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Saves and privacy

What is stored, where it is stored, and why nothing leaves your device.

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The game has no account, no server and no network traffic at runtime. Everything it remembers is on the device you played on.

What is stored

KeyHolds
sysadmin-crisis:saveThe shift in progress, resumable exactly
sysadmin-crisis:campaignCampaign position and reputation
sysadmin-crisis:high-scoresThe local top ten
sysadmin-crisis:statsLifetime counters and achievements
sysadmin-crisis:settingsLanguage, theme, text size, sound, reduced motion

All five are functional storage — the game cannot offer resumable shifts or remembered settings without them. None of them is analytics, and there are no cookies of any kind.

Saves resume exactly

A save records the position of every pseudo-random stream, not just the visible state. That is what makes resuming honest: the night continues from precisely where it stopped, with the same incidents still queued in the same order.

Saves are versioned and migrated forward, so a save written by an older build keeps opening. A shift saved mid-tutorial resumes at the step you were on; saves from before that feature existed simply open with guidance off.

See determinism and seeds for why any of this is possible.

Moving a save

You can export your record to a file and import it elsewhere. The export is checksummed, so a corrupted or hand-edited file is rejected rather than loaded into a broken state.

This is the only way data moves between devices. There is no sync, because there is nowhere to sync to.

What is not collected

No account. No analytics, no telemetry, no crash reporting, no advertising, no remote configuration. Not "anonymised" versions of those things — none of them.

Offline

The web version is a progressive web app. After the first visit the game works with no connection at all — including this wiki's index pages, and any article you have already opened.