RUSH OUT
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Privacy policy

Policy revision: 15 October 2026 · Rush Out for iOS, TestFlight and Android test versions, and this website

Rush Out keeps campaign progress on your device. Apple handles iOS payments and Game Center. Android test versions use Google Play for purchases and Play Games for identity; purchased Android balances are stored by our Unity services. Unity’s purchasing SDK and online career/league services process information as explained below. Versions with advertising offer optional rewarded videos and infrequent interstitials between eligible completed levels; earlier ad-free versions keep advertising disabled.

Who to contact

For questions about Rush Out or requests concerning your information, contact the game’s developer, MehmetVI, at support.rushout@gmail.com.

If you email us, we use your email address, message and any diagnostics you choose to include to respond, investigate the issue or handle your privacy request. We keep this correspondence only as needed for those purposes and applicable legal obligations.

For support and testing follow-up, we also keep a private contact index on the operator’s computer and a private Netcup-hosted server. It contains the sender address and name supplied in the message header, message/thread identifiers, dates and source references. The index contains no message bodies, does not infer a player ID and is not a marketing mailing list. The game does not ask for an email address for this index or obtain one from Apple or Game Center. It does not read your device address book. Deleting an index entry removes its active copies after synchronization; a hashed address is retained to prevent old imports from recreating it. This does not delete the original support mailbox message or existing backups. Support correspondence and index deletion can be requested through the address above.

Game progress and settings

On iOS, the game stores progress, coins, owned vehicle appearances, boosters, settings and pending purchase identifiers locally on your device. It also keeps local competitive records and profile information needed for its Game Center features. These records let the game resume, preserve purchases and avoid granting a purchase twice. Device backups may contain local app data depending on your Apple settings.

A limited recent-event list is held in memory for game diagnostics. The current implementation does not send that event list to a separate analytics service operated by the developer.

Game Center

If you choose to sign in to Game Center, Apple processes your Game Center account information. Rush Out can use the identity and display name returned by Apple for your optional Game Center profile. Switch City keeps campaign progress and daily results on your device. In versions with online career and league services enabled, guest and linked players are registered automatically after choosing or accepting a game name when the service is reachable. Eligible puzzle actions and verified results are then processed by our online services, as described below; there is no separate league opt-in step. You can manage Game Center through your device’s settings. See Apple’s privacy information.

Online presence and support gifts

While the game is in the foreground and online, supported versions periodically send the service player ID, client version and gift acknowledgment to the configured service, normally about once a minute. We store the latest contact time with the player record and use it to show recent activity in a private operator panel and reliably deliver support gifts. Gift sequence, cumulative amounts and acknowledgment records prevent duplicate delivery. This continues during gameplay, subject to connection and account checks; it is separate from the automatic career/league registration described below. A recent heartbeat indicates recent contact, not proof that a person is still playing. Older clients and migration snapshots may not provide current presence information.

Player profile, public ID and chosen name

In versions with player identity and presence synchronization enabled, the game can automatically create or retrieve a stable guest or linked player ID while it is open and online, even if you do not open the profile. Unity Authentication verifies the service account. Depending on the version and migration stage, identity and game records are processed by Unity Cloud Code and Cloud Save or our private servers hosted by Netcup. A guest uses a separate anonymous service account; a linked player uses the authenticated account. “Anonymous” means that you do not need to provide a real name or email for that guest account; the service still keeps an account identifier and its public-ID binding. Identity lookup by itself does not upload puzzle actions. Separately, automatic career/league synchronization can send your chosen or generated name, avatar, eligible gameplay actions and results, and existing career-star progress where migration applies. Your guest ID may not be recoverable after reinstalling the app. The public ID is a label you may copy and share, not a password.

Chosen guest and linked game names are saved locally. When automatic career/league synchronization connects, we also store the chosen name, a normalized name reservation, change count, revision and pending/completed change-operation records on the service to enforce unique names and settle any in-game coin charge once. Guest and linked names and league statistics may be visible to other participants. You do not need to use your real name. Changing a name does not remove earlier operation records needed to recover an interrupted change or prevent duplicate charges.

