Cape Clash — Privacy Policy
Published by LOJ Gamez · Last updated: 2026-11-05 · See the separate Terms of Service for the rules of play and purchase rights.
This page explains, in plain words, what Cape Clash stores about you and why.
What we store, and only this
- An email address, used to sign you in and for nothing else. It is never shown to another player and never given to anybody. A guest account has no email at all (see Guest accounts).
- A display name: pick one from a list of generated names, or type your own. A typed name is checked first, and names with rude words, contact details (like a social media handle) or more than two numbers are refused. Other players can see your display name, for example on the leaderboard, in a headquarters and in their friends list.
- Other players can also open your public player card: your display name, avatar and looks, player level, trophies, collection power, your Clash wins and losses, your headquarters, and the leader and five heroes you currently bring. Nothing on it is typed by you except your name; titles, badges and looks are chosen from the game's own lists.
- Your game save: coins, heroes, stars, your season progress (season XP and the season rewards you have claimed) and settings — the same information the game already keeps on your phone. A few bonus games inside Cape Clash keep their progress in the save too, and send nothing else.
- If you buy PREMIUM or the SEASON PASS: which one you bought, when it ends or which season it is for, and Google Play's purchase and order numbers — never your card or bank details (see Purchases).
- Your headquarters, if you join one: which one, what you donated, and your match wins that week. A headquarters name is picked from a list of generated names too, and its short tag is chosen by the game.
- If you use your headquarters' chat: the messages you type, with your display name and the time, for a limited time (see Headquarters chat).
- Your match results: which mode, how far you got, and your power number.
- If you play real-player matches (CLASH and CO-OP): a record of each match, and for 14 days the moves you made (see Real-player matches).
- If you use FRIENDS: your friends list, the friend requests you send and receive, the players you block, your friend code, whether you show as online, any friendly challenges, and any headquarters invites you send or receive (see Friends).
- If you report a player or a chat message: the reason you picked off a fixed list, where you saw them and, after a match, which match it was. For a chat message, that one message goes with the report so a person can read it (see Reports).
- If you send feedback or the game reports a crash: two taps off a fixed list (what kind of note, and where in the game), an optional 1-5 star rating, the build number, and a random report number made up on the phone just for reports. It is used only to stop one phone from sending too many reports in a day; it is not your save's id and it is not linked to any account, and it is never part of your save or your cloud backup. A crash report also carries the game's own short error message and a list of file names and line numbers from where it happened — never anything you typed, and never a web address.
- If you report an ad (SETTINGS → REPORT AN AD): the reason you picked off a fixed list, which reward the last video was for, the ad's placement code (the same for every player), whether it was a test video, roughly how long before your report it played, whether the phone is an Android phone or an iPhone, the build number and the random report number above. It is not linked to any account (see Ads).
- If you tap SEND on SETTINGS → SMOOTHNESS CHECK: the game's own measurements of your last battle (how evenly its pictures arrived and how long the game took to make them, the screen's refresh rate, which way the pictures were drawn, how much of the phone's memory the game was using), your phone's make, model, chip name and Android version, which display modes its screen offers, the build number and the random report number above. It is sent only when you tap SEND, never anything you typed, and it is not linked to any account.
- If you send feedback from the Android beta: a scrambled copy of a random reward number your phone makes up, and the date it arrived (see Beta reward codes below).
- If you are a closed-beta tester: the one-time gift code sent to you before the open beta, and whether it has been used (see The open beta fresh start).
- A few anonymous play counts, while we are testing: that the game was opened today, that the tutorial finished, that a first battle was won, that a story chapter was cleared for the first time, and which day of testing this is for this phone (day 1, day 2, and so on). Each one is just that one word and the build number — no id of any kind rides along, so these counts can never be tied to your save, your account or any other count on this list. Sent at most once a day for each of these, and only while ONLINE FEATURES is on.
What we do NOT store
Your real name, your age, your address, your phone number, your photos, files or contacts, where you are, or your card or bank details. Apart from the few technical details listed above, nothing is read from your phone. There is no voice and no picture sharing from your phone in Cape Clash, and the only things you can type to other players are your display name and the messages you write in your headquarters' chat.
Can players talk to each other?
