Privacy Policy
Loafstead does not capture, read, or transmit anything from your
screen. It cannot see your windows' contents, your browsing history,
or what apps you have open.
If Debug Replay is on, Loafstead keeps a record of the last hour on your
computer, to help us fix bugs. It is numbers, not video: the shapes and
positions of your windows, where your mouse pointer was (even over other
apps), and what the cats did. It is off unless you turn it on, except in
test builds, where testers agree to it or turn it off.
It is sent to us when you use Send Feedback in the game, or if you send
the file yourself. Test builds also send it after a crash.
See Debug Replay.
What Loafstead does not do
- Does not capture or read screen contents, text, or pixels
- Does not record window titles, document names, app names, or URLs
- Does not record what you type (when you rename a cat, the game's log file notes only the kind of each key, such as a letter, Space or Backspace, never which letter, and how long the new name is. Crash reports you agree to send can include those log lines)
- Does not track your mouse pointer, unless Debug Replay is on. If you turn on analytics, they save only where some game actions happen on screen, such as where you pick up and drop a cat or toy, or collect a coin
- Does not collect analytics or behavioural data without your opt-in consent (off by default, except Debug Replay in test builds, which testers agree to or turn off)
- Does not collect your Steam ID, username, or any Steam account data
- Does not sell, share, or trade your personal information with third parties
How Loafstead interacts with your desktop
To know where to put the cats, Loafstead reads window positions and
sizes from the operating system. This is the same information any
window manager uses.
Window titles are never loaded into memory. The code uses only
numeric window identifiers (like #12345). Human-readable
window titles, document names, and app names are never stored, logged,
or transmitted.
All of this happens locally on your computer. The game does not send
your window list anywhere. Crash reports you agree to send can include
where your cats were and the window-top points they headed for. If
Debug Replay is on, the shapes and positions of your windows are also
saved in the Debug Replay file on your computer.
That file reaches us only when you use Send Feedback in the game, when
you send it yourself, or, in a test build, after a crash (see
Debug Replay).
Update checks
This applies to the direct download only. The Steam version uses
Steam's own update system and never contacts loafstead.gg for updates.
On startup, and then once per hour while the app is running,
Loafstead makes an HTTPS request to check for a newer version.
This request goes through
Cloudflare
to loafstead.gg. The server receives your IP address and User-Agent.
No account information, game data, or device identifiers are
sent. This happens regardless of your crash report preference and
cannot be disabled.
If a newer version is available, it downloads and installs
automatically, then restarts Loafstead.
Crash reports (optional, off by default)
If Loafstead crashes, it saves a crash report to disk. No data is
sent unless you choose to share it. The default is not opted in.
On the next launch after a crash, a dialog explains your right to
withdraw consent at any time and offers four choices: Send Once,
Always Send, No Thanks, or Never Ask. You can change your choice
at any time using the menu bar (macOS) or system tray (Windows).
Choosing "Always Send" also enables real-time error reporting for
errors that occur during normal gameplay, not just after a crash.
A crash report contains:
- App version, OS name and version, CPU architecture
- GPU model name, vendor, and graphics API (e.g. "Apple M4 Max", "Metal")
- System locale (e.g. "en_AU")
- Screen layout: number of monitors and their exact dimensions and positions
- Stack trace and error message (in a file path inside your user folder, your computer account name is replaced with a placeholder)
-
Game state snapshot: which pets and visitors are on screen and what
they are doing, their positions, coin balance, screen size, game
session uptime, and a handful of UI state flags
- Recent game log lines (up to 1,000). In a file path inside your user folder (your home folder on a Mac), we replace your computer account name with a placeholder. The rest of a path can stay, such as the folder the game or your save is in. A path outside it, such as a network folder set up by a school or workplace, can include it
- A short startup summary. It says whether your settings and save loaded normally, were reset, or were restored from a backup. It also gives the save's format version, roughly how many hours since it was last saved, whether Steam started, and whether the game closed normally last time. It has no file paths or error text
-
An anonymous install ID: a randomly generated 16-character
identifier stored in your save file. It has no connection to your
name, account, or hardware. It is used only to group multiple
crash reports from the same installation.
