Version 14 · updated 2026-08-27
This Privacy Policy explains how the developer and publisher of BIG PARTY 3D ("we", "us", or "our") collects, uses, shares, retains, and protects information when you install, launch, access, or use BIG PARTY 3D, including its online multiplayer features, game systems, support, and related services (the "Service").
By using the Service, you agree to this Privacy Policy. If you do not agree, do not use the Service. This Privacy Policy is incorporated into the BIG PARTY 3D End User License Agreement ("EULA"). Your use of the Apple App Store and of any other platform or service provider is also subject to their separate terms and privacy policies.
BIG PARTY 3D is free. The game itself — every minigame, solo play, couch play on one machine, LAN multiplayer between machines on your own network, and online multiplayer — costs nothing and is not gated behind a payment of any kind.
What you can pay for is COSMETIC ONLY: a different look for your rancher. A cosmetic changes nothing about how the game plays. It gives no advantage, unlocks no mode, and a player who never spends anything is not at a disadvantage against one who does.
Online multiplayer — PUBLIC and PRIVATE matches and the FIND GAME listing — is provided alongside the game and is not something you buy. It depends on a third-party online services provider (Section 8), on Apple, and on this game's continued compatibility with them, none of which we control, and it may be changed, interrupted, suspended, or discontinued at any time, without notice and without compensation, except where the law of your place of residence or the refund policy of the store you bought the game through provides otherwise. If online multiplayer is unavailable — for a day, or permanently — solo, couch and LAN play keep working: they depend on no service of ours and are not affected. NOTHING YOU HAVE PAID FOR STOPS WORKING EITHER. A cosmetic you bought is a look for your rancher, and it is still there in solo and couch play whether online multiplayer ever comes back or not.
The EULA's Section 12 states the same rule as a term of your license.
We do not require users to provide their real name to play the Service. Users are identified in-game through a display name, a chosen character, and short-lived session identifiers needed to operate multiplayer. Your display name is the name on your account, with the digits we added to it.
We cannot guarantee complete anonymity. Online play, display names, gameplay behavior, screenshots, streams, and information you voluntarily share may reveal information about you. Voice chat reveals more than any of those: your voice is recognisable, it can suggest things about you that a typed name does not, and anything you say in a match is heard by the other players in it (Section 7A). In addition, peer-to-peer multiplayer can expose your IP address to the people you play with — see Section 7. Other players may record, screenshot, stream, or disclose what they see. You are responsible for protecting your own personal information.
The Service processes far less than a typical online game, because it has no game servers and no analytics of any kind. What it does now process about everyone is an account, because one is required to play (Section 3C). Depending on how you use it:
Information that stays on your own device: your settings, keybindings, chosen name and character, achievements and statistics, your own season book, saved playlists, and your record of accepting this agreement. Your season book is the record of every round you have finished, including solo and couch rounds, and it does not leave this device — the separate GLOBAL board in Section 3E is fed only by online rounds and is a different thing. They are stored in this app's own storage on your device and are removed with the app.
Account information, which everyone who plays now has: the id described in Section 3C, the name you chose and the digits we added to it, a token identifying each device signed in to it, a one-way hash of the e-mail address you sign in with — not the address itself — and a scrambled form of your password, which is not your password and cannot be turned back into it. If you buy anything, the list of what you have bought and which storefront sold it joins that, and so does the identifier a storefront knows you by — the identifier Apple gives us if you sign in with Apple — if you link one so that a purchase follows you to another device. This is the only information we hold about you on our side other than a report you send us, none of it is created before you complete the step that makes the account — launching the game creates nothing, and browsing the shop creates nothing — and you can delete all of it from inside the game.
Platform information from Apple: if you choose Sign in with Apple, Apple gives us an identifier for you, which is neither your Apple ID nor your e-mail address. It is used to recognise the same person on another device so that what you bought is there too. It is not shown to other players and is not transmitted to them.
Multiplayer connection information: to connect two players' devices, the game must first get them to find each other, and how that happens depends on which kind of match you are in. In a LAN match, the two devices exchange the addresses they hold on your own local network, through a small server the host's copy of the game runs on the host's own machine; that exchange stays on that network and no service of ours takes any part in it. In a PUBLIC or PRIVATE match, the game uses a third-party online services provider (the "Online Service Provider"), which performs the equivalent step inside its own peer-to-peer service. Section 7 explains both in full.
