Legal
Privacy — Haunted Space Hotel: Manager.
This game has no accounts, asks for no names, and collects nothing about you. There is no advertising, no analytics and no tracking of any kind, in any mode. It is a complete game on one device; when you play with people in the room it goes straight from your device to theirs across your own Wi-Fi; and when you play with somebody who is somewhere else, it passes through a relay we run that forwards the game and keeps none of it — no account, no database, no log.
Last updated 7 September 2026
Who publishes this game
We trade as Haunted Space Hotel Studios, which is the developer name printed under our apps on Google Play. It is a registered fictitious business name of Fossa Tracks, Inc., a California corporation — the same corporation that is the seller of record for our apps on Apple's App Store, and the legal entity behind every app, page and purchase named here. The brand on the box and the company on either store listing are the same people.
- Developer name on Google Play
- Haunted Space Hotel Studios
- Seller on Apple's App Store
- Fossa Tracks, Inc. (Apple Developer team FK4KBUZ99T)
- Legal entity
- Fossa Tracks, Inc., a California corporation
- Contact
- [email protected]
- Website
- hauntedspacehotel.com
- App identifiers
-
Every app we publish — Android package or Apple bundle ID — uses the
prefix
com.hauntedspacehotel.. Anything on either store that does not is not ours.
Which app this policy covers
This page covers one app, and only one. Our other mobile games — which collect nothing and never open a network connection at all — are covered separately at privacy for our mobile games.
- Haunted Space Hotel: Manager
com.hauntedspacehotel.managerThe Haunted Space Hotel Manager board game in 3D, for one to six seats, on Google Play and on the Apple App Store (iPhone, iPad and Mac). The same identifier on both. Not a children's title.
The short version — three switches
Out of the box this game opens no connection at all, and it is the whole game that way: every seat count, every rule, and Megan — the AI that has been playing this game for years — in all six chairs. All three of the things below are off until you turn them on, and they are independent of each other.
1 · Playing across the room
Off unless you press HOST or JOIN.
Device to device, on your own Wi-Fi. The hosting device is the only copy of the game; the others send it the move somebody touched and draw what it sends back. It touches no server at all — not ours and not anybody else's. Nothing leaves your local network.
2 · Playing over the internet
Off unless you choose it when you host.
If the people you are playing with are somewhere else, HOST offers over the internet instead of same Wi-Fi. Then it passes through a relay we run, which forwards the game between your devices and keeps none of it. Four letters on the host's screen are the whole address.
3 · Buying the unlock
Off unless you buy it.
One optional one-time purchase, and what it buys is hosting. It is handled entirely by Google Play or by Apple. We never see a card number, a name or an email — the store tells the app yes or no and nothing else.
What we collect
Nothing. There is no account, no sign-in, no profile, no advertising and no analytics. Specifically, this app does not ask for, access, collect, store or transmit to us:
- Email addresses, phone numbers or postal addresses
- Names — the game has no name field anywhere; a seat is a number and a faction
- Location of any kind, precise or approximate
- Contacts, calendar, photos, files, microphone or camera
- Advertising IDs, device identifiers or any other tracking identifier
- Usage analytics, gameplay telemetry, crash reporting of our own, heat maps or session recordings
- Cookies, web beacons or cross-app profiles
We run exactly one piece of server infrastructure for this game and it is a relay. It exists so that people who are not in the same room can play together, it forwards the game between your devices without reading it, and it keeps nothing — no account, no record of a game, no log of what was passed through it. It is described in full further down, because a promise about a server is worth more when the server is named. Every other connection the app can make is to another copy of itself on your own local network, and none of them happens until somebody presses HOST or JOIN.
1 · Playing across the room — what leaves the device, and where it goes
One device opens a table. Everybody else joins from their own copy on their own device, and any chair nobody takes is played by Megan. What travels between them is the game and nothing else: whose turn it is, what is on the board, and the move a player touched.
- It is your network, not ours. On the same Wi-Fi the devices talk directly to each other. There is no account to make, no room code registered anywhere, and no third party in the path — the relay in the next section is not involved unless you choose it.
- Seat numbers, never names. The game never asks who you are — there is no name field anywhere in it. A player is a seat and the faction that seat drafted. The one other thing a joining device sends is a four-letter tag the app makes up at random when it starts, so the host's lobby can show that somebody has sat down and so that a device whose screen locked can find its own chair again. It is not your device's name, it is not kept, and it is different the next time you open the game.
- Nothing is kept. The hosting device holds the game while it is being played and the table is gone when the app closes. No history is written anywhere, on any device, about who played with whom.
- It is off until you turn it on. A copy that never hosts and never joins opens no socket at all, on your Wi-Fi or anywhere else.
To find a table on your Wi-Fi, a joining device asks the network whether anybody is hosting, and a hosting device answers with its address. That question and that answer contain no personal information — they say only that a game is here, and which four letters the room is called.
How it asks depends on the device, and on iPhone, iPad and Mac it is why the game asks for permission to talk to your local network. On Windows and Android it is a small broadcast message on your own Wi-Fi. On Apple devices it is Bonjour — the same standard mechanism a printer on your network uses to say it is there — so the app asks iOS or macOS for Local Network access. It asks only when you press HOST or JOIN, never when the game starts, and if you say no the game still plays: on one device as it always did, and across the room by typing the host's address instead. Typing the address is also how an Apple device joins a table hosted on a Windows PC or an Android tablet, which announce themselves the other way.
