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PRIVACY & CHAT RULES

Keep your focus
on the game.

Here is what the browser game currently stores, what other players can see, and how chat moderation works.

FALSE START — Keep your focus on the game. Know what you share. Choose who you block.

Your browser identity

FALSE START assigns a generated nickname when you connect to chat. A signed, HttpOnly browser cookie remembers the identity for up to 180 days. Nickname changes are stored on the server. This is a browser identifier, not hardware fingerprinting. Clearing the cookie starts a new identity; it does not automatically erase old server records.

Your game career

Completed career matches store XP, wins and losses, match results, skill estimates and equipped rewards against your browser identity. These records persist over time. Local practice does not award permanent XP. In My Team, you can create a private recovery code to restore the same identity on another browser; only a hash of the code is stored. Anyone with your code can recover your identity, so keep it private. Creating a new code replaces the previous one. Clearing browser data does not delete career records.

Public leaderboards show player nicknames, career XP and eligible online match records, including wins, losses and win rate. Emails and account IDs are not displayed.

Your Attract Mode account

Choose Continue with Attract Mode in My Team to sign in with Apple, Google, Discord or an email link. Attract Mode handles your login through Supabase Auth; False Start uses the verified player identity instead of requiring a separate signup. The account connection shares your identity, basic profile and email with False Start. Your first sign-in saves your current guest career to that account. Signing into an existing account restores its saved career across devices; separate guest progress is not added to it. Signing out starts a new guest career and leaves your account career saved. Sign-in tokens are stored in encrypted, HttpOnly cookies.

Chat visibility and filtering

Global messages are visible to other visitors. Game messages are available to the players assigned to that online room. Messages and nicknames are checked by a local server-side word and phrase filter before publication. They are not sent to OpenAI or another AI classifier for moderation. Filters can miss things or reject an innocent phrase; use the report and block actions when needed.

Keep chat friendly. Do not post abuse, threats, links, advertising, contact details or personal information. Blocking hides a sender’s messages for you. Reports can lead to message removal, a temporary mute or a ban; blocking does not prevent a player from joining a game.

Retention and abuse prevention

Messages are shown for 24 hours. Reported messages, reports and audit entries can be retained for up to 30 days. Server cleanup runs hourly, so deletion can lag the cutoff by an hour. Nickname profiles currently persist until explicitly removed. The service uses a hashed network address for rate limiting and stores moderation and report records to handle abuse.

Other storage and services

Your browser stores game preferences such as audio settings. Netlify delivers the website and chat API, Render runs online matches, and Supabase stores chat records. Hosting providers process network requests and may retain operational logs under their own policies. Game chat is access-controlled but is not end-to-end encrypted.

Game analytics

We use PostHog to understand loading, controls, game completion, connection problems and performance. A randomly generated browser ID in local storage helps measure return visits; clearing storage resets it. We collect broad device/browser categories, referring site and campaign tags, game actions and aggregate timing. We also count sign-in outcomes, connection changes and frame stalls, and group script failures by game asset and code location without collecting error messages. When you submit feedback, its game details include an anonymous analytics session reference if analytics is enabled, so we can investigate the surrounding events. We do not send chat text, nicknames, private room codes or session recordings to analytics. You can turn Game Analytics off in Settings. Do Not Track and Global Privacy Control also disable collection. Analytics may be incomplete when browsers block it; it is not a record of every match.

Before you share

Room links contain a room code, not a password. Anyone with a valid link can attempt to join an available room. Never include personal information in your nickname or messages. You can report a message from its menu and clear this site’s browser storage to reset local preferences and identity.

This page describes the current early-access implementation. Updated September 9, 2026.

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