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Memoria Wake — Privacy Statement

Last updated: 14 September 2026

Memoria Wake is developed by Team Crescendo ("we", "us"). This statement explains what data the game collects, why, who it is shared with, and how you can control it. It covers the game client only.

For the purposes of the GDPR, Team Crescendo is the data controller for the data described here. Our analytics provider, GameAnalytics, acts as a data processor on our behalf.

1. The short version

  • The game collects anonymous gameplay telemetry only — what happened in the game, where, and when.
  • We do not collect your name, email address, postal address, payment details, contacts, photos, microphone or camera input, chat, browsing history, or precise geolocation.
  • We do not use advertising, ad networks, ad personalisation, or cross-app tracking, and we do not sell or rent your data.
  • Collection happens only if you accept the data-collection prompt shown when you first start the game, and you can turn it off at any time in Settings → Privacy.
  • Declining changes nothing about how the game plays. No feature is withheld.

2. What we collect

2.1 Gameplay events

When analytics are enabled, the game records a fixed, enumerated set of events. There is no free-form capture: every event we send must be declared in our event catalogue before it can be transmitted. The complete list is:

EventWhat it records
Game startedThe game was launched
Session endedThe game was closed, and how long the run lasted
Quit to menuYou returned to the main menu
Item obtainedWhich item you picked up
Talked to NPCWhich character you spoke to, which instance of them, and whether it was your first conversation
InteractionWhich interactable object you used
Checkpoint unlockedWhich checkpoint you reached
Player diedWhat killed you, and a short technical note we write describing the cause
Objective progressWhich objective you started, completed or failed, and which step
Enemy fightWhich enemy you fought, and whether the fight started, was won, or was lost
Combat actionWhich combat action you used, and whether it succeeded
ErrorA technical fault in the game, its severity, and a diagnostic message

Each event also carries context: the time it occurred (UTC), a random session identifier, how many seconds of foreground play had elapsed in that run, and where in the game world you were — the chapter, area/scene, room, and in-game coordinates.

That world position is used for our own aggregate design analysis (for example, finding the spot where players die most often). Most of it is trimmed before transmission: our GameAnalytics adapter never sends in-game coordinates, and sends the area and room only for the specific events whose definition calls for them.

The "short technical note" on death and error events is text we author or that the game engine produces — a cause of death, an exception message. It is never text you have typed, and we do not include file paths or identifiers belonging to you.

2.2 Errors and crashes

The GameAnalytics SDK is configured to submit error and exception reports. These contain the technical error message and stack information from the game's own code, plus the context described above.

2.3 Data collected by the GameAnalytics SDK

Separately from our events, the GameAnalytics SDK collects a standard technical baseline that we do not control field by field. This typically includes a device identifier that the SDK generates or reads from the device, the device model, operating system and platform, the game version and build, session counts and play time, and an approximate country derived from the IP address of the connection at the time of collection. GameAnalytics does not retain your IP address as part of the analytics record.

GameAnalytics' own description of what it processes is published at https://www.gameanalytics.com/trust/privacy-faq and in their privacy policy at https://www.gameanalytics.com/privacy.

This data is personal data. Even though it never identifies you by name, an identifier that ties a sequence of actions to one device is treated as personal data under the GDPR, and we treat it that way here.

2.4 Data stored only on your own device

Two things are written locally and never transmitted as such:

  • Your consent choice, saved in the game's local settings (Unity PlayerPrefs).
  • A pending-events file (Analytics/queue.ndjson, in the game's per-user application-data folder). Events wait there when the game is offline or the analytics service has not started yet, so that they are not lost, and are removed once sent. The file holds at most a few thousand records and its contents are exactly the events described in §2.1.

Your save files, settings and language choice are also stored locally and are not sent to us.

3. Why we collect it

We use this data for product analytics and quality only:

  • to see where players get stuck, die repeatedly, or abandon a run, so we can rebalance difficulty and level design;
  • to see which items, abilities, combat actions, NPCs and optional content are actually used;
  • to measure how far players get through the story;
  • to find and fix crashes and technical faults.

We never use this data to profile you, target advertising, make automated decisions about you, or build a marketing audience.

Legal basis (GDPR): your consent (Art. 6(1)(a)). We ask for it before collection begins, and you can withdraw it at any time.

4. Consent, and how to change your mind

When you first launch Memoria Wake, after choosing your language, the game shows an in-app disclosure describing this collection and asks you to Accept or Decline. Collection begins only after an affirmative action on your part. Closing or navigating away from the prompt is not consent, and the default is off.

You can change the setting at any time in Settings → Privacy → Allow data collection. Turning it off stops further collection. It does not by itself delete data already sent — for that, see §7.

5. Who we share it with

  • GameAnalytics (GameAnalytics A/S, Denmark) processes the data on our behalf under a data-processing agreement, and may only use it to provide the analytics service to us. Their infrastructure runs on Amazon Web Services and Google Cloud Platform. Where data is transferred outside the EEA, the transfer relies on the EU Standard Contractual Clauses.
  • That is the only recipient. We do not share this data with advertisers, data brokers, or any other third party, and we do not sell it. We may disclose data if we are legally required to.

6. How long we keep it

We keep analytics data only as long as it is useful for the purposes in §3, and it is deleted in line with GameAnalytics' retention schedule for our account. Aggregated and statistical results — which cannot be traced back to a device — may be kept longer.

7. Your rights

If you are in the EEA or UK, you have the right to access, correct, delete, restrict, or object to our processing of your personal data, to withdraw consent at any time (see §4), to data portability, and to lodge a complaint with your local data protection authority. Comparable rights apply under other laws, including the CCPA/CPRA in California.

Because the data is keyed to a device identifier and not to an account, we need that identifier to locate your records. If you ask us to, we will tell you how to retrieve it from your installation. Write to us at contact@teamcrescendo.net and we will respond within one month.

8. Children

Memoria Wake is not directed at children. If you are under 16 (or under the age of digital consent where you live, which may be as low as 13), please do not accept the data-collection prompt without your parent's or guardian's permission. If we learn that we have collected data from a child without that permission, we will delete it.

9. Changes

If we change what we collect or why, we will update this statement, change the date above, and ask for your consent again where the law requires it.

10. Contact

Team Crescendo — contact@teamcrescendo.net