Dead Man's Hand (末路清算) — Privacy Policy
Last updated: 6 October 2026
Effective: this policy takes effect on the day it is publicly posted.
Operator: LIYON Global Enterprise Co., Ltd. (立盈國際興業股份有限公司, Taiwan business ID 60355352; "we", "us")
Address: 15F-1, No. 11, Jingguo Rd., Taoyuan Dist., Taoyuan City 330, Taiwan (330 桃園市桃園區經國路11號15樓之1)
Support email: [email protected]
Phone: +886-3-3558665 ext. 103
This policy: https://liyonglobal.com/deadmanshand/privacy
This policy explains what data Dead Man's Hand (the "game", which comes as two separate installers: the free "trial" and the paid "full version") handles, where it is kept, when it leaves your device, and how you can exercise your rights. This English version is a translation; if it differs from the Traditional Chinese version, the Traditional Chinese version prevails.
Summary
Your progress is stored only on your device. The game has no ads, no analytics, no automatic crash reporting, no accounts and no in-game purchases, and we receive nothing from the game. Data leaves your device only when you yourself use multiplayer (the trial can also play over the local network), enter the address of an online room service (full version only), export and send us a diagnostic report, or email us. Each case is explained below.
1. Data stored on your device (we never receive it)
| Data | What it contains | Where / how long |
|---|---|---|
| Save files (three slots) and backups | Chapter progress, stars, characters, techniques, mastery, achievements, endings, settings (language, volume, display, etc.). Before a slot is replaced or emptied, a backup copy of it is kept on the device | The game's app-data folder (Windows: %APPDATA%\DeadMansHand; Android: the app's private storage), in an encrypted format. On Android it is removed when you uninstall the game or clear the app's data; on Windows, delete that folder (deleting the game program itself does not delete saves). Android system auto-backup is disabled, so nothing goes to a cloud backup. |
| Multiplayer settings | The nickname you last used (max 12 characters) and your last character/technique setup. To offer "Rejoin last table", the last table's address, room code and rejoin token are also kept; they expire and are no longer used 15 minutes after you leave the room, and are erased when you confirm "Leave". | Same folder, inside the save settings |
| Full-version licence key | The key you paste on the Multiplayer screen (a random certificate ID, platform, issue date, the publisher's signature, and a key pair that belongs to this key alone); it contains no personal data; the key and its private key never leave your device, while the public key is sent as part of the public certificate (see section 2) | A separate file in the same folder, kept apart from your saves and not included in save exports or diagnostic logs |
| Diagnostic log | See section 4 | Same folder (logs), size-capped, can be cleared in-game |
| Engine log (desktop) | Ordinary Godot engine runtime messages (e.g. errors) | Same folder (logs), local only |
Save backup file: you can export your save as an encrypted .dmhsave file to a location you choose and import it on another device. You keep that file and decide where it goes; we never handle it.
Trial and full version: both use the same save location, so the full version continues from your trial progress. This happens entirely on your device; no connection is needed or made.
2. Local-network multiplayer (trial and full version; device to device, never through us)
Both the trial and the full version can play over the same Wi-Fi / local network, at the same table; the trial can use only the characters and techniques from chapters 1–3 and sends the same data as the full version. When you open the Multiplayer screen and host or join a room on the same Wi-Fi / local network:
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Finding nearby rooms: your device sends a search message on the local network that contains no personal data; a hosting device replies only with "players seated / seats / waiting or in play / connection version" — no nickname or other personal data. In doing so the two devices learn each other's local-network IP address.
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Sent to the host device when you join: your nickname, the room code, a rejoin token, the connection version, whether you join as a spectator, a summary of the characters, techniques, level and mastery unlocked in your save, and whether this device runs the trial or the full version (the host uses it to check what you may use in the room; a trial summary covers chapters 1–3 only). The full version also presents a one-time licence proof: a public certificate (certificate ID, platform, issue date, the publisher's signature and this key's public key, no personal data) plus a signature your device makes from your key for this one connection. The key and its private key are never sent; the public key is sent as part of the public certificate; the proof is valid for this connection only, so whoever receives it cannot reuse it. When you join, your device checks the host's proof before presenting its own; the host device verifies yours offline and then discards it, keeping only the certificate ID in memory to stop the same key being used twice at one table. When you host, your device likewise presents only a one-time proof. The trial never sends or receives any certificate or proof, and a full-version player joining a trial host does not present one. Table views, diagnostic logs and exported connection logs never contain keys or proofs.
