where a Unity account's email lives); the records above and the clubs (Cloud Save); our server code (Cloud Code); the game's settings and the King's list (Remote Config); online sessions and Relay (Multiplayer). All of it in a Beta environment kept apart from the one the released game will use. Your records travel to and from Unity over encrypted connections.
SupabaseOur statistics database: the chat log, the club rows and events, redemptions and the problem-report lines described above. Only our server code can read or write it.
GitHubProblem reports, as issues in a private repository, with their screenshots.

Unity handles data for us to run the game's accounts, saves and matches; we do not sell or share it with anyone else.

How long we keep it

Download or delete your data

It is a Beta

Builds change. A build can stop working, and the records above may be reset between builds; the game says so when that happens. When the game starts storing anything new, this page changes first and the date at the top changes with it.

Children

The Beta is for people aged 13 and over. The game does not ask your age. If you think a child under 13 is playing, write to us and we will delete the account.

Contact

Write to beta@slimesoccergame.com with any question; a person reads every message.