Lobby information: a PUBLIC or PRIVATE lobby is registered with the Online Service Provider, which also receives your display name separately when the game signs in (Section 8). What that registration contains depends on which of the two you chose, and you can change it at any time from inside the lobby.
SOLO and LAN lobbies are registered with nobody. We operate no lobby directory of our own and keep no copy of any of this.
Gameplay information exchanged between players during a match: positions, movement, actions, states, scores, placements, ready state, team, chosen character, and the round's settings and random seed. This is exchanged directly between the players' devices and is not sent to us or stored anywhere by us.
Voice, while you hold the talk key: audio from a microphone you choose, sent to the other players in your match. It is captured only while that key is held, and only once you have pressed it for the first time — that press is what opens the microphone, and what causes your system to ask you to allow it. The audio travels the way the gameplay information above does, between the players' devices; it is not sent to us and it is not stored. Each fragment is played by the devices that receive it and discarded, nothing writes it to a file, and no part of the Service can retrieve anything that was said. Who receives it is the match setting described in Section 7A, and voice chat can be switched off entirely under SETTINGS → AUDIO.
Support information: if you contact us — through the support method shown on the BIG PARTY 3D App Store listing — we process what you choose to send us, such as your description of the issue, any attachments, and the platform account details you provide. The match report the game sends is a separate thing: Section 3A describes exactly what it contains, when it is sent, and how long it is kept.
This version keeps NO local log file. It writes no diagnostic file to your device, and there is no crash report: it cannot tell that a previous session ended badly, so it never sends one. There is also no report you can build and send yourself — no description box, and no SEND button anywhere in the game. What it does send is one thing, described in full below.
THE GAME SENDS US EXACTLY ONE REPORT, and it sends it by itself: a match report, at the end of every match or playlist you finish. Nothing else leaves this device automatically, at any time.
When a match or a playlist finishes and the results go up, the game assembles one report, cleans it as described below, and sends it — once, with no retry and no queue, and only after you have accepted this version of this policy. A match you abandon before any round is scored sends nothing, because there is nothing to record.
A match report carries the record of the party that just finished: one row per round in the order they were played, and for each row the minigame, the arena, how many seconds were actually played, and one entry per seat giving that seat's finishing place, score, party points and round wins. A seat is identified only as yours, a bot, or another player — there are no names in it, and the playlist's own name is left out because you typed it.
Two things follow that this policy would rather state than have you discover: the report is not shown to you before it is sent, and there is no setting that turns it off — the only way to prevent one is to be offline when the match ends, and an unsent report is dropped rather than kept for later.
Before it is sent, the report is cleaned on your own device: the game removes the identifying values it can recognise — display names, yours and those of the players in a match, the identifier a storefront knows you by, the anonymous online-service account and lobby identifiers the game uses, IP addresses in either notation, your device's address on your own network, join codes wherever they appear, including the one carried inside a match identifier, the account segment of file paths, e-mail addresses, and identifiers of a similar shape. Anything held in a field whose name says it holds a name, an address, a code, an account or a secret is removed on the strength of that name, whatever the field turns out to contain. Each removed value is replaced by a marker such as [name] or [address], and the removal is then run over the finished document a second time, so that a value used as a label rather than as a value is caught as well.
Nothing in a match report is typed by anyone. It carries a single line the game writes itself, saying how many rounds the party that just finished ran to, and no words of yours at all. There is no field anywhere in this version that puts text of yours into a report.