Yes, in two small ways, and nowhere else. In a real-player match you can send one of the game's preset reactions (short phrases like GOOD LUCK! or GOOD MATCH!, pictures and short animated character faces, about fifty in all, plus a few season reactions you earn); they go straight to the other phone and are never stored. Inside a headquarters you can send one of twelve preset phrases or a picture emote, or type a message in the headquarters' chat (see Headquarters chat). A friend request, a challenge or a headquarters invite carries no message at all. Tap a rival's name in a match to mute their emotes, or turn them off for good in SETTINGS → MATCH EMOTES.
Headquarters chat
A headquarters has a CHAT tab where its members can type short messages to each other.
- Who can read it. Only the members of that headquarters can read or send its messages. Nobody outside it can see them, and a headquarters' chat is separate from every other one.
- What gets stored. The message, your display name and the time it was sent. Nothing else about you goes with it.
- Checks before it is sent. Messages go through the same word check as names: rude words and contact details (like a social media handle) are refused. You can only send so many messages a minute.
- Keeping it friendly. Every message has a REPORT button, and BLOCK hides a player's messages from you (see Reports). A person at LOJ Gamez reads the messages that are reported, and may look at others when it is needed to keep players safe or to follow the law.
- How long it stays. Each headquarters keeps only its most recent messages; older ones are deleted automatically. Your messages are deleted when you delete your online account.
Please don't type anything private in chat: your real name, address, phone number or school.
Can other players see my email?
No. Nobody can. There is no way to search for a player by name or email. A friend code only works if its owner tells it to you.
Names
You can pick a generated name or type your own. Typed names can't contain rude words, contact details such as a social media handle, or more than two numbers. Please keep names friendly: a name that several players report as rude is replaced (see Reports).
Real-player matches
With ONLINE FEATURES on, tapping CLASH or CO-OP looks for another real player who is searching at about your strength. (If you do not have an account yet, the game may make a guest account for you: see Guest accounts.) If nobody close is searching, after a short wait a computer-controlled rival or partner may step in.
- Finding a rival. The search sends our server your trophies, your POWER number, the heroes and leader you bring, the game's version and your phone's time zone rounded to the nearest 3 hours (a clock setting, never your location), so it can find someone close to your strength. If nobody close is online, you may play a computer-controlled rival instead.
- What the other player sees. Your display name, trophies, POWER number, the heroes and leader you bring, your board while you play and any preset emotes you send. You see the same of theirs.
- During the match the two phones send each other what is happening on each board through our server, which passes it on and does not keep it.
- After the match we keep a record of it for 90 days: who played, when, the mode, the heroes and leaders brought, how far each side got, who won, how many trophies moved, and the results of our cheating checks. We keep the list of moves you made (each summon, merge and tap, with its timing) for 14 days, so we can look into mistakes and reports. Your trophies are counted by our server.
- Players you met. We remember which real players you have met, so that for 7 days after a match you can add them as a friend or invite them to your headquarters. We delete a player from this list 8 days after your last match with them.
Cheating checks
After a real-player match our server looks for results that don't add up (for example more waves or knockouts than the time allows, or a hero that was not in the lineup). A flagged match is set aside for a person at LOJ Gamez to look at, together with any CHEATING reports. The checks never ban anyone and never change a result on their own.
Friends
You can send a friend request to someone in your headquarters, to someone who tells you their friend code, or to someone you played in the last 7 days. The other player has to accept. A request runs out after 14 days. We keep your friends list, your requests and the players you block. Friends can see whether you are in the game right now or when you last played; SETTINGS → SHOW ME ONLINE turns that off, and then you always show as offline. REMOVE and BLOCK are one tap each. A blocked player can't send you friend requests, challenges or headquarters invites, you won't be matched with them, and their headquarters messages are hidden from you. They are not told.
Friendly challenges
You can CHALLENGE a friend to a friendly match, where nothing is won or lost. A challenge carries no message, runs out after a minute and is deleted within an hour. The friendly match itself is kept like any other real-player match.
Reports
REPORT sends us one reason from a fixed list (such as RUDE NAME, CHEATING, SOMETHING ELSE), where you saw the player and, after a match, which match it was — never text you type. When you report a chat message, that one message goes with the report so a person can read it. The player is not told who reported them. We keep reports for 90 days after we have looked at them. If three different players report a name as rude within 30 days, it is replaced with a generated name and its owner is asked to pick a new one.
Headquarters invites
A headquarters leader — or any member, while the headquarters is open to everyone — can invite a friend or someone they played in the last 7 days. The invite shows the headquarters' name, tag, level, how many members it has and who sent it — nothing else. It runs out after 3 days. If you are already in a headquarters, the game asks before you switch.
