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.
- The sign-in is a Unity Player Account (Unity's own page: email and password, Google or Apple) or, on iPhone, Continue with Apple. Your email stays with Unity. The game never sees it, or a password; it only learns which sign-ins are linked, so it can tell that your email is verified. Continue with Apple asks Apple for no email and no name.
- The username is 3 to 12 letters, digits and spaces, checked against a blocklist on your phone and again on our server, and unique ignoring case and accents. You choose it once; it cannot change during the Beta. It is your name in the game: everyone you play, and everyone in your club, sees it.
- Your player ID is shown in Settings, then Account, with a Copy button. The King uses it to send a gift to the right player, and it is in the problem reports he files.
What the app stores
| What | Why, and who sees it |
|---|---|
| Your slime | Your 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 settings | Music and sound volume, haptics, screen shake, and how the touch controls look. Yours only. |
| Your progress | Campaign levels beaten, your level and XP, matches played, wins, goals scored and your longest winning streak. Yours only. |
| What you own | Your 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 record | The 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 club | Which 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
- No analytics or advertising software is built in, and the game shows no ads. Unity's analytics, crash reporting and performance reporting are switched off in this build.
- No location, contacts, photos, camera, microphone or files. On Android the app asks for vibration and the internet, nothing else; on iPhone it asks for no permission at all.
- Your email and password: Unity's, never ours.
- No purchases: there is nothing to buy.
Where it lives
| Service | What it holds |
|---|---|
| Unity Gaming Services, run by Unity Technologies | The 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. |
| Supabase | Our 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. |
| GitHub | Problem 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
- The chat log in the statistics database: 30 days.
- Everything else: until you delete your account. The Beta environment exists for the Beta, and we may delete all of its data when the Beta ends. The copy on your phone goes when you delete the account or the app.
Download or delete your data
- Download. In the game, Settings, then Account, then Download my data. Our server gathers every record it holds for your account and every row about you in the statistics database into one document; the game copies it, so you can paste it into a note or a mail, and keeps a copy in its own folder on your phone. Your sign-in is Unity's: a Unity account's email can be seen at player-account.unity.com.
- Delete. Settings, then Account, then Delete my account, and hold to confirm. Our server leaves your club (a leaving leader hands over; the last member out deletes the club), frees your username for others, deletes every record it holds for your account, what you own and the counters that limit how often you can ask included, and in the statistics database deletes your chat-log rows and replaces your player ID with a random one in the rows that must stay (club events, redemptions, reports), so nothing points back to you. The game then asks Unity to delete the account itself and wipes the save on your phone. If this phone also holds an earlier guest slime from before you linked a sign-in, that one is deleted too. It cannot be undone.
- A Unity account you linked is Unity's, with its email: delete it atplayer-account.unity.com. If you used Continue with Apple, also remove Slime Soccer in your Apple ID's Sign in with Apple settings; the game does not yet do that for you.
- A problem report filed with your player ID stays in our private issue tracker after a delete. Write to us and we remove it.
- Cannot open the game? Write to beta@slimesoccergame.com. Include your player ID if you have it (Settings, then Account, shows it with a Copy button). We delete the account and its data within 30 days and tell you when it is done.
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.