What a report contains, in the order it is laid out: a fixed label marking the document as a BIG PARTY 3D diagnostic report, the report layout's version number, and the time your own device made it; the game, shell and network protocol versions, which version of this agreement this build carries and which version you accepted, and whether this is a development build; your operating system, your browser engine identification string, your language, and the processor count and memory size your device reports, together with whether the online service was available and whether an anonymous online-service account had been established, never its identifier; your window size and pixel ratio, whether the game was full screen, the frame rate, the graphics quality, the render scale, whether post-processing was on, and how long the game had been running; whether WebGL 2 was in use, the graphics vendor and driver strings your browser or shell reports — or the word masked, where they are withheld from the game — and counts of draw calls, triangles, geometries and textures; your settings, other than your player name, with your keyboard and controller bindings reduced to the word custom or default rather than listed out; where your display name comes from and how many characters long it is, but never the name; the screen you were on, whether the game was paused, the match phase, the minigame, the arena, the playlist mode, your progress through a party, and the numbers of players and bots; in a match report, the per-round record described above — for each round in play order the minigame, the arena, the seconds played, and each seat's place, score, party points and round wins, with seats named only as yours, a bot or another player; the match identifier, which is not a random label but is built by the game out of the minigame, the round's random seed and the lobby's join code — the join-code part of it is removed like every other join code, and what remains is what lets the exact round be rebuilt; if a match is running, whether it is active, the connection status, any error code, whether you are hosting, whether the lobby is PUBLIC, PRIVATE, SOLO or LAN, which connection method is in use, how many players are connected and how many are in the roster, how many times the game found players listed in the match but no working connection to send to — a count of a fault, not of anything about you — whether the match had a relay available to it, whether the link was relayed, its round-trip time, the type of the connection candidate at each end — never its address — the host part of the address a LAN match connected against, which is removed like every other address, and the numbers of packets sent and received; the shell's version; the lines the game itself recorded while the session ran, up to 40 of them, each with its time, its level and its message, and — where the line came from an error the game caught rather than one it wrote deliberately — the technical detail that accompanied it, which is typically a stack trace naming the parts of the game's own code that were running, cleaned like the rest of the report; and the one line the game wrote naming the party the report is about.
Where a report goes and how long it is kept: it is sent to a diagnostics endpoint on our service, hosted by our infrastructure provider (Section 8), in a single request that carries no cookie, no credential, and no identifier of you or of your machine. What is stored is the cleaned document, exactly as it was sent, together with a marker recording that the cleaning step ran — a report without that marker is refused — a short reference id, and the time it arrived. Nothing else is stored beside it: no account, no player identifier, and your IP address is not attached to it. A report larger than about 32 KB is refused, and no more than five reports an hour are accepted from one internet connection — which is also what stops a game crashing over and over from flooding the service; the store also holds a limited number of reports at a time, and when it is full a further report is refused rather than an already-stored report being deleted early to make room. A report that cannot be sent — because you are offline, or refused for any of these reasons — is dropped, not queued or retried. Each stored report is deleted 30 days after it arrives (Section 9). The reference id the service answers with is recorded inside the game, where SETTINGS → PLAYER → DIAGNOSTICS shows it to you, so you can quote it if you follow up with us — including to ask us to delete that report before its 30 days are up. Reports can be read back only by us, and only by a request proving a secret we hold: nothing in the game can read one, no request without that secret is answered, and no web page can read one at all. A guessed id gets nothing without the secret.
What this cleaning cannot do: it removes the values it can recognise — the names, addresses, join codes and identifiers your own machine knows about, plus text in those shapes. It may not recognise personal information that turns up inside an unusual error message. And a display name shorter than four characters is not treated as a value to remove at all, because striking out a two-letter name would strike it out of every ordinary word that happened to contain it. A MATCH REPORT IS NOT SHOWN TO YOU BEFORE IT IS SENT, so you are trusting this cleaning rather than your own reading of the document. Three things narrow what that trust covers: it is built entirely from the technical material listed above, with no free-form text typed by anyone; everything it carries about your machine is the material this section enumerates, nothing else; and the per-round record it adds names no player at all, only a place and whether the seat was yours, a bot's, or another player's. If you would rather no report be sent even so, the only way to prevent one is to be offline when the match ends — it is attempted once and never retried, and an unsent report is dropped rather than kept.
If a future version sends anything else, sends more often than this section describes, or sends for a reason other than a crash or a finished match, this Privacy Policy will say so and you will be asked to accept the updated policy before it takes effect. That is what happened here: the match report is why this document is version 10, and why you were asked to accept it again.
A report you send about another player carries: the reason you picked from the list; your
description, if you wrote one, exactly as you typed it and up to 600 characters; the other
player's display name AS IT APPEARED IN YOUR CAMP; the seat they held in that session; and the
camp's join code. Your own account is attached to it, because you are signed in — that is what
lets us see if one account is filing a great many of these.
WHAT IT DOES NOT CARRY, and this is a limit rather than a courtesy: it does not name the other
player's ACCOUNT. The game does not publish account handles to the other players in a camp, so
your device does not know one to send. A display name is chosen, unenforced, and two people can
hold the same one — so a report identifies a moment rather than a person, and no automated system
reads these or acts on them. A human does.
We keep a player report for 90 days rather than the 30 the reports in Section 3A get. The reason
is the one question these are most useful for — whether anybody else has reported the same
behaviour — and a thirty-day window would delete the first report of a repeat offender before the
second arrived. You can ask us to delete one sooner using the reference the game shows you when it
is sent, through the method in Section 18.
