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Privacy

Privacy and Game Analytics

How Humanity Echo uses anonymous gameplay telemetry to improve balance, pacing, stability, and usability.

What we collect

When anonymous analytics is enabled, the game sends gameplay milestones and structured technical measurements such as save/load outcomes, scene-transition timing, error codes, suspected unclean exits, frame-time summaries, hitch counts, and broad memory/rendering buckets. We do not collect raw logs, crash dumps, dialogue text, save files, filesystem paths, player names, or free-form input.

Anonymous identifiers

The game generates a random identifier on your device and sends only its SHA-256 hash together with a random identifier for each play session. We do not send your raw Steam ID, lobby ID, peer address, or operating-system device identifier.

Analytics services

Detailed telemetry is processed by the isolated Humanity Echo analytics service. A limited subset of coarse progress events may also be sent to GameAnalytics. Steam statistics and achievements are platform features and remain separate from product analytics.

Retention

Raw gameplay events are retained for up to 180 days and structured technical reports for up to 90 days. Pseudonymous inactive-player aggregates are retained for up to 365 days. Anonymous summaries without player identifiers may be retained for up to 24 months. Security access logs are rotated after 14 days.

Your controls

Anonymous analytics can be disabled at any time in the game under Settings → Anonymous analytics. Disabling it stops future gameplay and structured technical telemetry, removes the local unclean-run marker, and clears both queues on your device. To request deletion of previously received data, contact privacy@sympathysystems.io and include the analytics identifier copied from the game settings.

Security

Telemetry is sent over TLS and signed to detect tampering. The service validates event schemas, limits request size and rate, rotates signing keys, and keeps its database isolated from the public portal. Client events are always treated as untrusted input.

Last updated: July 13, 2026