Privacy Policy

Last updated 2026-11-13

New from version 1.2

What version 1.2 adds: a copy of your progress in your own iCloud; purchases — Glimmer (the game's currency) in packs, other packs, offers and “No Interstitial Ads” — each one recorded with product, date and price in your progress, listed under “Your Spending” and checked by RevenueCat; lives, kept on this device only; videos with a reward that you may choose to watch, for a life, Glimmer or the calendar; new events in the usage statistics, such as levels, Glimmer, purchases and ads; crash reports (Firebase Crashlytics), under the same rule as the statistics; the age check on your device (see Age range); reminders and widgets; Game Center friends and achievements. The online monthly rankings and their sign-in are gone. Where a section below describes something new, it says “from version 1.2”.

DROP IT! is fully playable offline and without an account, and no data brokers are involved. Some features do involve data, each with its own section below: advertising from Google and Unity Ads, usage statistics and crash reports, a copy of your progress in your own iCloud, reminders and the age check on your device, and the purchase check — only around a purchase. Each section says exactly what happens and what you can do about it.

Data collected

No precise location (GPS), no contacts, no camera or microphone access, no account, no email address (unless you write to us), no payment details. DROP IT! never asks for your location; from your IP address, the ad networks and the statistics can estimate an approximate one (see their sections). Data is involved in these things, each with its own section below: advertising (Google and Unity Ads), usage statistics and, from version 1.2, crash reports (both Google); from version 1.2, a copy of your progress in your own iCloud, which we cannot access, the age check on your device (see Age range), and the purchase check (RevenueCat), only if you tap to buy or restore, or have bought something; and Game Center, which is Apple's (see Internet). The game itself needs no internet connection.

Advertising (Google AdMob, Unity Ads)

The game shows two kinds of ads, never during play. Videos with a reward, only if you tap one: to continue a Classic run, “+1 life” (up to 3 a day), “+5 Glimmer” after an Arena round (up to 3 a day) and the calendar's Glimmer twice (once a day). And now and then an ad between rounds: at most 20 a day, none in the 24 hours after a purchase, never after a lost Journey level and never in the Daily or the puzzles. Ads are delivered by Google AdMob; through AdMob's mediation an ad can also come from the partner network Unity Ads (Unity Technologies). Google and Unity each decide for themselves how they use the data, each as a controller of its own: to choose and deliver ads, to measure them and to improve their services, and Unity also to analyze its market. Google and, once its SDK has started, Unity process your IP address (from which a rough location can be estimated), technical device information (such as model, iOS version, language and screen), performance data (such as how fast the app and the ad SDKs start, how often the app hangs and how much energy is used), how the ads perform and how the app is used (such as when it is opened). Google also processes diagnostic data and can pass performance data on to other companies that display ads. If you report an ad through its own icon, the ad network that delivered it (Google or Unity) receives your report. Google's ad SDK also sends an ID that Google assigns for the ads in DROP IT! (its publisher first-party ID, which cannot link what you do here to other companies' apps) and can add the device's identifier for vendors (IDFV); Unity uses an installation ID of its own and, as Unity states, can also note purchases made in the app. These IDs go along whether or not you allow tracking. With your separate permission via Apple's tracking dialog the networks also use the advertising identifier (IDFA) for personalized ads. In the EEA, the UK and Switzerland nothing of this happens before Google's consent form has asked you (except through Google's consent tool itself, see below) — your decision covers Google and its certified ad partners, Unity Ads included — and you can change or withdraw it at any time in Settings → Ad privacy settings. Ads load only after Apple's tracking question, wherever iOS shows it, so your answer applies from the first ad. When you change your choice in Settings → Ad privacy settings, ads already loaded are discarded and new ones follow your new choice. Saying no never blocks the game: ads become non-personalized or simply do not appear. At every start, except where Apple reports a player under 13, Google's consent tool asks Google, with your IP address, which rules apply in your region; it can also send Google data on how the tool itself performs and is used, even before its form has asked you. For Unity Ads, a changed choice takes full effect at the next start of the app.