There is a limit on how many you can send in an hour. It is there so that this cannot be used to
bury somebody under filings, and it is generous enough that a genuinely bad camp does not hit it.
BIG PARTY 3D keeps a global season board, and it is the one thing in this game that is deliberately public. It shows a ranked table: a player's display name and the digits after it, how many online rounds they have finished, how many they won, their points, their ring-outs, and their best placement. Anyone who opens the board sees it, including people who have never played with you.
This is different from everything in Section 3A, and the difference is the point. The match report is sent with nothing attached to it and cannot be traced back to you. The board is the opposite: it is attached to your account on purpose, because a leaderboard that did not know who you were would not be a leaderboard.
ONLY ONLINE ROUNDS COUNT. Rounds you play alone against the game's own characters, and rounds you play with people on one screen, are recorded only on your own machine and are never sent to us. Nothing you do offline reaches the board.
WHAT IS SENT, AT THE END OF EACH ONLINE ROUND: where you placed, how many people were in the round, the points you scored, and how many opponents you knocked out. Your name is not in that message — we already know it from your account — and no other player's result is in it either. Each player's own game reports their own round.
WE CANNOT CHECK IT. Online matches are played between the players' own devices, with no game server of ours in the middle, so what reaches the board is what a player's own copy of the game says happened. We limit how often a player can report and we refuse results that could not have happened in a real round, but somebody running a modified copy of the game can put a wrong number on the board and we would not be able to tell. Please treat the board as a bit of fun rather than a record of anything.
YOUR NAME IS ON IT, so pick one you are happy for strangers to see, and do not put personal information in it. Section 4 says the same thing about your name generally; this is the place it is most visible.
DELETING YOUR ACCOUNT REMOVES YOUR ROW. It goes when the account goes, as Section 3C describes, and there is no copy of it kept anywhere else.
For the avoidance of doubt, BIG PARTY 3D does not:
This list used to end with "require an account with us in order to play". It no longer can: an account IS required, and pretending otherwise in a section headed WHAT THIS GAME DOES NOT DO would be the most misleading sentence in the document. Section 3C describes what that account holds and how to delete it.
One further entry changed in this version for the same reason. It used to say this game does not "transmit anything you type to other players; there is no player-written chat". There is one: an online camp has a chat box, and what you type in it is sent to the other players in that camp. What remains true is the narrower statement now in the list above — those lines never reach us and are not kept once the camp ends. A list of things a product does not do is only worth having if every line of it is true, so the false half was removed rather than softened.
You need an account to play BIG PARTY 3D, and the game asks you to make one the first time you reach the main menu. Earlier versions of this policy said the opposite, and said it plainly; that is the single biggest change in this version, and it is why you were asked to accept it again.
What an account is here: a name you choose, an e-mail address, and a password. We add seven digits after your name — Cole#0481234 — so that everybody can have the name they asked for and nobody has to be told it is taken. You can change the name whenever you like; new digits come with it.
Only the FIRST launch needs a connection. Once the account exists, the game remembers this device, and solo play, couch play and LAN play work with no internet at all, exactly as Section 1A describes.
We do not send you a message to complete registration, and the account works immediately. Your address is stored as a hash from that moment, but nobody has PROVED it yet — it might be mistyped. Proving it matters only when you buy something, because that is when an address is the thing that gives a purchase back to you, so that is when the game sends a code and asks you to type it back.
Making an account asks you for an e-mail address. That is the only thing we require, and it exists for one purpose — so that a device you have never used before can prove it is you, and be given the characters you already paid for. We send a six-digit code to the address and you type it back. That code is always enough on its own, and if you never set a password it is the only way in you will ever need.
You choose a password when you register, and it is how you sign in afterwards. A code sent to your address does the same job and always will — it is what gets you in if you forget the password, and it replaces nothing. And a code is what gets you back in if you forget your password: asking for one signs you in as usual, and you can then choose a new password from SETTINGS → PLAYER.
Your password does not reach us, and this is worth being precise about rather than reassuring about. Before anything leaves your device, the game puts what you typed through a deliberately slow calculation — hundreds of thousands of repetitions, mixed with your e-mail address so that the result is unique to you — and sends only the unreadable result. We then scramble that a second time, using a key held only on our server and never stored in the same place as the result, and it is that second value we keep. Three consequences follow, and we would rather state them than let you assume them. We cannot tell you what your password is, because we have never had it — if you forget it, a code is the way back, not us. A copy of our database on its own is not enough to sign in as you. And working a password out from that copy would mean guessing it and repeating that same slow calculation for every single guess, which is exactly what the slowness is for — though a password that is short, common, or one you have used on another site is still a password that can be guessed, which is why it is worth choosing one you use nowhere else.