Turning it all off
SETTINGS → ONLINE FEATURES → off. The game then plays exactly as it does with no internet at all, and nothing leaves the phone for our server. Everything still works. In the Android app, Google's ad software is not part of this switch (see Ads); with PREMIUM it never starts.
Feedback and crash reports
A SMOOTHNESS CHECK report (SETTINGS → SMOOTHNESS CHECK) travels the same way a crash report does: it is the game's own numbers about a battle and about the phone, sent only when you tap SEND, only while ONLINE FEATURES is on, held on the phone until there is a signal, and never anything you typed.
No typed text ever reaches us this way, from anyone — a report is picks off fixed lists (and, for a crash, the game's own error text, never yours). SEND FEEDBACK needs ONLINE FEATURES turned on; with it off, the feedback card says so and sends nothing. If a report cannot reach us right away (no signal), it waits on the phone and sends the next time the game is online. While ONLINE FEATURES is off nothing is sent and nothing is kept for later: a crash that happens then is simply dropped, and turning the switch off also throws away anything that was still waiting. Nobody, including us, can read a single report back through the app — only the one server function that accepts a report can write one.
Beta reward codes
If you send feedback from the Android beta, your phone also makes up a long random reward number, just for this. It is sent with your feedback so that, on the last day of the beta, we can put a reward code in your INBOX. We keep only a scrambled copy of the number and the date, never next to what your feedback said, never linked to your save, your account or the report number, and we delete it 30 days after the beta.
The open beta fresh start
The one-time open-beta fresh start took place on 23 October 2026, including closed-beta testers. It reset cloud saves, match records, trophies and leaderboard places, and headquarters levels, donations and weekly scores. A copy of the removed data is retained for 14 days only to correct problems, then deleted. On a phone, the fresh-start version starts a new game the first time it opens. Accounts, friends and blocks, headquarters membership and purchases were preserved. This describes that announced reset; it is not permission for an additional reset.
Gift codes for closed-beta testers. Before the fresh start, each closed-beta tester gets a one-time gift code in the game's INBOX. Copy it: it works after the fresh start, once, in SETTINGS → PROMO CODE. To get each code to the right tester, we keep which account or which beta reward number (see Beta reward codes) it was sent to and whether it has been used, until the code is used or runs out.
Promo codes
When you type a promo code, we check it and, if it is real, mark it used. We do not keep wrong guesses, only how many there were in the last day, to stop guessing. The first time you type a code, your phone makes up a random number; we keep only a scrambled copy of it, so a code pays only once per phone.
Deleting everything
SETTINGS → ONLINE → Online account → DELETE, then tap DELETE MY ONLINE ACCOUNT on the card that appears. Your save, your match results and your donation record are deleted from the server, you leave your headquarters, and your sign-in and your email address are deleted too — the account is gone, not just switched off. The messages you typed in a headquarters' chat are deleted too. Your friends list, your requests, your blocks, your friend code, your challenges, the list of players you met and any headquarters invites are deleted too; reports you sent stay without your name on them, and reports about you are deleted. Real-player match records stay for the other player's history until their 90 days run out, but your account is taken off them and the list of your moves is deleted. A match you are in at that moment is called off. Your game on your phone is NOT touched — it keeps everything, and you can carry on playing.
Full step-by-step instructions, including what to do if you can't open the game: see Delete your account.
Anonymous play counts
SETTINGS → ONLINE FEATURES turns these off too, the same switch as everything else — with it off, nothing is sent and nothing is kept waiting to send later; a missed count is simply dropped, never queued.
Ads (reward videos)
Ads in Cape Clash are short videos you choose to watch for a bonus, for example the free daily chest, extra prize-wheel spins, shop refreshes and some bonus chests after a battle. A video only ever starts when you tap WATCH, and there is a daily limit. There are none during a match, the tutorial, a story page or your first time playing, and no pop-up ads. If a video can't load, the free daily chest is yours anyway.
Who shows the videos. The videos come from Google AdMob (Google's Mobile Ads software), and only inside the Android app. Google's video software starts when the app opens (never with PREMIUM). When it runs, Google receives your phone's advertising ID, an approximate location worked out from your internet address, basic information about your device and the app, and whether a video was watched or tapped. Google uses this to pick and show the video, count it and stop fraud, and, only where you allow it, to show videos based on your interests. The game asks Google only for ads rated G or PG. How Google uses this information: policies.google.com/technologies/partner-sites. You can reset or delete your advertising ID in your phone's settings.