2 · Over the internet — a relay we run, that keeps nothing
If the people you are playing with are somewhere else, the host can open
the table over the internet instead of on the Wi-Fi. The device that hosts
and the devices that join each make an encrypted connection to
manager.hauntedspacehotel.com, a server we operate, and it
passes the game between them. The four letters on the host's screen are the
address of that room and the only thing anybody types.
What the relay is, precisely:
- It does not understand the game. It has no idea what a seat, a round, a faction or a score is. It forwards whatever it is given to the other devices in the same room, untouched.
- It stores nothing and logs nothing. There is no database, no account, no history and no record of who connected or what was passed through. Access logging is switched off on that server, and errors are recorded by error code, never by content.
- A room lasts exactly as long as the host's connection. When the host leaves, the room is gone and the code means nothing again.
- Traffic is encrypted between each device and the relay (TLS, over the same port a browser uses).
- There is no list of games to browse and no way to be found. A room is reachable only by somebody you gave four letters to. We publish nothing about any player, ever, and we are not going to.
- It is the same relay our other networked game uses, and it is shared in the sense that one machine serves both — never in the sense that a room can see another game's traffic. Every conversation opens by naming which game it is, and a mismatch is refused.
Two ordinary internet facts we would rather state than leave implied. Like every internet service, the relay and the content-delivery provider in front of it (Cloudflare) necessarily handle the connection itself — which means your device's IP address is visible to them for as long as you are connected, in the same way it is to any website you open. We do not use it for anything, we do not keep it, and it is not joined to anything else, because there is nothing else. And the relay is only ever running when you chose the internet option: pick same Wi-Fi, or play on one device, and no part of this section happens at all.
3 · The purchase
The entire single-device game is free, permanently — every rule, every seat count, Megan in every chair — and so is joining somebody else's table. The one purchase unlocks hosting: one person at the table buys it and everybody else plays for nothing.
It is a single non-consumable in-app product, handled entirely by the store the app came from — Google Play Billing on Android, Apple's In-App Purchase on iPhone, iPad and Mac. We never see a card number, a name, an email address or a billing address. The store answers the app with this device has bought it or it has not, and the app keeps only that answer. Your receipt is the store's, under Google's privacy policy or Apple's privacy policy.
There is no advertising in this app and there is no build of it that could show one. The commerce module it uses refuses every advertising placement at compile time, so this is a property of the program rather than a promise about how we configured it.
What is kept on the device
A small settings and save file, in the app's own private storage, so the game remembers what you were doing. It never leaves the device, is not readable by other apps, and contains nothing about you — no identifier, no name, no address.
- On Android it is the app's private directory, removed when you uninstall the app or clear its data.
- On iPhone, iPad and Mac it is inside the app's sandbox container, removed when you delete the app.
- On Windows it is under your own local application data folder.
On iPhone, iPad and Mac the app also ships a privacy manifest that declares, in Apple's own format, every system API it touches and why. It declares no collected data, because there is none.
Third parties
- Google Play — for distribution on Android, and for the one optional purchase. Google gives us aggregate, anonymised console statistics: install counts, ratings, anonymous crash reports. We cannot identify anyone from them and we have asked for nothing more.
- Apple — for distribution on iPhone, iPad and Mac, and for the one optional purchase. Apple gives us the same kind of aggregate, anonymised App Store Connect statistics, and nothing that identifies a person.
That is the complete list. There are no ad networks, no analytics providers, no social logins, no crash-reporting SDKs of ours, no match-making service and no cloud services of any kind in this app.
- Cloudflare — and only if you host or join a game over the internet. They sit in front of our relay and handle the connection, under Cloudflare's privacy policy. On the same Wi-Fi, or on one device, they are not involved.
Permissions
The Android build declares the following. Every one of them exists so the devices playing together can reach each other:
INTERNET— Android's name for opening a socket at all. It is what the local Wi-Fi connection between your own devices needs, and what the relay needs when you choose to play over the internet.ACCESS_WIFI_STATEandCHANGE_WIFI_MULTICAST_STATE— so a device can hear the "is anybody hosting?" message on your own Wi-Fi.ACCESS_LOCAL_NETWORK— required from Android 17 onwards for exactly the same thing, and asked for only when you host or join.
Google's billing library merges in com.android.vending.BILLING
and ACCESS_NETWORK_STATE of its own accord, so that the app can
ask the Play Store about the one purchase.
On iPhone, iPad and Mac the app asks for permission to talk to devices on your local network, and only when you host or join. The camera, microphone and Bluetooth notices Apple shows in the app's listing are required because the graphics library the game is built on references those APIs; this game uses none of the three, and asks for no location, no contacts, no photos and no tracking permission.
Children
This is not a children's title. It is not in Google Play Families and not in Apple's Kids Category, and it is intended for players aged 13 and over. It is a full six-player strategy board game, and unlike our children's titles we are not going to claim it is suitable for a small child. It contains no advertising of any kind, and it collects nothing — but it is not a children's app and is not filed as one.
Third-party licences
This game is built on other people's work as well as ours. The notices that work is owed are listed on our third-party licences page and ship as a text file beside the desktop build.
Your rights
Data-protection law gives you the right to access, correct, export or delete the personal data a company holds about you. We hold none — there is no account and no database, and the one server we run is a relay that keeps nothing — so there is nothing on our side to access or delete. To remove what is on the device, uninstall the app or clear its data. If you want to ask about any of this, write to us.
Changes to this policy
If this game ever changes what it does with data, we will update this page and the date at the top before that version ships, and we will say plainly what changed.
Contact
Write to [email protected] — the same address on our Google Play and App Store listings. A person answers it.