We do not keep the e-mail address. What we store is a one-way hash of it — a fixed-length scramble that cannot be turned back into the address it came from. That is enough to recognise the same address when you type it again, which is all we need it for, and it is not enough to write to you, to sell, or to hand to anybody who takes a copy of our database. It means we cannot e-mail you, and we do not: we send nothing but the code you asked for, at the moment you ask for it. The address itself exists on our side only for the seconds it takes to send that one message.
What it holds, in full: an id we generate at random, which is not derived from your name, your e-mail address, any storefront account of yours, or your device; the name you chose and the seven digits we added to it, which is the only thing here other players can see; a token for each device signed in to it, kept only as a one-way hash, so that a copy of our database is not a set of usable sign-ins; a one-way hash of your e-mail address, and a masked form of it such as a****@example.com so that the game can show you which address recovers the account; if you set a password, the twice-scrambled form of it described above, and the number of repetitions used to make it — never the password; the list of what you have bought, when, and which storefront sold it; and, if you link one, the identifier that storefront knows you by — the identifier Apple gives us if you sign in with Apple, which is neither your Apple ID nor your e-mail address. Beyond the name you picked it holds no real name and asks for none, no readable e-mail address, no password you could read or we could recover, and nothing about what you have played.
Getting to your account on a second device. If you set a password, typing that address and password signs the new device straight in. Otherwise — or if you have forgotten it — typing the same e-mail address on it, and the code we send, puts that device on the same account — including a device you are holding for the first time, which is the case an address exists to cover. If both devices are in front of you, the game can also show a short code on one to type into the other, which asks for nothing at all. Linking a storefront is optional on top of that: signing in with Apple attaches that identity too, so that reinstalling and signing back in finds the same characters.
Deleting it. SETTINGS → PLAYER → DELETE MY ACCOUNT erases the account, the name you chose, every device token attached to it, the hash of your e-mail address and its masked form, the scrambled form of your password, every link, and our list of what you own. Because an account is required to play, deleting it also means the game will ask you to make one again before you next play — deletion is not a way to keep playing without one, and we would rather say so here than have it come as a surprise. It is not immediate, and that is deliberate: pressing it starts a thirty-day clock, and the erasure happens when the clock runs out. For those thirty days the account and everything listed above still exist and still work, so a deletion pressed by accident costs nothing to take back — sign back in, or use any device still signed in to the account, and choose KEEP MY ACCOUNT, and the clock stops with nothing lost. When the thirty days pass, everything listed above is erased, we keep no shadow copy, and there is nothing left to bring back. If our service cannot be reached at the moment you press it, the game still removes everything from your device and tells you plainly that the server could not be reached, so that you can contact us (Section 18) and have it erased there too.
What deletion does not reach, because it is not ours to erase: the storefront that sold you the character keeps its own record of the sale under its own policy. That is Apple's copy, not ours — and it is also what lets a purchase come back. If you delete your record and later sign in to the same storefront again, a character bought there is granted to you once more, because that storefront still knows you bought it. A character bought from our own web shop is the exception: after deletion we no longer hold the link between you and that sale, so restoring it means contacting us with your order details.
Do not share sensitive personal information in the Service, including real names, home addresses, private email addresses, phone numbers, precise locations, school or workplace information, private social media accounts, government identifiers, financial information, passwords, family information, or medical information. Your display name and your lobby's join code are visible to others, so treat them accordingly.
Do not request, publish, threaten to publish, solicit, buy, sell, or misuse another person's non-public personal information, including an IP address obtained through a match. Doxxing, stalking, harassment, threats, extortion, swatting threats, impersonation, and similar conduct are prohibited by the EULA and may result in enforcement action.
We use information for the following purposes:
Where the EU/UK GDPR or similar laws apply, our legal bases are:
We should be straight about the limit of that reasoning, because you are entitled to weigh it. An account is now required to play at all, not only to buy, and the parts of this game that run entirely on your own machine would technically work without one. Where the law of your country treats a requirement like that as needing your consent rather than being necessary for the contract, then it is consent — the kind you give by accepting this policy, which you can withdraw by deleting your account and not using the Service. If you would rather not have an account, the honest answer is that this game is not usable without one, and you should not accept this policy.