A crash report does not contain:
- IP addresses (the app tells the crash reporting library not to include them)
- Window titles, screen content, or your Debug Replay
- Your name, email, or any account information
Where crash data is stored
Crash reports are sent to
GlitchTip,
an open-source error tracking tool (similar to Sentry), running on
a server we host ourselves in Tasmania, Australia. This is not a
third-party analytics or cloud service. Your crash data does not go
to Google, Amazon, Microsoft, or any other company.
While crash reports themselves do not contain IP addresses, the
server receives your IP as part of the HTTPS connection. This IP
appears in server access logs but is not embedded in the crash
report file. IP addresses are anonymized and not stored alongside
crash data.
Security
Crash reports are transmitted over HTTPS (TLS). Access to our
GlitchTip instance is restricted to authorised personnel. Crash
data is automatically deleted after 90 days.
The game's log file
Loafstead keeps a log file, loafstead.log, on your
computer. It lists what the game did and when, to help find problems.
On Windows it is in %APPDATA%\loafstead\logs\. On a Mac
it is in ~/Library/Logs/loafstead/. The demo uses
loafstead-demo in place of loafstead.
The log file grows each time you play, until you delete it. The game
never sends the log file itself. Crash reports you agree to send include
up to 1,000 recent log lines, as described above, and a Debug Replay, if
it is on, keeps some log lines and is sent as described in
Debug Replay. You can delete the file at
any time.
File paths in the log keep their folders. In a path inside your user
folder (your home folder on a Mac), your computer account name is
replaced with a placeholder. A path outside it, such as a network
folder set up by a school or workplace, can include it. We may ask you
to send us the log file to help with a bug. Sending it is up to you.
We treat it like a Debug Replay you send us, and delete it 90 days after
it arrives.
Gameplay analytics (opt-in, off by default)
Loafstead can optionally send gameplay events to help improve the
game. This is turned off by default. You can enable or disable it at
any time in Settings.
This data is pseudonymous: a random install ID links your events.
It is not tied to your name, account, or hardware, and you can reset
it or request deletion at any time.
Events include things like app start, session end, visitor spawned,
and cat adopted. Each event carries:
- Your random install ID
- Event name and timestamp
- App version, operating system, and build channel
- A cryptographic attestation confirming the event came from the app
- A daily-rotated hash of your IP address (used only for rate-limiting and abuse detection; never stored as a raw IP)
When you drop a cat or toy, the event also includes where on the screen
you let go, as a share of the screen's width and height, and where on
the cat or toy you picked it up. This is one point per drop, not a
record of your pointer's movement. You can drop a cat anywhere, so that
point can be over another app's window.
We keep events no longer than 90 days. Cloudflare
Analytics Engine enforces this automatically and we do not re-ingest
or archive to extend it. If this ever changes, we will update this
page first.
Your IP address is seen by Cloudflare at the edge solely for
rate-limiting and abuse detection within a single UTC day. We store
only a daily-rotated hash. It cannot link your sessions across days,
and we never write your raw IP to the analytics dataset.
Analytics data is processed by Cloudflare, Inc. (United States) via
Cloudflare Analytics Engine. The transfer is covered by the
Cloudflare Customer DPA,
which provides contractual protections for cross-border data transfers
as required by Australian Privacy Principle 8. See
Cloudflare's sub-processor list
for full details.
To stop analytics collection and delete your data: disable analytics
in Settings, then email
privacy@gak.dev. We will stop collecting your data
within 7 days of your email. Existing events age out automatically
within 90 days. EU users: we will confirm full deletion within 30 days
of your request. California residents: we do not sell or share your
personal information.
For full details on the analytics infrastructure, data pipeline,
and retention, see the
Gak Dev privacy policy.