Reporting an ad. SETTINGS → REPORT AN AD, or the small REPORT THE LAST VIDEO link on the video card, tells us about the last video that played on your phone: you pick one reason (INAPPROPRIATE, MISLEADING, TOO LOUD OR BROKEN, OTHER), never typed text. It needs ONLINE FEATURES, and like feedback it waits on the phone when there is no signal. We use reports to block ads that should not appear in Cape Clash, and keep them for 180 days. While a video plays, its small (i) button also opens Google's own page about that ad, where you can report it to Google.
Your choices. Advertising choices depend on where you live. The game uses Google's consent tools to request applicable choices, with controls under SETTINGS → AD PRIVACY CHOICES. Where consent is legally required for advertising-related data use, accepting the Terms of Service does not supply it. If you decline personalized advertising, Google may offer ads that are not based on your interests, or none at all; non-personalized ads can still involve data use subject to applicable consent requirements. Contact us if a required choice is missing or does not work. With PREMIUM, the video software never starts on your phone.
Purchases
Cape Clash is free to play. Current Android purchases are made through Google Play. PREMIUM is available; the separate SEASON PASS is not sold during the Beta Season. If a season pass is offered later, its season and benefits will be shown before purchase:
- PREMIUM, for 1 MONTH or 3 MONTHS. It does not renew: buying again adds more time. While it runs there are no videos: every bonus that would need one is instant (INSTANT REWARDS). It also gives one COMMON chest and one SILVER chest every day, and a premium badge with a gold frame.
- The SEASON PASS, for one season. It opens the SEASON PASS row of season rewards next to the free row, gives extra season XP, and gives two bonus chests instead of one at the end of the season road. It is separate from PREMIUM: neither one includes the other.
Chests from either one are ordinary game chests: what is inside is random, and the odds are shown in the game (ODDS) before you buy.
Payment is handled by Google Play; we never see your card or bank details. We keep which one you bought, when it ends (PREMIUM) or which season it is for (the season pass), and Google Play's purchase and order numbers, so we can check the purchase with Google, restore it on a new phone and handle refunds. If you are signed in when you buy, the purchase carries a scrambled copy of your account id so that other players can see your premium badge; if you are not, the purchase stays with your phone and your Google account only. Deleting your online account unlinks these records from you; the purchase record itself is kept, without you, for refunds and accounting.
Signing in
Before anyone can sign in or make an account, the game asks a quick times-table question. RESET SAVED DATA signs the account out on that phone and leaves the cloud backup exactly as it was.
Guest accounts. The first time you tap CLASH or FRIENDS with ONLINE FEATURES on, the game may make a guest account for you: no email, no password, just a random account id, so real-player matches and friends work. A guest account has no cloud backup (your save stays on your phone). SIGN IN later turns it into a normal account and keeps your friends and trophies. A guest account that hasn't been used for 90 days and has no friends, no headquarters and no running premium is deleted.
Who else handles your data
Our online features run on Supabase's hosting service, and everything travels over encrypted connections. Google receives data for the ads and their consent form, and handles purchases through Google Play, as described above. We do not give your information to anyone else, and we do not sell personal information.
Your age and your rights
Cape Clash is for people who are at least 13 years old, and we do not knowingly keep information from anyone younger. If you think a child under 13 has an account, email us and we will delete it. Wherever the law gives you rights over your information (for example in the EU, the UK and California), you can ask us what we hold about you, ask us to correct or delete it, or object to how we use it: email us, and we answer within 30 days. Deleting your online account in the game removes it straight away (see Delete your account).
Terms of Service
The rules for playing Cape Clash, purchases, refunds, consumer rights and trader contact details are in the separate Cape Clash Terms of Service. Those Terms replace the short Terms of use previously included here. App-store refund procedures do not remove rights provided by applicable law.
Credits and third-party licences
Character voices and some sound effects were made with ElevenLabs on a paid commercial plan. Other sound effects come from Kenney.nl and OpenGameArt.org, shared free for any use (CC0). The thumbs-up, clapping and salute reactions are Noto Emoji by Google, used under the Creative Commons Attribution 4.0 licence and turned into animation frames; Google does not endorse Cape Clash. The music was made for Cape Clash.
Applicable third-party licences and statutory rights remain in force. The Terms of Service do not restrict rights those licences give you.
Who to contact
Email LOJ Gamez at lojgamez@gmail.com.