Multiplayer in BIG PARTY 3D is peer-to-peer. When you host or join a match, your device connects to the other players' devices — directly, or through a relay. Gameplay traffic does not pass through a game server that we run: we run no game server, no matchmaking service, and no relay of any kind. This is what keeps the game responsive and what makes hosting a match cost almost nothing — and it has a privacy consequence you should understand before you play.
There are two kinds of match.
On an online match, the Online Service Provider decides how the two devices are connected: it may connect them directly, or carry their traffic through its own relay. That decision is the provider's, it is made inside the provider's software, and neither we nor the game is told which happened. You should therefore assume that on an online match the other players' devices may receive your IP address, and that yours may receive theirs. The game does not display it, but where it is present it can be read by anyone able to inspect their own device's network traffic. An IP address is personal data under the EU/UK GDPR and comparable laws. The provider itself receives the IP address of your connection in order to operate the service, as described in Section 8.
On a LAN match, the two devices tell each other which addresses they can be reached at on your own local network — a private address such as 192.168.1.42 — and they do so through a small server the host's copy of the game runs on the host's own machine. Those addresses are the ones your devices already hold on that network, and the exchange does not leave it. No service of ours takes part, and no outside party is asked anything. What the other players on that network learn about you is your address on the network you are already sharing with them; if that network is one you share with people you do not know, treat it as you would any other shared network.
The game asks no outside server what the public address of your internet connection is — it queries no STUN server — and there is no relay of ours for a match to be routed through. Whatever relaying happens, happens inside the Online Service Provider's service, on its terms and under its control.
An IP address can indicate the approximate geographic area and the internet provider of a connection. It does not, by itself, identify you by name.
The addresses exchanged to open a connection never reach us: a LAN match exchanges them on your own network, and an online match exchanges them inside the Online Service Provider's service. We do not store them (Section 9), and they do not travel in a report either. If you send us a report about a connection problem (Section 3A), what it says about the match is which kind of candidate each end used, whether the link was relayed, the round-trip time, and how many packets moved. The addresses themselves are removed before the report is shown to you.
There is no setting in the game that changes any of this, and this policy does not describe one. Where a match is relayed, it is relayed because the Online Service Provider chose to relay it, not because you or we asked for it. If you do not want your IP address to be available to the people you play with, play on a LAN with people you know, or do not play online.
BIG PARTY 3D has voice chat in online and LAN matches. It works like the rest of multiplayer and has the same shape as Section 7: it is peer-to-peer, and no server of ours is in it. Your voice travels to the player hosting the match, and that device passes it on to the players who are meant to hear you. It does not reach us. It is not recorded, stored, or transcribed anywhere, by us or by the game — each fragment is played and discarded.
The microphone is not opened when you start the game or when you join a lobby. It is opened the first time you hold the talk key in a match or lobby, which is also when your operating system or browser asks you to allow it, and it is closed again when you leave. Voice is push-to-talk unless you turn that off in SETTINGS → AUDIO, where you can also disable voice chat entirely, choose which microphone it uses, set its levels, and test it.
Who can hear you depends on a setting the host chooses for the camp, shown on the lobby screen to everyone in it, including players who cannot change it: GLOBAL is everyone in the match, PROXIMITY is only players near you in the arena, and TEAM is only your own team. The host's device decides who receives your voice, so in PROXIMITY a player too far away is not sent it at all.
You can silence one player without silencing everyone. Every player card in the online lobby carries a MUTE button, and the same list appears on the pause screen during a round, so you can mute someone without leaving the match. Muting happens entirely on your own device: the game stops playing that player's voice from the moment you press it, including anything of theirs already on its way to your speakers, and their name stops appearing in the who-is-talking display. It is not a request to the host and nothing is sent to the player you muted — so it works whoever is hosting, and that player is not told. A mute lasts as long as you stay in that camp. It is not saved to your device, it is not carried into your next match, and we never learn who you muted.
A solo or couch match makes no multiplayer connection, so it has no voice chat and never asks for a microphone.
Treat voice chat as public. Other players can hear, record, and stream what you say, and we cannot know what they do with it. Do not say anything you would not want kept.
