Last updated: 13 November 2026

This policy covers the iOS and Android games Blinky Run, Aqua Escape and Swangle (“the games”). Blinky Run and Aqua Escape are built on the same technology and work the same way, so one policy describes both; where they differ, it says so. Swangle is a puzzle game without camera features; what applies to it is summarized in the Swangle section. It explains what data the games process, why, and what choices you have. We designed them to collect as little as possible: the camera features work entirely on your device. In the European Economic Area, the United Kingdom and Switzerland, optional services (advertising personalization, analytics, crash reports) only run with your consent; elsewhere they are enabled by default and you can object at any time (see sections 7 and 13).

1. Who is responsible

The data controller for the games is DYLAN ABSIL – EURL (France).
Contact for any privacy question or request: dylan@absil.io

2. Face data (TrueDepth camera, ARKit and Vision): processed on your device only

This section applies to Blinky Run and Aqua Escape only. Swangle does not use the camera and does not process any face data.

Blinky Run and Aqua Escape can be played with your fingers or with your face: in Blinky Run, a long blink or an open mouth makes the runner jump; in Aqua Escape, opening your mouth makes the fish swim up. Only these face modes use the front camera, and only after you grant camera access in iOS. The finger mode never uses the camera.

2.1 What face data the games use

  • On devices that support ARKit face tracking (every device with a TrueDepth camera, and devices with an A12 Bionic chip or later), the games use Apple’s ARKit face tracking (the TrueDepth API on devices with a TrueDepth camera). For each camera frame they read only: the facial expression coefficients (“blend shapes”) for eye blink, eye squint, downward gaze, jaw open and mouth close; the orientation of your head (turned, tilted up, down or sideways) and its distance from the screen; and ARKit’s estimate of the room’s light. Only while the camera image is shown on screen (during calibration, or with the optional camera preview), they also read the camera image itself, to display it; it is never saved.
  • On older devices without ARKit face tracking, Apple’s Vision framework locates your face, eyes and lips in the camera image, and the games compute from them the same values: eye openness, mouth openness, head orientation and distance, and the brightness of the image around your face.
  • The games do not use the 3D face mesh, do not build any face template or face print, and never use face data to recognize or identify anyone.

2.2 Why: to play the game, and for nothing else

  • to detect the gesture that controls the game (a long blink or an open mouth);
  • with the optional hands-free mode, to let the same gesture choose a mode, start a game and start the next one after a game over, without touching the screen;
  • to pause the game and show a hint when your face is out of view, turned away, too high, too low, too close or too far, and to show a hint when the room is too dark (or restart the camera if it only sends black images);
  • to calibrate the detection to your face (see 2.3), so that it works for everyone;
  • to show the camera image on screen during calibration, and the optional camera preview while you play.

Face data is never used for advertising, marketing, analytics, profiling or identification.

2.3 Storage, retention and deletion

  • Camera images, video, depth data, the face mesh and the per-frame values listed in 2.1 are never recorded or stored. They only exist in the device’s memory: during play, while a frame is analysed (a fraction of a second); during calibration, until it ends (a few seconds, at most about a minute). They are then discarded.
  • Calibration keeps a few numbers on your device, in the game’s own storage: your “eyes open”, “eyes closed”, “mouth open” and “mouth closed” levels, the duration of a typical blink, and the resting orientation of your head. They cannot be used to rebuild an image of your face or to identify you. They are replaced when you calibrate again from the game’s settings and deleted when you delete the game. Like all app data, they may be included in your own device backups, according to your iOS settings.
  • We have no server that receives face data, so there is nothing about your face to delete on our side.

2.4 Sharing

  • Face data never leaves your device: no camera image, none of the facial values listed in 2.1 and none of the calibration values listed in 2.3 is ever sent to us or to any third party: not to Google (AdMob, Analytics, Crashlytics, Remote Config), not to Apple Game Center, not to anyone.
  • The game events described in sections 4 and 7 (for example a game’s score and number of jumps, or whether a calibration was completed or skipped) are recorded the same way in every control mode and contain no face data.
  • The optional camera preview is displayed on screen only and is never saved.
  • You can revoke camera access at any time in iOS Settings > Blinky (or Aqua Escape) > Camera; the finger mode always works without the camera.