Every ad request also carries two of Google's signals: whether it is directed at a child, and whether the player is under the age of consent. Directed at a child: never, because where Apple's age check reports a player under 13, the app makes no ad request at all — no consent form, no tracking question either — so no signal about a child reaches Google or Unity. Under the age of consent: yes where Apple's age check reports a player under 18 (see Age range) and Google's consent form applies to you (in the EEA, the UK and Switzerland); Google then shows only non-personalized ads and, through its mediation, tells Unity Ads to show only contextual ones. For everyone else: no. In a US state whose privacy law lets you opt out of the sale or sharing of your data, Settings shows “Do Not Sell or Share My Personal Information” in place of “Ad privacy settings”. It opens Google's form, in English as Google offers it, and the app passes your choice on to Unity Ads through Unity's own opt-out. Until you choose there, ads may be personalized as described above. While the usage statistics are on, Google's ad SDK also links ads and statistics (see Usage statistics).

The legal basis is your consent (Art. 6 (1) (a) GDPR, and § 25 (1) TDDDG for reading and storing information on your device): in the EEA, the UK and Switzerland the one you give in Google's form, and for the advertising identifier your permission in Apple's tracking question. Ads without such a consent — after a no in Google's form, or where no form asks and you have not allowed tracking — rest on our legitimate interest in financing the game through advertising (Art. 6 (1) (f) GDPR). In Google's form some partners also rely on their legitimate interest for some purposes; you can object to that there, under “Manage options” (see Your right to object). Google's consent tool asks Google which rules apply in your region and stores your choices. This serves to ask for your consent where the law requires it, to be able to prove it and to follow your choices. It rests on our legal obligation and on our legitimate interest in doing so; we follow an opt-out in a US state out of our legitimate interest in complying with the law where you play (Art. 6 (1) (c) and (f) GDPR; see Your right to object). The tool can also send Google data on how it performs and is used; this rests on our legitimate interest in a consent tool that works reliably (Art. 6 (1) (f) GDPR; see Your right to object). What the tool and the app store and read on your device to ask for your consent and to follow your choices needs no consent, because it is strictly necessary for that (§ 25 (2) no. 2 TDDDG). Both networks may also process the data in the USA: Google LLC is certified under the EU-U.S. Data Privacy Framework, for which the EU Commission has found an adequate level of protection (Art. 45 GDPR), and Unity is not; we checked the official list (dataprivacyframework.gov) on 2 November 2026. Unity relies on the EU Standard Contractual Clauses (Art. 46 (2) (c) GDPR). How long each network keeps the data is set out in its privacy policy (Google: policies.google.com/technologies/retention). Google processes this data under policies.google.com/privacy, Unity under unity.com/legal/game-player-and-app-user-privacy-policy.