You can request deletion of a guest cloud identity from Profile → Guest account, or manage a linked account through its league/account controls. Guest deletion removes that guest cloud account and public-ID binding after completion is verified; local campaign progress and a separate linked account are preserved. A request can remain pending during processing. The app keeps a private receipt to check deletion status; its server-side verification record is valid for 30 days. Account data otherwise remains until deletion is completed. These controls do not delete records independently controlled by Apple, Google or Unity’s separate advertising or purchasing services. You can also contact support for an access, correction or deletion request.

Purchases

On iOS, Apple processes in-app payments. The game receives product and transaction identifiers and signed purchase records to deliver purchased items, restore eligible purchases and avoid granting the same purchase twice. The developer does not receive your payment card details.

Rush Out uses Unity In-App Purchasing. In addition to handling purchases, this SDK sends purchase activity to Unity for purchase analytics and service operation. This can include product and transaction identifiers, prices and quantities, signed purchase records, platform identifiers such as IDFV on Apple devices and installation/session identifiers on Android, and technical information such as device model, operating system, language, locale and installation time. These SDK events are separate from the game’s local recent-event list. See Unity’s player privacy policy and Unity IAP privacy overview. Apple and Unity may retain purchase-related records after you remove the game.

Special vehicle purchase verification

Versions with special vehicle synchronization send Apple-signed purchase or revocation records to our Netcup-hosted service using the authenticated game account. The service stores a transaction-derived hash, account owner, product identifier, purchase time and revocation status to verify vehicle ownership and prevent duplicate or conflicting claims. It does not store the raw signed record in this entitlement table. This account-linked ownership record is separate from developer purchase counts.

A protected local queue keeps pending signed records and their native account binding until delivery. Unlike the separate purchase-count queue, this queue has no 14-day expiry. In the AdMob-only 1.0.3 build 90 and build 91 candidates, verified completion of account deletion removes pending records bound to that account from the local queue and memory. If local cleanup fails, the deletion recovery marker is retained so cleanup can be retried. Other accounts’ records and records not yet bound to an account are not assigned to the deleted account. Subsequent verified purchase callbacks for that deleted native account do not recreate its cloud-delivery copy; local StoreKit restoration and verified revocation still apply. Server ownership records are removed with the deleted wallet. This does not erase Apple’s purchase history or remove local purchase rights merely because a cloud account was deleted. Earlier builds, including build 89, do not include this local-queue cleanup improvement.

Developer purchase counts

In versions with purchase reporting enabled, the app sends Apple-signed transaction data to our private Netcup-hosted service for signature and product verification. A small protected queue on your device retries pending reports while the app runs; queued reports expire after 14 days when the queue is checked, and the queue is excluded from device backups. The request uses the game service account for access control, but the stored observation has no player/account field. We retain a transaction-derived hash, product identifier, purchase time, app identifier and Production/Sandbox environment under a 90-day window from purchase, with daily cleanup. The signed payload, original transaction ID and payment card details are not stored in this observation table. Daily product counts are retained without transaction or player identifiers after the detailed record expires. These records support purchase reporting and duplicate counting prevention; they do not assign purchases to players, grant items, provide prices or revenue, or establish complete purchase/refund history. Hashed transaction records are not described as anonymous. Other StoreKit and Unity purchase processing described above remains separate.

Android identity, purchases and league

Android test versions use Google Play Games and Unity Authentication to identify an online account. We process the service player identifier, Play Games identifier and display name. Campaign puzzles remain playable offline; supported online versions automatically register the career/league profile after name setup when a connection is available. Android purchases and spending purchased balances require an authenticated online account; game-earned coins and boosters remain local.

Google Play handles Android payments. Our Unity Cloud Code and Cloud Save services validate product identifiers, purchase tokens, purchase state and an account-linked hash with Google, then store purchased balances and transaction records. Device transaction identifiers and pending-operation records help recover interrupted purchases and spending without granting or charging the same in-game balance twice. Refunds adjust purchased balances. We do not receive payment card details. A pending transaction may temporarily require reconnecting to the same account before gameplay can continue safely.