3. Game data stored on your device

Your best scores, daily challenge results and streak, game statistics, unlocked colors and skins, settings (music, sound effects, vibrations, control mode, camera preview), calibration values, tutorial progress and ad pacing counters are stored locally in the game’s storage. We do not receive this data. It is deleted when you delete the game (it may be included in your own device backups according to your iOS settings). In Swangle, this local data is your progress, scores, settings and daily challenge results.

Blinky Run and Aqua Escape can send you optional reminders (your streak, a new daily challenge, a reward about to unlock, a comeback or a special event). They are scheduled locally on your device and delivered by the operating system: the reminders themselves are not sent to us or to anyone, and there is no push notification server or push token. Whether reminders are allowed on your device, and which type of reminder you opened, are counted in analytics (section 7), with your consent where required. To choose when to remind you, the game keeps on your device the start times of your latest games. Once you have completed your first daily challenge, quiet reminders (without sound or banner, in the notification list only) can appear before any prompt; you are asked for permission to alert you only after you have played for some days. You can turn each type of reminder off in the game’s Settings, or all of them in your device’s notification settings.

4. Game Center (Apple)

If you are signed in to Game Center, Blinky Run and Aqua Escape submit your scores and achievements to Apple’s Game Center leaderboards. Swangle has no leaderboards: on iOS, if you are signed in to Game Center, it only reports the achievements you unlock. This processing is carried out by Apple under its own terms and privacy policy. Your Game Center nickname and scores may be visible to other players according to your Game Center settings. You can sign out of Game Center in iOS Settings at any time; the games remain fully playable.

5. In-app purchases (Apple)

The optional purchases (in Blinky Run: “No ads”, “Color pack” and “Complete pack”; in Aqua Escape: “No ads”, “Skin pack” and “Complete pack”; in Swangle: “No ads”, “Style pack” and “Complete pack”) are processed entirely by Apple through the App Store. We never receive your payment details. The game only receives from Apple a confirmation that a purchase is valid, in order to unlock what you bought and restore it on your other devices.

6. Advertising: Google AdMob

The games are free and financed by ads served by Google AdMob (Google Ireland Limited / Google LLC). In Blinky Run and Aqua Escape, buying “No ads” or “Complete pack” removes the banners and interstitials; the optional rewarded video you can choose to watch for a “Continue” stays available, so the AdMob SDK keeps running to offer it. Swangle shows interstitials between two levels and rewarded videos only when you ask for one, in exchange for a hint or extra moves; it shows no banners. In Swangle, buying “No ads” or “Complete pack” removes the interstitials; the optional rewarded videos stay available, so the AdMob SDK keeps running to offer them.

  • Consent: on first launch in the European Economic Area, the United Kingdom and Switzerland, a consent form provided by Google’s User Messaging Platform (UMP) and registered with the IAB Transparency & Consent Framework (TCF) lets you accept, refuse or customize each purpose and each vendor. Your choices are stored on your device as a TCF string and shared with the ad partners you allowed.
  • Data involved: device and app information (model, OS version, language, app version), approximate location derived from the IP address, advertising identifier (IDFA) only if you allow tracking (see section 8), ad interactions (impressions, clicks) and technical logs.
  • Without consent, Google may still serve non-personalized or “limited” ads in accordance with your TCF choices; ads are then not based on your profile.
  • Outside these regions, no consent form is shown and ads may be personalized; the advertising identifier (IDFA) is still only used if you allow tracking.
  • Ads are limited to content suitable for a general audience.
  • More information: How Google uses information from apps that use its services and Google Privacy Policy.

7. Analytics, crash reports and remote settings: Google Firebase

This section applies to Blinky Run and Aqua Escape, and in part to Swangle. Swangle uses Google Analytics for Firebase only (no Crashlytics, no Remote Config), to count players and see which levels are played: app opens and sessions, levels completed or failed with the number of moves, daily challenges completed and purchases made in the shop, plus a random app instance identifier, the vendor identifier (IDFV) on iOS, device model, OS version, country and language. Swangle’s analytics data is not used for advertising and does not include the advertising identifier. In the European Economic Area, the United Kingdom and Switzerland, Swangle asks you in the game whether you allow these anonymous statistics and sends nothing unless you say yes; elsewhere they are enabled by default. Everywhere, you can turn them off at any time with “Anonymous statistics” in the game’s Settings. The rest of this section describes Blinky Run and Aqua Escape.

