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Privacy

Privacy policy

Last updated October 24, 2026.

This policy covers this website, trilithon.games, the domains that redirect to it (trilithonengine.com, trilithon.dev and wreckwing.com), and our games, Wreckwing for Mac and One Thousand Ruins for iPhone and iPad.

We don’t collect personal information from visitors or players. The site has no accounts, forms, ads or cookies, and our games have no accounts of their own, ads or tracking. The one exception is preview builds of Wreckwing, which go only to testers who have agreed to send us reports from their games, as described below. Cloudflare delivers the site and Apple sells the games, and each handles some data under its own privacy policy.

This website

  • Hosting. Cloudflare serves this site. Like any web server, it receives your IP address, your browser’s user agent and the address of the page you asked for, and uses them to deliver the page and protect the site from abuse. Cloudflare’s privacy policy covers how it handles them. We don’t use them to identify visitors.
  • Analytics. We use Cloudflare Web Analytics to count page views and measure how fast pages load. Cloudflare adds a small script, its beacon, to each page as it is delivered. The script loads from static.cloudflareinsights.com and reports to this site’s own address. For each page view, Cloudflare records how long the page took to load and its Core Web Vitals, along with your country, the page’s address, the site that linked you to it, and your device type, browser and operating system. It doesn’t record the query string of a page’s address. Cloudflare states that Web Analytics doesn’t collect or use visitors’ personal data and doesn’t track individual visitors across sites. It keeps the full data for 7 days and a sample of about 10% after that, and we can see the last six months.
  • Your theme. If you switch between the dark and light theme, your browser keeps the choice in its local storage so the site remembers it next time. It stays on your device.
  • Everything else is ours. Fonts, images and videos are served from this site. There are no third-party embeds, social buttons or ad networks.

Wreckwing

  • No account or tracking. The game has no account to sign in to, no ads and no analytics. Only preview builds send reports, as described in the next section.
  • On your Mac. Your settings and game data are stored on your Mac. The game can also write a performance log there. It stays on your Mac unless you choose to send it to us.
  • News. The title screen shows news from this site. The game downloads it when the title screen opens, and at most every 15 minutes while you stay in the menus. The request carries the game’s name and version and nothing about you or your play. As with any web visit, Cloudflare receives your IP address in order to deliver it. The game keeps the latest news on your Mac so it can show it offline. Links in a news post open in your browser or mail app.
  • Buying the game. Apple sells Wreckwing through the Mac App Store and handles payment and your Apple Account under Apple’s privacy policy. We don’t receive your name, email address or payment details.
  • Crash reports. If you have chosen in macOS to share crash data with app developers, Apple may send us crash reports for the game. They don’t identify you.

Preview builds

Before a release, we send preview builds of Wreckwing to testers who have agreed to a nondisclosure agreement. Each preview build is made for one tester and carries a tester code. Released builds don’t send reports.