Usage statistics

To understand how the game is doing — which modes get played, where players stop, whether an update helps — the app uses Google Analytics for Firebase. It records app events (for example: game started or ended, mode, score, duration, a puzzle solved or not, the introduction finished, daily challenge started or completed and whether it was the day's first) together with a randomly generated app-instance ID, technical device information and an approximate location estimated from your IP address; Google adds its own events about the app's use, such as its first start and each session. From version 1.2 it also records: your answer when the game offers reminders, and which screen a reminder or a widget opened; which screen of the app is open; a new player level; on the Journey a level started and how it ended (level and its difficulty, attempt, stars, drops, lives, boosters, continues, how long it took and whether it was won), a continue offered or taken (with its price in Glimmer, and whether you had enough Glimmer), a booster used, lives running out and refilled; Glimmer earned and spent (how many, and what for), a calendar reward, the shop opened, an offer shown, and a purchase made or failed (which product, what it brought in Glimmer and lives, and why it failed); an ad place that came up and whether a video was there for it, a video watched to its end or not, and an interstitial shown and after which button; and the kind of install (App Store, TestFlight or a development build). The game's own events never carry a price in money, your Glimmer balance or what you have spent in total. Separately, the app hands each purchase it credits once to Google Analytics with Apple's transaction data; that record includes the product and its price. While the statistics are on, Google's ad SDK also records each ad in them by itself — an ad shown, tapped or its reward earned, with the ad unit, its format and the network that served it, and what the ad earned DROP IT! as Google states or estimates it: money the advertiser pays, never you — and gives its ad requests the statistics' app-instance ID, so that the ads can be counted there. Once the statistics are on, Google Analytics also asks Apple once, with a token that iOS creates on the device, whether the app was installed through an ad in the App Store (Apple Ads, formerly Apple Search Ads) — if no answer comes, again on a later day, at most ten times in all. If Apple says it was, Google Analytics records that ad's campaign and search keyword with the app-instance ID, so that we can see whether our ads there bring players; no advertising identifier (IDFA) is used for this. These statistics are never linked to your name or your Apple account, and we look only at aggregated numbers, never at individual players. We use them to understand the game and what it earns, never for personalized ads: that is switched off in Google Analytics for every region, and so is the link in AdMob that would add the statistics to Google's ad profiles. The statistics are off whenever the app starts. They go on only once the app's age check is through — where Apple reports a player under 18 (see Age range), they stay off — and once Google has answered for your region: in the EEA, the UK and Switzerland only after your choice in Google's consent form, the same form that governs ads, which appears when you arrive on the map (for a new player, after the first level). If you do not agree to statistics there, the app records none, and until your choice nothing is recorded for statistics. You can change your choice at any time in Settings → Ad privacy settings; the statistics follow it. They use neither the advertising identifier (IDFA) nor the identifier for vendors (IDFV) — only the app-instance ID described above. If the age check gets no answer from Apple in time, it still counts as through: the statistics then go on as for any player, and go off as soon as a later check (after a run, or when you come back to the app) reports a player under 18; what was recorded until then stays in the statistics. The legal basis in the EEA, the UK and Switzerland is your consent (Art. 6 (1) (a) GDPR, and § 25 (1) TDDDG for reading and storing information on your device); elsewhere, where no form asks, it is our legitimate interest in understanding and improving the game (Art. 6 (1) (f) GDPR; see Your right to object). Google may also process the data in the USA; Google LLC is certified under the EU-U.S. Data Privacy Framework, for which the EU Commission has found an adequate level of protection (Art. 45 GDPR). Google Analytics keeps the individual events for the retention period set in it — 14 months at most — and then deletes them in its monthly clean-up; only the aggregated numbers in its reports stay longer. Google processes this data under policies.google.com/privacy; details on Firebase are at firebase.google.com/support/privacy.

Crash reports (Firebase Crashlytics)

From version 1.2, when the app crashes, Firebase Crashlytics (Google) can make a report, so that we can find and fix the error: where in the app it happened and what the app was doing, the device model, the iOS version, memory and storage, whether the device is jailbroken and whether the app was in the background, the last events of the usage statistics before the crash, and random IDs of Crashlytics and Firebase for this installation and for the session. A report holds no name and nothing we add ourselves. Crash reports follow the usage statistics: a report waits on this device and goes out only in a start whose statistics are on; where they stay off — for anyone under 18 whom Apple reports, or after a no in Google's form — the app deletes the waiting reports without sending them. If the statistics go off during a start — after a later age check or a no in Google's form — Crashlytics still records a crash in the rest of that start on this device; that report then follows the same rule. Each report sent also leaves a note in the statistics that a crash happened. A crash before the statistics are on reaches us only through Apple, and only if you share analytics with app developers (iOS Settings › Privacy & Security › Analytics & Improvements). The legal basis is the same as for the statistics: your consent in the EEA, the UK and Switzerland (Art. 6 (1) (a) GDPR, § 25 (1) TDDDG), elsewhere our legitimate interest in a game that works (Art. 6 (1) (f) GDPR; see Your right to object). Google may process the reports in the USA; Google LLC is certified under the EU-U.S. Data Privacy Framework (see Usage statistics). Crashlytics keeps a report for 90 days. Details: firebase.google.com/support/privacy.

Your right to object

Where we rely on legitimate interest — ads without your consent, Google's consent tool, the age check, your answer to Apple's tracking question at RevenueCat and, outside the EEA, the UK and Switzerland, the usage statistics and crash reports — and where Google's partners claim it in Google's form, you may object at any time on grounds relating to your particular situation (Art. 21 (1) GDPR); where data is used for direct marketing, you need give no reason (Art. 21 (2) GDPR). Where Settings shows “Ad privacy settings”, open it: there you can say no, and under “Manage options” object to each partner's legitimate interest. Otherwise, and for the usage statistics, the crash reports, Google's consent tool, the age check and your answer to Apple's tracking question at RevenueCat, one email to the address under Controller & contact is enough; for RevenueCat, add the order ID from Apple's purchase receipt email (see Purchases (RevenueCat)). We then have what RevenueCat holds deleted, but its software sends the answer again with the next purchase check. In an ad from Unity, Unity's privacy icon also leads to Unity's own choices.