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During play: your character choice, technique setup, ready, plays, techniques and leaving. The host device applies the rules and sends each device only the view it is allowed to see (each device receives only its own hand plus public information). Other players and spectators in the room see your nickname.
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Network address: connecting necessarily reveals your device's local-network IP address to the host device. The host may share an invitation ("host address + room code") as a QR code or copied text; the host decides whom to send it to.
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Encryption: local-network game traffic is not additionally encrypted. Someone able to monitor traffic on the same network could in principle read nicknames and table contents. Play only on networks you trust, and do not use your real name or other sensitive information as a nickname.
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This data travels only between the devices in that room and is not kept after the room ends (except each device's own local diagnostic log, section 4). We do not receive it.
3. Online rooms (full version only; optional, connects to a third-party service whose address you enter)
"Online rooms" on the Multiplayer screen lets you enter a service address to reach a room service on another network.
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We do not currently operate any online room service, and the game has no default service address. Unless you type an address yourself, no online connection happens.
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The address you enter belongs to a service set up by you, your friends or another third party. That service is run, and its data handled, by whoever operates it — not by us. Make sure you trust it before use.
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With an address entered, the game asks that service for its room list; if you press "Create online room", it sends a room name made of your nickname followed by "'s table". The room list is public to anyone who can reach that service.
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Once you take a seat, the data listed in section 2 (nickname, room code, rejoin token, character and technique setup, progression summary, one-time licence proof, actions) goes to the game server on that service's host, not only between players' devices.
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Connecting necessarily gives that service your IP address and the ordinary headers of a network request (such as the game engine's name, version and operating-system type). What that service stores or logs, and for how long, depends on its operator and is outside our control.
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If the address starts with
http://, the connection is not encrypted; the game connection itself is not additionally encrypted either.
4. Diagnostic log (reaches us only if you export it and send it yourself)
To help fix problems, the game keeps a size-limited diagnostic log on your device:
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Basic log (default): numbers and outcomes of stages and hands (chapter, stage, placement, stars, turn counts, deal seed, etc.) and save switch/repair events; in the full version, also multiplayer status events (a randomly generated room-log ID, match ID, host or guest role, seat, phase, disconnect reasons, durations, button categories, character-line IDs). The log file also includes the game build, engine version, operating system name and version, device model, language and screen size. The basic log does not record nicknames, room codes, IP addresses, rejoin tokens or text you type into fields: when a button's text contains digits or symbols (such as an address or room code), only the category "address or code" is logged; when a host removes a seat, only the seat number is logged.
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Detailed recording (off by default; recorded only if you switch it on in the Diagnostics page): additionally records full hand events such as the cards in hand, cards played, techniques and character lines. It lasts for the current session only: when you restart the game or switch it off, what was recorded is trimmed back to the basic log.
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Limits: 200 general events and 1,000 stage results; older entries are discarded automatically.
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Nothing is sent automatically. The game has no function that uploads diagnostic data. An encrypted
.dmhreportfile is created only when you press "Export diagnostic report" (or "Export log" on the Multiplayer screen) and choose where to save it. Whether you send it to us, and how, is up to you. -
You can clear the log at any time in the Diagnostics page.
5. Purchases, stores and the order data we receive
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The game has no in-game purchase, unlock or restore-purchase function; it never connects for purchasing or verification and sends no purchase data. The full version's licence key stays on your device; when you connect, only a one-time proof made from it is checked offline by the devices at your table (and, in an online room, by that service's game server). The key and its private key are never sent to them or to us; the proof carries only the public certificate (including its public key) and a one-time signature. The full version is a separate installer that you buy and download from a store (currently planned: itch.io; later possibly Steam and Google Play).