In the European Economic Area, the United Kingdom and Switzerland, analytics and crash reports are disabled by default and only activated if you consent to the corresponding purposes in the consent form. Elsewhere, no consent form is shown and they are enabled by default, on the basis of our legitimate interest in improving the games and fixing crashes; you can object at any time as described in section 13.

  • Google Analytics for Firebase helps us understand how the games are used, in order to improve them: game sessions, control mode used, score and duration of games, calibration and tutorial steps, ad displays, purchase success, whether reminders are allowed and which type of reminder you opened, plus a random app instance identifier, the vendor identifier (IDFV) and, only if you allow tracking, the advertising identifier (IDFA), device model, OS version, country and language. No camera image and no face data (see section 2) is ever included.
  • Firebase Crashlytics collects crash reports (stack traces, device model, OS version, app version, random installation identifier) so we can fix bugs.
  • Firebase Remote Config (Aqua Escape) downloads game settings, such as how often ads may appear, so that we can adjust them without an update. It uses a random Firebase installation identifier and basic device and app information; it does not build a profile of you. If it cannot be reached, the game uses the settings built into the app.
  • Retention: analytics event data is kept for the period configured in Google Analytics (at most 14 months); crash reports are kept by Crashlytics for 90 days.
  • More information: Privacy and Security in Firebase.

8. App Tracking Transparency (ATT)

iOS asks your permission before any app can access your advertising identifier (IDFA) to track you across apps and websites owned by other companies. If you choose “Ask App Not to Track”, the IDFA is not available to us or our partners. You can change this choice at any time in iOS Settings > Privacy & Security > Tracking.

Android versions (Google Play)

The Android versions of Blinky Run and Aqua Escape work as described above, with these differences. Face data is processed on your device only, with Google MediaPipe instead of ARKit and Vision: no camera image or face value ever leaves the device, exactly as in section 2. Camera access is requested by Android and can be revoked in Android Settings > Apps > (game) > Permissions. Scores and achievements are submitted to Google Play Games Services when you are signed in to Google Play Games (instead of Apple Game Center); Google processes them under its own privacy policy, and you can manage or delete your Play Games data at play.google.com/games/profile. Purchases are processed by Google Play Billing; we never receive your payment details. Ads are served by Google AdMob, and the consent form (Google User Messaging Platform) works as described in section 6; the Android advertising ID is used instead of the IDFA, and you can reset or delete it in Android Settings > Privacy > Ads. Analytics and crash reports use Google Analytics for Firebase and Firebase Crashlytics (Aqua Escape also uses Firebase Remote Config), as in section 7. Reminders are local notifications scheduled on your device; the games use the RECEIVE_BOOT_COMPLETED permission only to schedule them again after the phone restarts. Requests for access, correction or deletion: dylan@absil.io, as in section 14.

Swangle

Swangle is a puzzle game for iOS and Android. It does not use the camera, has no account, and we run no server for it. Your progress, scores, settings and daily challenge results are stored on your device only (section 3); the daily challenge levels are generated on your device, and “Share” only copies a text to your clipboard. Swangle is free and financed by ads served by Google AdMob: section 6 applies to it, including the consent form (Google User Messaging Platform) shown where the law requires it (European Economic Area, United Kingdom and Switzerland); on Android, the Android advertising ID is used instead of the IDFA. Its optional purchases are processed by Apple or Google Play as described in section 5 and in the Android section; the game only keeps on your device which purchases you own. On iOS, Swangle reports the achievements you unlock to Game Center when you are signed in (section 4). It uses Google Analytics for Firebase for anonymous usage statistics, only with your agreement where the law requires it, and with a switch in its Settings (section 7). Sections 2 (face data) and 12 (earlier versions) do not apply to Swangle.