Purchases (RevenueCat)

From version 1.2 you can buy Glimmer (the game's currency) in packs, other packs and offers, and “No Interstitial Ads”. Every purchase goes through Apple's In-App Purchase, and Apple sells it: Apple handles the payment, and we never see your payment details or your Apple Account. To check purchases, hand over what you bought, restore “No Interstitial Ads” and apply refunds, the app uses RevenueCat, Inc. (USA) as our processor. RevenueCat is contacted only when you tap to buy something or to restore purchases (even if you then cancel), when you own “No Interstitial Ads”, when Apple reports a purchase to the app by itself (an approval, a purchase on another device, a refund), and at every start of the app on a device that has bought Glimmer or a pack, or waits for such a purchase to be approved. If Apple's answer to a purchase got lost, the app can ask RevenueCat again at a later start to find that purchase. A player who does none of this never reaches RevenueCat. Through these contacts RevenueCat receives: a random, pseudonymous purchase ID created on your device, the purchase history of DROP IT! as Apple records it (for example which product, when, Apple's transaction number), Apple's signed record of your download of DROP IT! (among other things which version you first downloaded, when, and Apple's number for that download), this device's identifier for vendors (IDFV), your answer to Apple's tracking question (or that there is none yet), technical device and app information (model, iOS and app version, language, store country) and your IP address. The legal basis is Art. 6 (1) (b) GDPR: the purchase, or your request to make or restore it. RevenueCat's software sends your answer to Apple's tracking question by itself; the purchase check does not need it, and we make no use of RevenueCat's copy. For this, the legal basis is our legitimate interest in checking purchases with RevenueCat's software as RevenueCat supplies it, since it has no switch for this (Art. 6 (1) (f) GDPR; see Your right to object). RevenueCat and its service providers process the data in the USA; the transfer is based on the EU Standard Contractual Clauses (Art. 46 (2) (c) GDPR), and RevenueCat binds its service providers by contract to the same level of protection. RevenueCat keeps the data as long as DROP IT! sells its purchases through it, so that they stay checkable and restorable. To have it deleted earlier, write to us with the order ID from Apple's purchase receipt email — that is the only way we can find it, because we do not know who you are. Each check at a later start creates a new record. When Apple refunds a purchase and the app learns of it, the app takes back only what you have not used of it yet — never more, and nothing goes below zero — and “Your Spending” marks the purchase as refunded. Apple keeps its own record of every purchase in any case. RevenueCat processes the data under revenuecat.com/privacy.

What is stored where

Your progress — scores, statistics, collection, missions, achievements, player level and your chosen style; from version 1.2 also your Journey, your Glimmer, boosters, gifts and unlimited-lives time, and for every purchase a record with product, date, price, currency and Apple's transaction number — is stored on this device and, as a copy, in your own iCloud (see iCloud backup). “Your Spending” in Settings is made from these records. From version 1.2, lives, what the shop notes for itself (the last prices from the App Store, purchases still under way, your choice for “Purchases in DROP IT!”), how many reward videos and interstitials you had today, when the game last asked for a rating, and which version of the Terms of Use you accepted, and when, stay on this device only, like your settings. Google's consent tool keeps your choices from its form on this device, and a crash report waits here until it is sent or deleted (see Crash reports). From version 1.2, for the widgets, the app keeps a small copy of your progress (Daily, streak, Journey, record) in an area on this device that only DROP IT! and its widgets can read. Deleting the app deletes all of this on this device, but not the iCloud copy. “Reset all progress” resets your progress on this device and in iCloud; bought Glimmer, all boosters and your purchases stay. Where a law requires an age check, the note saying which update has been dealt with (see Age range) stays too: “Reset all progress” leaves it, and in iCloud it stays even after you delete the app.

iCloud backup

From version 1.2, if you are signed in to iCloud, the app keeps a copy of your progress in your own iCloud, so that it comes back after you reinstall the app and reaches your other devices — no account, no setting. The copy holds the same progress as the device — with your Glimmer, boosters and purchase records — plus a random installation number that tells your devices' copies apart: no name, no settings, no payment details. Lives are not in it; they belong to each device. Apple stores the copy in your iCloud under Apple's own privacy policy; we have no access to it and cannot see, restore or delete it. Insofar as the law counts this as processing on our part, its legal basis is providing the game to you (Art. 6 (1) (b) GDPR). Deleting the app does not delete the iCloud copy. “Reset all progress” resets the progress in it too, on every device that uses DROP IT! with the same iCloud; what you bought stays in it. To reset the copy after deleting the app, install it again and reset.