BIG PARTY 3D also has a text chat box in an online camp, beside the roster. What you type there — up to 120 characters a line — travels the way your voice does: to the player hosting the camp, whose device passes it to the others in it. It does not reach us, it is not recorded, and it is not stored. The camp's log lives in your device's memory while you are in that camp, holds the most recent lines only, and is gone when you leave. MUTE covers typing as well as voice: a muted player's lines are dropped on your own device before they are ever shown to you.
Treat what you type as public, for the same reason as your voice. Other players can screenshot or stream it, and we cannot know what they do with it. Do not type anything you would not want kept, and do not put personal information into it.
The message panel shown in an OFFLINE lobby is a different thing and carries nothing between players: it displays messages the game generates on your own device, such as a player becoming ready.
What other players do see is your display name, your chosen character, and what your character does during a round. Assume that other players may record, screenshot, or stream what they see. Do not put personal information into your display name.
Publicly, on the global season board: your display name and the digits after it, and your online-round totals, as Section 3E describes. This is the only information in this policy that anyone can see without playing with you.
With other players: other players' devices receive your display name, your chosen character, your ready state and team, your character's positions, actions, and scores during a round, anything you type into an online camp's chat, and — while you hold the talk key — your voice, to whichever of them the match's voice setting allows (Section 7A). Depending on how the match connects, they may also receive your IP address, as described in Section 7.
With our service providers:
With platform operators: we may share information with Apple where necessary to enforce the EULA, investigate abuse, respond to a report, or comply with platform requirements.
For legal and safety reasons: we may disclose information if required by law, subpoena, court order, valid legal process, or government request, or if we reasonably believe disclosure is necessary to protect safety, prevent harm, investigate abuse, protect rights or property, enforce the EULA, or respond to a security incident.
Business transfers: if the Service, studio, or related assets are involved in a merger, acquisition, financing, restructuring, bankruptcy, or sale of assets, information may be transferred as part of that transaction, subject to applicable law.
We do not sell your personal information, and we do not share it for cross-context behavioural advertising.
We hold very little, and most of it only for seconds or minutes.
Where information must be retained for security, legal compliance, dispute resolution, or enforcement, we keep it for as long as that purpose requires, and no longer.
We use reasonable technical and organizational measures designed to protect information against unauthorized access, loss, misuse, alteration, and disclosure. Traffic between the game and the endpoints we run is encrypted in transit; LAN gameplay connections are encrypted by the WebRTC standard the game uses, and an online match is carried by the Online Service Provider under its own transport security. No online service, game, platform, transmission, or storage system can be guaranteed to be 100% secure.
If you set a password on a BIG PARTY 3D account, it is never transmitted to us and never stored by us in a form we can read: your device converts it first, and we keep only a further scrambled form of that result, made with a key kept apart from it. Section 3C describes exactly what this does and does not protect you against.
You are responsible for keeping your Apple ID, your devices, your passwords, and your authentication methods secure. Do not share passwords, authentication codes, or account access with anyone. Choose a password you do not use on any other site: the protection described above makes guessing slow, but it cannot help with a password that has already been exposed somewhere else.
The Service is not directed to children under 13, and we do not knowingly collect personal information from children under 13. If you are under 13, do not use the Service.
If we learn that we have collected personal information from a child under 13 without legally valid consent, we will take reasonable steps to delete that information. If you believe a child under 13 has provided personal information through the Service, contact us using the method in Section 18.
If you are a minor in your jurisdiction, you may use the Service only with the consent and supervision of your parent or legal guardian. Parents and guardians should be aware of two things about online multiplayer. It can expose a player's IP address to the other players in a match, as described in Section 7. And online play carries voice chat, described in Section 7A, which lets a player speak with, and be heard by, people they do not know, including strangers in a PUBLIC match. Voice chat can be switched off under SETTINGS → AUDIO, any individual player can be muted from the camp or from the pause screen mid-round, and until the talk key is pressed for the first time the microphone is never opened; on a phone or tablet the operating system asks for the microphone at that moment and the permission can be withdrawn there. An online camp also has a text chat box, so a player may be written to as well as spoken to.
Depending on where you live, you may have rights to access, correct, delete, restrict, object to, or port your personal information, and to withdraw consent where processing is based on consent.
California residents may have rights to know or access, delete, correct, opt out of sale or sharing, limit the use of sensitive personal information, and not be discriminated against for exercising privacy rights. We do not sell personal information and do not share it for cross-context behavioural advertising.
If you have an account (Section 3C), you can exercise the most important of these rights yourself and immediately: SETTINGS → PLAYER → DELETE MY ACCOUNT erases everything we hold about you, including the name you chose, the hash of your e-mail address and the scrambled form of your password, without asking us and without waiting for us. For anything else about that record, contact us using the method in Section 18.