  • Your consent. A preview build shows a notice at every launch that says what its reports carry. Continuing past the notice means you agree to send them.
  • When a report is sent. After each game, whether you won, lost or left it unfinished. After a visit to the sandbox of 10 seconds or more. After each level rating. When you send a note with Feedback. After a crash, at the next launch.
  • What a report holds.
    • your tester code and the build’s version;
    • when the game ended and how;
    • the mode, run, level, difficulty and ship you played, and the city and its seed;
    • how long the game lasted;
    • the game’s performance log for that game: frame and physics timings, slow frames, the charges set off, load and timing markers with the camera’s position, and when a recording started or stopped, with its file name;
    • the flight: at each step, what you pressed, and where your ship and each enemy were, with their health and shots;
    • your Mac’s model identifier, chip and number of cores, when the game session started, and whether Low Power Mode was on;
    • whether the game’s window was visible, and any change you made to a setting during the game;
    • after a level rating, the rating you chose and how many seconds you took to choose it.
  • What a Feedback report holds.
    • your tester code and the build’s version;
    • the note you wrote;
    • a picture of the game as it was when you opened the form, with its menus and HUD;
    • where you were in the game: the screen or menu, the mode, run, level, difficulty and ship, the city and its seed, the camera, whether the game was paused, and your ship’s position;
    • all of the game’s settings and your Mac’s macOS version;
    • the last 10 minutes of the game’s performance log, and the flight so far, up to its last 6,000 rows;
    • your Mac’s model identifier, chip and number of cores.
    Anything you type in a note is sent as you wrote it, apart from the names removed below.
  • Your Mac and displays. When the game starts, it writes your Mac’s macOS version and graphics processor, the game’s graphics settings, and for each display its name, maker and model numbers, resolution, refresh rate and whether it can show HDR into its performance log. It writes the display details again when its window moves to another display. A report includes these when the time it covers takes in that moment, most often a Feedback or crash report sent soon after the game starts. Preview builds don’t send a display’s serial number.
  • What a crash report holds.
    • your tester code and the build’s version;
    • Apple’s crash diagnostic for the game, from macOS’s MetricKit: the stack trace of the crash, its exception type and signal, your Mac’s model identifier, its macOS version and build, the game’s version and bundle identifier, the processor type, the country code of your region format setting, whether Low Power Mode was on, the game’s process number, and whether it was a TestFlight build;
    • the last minute of the game’s performance log before the crash, the same kind of timings and events a gameplay report carries.
  • What is removed first. Before a report is sent, the game removes your home folder’s path, your macOS user name and your account’s full name from it, including from a Feedback note.
  • Who it identifies. The tester code ties each report to the tester the build was made for, so we know whose game a report came from.
  • Where it goes. Reports go over HTTPS to telemetry.trilithon.games, a service we run on Cloudflare, and are stored in Cloudflare’s storage. Only we can read them. The service saves the report, the build and the time it arrived, and doesn’t save your IP address with them. As with any web request, Cloudflare receives your IP address in order to deliver the report, and Cloudflare keeps a log of each request to the service, which may include your IP address, for up to 7 days.
  • Offline. If a report can’t be sent, the game keeps it in its Application Support folder on your Mac and sends it at the next launch.
  • How long we keep them. We keep reports until the beta program ends or for two years, whichever comes first, and then delete them.

One Thousand Ruins

  • No account or tracking. The game has no account of its own, no ads and no analytics, and it doesn’t track you across apps or websites.
  • On your device. Your progress and settings are saved on your iPhone or iPad. They aren’t synced to other devices or sent to us.
  • Game Center. The game uses Apple’s Game Center for a daily leaderboard and its challenge. If you sign in to Game Center, Apple shares your Game Center nickname, avatar and player identifiers with the game, and your scores are visible to other Game Center players. Apple stores the leaderboard, and Apple’s Game Center privacy notice covers it and the settings that control it. We don’t keep a copy outside Game Center.
  • Sharing a result. If you share a day’s result, the game hands a line of text with the date and your score to your device’s share sheet. It goes only where you choose to send it.
  • Buying the game. Apple sells One Thousand Ruins through the App Store, including its one in-app purchase, and handles payment and your Apple Account under Apple’s privacy policy. We don’t receive your name, email address or payment details. Restoring the purchase never touches your progress.
  • Crash reports. If you have chosen in iOS or iPadOS to share analytics with app developers, Apple may send us crash reports for the game. They don’t identify you.
  • Test builds. Before release, we test the game through Apple’s TestFlight. If you test it, Apple shows us the number of sessions and crashes, and any feedback and screenshots you choose to send.

Email

If you write to us, we receive your email address and your message and use them only to reply. We don’t add anyone to a mailing list.

Children

We don’t collect personal information from anyone, including children under 13.

Changes

If anything here changes, for example if the game gains a feature that sends data, we will update this page and the date at the top before the change ships.

Contact

Questions about this policy go to press@trilithon.games.