Automatic career/league synchronization also sends eligible puzzle actions and verified results to the configured Unity or Netcup-hosted services. Display names, cups and verified statistics are visible to other league participants; purchase tokens and authentication credentials are not public. Google and Unity also process service and purchase information under their own policies. Unity describes Android IAP collection in its Google Play data safety disclosure; this includes identifiers, purchase history and technical diagnostics, and may include transient approximate location and email processing depending on the purchase flow. The game does not request access to your contacts, messages or precise location.

You can request Android online-account deletion through the game’s account controls or our support page. Deletion removes the online account, purchased Coin and booster balances, league records and developer-controlled transaction records after pending operations are resolved and removal is verified. Purchased balances are not transferred to a new account. Locally earned campaign progress and resources are preserved. A private deletion-status receipt remains valid for 30 days. Deletion does not delete your Google account or purchase records independently retained by Google or Unity; see Google’s privacy policy.

Advertising and consent

Advertising depends on the build you use. The AdMob-only 1.0.3 build 90 and build 91 release candidates prepared on 14 October 2026 use Google AdMob and Google’s User Messaging Platform (UMP); Unity LevelPlay, ironSource Ads and the Unity Ads SDK are removed from both candidates. Build 91 improves the display of city reward text; the advertising and account-deletion practices described here are the same in both builds. This does not change earlier installed or test builds. Earlier LevelPlay builds, including 1.0.2 build 77 and the older 1.0.3 build 89 candidate, use the historical advertising flow described below. A version number alone does not identify the advertising configuration. Earlier ad-free builds keep advertising disabled. Unity In-App Purchasing and Unity account services are separate from advertising and are not removed by this change.

Advertising-enabled builds offer optional rewarded videos and infrequent interstitials at eligible transitions after winning a level. Interstitials do not appear during active play or in the first ten campaign levels. A permanent Remove Ads purchase disables interstitials; rewarded videos remain optional. There are no banner or app-open ads. A video reward depends on the advertising service’s completion confirmation, not accepting a privacy choice or tapping an advertiser link.

In the new AdMob-only candidate, UMP checks privacy requirements at startup and presents choices where required. Ad initialization and requests depend on permission to request ads. Ads may load before you press a video button. Where required, Settings provides advertising privacy options; opening these options clears loaded ads before later requests. Declining a choice does not block campaign play; ads may be limited or unavailable.

On iOS, the new AdMob-only candidate does not request Apple App Tracking Transparency (ATT) authorization. Before Google’s ad SDK initializes, the game sets publisher privacy personalization to Disabled and disables Google’s publisher first-party ID. These are advertising configuration restrictions, not a claim that the service processes no data. Android follows its UMP and regional privacy settings; the iOS-only restrictions are not a description of Android behavior.

Google’s advertising service may process device or app identifiers, IP-derived general location, ad views and interactions, crash information and performance data for advertising, measurement and service operation. Rush Out does not add your public player ID, league name, email or purchase records as advertising-targeting parameters. SDK data processing is separate from those game-supplied parameters. Using test ads or restricted advertising does not mean that no data is processed.

Historical LevelPlay builds: UMP supplies privacy choices, and on iOS Apple’s ATT choice is a separate gate. These builds initialize LevelPlay only when UMP permits requests and ATT authorization is granted; denied or restricted authorization leaves those ads unavailable while campaign play remains available. They can serve ironSource Ads and Unity Ads. The game does not pass a player ID to LevelPlay initialization and sends restrictive regional-consent and do-not-sell/share signals. Those advertising SDKs may process identifiers, advertising and usage information, diagnostics and purchase-related information for applicable features. Updating the new candidate does not delete data already processed by providers used in older builds.

See Google’s iOS data disclosure, Android data disclosure and privacy policy. For older LevelPlay builds, see Unity’s player privacy policy, LevelPlay’s disclosure and Unity Ads’ disclosure. Providers apply their own retention and privacy controls. Deleting a Rush Out account does not automatically delete advertising records independently controlled by Google or Unity; contact us if you need help directing a request.