Reminders

From version 1.2 the game can remind you — only if you turn it on: “New Daily, once a day” and “Lives full again” under Settings › Reminders. “Lives full again” can also be turned on from the card that appears when you are out of lives (“Remind me when my lives are full”). iOS asks for your permission first. The reminders are notifications the app plans on this device; their text is written on the device, nothing is sent for them, and there is no push service. They come at most once a day and never at night. The app keeps your choice, and when it last reminded you, on this device. The usage statistics count your answer when the game offers reminders, and which screen a tapped reminder opened (see Usage statistics). You can turn reminders off in Settings or in iOS Settings › Notifications.

Age range

From version 1.2, if the device runs iOS 26.2 or later, the app first asks Apple on your device whether a law that requires an age check applies to you (for example in Texas); if none does, it asks nothing more. Apple's answer to this question goes to no one: it stays in the memory of the running app, and, so that a fault in the check can be traced, a line with it stays in the device's own system log until iOS deletes that line. If such a law applies to you, the app asks Apple on your device for your age range. It does so only to decide whether a parent must agree to an update, whether Apple shows an adult what the update brings, and which protections apply. Where Apple reports a player under 13, no ads load (no consent form, no tracking question), no usage statistics or crash reports are recorded and nothing is sold. For anyone under 18 whom Apple reports, no usage statistics or crash reports are recorded either, “Purchases in DROP IT!” starts switched off and, where Google's consent form applies (in the EEA, the UK and Switzerland), every ad request says that the player is under the age of consent, so Google and, through Google, Unity Ads show only ads that are not personalized (see Advertising). And while the app is waiting for a parent's yes to an update, it does not ask Apple's tracking question. The age range itself stays in the memory of the running app: it is never saved and never sent — not to us, not to Google, not to Unity, not to RevenueCat. So every start asks Apple again, and what this section says for players Apple reports holds from Apple's answer on: in a start in which the answer does not come in time, the app goes on as for any player — with ads, Google's consent form and Apple's tracking question — until a later check reports otherwise (what is recorded until then: see Usage statistics and Crash reports). Where Apple reports a child under 13, not even a signal goes to Google or Unity, because the app then makes no ad request at all. Where such a law applies and an update has not yet been dealt with, the app also asks Apple on your device which version of the app you first downloaded, to know whether you already had version 1.0; the age check keeps this answer only in the memory of the running app (RevenueCat receives Apple's own record of it when the app checks a purchase, see Purchases (RevenueCat)). If a parent has to agree, “Ask a parent” on the Journey map opens Apple's own request to your parent, which says what the update brings; the answer comes back through Apple, and the app learns only whether the request went out and what your parent answered. Where such a law applies, the app notes, on this device and in your iCloud, which update has already been dealt with, so that neither the request to a parent nor Apple's notice to adults comes up again for that update, not even after a reinstall or on another device. This note stays on the device until you delete the app, and in iCloud also after that (“Reset all progress” leaves it); Apple keeps it there under Apple's own privacy policy, and we cannot see or delete it. The age check — the questions to Apple, the line in the system log, Apple's notice to adults, the request to a parent and the note — rests on our legitimate interest in complying with the law where you play and in protecting minors (Art. 6 (1) (f) GDPR; see Your right to object).

