TETERI
Privacy policy
Privacy
What TETERI stores, what it sends, and which third parties are involved. Short version: no accounts, no analytics, no cookies, no tracking.
TETERI has no server of its own, no accounts and no database. Nobody is counting your visits. This page sets out exactly what happens anyway, because "we do not collect anything" is rarely the whole truth for anything on the web.
What the game stores on your device
Two things, both in your browser's local storage, both readable only by this site:
- Your best score, as a single number.
- Your settings — music and effects volume, ghost piece, screen shake,
scanlines, and whether the touch buttons are forced on.
Nothing else. No name, no identifier, no history of your runs. It never leaves your device, and clearing your browser data deletes it. If your browser blocks storage entirely the game still works; it simply stops remembering.
TETERI sets no cookies and runs no analytics. There is no tracking pixel, no advertising network and no fingerprinting.
What is cached
A service worker stores the game's own files — the HTML, stylesheet, scripts and icons — so it starts instantly and works with no connection. That is a copy of this site sitting in your browser, not a record of anything you did.
Third parties
Three, and only one of them applies to everybody:
Hosting. The site is served by GitHub Pages. Like any web host, GitHub receives the requests your browser makes, which includes your IP address and user agent. That is governed by GitHub's own privacy policy.
Web fonts. The two typefaces load from Google Fonts. Your browser therefore requests those files from Google, which receives your IP address and user agent. The game is fully playable without them — they are loaded in a way that never blocks the page, so if the request fails you get a fallback typeface and nothing else changes.
Online duels. This one only happens if you choose it. Starting or joining an online game opens a connection to a public PeerServer instance, used purely as a relay so the two browsers can find each other. It sees the room code and the IP address of each side while the handshake happens, and it is dropped the moment the two players connect. After that, game data travels directly between the two browsers; it does not pass through any server.
Worth knowing: peer-to-peer connections work by exchanging network addresses, so an online opponent's browser learns your IP address, and yours learns theirs. That is inherent to how direct connections work, not something particular to this game. If that matters to you, the split-screen and versus CPU modes involve no network at all — and if you tick same device in the lobby, even the online mode signals through your own browser rather than any server.
Children
The game is suitable for any age. It collects nothing, so there is nothing to collect from a child either.
Changes
If this policy changes, the change will appear here. There is no mailing list to notify, because there is no mailing list.
Contact
Questions are best raised as an issue on the project's GitHub repository.