9. Legal bases

  • Consent (Article 6(1)(a) GDPR and Article 82 of the French Data Protection Act), where the consent form is shown: storing or accessing information on your device for advertising purposes, ad personalization and measurement, analytics and crash reports.
  • Performance of a contract (Article 6(1)(b) GDPR): providing the games and the features you request, such as delivering and restoring your purchases and submitting scores to Game Center when you are signed in.
  • Legitimate interest (Article 6(1)(f) GDPR), where permitted by your TCF choices: serving non-personalized ads to finance the free games, preventing ad fraud and ensuring the security of the ad service, and keeping the games’ remote settings up to date; outside the regions where the consent form is shown, analytics and crash reports.

Camera images and face data are not collected by us: they are processed only on your device, based on the camera permission you grant in iOS (see section 2).

10. Retention

  • Camera frames and the facial values read from them: not retained (discarded after on-device analysis, see section 2.3).
  • Local game data and calibration: kept on your device until you delete the game; calibration values are replaced each time you calibrate again.
  • Consent choices: kept on your device until you change them or delete the game; the consent form may be shown again when the list of partners changes.
  • Third-party data (Google, Apple and, for earlier versions, AppsFlyer): kept according to the periods described above and in each provider’s policy.
  • E-mails you send us: kept for the time needed to answer you, then at most 3 years after our last exchange.

11. Recipients and international transfers

We do not sell your data. The data described above is only processed by the providers listed (Apple, Google, AppsFlyer for earlier versions as described in section 12, and, for ads, the ad partners you allowed in the consent form). Some of them process data outside the European Economic Area, notably in the United States. These transfers are covered by the EU–U.S. Data Privacy Framework where the provider is certified, by adequacy decisions (for example for Israel) and/or by the European Commission’s Standard Contractual Clauses.

12. Earlier versions

  • AppsFlyer: versions of Blinky Run before 2.1.0 and of Aqua Escape before 3.0 included the AppsFlyer SDK (AppsFlyer Ltd.) to measure installs: install date, device model and OS, IP address, the vendor identifier (IDFV), and the advertising identifier (IDFA) only if you allowed tracking. Current versions remove it, and updating the game stops it. Contact us to have this data deleted. More information: AppsFlyer Services Privacy Policy.
  • Aqua Escape before 3.0 also included Firebase Performance Monitoring (app performance measurements, device model and OS, random installation identifier) and detected the mouth with Google ARCore Augmented Faces instead of Apple’s ARKit. ARCore analysed camera frames on the device only; like other Google SDKs, it could send technical information about the SDK and the device (never images or face data) to Google. Version 3.0 removes both.

13. Children

All three games are general-audience games and are not directed to children under 13. We do not knowingly collect personal data from children. Ads are restricted to content suitable for a general audience. In France, users under 15 may only consent to optional data processing together with a parent or guardian; if you are under 15, please ask a parent to help you with the consent form, or simply refuse the optional purposes. Parents who believe their child provided consent can withdraw it as described below or contact us.

14. Your rights and how to withdraw consent

Under the GDPR and the French Data Protection Act, you have the right to access, rectify and erase your data, to restrict or object to its processing, to data portability, to withdraw your consent at any time (without affecting processing carried out before) and to give instructions about your data after your death.

  • Withdraw or change your consent in the game (European Economic Area, United Kingdom and Switzerland): tap the “Privacy choices” button in the game’s main menu or settings. Your new choices apply immediately: analytics and crash reports are stopped and ads are no longer personalized if you refuse.
  • Object elsewhere: refuse tracking in the ATT prompt or in iOS Settings (see below) so that the IDFA is never used, and e-mail us to object to analytics and crash reports; deleting the game stops all collection.
  • Tracking: iOS Settings > Privacy & Security > Tracking.
  • Camera: iOS Settings > Blinky (or Aqua Escape) > Camera.
  • Other requests: e-mail dylan@absil.io. Because we do not know who you are, we may need an identifier from your device to find data held by our providers. We answer within one month.
  • Complaint: you can lodge a complaint with the French data protection authority, the CNIL (3 place de Fontenoy, TSA 80715, 75334 Paris Cedex 07, www.cnil.fr), or with the authority of your country of residence.

15. Security

Communications between the games and the providers above are encrypted (HTTPS). Local data stays in each game’s sandbox, protected by iOS.

16. Changes to this policy

We may update this policy when the games or the law change. The date at the top shows the latest version. In case of significant changes, we will inform you in the games and, where required, ask for your consent again.