Internet

Apart from advertising, usage statistics, crash reports, the iCloud copy, the age check's note in iCloud (see Age range), the purchase check and the Apple services described here, the game sends nothing on its own — it is fully playable offline. From version 1.2, to show the prices of what is for sale, the app asks Apple's App Store; every purchase goes through Apple, and the app reads on this device the purchases Apple keeps for DROP IT!, so that nothing you bought gets lost. Sharing opens the system share sheet; you decide where, and the app never learns it. When the game asks you to rate it — at most three times in a year — the window is Apple's own; the app does not learn whether or how you rated it. If you use Game Center, your score and Game Center name go to Apple to appear in the rankings; from version 1.2 also in challenges between friends, and the app reads your own best scores back from Game Center to show your record, for example after reinstalling. From version 1.2 your achievements go to Game Center too — the ones you have earned and how far you are on the others — and appear there. Apple is responsible for that under Apple's own privacy policy. Under “Friends” in the rankings the app shows your Game Center friends' scores on this device only; inviting or challenging a friend opens a screen from Apple or the share sheet — none of it reaches us. Game Center is optional and only used while you are signed in to it. When ads are active and permitted, ad requests go to Google and, through its mediation, to Unity Ads, as described above.

Accounts

Version 1.2 has no account: it signs nobody in and creates no player profile. Test versions before 1.2 (TestFlight) offered an optional account with Sign in with Apple for monthly world rankings. It was to be kept on our server at Supabase (Frankfurt, EU), which version 1.2 never contacts. No such account ever came about: the server has never held one, nor any rankings data (checked on 27 October and 2 November 2026), and since 2 November 2026 it takes no new sign-ups. On an iPhone where such a test version was signed in, version 1.2 removes at every start what the sign-in left in the keychain: Apple's identifier, your name if you shared it, and the session with our server. You end Sign in with Apple itself in iOS Settings › your name › Sign in with Apple › DROP IT! › Delete.

Your data, your control

You can erase your progress yourself, at once: Settings → Reset all progress removes every score and statistic on this device and in your iCloud; what you bought stays — bought Glimmer, all boosters and your purchases. Deleting the app removes the progress and settings saved on this device, but not the iCloud copy — reset first if you want the progress gone there too. Your Game Center scores and achievements are managed by Apple. Your advertising choices are yours to change at any time — the consent decision in Settings → Ad privacy settings, where your region has Google's form, Apple's tracking permission in iOS Settings → Privacy & Security → Tracking, and in a US state with a right to opt out, Settings → Do Not Sell or Share My Personal Information (see Advertising). For the purchase record at RevenueCat, or anything else we process, one email to the address below is enough: you have the right of access, rectification, erasure, restriction of processing, data portability and objection (see Your right to object), and the right to lodge a complaint with a data protection authority. Withdrawing a consent applies from then on and does not make earlier processing unlawful. No law or contract obliges you to provide data: without your consent the game works all the same, and only a purchase needs the data the purchase check uses (see Purchases). DROP IT! makes no automated decisions about you within the meaning of Art. 22 GDPR.

Children

There is no chat and no account. Every purchase goes through Apple's In-App Purchase, where Apple's parental controls (Ask to Buy, Screen Time) apply; from version 1.2, “Purchases in DROP IT!” under Settings › Purchases also turns every buy button off. Where Apple reports a player under 13, no ads load, no usage statistics or crash reports are recorded and nothing is sold; for anyone under 18 whom Apple reports, no usage statistics or crash reports either (see Age range, also for a start in which Apple's answer does not come in time). Otherwise ads, usage statistics and crash reports only run under the rules in their sections above — in the EEA, only after Google's consent form has asked you.

Controller & contact

Controller for DROP IT! within the meaning of the GDPR: Dennis Tropea, Weißenfelser Ring 65, 70806 Kornwestheim, Germany — info@tropeawebsolutions.de. Privacy questions and GDPR requests are answered at this address. Besides what Google and Unity process as described above, only the purchase record at RevenueCat (only around a purchase, as described under Purchases) and the emails you send us can exist about you on a server for us; there is no account (see Accounts). An email to us, including one from Settings → Help → Report an inappropriate ad, reaches us with your email address and whatever you write or attach. We use it only to answer you and to do what you ask, such as checking and blocking a reported ad (Art. 6 (1) (b) GDPR). For a request under the GDPR, such as having your purchase record at RevenueCat deleted, the legal basis is our legal obligation (Art. 6 (1) (c) GDPR). We keep emails in our mailbox at INWX GmbH (Germany) and delete each one once it is dealt with, after twelve months at the latest, unless the law requires us to keep it longer. Your progress, with your purchase records, lives on your device and in your own iCloud, where we cannot reach it.