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The trial's "Get the full game" button only opens our store page in your device's web browser; the game itself sends nothing. Browsing, signing in and paying on the store page are handled by that store and its payment providers under their own privacy policies (for itch.io: https://itch.io/docs/legal/privacy-policy ).
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A store may, under its policies and your settings, give us order data such as the order number, purchase date, item, amount, country or region and, depending on the store, the buyer's name or email address. We use it only for reconciliation, accounting and tax, refunds and support — never for marketing — and keep it as described in section 7. We never receive your card number or store password.
6. When you email us
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Emails you send to our support address (including diagnostic reports, screenshots or order numbers you attach) are used only to answer you, handle refunds, fix bugs and improve game balance.
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Please do not send passwords, full card numbers, or the download link or key from a store receipt.
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Our support mailbox uses Google's Gmail service, so emails are stored on Google's servers, which may be outside Taiwan, under Google's data-protection measures.
7. Retention
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Support emails (including attachments and diagnostic reports) are kept for at most three years after the matter is closed and then deleted; you may ask us to delete them sooner. Where the law requires otherwise (for example, accounting and tax record-keeping), the law prevails.
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Order data from stores is kept for the period required by accounting and tax law and then deleted.
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Data stored on your device is kept or deleted as you choose (section 1).
8. What we do not do
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No advertising and no advertising identifiers.
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No third-party analytics, tracking, behavioural statistics or automatic crash reporting.
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No accounts or sign-in. The game does not collect your name, email, phone number, precise or approximate location, contacts, photos, camera or microphone data, and does not read device unique identifiers.
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We do not sell, rent or trade personal data.
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Android permissions: the installers declare two ordinary permissions, "Internet access" (used for local-network play, and by the full version also for online rooms whose address you enter) and "Wi-Fi multicast" (so the phone can receive local-network room-search broadcasts; it sends nothing to the internet). The trial uses them only when you play local-network multiplayer. The game requests no location, camera, microphone, contacts or storage permission. Scanning an invitation QR code uses your phone's own camera app; the game never opens the camera.
9. Children and minors
Under Taiwan's Game Software Rating Management Regulations the game is rated Parental Guidance 15 (輔導十五歲級): it may not be used by anyone under 15, and it is not designed for children. We do not knowingly collect children's personal data. Minors should get a parent's or guardian's consent before emailing us or sending a diagnostic report. If you believe a child has given us personal data through the game or our support mailbox, contact us and we will delete it.
10. Your rights
Under Taiwan's Personal Data Protection Act and other laws that apply to you (for example the EU GDPR or California law), you may ask to access or view, obtain a copy of, supplement or correct, stop the collection, processing or use of, or delete the personal data we actually hold about you — usually only emails and attachments you sent us and order data provided by a store. Write to [email protected]. We reply within the statutory time limits (15 days for access, viewing or copies; 30 days for other requests; extendable where the law allows, in which case we will tell you why in writing). To protect your data we may ask for information to verify it is you, such as the original sending address or an order number.
Data stored on your device can be removed directly by emptying save slots, clearing diagnostics, or removing the game's data folder as described in section 1.
11. International transfers
The game itself sends no data to us. Emails you send us are stored on Gmail's servers (section 6), and purchase transactions are processed by the store (itch.io, for example, is in the United States). Data about you may therefore be transferred outside Taiwan or your own country.
12. Security
Save files and the diagnostic log are stored encrypted on the device. This stops casual reading and editing, but the key ships with the game and does not withstand determined reverse engineering. Local-network play and http:// online rooms are not encrypted (sections 2 and 3). Our support mailbox is managed through an access-restricted account.
13. Changes
When this policy changes we will update this page and the "Last updated" date. Any new data collection will be clearly announced in the game's update notes and on this page, and consent will be obtained where the law requires it.
14. Contact
LIYON Global Enterprise Co., Ltd. (立盈國際興業股份有限公司)
Taiwan business ID: 60355352
Address: 15F-1, No. 11, Jingguo Rd., Taoyuan Dist., Taoyuan City 330, Taiwan
Support email: [email protected]
Phone: +886-3-3558665 ext. 103