Beyond that record we hold almost nothing about you, and most of your information is either on your own device — where you can inspect and delete it directly — or held by the storefront you bought it from, or, for online matches, by the Online Service Provider. A request about Apple's own copy goes to Apple; for the Online Service Provider's copy, contact us using the method in Section 18 and we will direct your request to it. To make a request of us, use that same method. We may need enough information to locate whatever we hold, and we may deny or limit a request where permitted by law.
We and our service providers may process information in the United States and other countries, and those providers operate globally, so a request may be served from a location near you or elsewhere. These countries may have data protection laws different from those in your place of residence. Where required by applicable law, we use appropriate safeguards for international transfers.
The Service relies on or interacts with third-party platforms and services, including Apple and the providers named in Section 8. Those providers may collect, process, and control information under their own terms and privacy policies. We are not responsible for the privacy practices of third-party platforms, websites, services, or communities.
You can report another player from inside the game: REPORT sits beside MUTE on each person's row, in the camp and on the pause screen during a round. It asks you to pick a reason from a fixed list — harassment or abuse, hate speech or slurs, cheating, an offensive name, spam, or something else — and lets you add a description in your own words, which is optional. Nothing is sent until you press SEND, and what is sent is described in Section 3D.
The reports described in Section 3A are a different thing entirely: they are technical documents about the game, they reach no moderation system, they are not about players, and the players' display names are removed from them before anything is sent.
AND REPORTING IS NOT THE THING THAT STOPS IT. It tells us; it does not remove anybody from your camp, and we would rather say so here than have you wait for it to. MUTE is what stops it, it is the button next to the one you just pressed, and it is one switch for the whole person: their voice stops and their chat lines stop with it, at once, on your own device, without the host's cooperation. You can also contact us directly using the method in Section 18.
This applies to voice chat as well, and one consequence of how it is built is worth stating plainly: because nothing said in a match is recorded anywhere (Sections 7A and 9), we cannot review, investigate, or produce what was said — not for you, not for another player, and not for a platform. Nobody is listening on our side, and there is nothing to listen to afterwards. What you can do about someone in your match is immediate rather than administrative: mute that player on their own, from their card in the lobby or from the pause screen during a round (Section 7A); switch voice chat off altogether under SETTINGS → AUDIO; or leave the match. A mute takes effect on your device at once and does not depend on the host agreeing to it. Where a platform holder offers reporting tools for conduct, those remain available to you.
If you submit a report, safety complaint, bug report, support request, or vulnerability report to us, we process what you provide in order to investigate and respond. Where a report involves serious abuse, threats, doxxing, or a security risk, we may preserve relevant evidence and share information with platform operators or authorities where legally required or reasonably necessary to protect safety, rights, security, or the Service.
We may update this Privacy Policy from time to time. The updated policy takes effect when posted, presented in the Service, or notified through the Service, store page, or official channel. Where a change is material — in particular, any change to what the game collects or transmits — the Service will ask you to accept the updated Privacy Policy before you continue to play.
There are two ways an updated policy reaches you. A version of the game you install carries the current text inside it, and the game shows you that text and asks you to accept it if its version is newer than the one you accepted. Separately, once you have accepted a policy, the game asks our service on start-up whether a newer one has been published (Section 8); if it is handed text with a higher version number than the one you hold, it keeps that text and asks you to accept it — at once if you are in the menus, and otherwise the next time you launch the game, so that a policy change cannot interrupt a match in progress. Only a higher version number causes that: text of the same version, and any answer the game cannot verify as ours, changes nothing. If the check fails, is blocked, or you are offline, the game carries on with the text it already has and asks again another time. It is never made before you have accepted anything, and the game never waits on the network to show you this policy.
This Privacy Policy explains our privacy practices. The EULA governs your license to use the Service, conduct rules, restrictions, enforcement, disclaimers, limitations of liability, and dispute terms. If there is a conflict between this Privacy Policy and the EULA, this Privacy Policy controls only for privacy-specific matters.
For privacy requests, safety reports, support inquiries, bug reports, vulnerability reports, legal notices, or questions about this Privacy Policy, contact us through the method designated by us, which is the support method shown on the BIG PARTY 3D App Store listing.
We may need to verify your identity before responding to privacy requests. We may respond through the same contact method you used or through another reasonable method.