This website

This static website does not use advertising, analytics scripts, external fonts or its own cookies. It is hosted by GitHub Pages. GitHub may record visitor IP addresses and other request information for security and operating the service. See GitHub Pages information and GitHub’s privacy statement.

Storage, deletion and your choices

During migration, developer-controlled identity, league and game records may be copied from Unity to private Netcup-hosted storage. A captured copy is a snapshot, not evidence of current activity or every authentication account. Active account records and presence remain until verified account deletion. Deletion can span both production and testing environments; a pending request is not a completion claim. After erasure, limited hashed anti-recreation markers and ownerless player-ID reservations may remain so old requests cannot recreate the deleted account or reuse its identity. These markers are not described as anonymous. Encrypted operational backups rotate on a 14-day schedule; restoring a backup requires preserving current deletion markers. Support correspondence and transaction-count records have the separate handling described above.

Local game data generally remains until it is removed from the device or the game replaces it. Deleting the app does not necessarily delete backups, Apple purchase or Game Center records, or information already processed by Google or Unity. Those providers apply their own retention policies and offer their own account and privacy controls.

You can contact the developer about access, correction or deletion requests, including requests concerning Unity IAP data processed on the developer’s behalf. Include only the details needed to explain your request; do not send passwords or payment card information. Requests concerning data a provider controls independently may need to be handled directly by that provider. Depending on where you live, additional privacy rights may apply.

Children and international processing

If you are a parent or guardian with a concern about a child’s information, please contact us. Apple, Google, Unity, Netcup and GitHub may process information in countries other than where you live, under the terms and safeguards described in their own privacy policies.

Age group and ad settings — next release

The next client release being prepared on 15 October 2026 offers an optional age-group choice before starting ads. This feature is not present in the currently published 1.0.2 release. It does not ask for a full date of birth; the choice is stored only on the device and is not sent to the developer’s server. If no age is provided or under 13 is selected, the ad SDK is not initialized. Ages 13–15 receive Google’s child/under-age-of-consent protections; ages 16–17 receive teen protections. The appropriate age-treatment signal is sent to Google. In this release, ad personalization and the publisher first-party identifier are disabled on both platforms. Google may still process data described in its privacy policy for permitted ad delivery. The choice can be changed in Settings → Age group. These controls apply to advertising services; online account and gameplay processing is described in the sections above.

Changes

This policy may change as the game or its services change. The revision date above identifies this policy text. Material changes will be reflected on this page and, where appropriate, in the game.

Online career and league

In versions with online career and league services enabled, choosing or accepting a game name starts automatic registration for both guest and linked players when the service is reachable. The game retries unavailable connections; no separate “join league” confirmation is required. Eligible gameplay is then synchronized for career standings and applicable seasonal results. Pending withdrawal/deletion requests and completed deletion controls stop this automatic flow for the affected account. Unity Authentication also supports the separate profile-ID features described above. Depending on the deployed version, Unity Cloud Code, Cloud Save and Leaderboards or our Netcup-hosted game services process the service player identifier, Game Center display name, puzzle actions, and verified results, ranks, seasonal rewards and cup records. Unity Authentication remains the authentication provider. Your display name, cups and verified puzzle statistics are visible to other participants. Signatures and access tokens are not shown in public profiles. You can play campaign puzzles offline; this does not itself delete an existing online account or previously synchronized records. League account, profile, result, seasonal reward and cup records persist on the service until a deletion request is handled; leaving the app or deleting it does not itself delete those records. In your league profile → League Account, you can request withdrawal or account deletion and check Request Status. Withdrawal stops new uploads and hides your in-app profile; private statistics and reward records remain, and removal from the provider leaderboard may still be pending. Withdrawal is not account deletion. Account deletion is processed automatically on the server and can take several hours, including retries when services are unavailable. An accepted request remains pending until completion is verified; acceptance alone is not confirmation of deletion. The app can check a private deletion-status receipt after the original cloud sign-in has been removed. A hashed receipt is retained for status verification with a 30-day validity period. Local campaign progress, purchases and already earned rewards are preserved. Deleting the league account does not delete your Apple account or independently retained Apple or Unity purchase records. For help, contact support.rushout@gmail.com.