Who is responsible
Warweaver Studios, Tokyo, Japan, is responsible for Rootwardens' data. Contact games@warweaverstudios.com. This notice supplements our studio privacy policy, including your rights, international processing, security and children's privacy.
Rootwardens, previously Project Resistance, has no player accounts. This notice covers browser playtests and analytics-enabled native builds. Available fields/controls depend on the installed version/platform; a collector upgrade does not update the game. Saves stay on your device.
Rootwardens is intended for adults aged 18 and over. See the studio policy's Children section for age restrictions and requests concerning a minor's data.
See Delete your data to make a request without an account or password.
What the game sends
With gameplay sharing on, Rootwardens can send:
- Identifiers and consent: a random playtest ID, session/run identifiers, times and sequence, build/version and source identity, build-assigned distribution/test-group labels, and your privacy choice, basis, version and decision time. These are pseudonymous records, not anonymous data.
- Gameplay and interface: party/loadout and stage, preparation/battle events, waves, heroes, buildings, upgrades/choices, rewards, progression, tutorials, results and interrupted runs; menu/button use and, in some browser versions, the button's screen position. Button labels are authored UI text, not text you type.
- Match replays: compressed simulation commands/steering and simulation snapshots to reproduce matches and investigate bugs. They describe game-world positions and decisions, not camera/audio/video, physical location or campaign save files.
- Device and performance: operating system/browser family and major version, engine/renderer and supported graphics/device context, rounded screen information, approximate memory/cores and browser connection context; loading, foreground/gameplay time, focus/visibility, pauses, frame rate, slow frames, memory and errors.
- Diagnostics: bounded engine/browser errors, freezes, graphics/startup failures and reports on later launch/reload after an unexpected exit. Supported Android builds can include Android's exit reason, process state and memory information. Errors and unknown exits are not automatically confirmed crashes.
Older versions can send fewer fields. We do not request names, accounts, email, advertising IDs, contacts, precise location, typed text or save files as telemetry. Current diagnostic filtering masks personal paths, email-like strings and credentials. IP addresses are processed transiently for requests and rate limits, without analytics database or collector access-log storage.
How we use it
We use telemetry/replays to find bugs, reproduce matches, compare performance, understand onboarding/progression and improve design, including statistical and machine-learning models developed inside the studio for our games. We do not sell it, build advertising profiles, or send raw gameplay/replays/diagnostics to an external AI service.
Foundry, our private dashboard, receives aggregates rather than playtest IDs, replays or raw diagnostics. Telemetry does not supply advertising spend or attributed installs.
Your sharing choice
For browser playtests, use Privacy choices on the studio/player page. Sharing requires permission in the EU, EEA, UK, Switzerland or unknown regions; elsewhere it defaults on unless you opt out. A browser's Global Privacy Control signal keeps it off. The shared browser control is authoritative.
Analytics-enabled native builds offer Share gameplay data in Options/privacy controls. EU/EEA/UK/Swiss or unknown regions, and UTC−1 through UTC+3, require permission; other known regions default on. This uses device region/time-zone settings, not location services. No answer means no. Play remains available with sharing off. For EU, EEA and UK analytics, our basis is consent as described in the studio policy.
Local storage and offline delivery
Saves, settings and your choice remain in browser/app storage. While sharing is on, newer versions also keep a random playtest ID, bounded offline telemetry queues, a diagnostic/restart marker and optional match recorder. Native queued telemetry is capped at 2 MiB; browser queues are also bounded. Retries preserve original session/build and time.
Turning sharing off stops recording, discards queued analytics, restart evidence and the match recorder, and removes the active ID. Newer native/browser versions keep the ID needed for pending deletion and retry until acknowledged when the game runs online. Deletion can run while sharing is off. Historical browser versions make a best-effort request instead.
Clearing storage or uninstalling before delivery can remove a pending request. Device/platform backups may restore local files according to your settings. Necessary choice and pending deletion records can remain while sharing is off.
Delete your data
- Copy your playtest ID from the menu's Privacy section or native Options privacy controls while sharing is on. Use Copy playtest ID where available.
- In a browser, turn off Playtest analytics using Privacy choices. In a native build, turn off Share gameplay data.
- Let the game run online to complete deletion. If completion is uncertain, using an older build, or seeking confirmation, email the game name and ID to games@warweaverstudios.com.
Email is an alternative without an installed game. Include every installation/ID to remove. We cannot locate telemetry by name or Google account. Copy the ID before switching sharing off, clearing storage or uninstalling. We may ask for information needed to verify the request, and respond within one month without a fee. Continued sharing can create new records, so switch it off when requesting deletion.
When processed, deletion removes linked gameplay, replay, device, performance and diagnostic events from the active collector. We also review maintenance backups and remove or restrict corresponding records; later deletions must be reapplied before restore. Statistics already combined so they can no longer identify you may remain. Request emails can remain for two years after the last exchange, and a minimal rights-request record for three years after closure. Telemetry deletion does not erase local saves.
Storage, recipients and retention
Telemetry travels over HTTPS to our collector on Hetzner Online GmbH hosting in Finland, with studio access from Japan. Google Workspace handles email requests. We do not provide telemetry to advertising networks. Distribution platforms handle their own store/install diagnostics separately under their policies.
Active detailed events, including replay chunks, are deleted after 365 days from receipt. Restricted maintenance backups are for recovery and included in deletion/retention handling. Statistics that can no longer identify anyone may remain longer. Local saves/choices remain until cleared or removed; pending deletion IDs remain until acknowledged or local storage is removed.
Contact games@warweaverstudios.com for access, correction, deletion or other privacy requests. See the studio policy for your rights. Changes are dated above.