Debug Replay
Debug Replay is a record of the last hour Loafstead was open, kept in
one file on your computer. It helps us find and fix bugs. It is not a
video. It is numbers: the boxes of your windows, what the cats did,
where your mouse pointer was, and the sounds the game played.
Debug Replay is for players 16 and over, in every version of the game.
Joining a test is for players 18 and over.
Your mouse pointer, said plainly. While Debug Replay is
on and Loafstead is showing, it records where your mouse pointer is
every time the game updates. That is 2 to 60 or more times a second. It
records this even when your pointer is over other apps. This is the
most personal thing in the file. It does not record clicks in other
apps: Loafstead only sees clicks on its own cats, toys and menus.
When it is on
- Test builds (the Loafstead Playtest on Steam, and the
latest branch of the Loafstead Demo on Steam): Debug Replay is on from the moment the game starts. You answer before you get your test key: you agree to it, or you choose to test without it (see "Joining a test" below). The first time a test build keeps a Debug Replay, the game shows this message once: "This test build keeps a Debug Replay. Turn it off any time in Settings > Privacy." A test build also sends it to us on the next start after the game crashed or did not close normally, and each time you use Send Feedback in the game.
- Every other version (such as the public demo and the itch.io version): Debug Replay is off until you turn it on. The game never asks. The switch is in Settings > Privacy, with this note: "Keeps the last hour of window positions, your pointer (even over other apps), cat moves and game log on this computer, as numbers not video, sent with Send Feedback. For players 16 and over." While it is on, Send Feedback sends it to us (see "Sending a Debug Replay to us").
- Never: the browser version on loafstead.gg never keeps a Debug Replay.
If we change Debug Replay so that it keeps more, goes to anyone new, or
is used for something new, a yes you gave before no longer counts.
Testers are asked again before the change reaches them; if we can't ask
first, test builds start with Debug Replay off. In other versions, the
switch turns off until you turn it on again.
What it keeps
- Your windows. The shape, position and stacking order of each normal app window, and which one is in front. Windows are numbered 1, 2, 3 and so on, with new numbers each session. It also keeps where the taskbar or Dock is, its size and whether it hides itself, the menu bar's height and whether it is showing, whether the window scan worked and how many windows it found, and whether each window could be a perch for a cat (and if not, why). It notes when the overlay is hidden, when your display sleeps, and when an app goes fullscreen.
- Your displays. Each screen's position, size and scaling, and which one is the main screen. Never a display's name or serial number.
- Your mouse pointer. Where it is, as described above, and whether it is off the main screen. Which pointer the game showed, and which one it should have shown. The clicks Loafstead itself receives, and what was under the pointer, such as a cat or a bowl.
- Your cats and visitors. What each one is doing and where, its breed, coat and cosmetics, its hunger and affection, and what the game drew for it on each frame. Also bowls, toys, props, and effects such as hearts and coins. For each cat's name, only whether you renamed the cat and how many characters the name has.
- Your settings. Every setting and every change, such as sound, volumes, cat size and UI size, and debug switches. Also whether a setting really took effect, such as whether sound could actually play. Only on/off values, numbers and fixed choices are kept, never text. Your language is kept as a fixed choice.
- Your progress. Once a minute: coins, cats, affection, cosmetics, toys, achievements, visit counts, tutorial progress, and demo and supporter status. The daily gift is kept as claimed or not when the session started, and each time you claim it, with the coins it gave.
- What happened in the game. Game events, such as feeding, buying, visitors coming and going, dragging cats and toys, and use of the debug and cheat menus. Which on-screen messages and menus showed (by an internal name, not their words), which tab of the Loafstead window was open and which button the pointer was over, and what you picked from the tray or menu bar menu. Whether Quick Hide was on. For the rename window, only when it opened and closed and where you clicked in it, never what you typed.
- Why things happened. Short reason codes, kept only when they change: for example why a cat didn't eat or jump, why a purchase was refused, where coins came from, and why no visitor came. Each holds only small numbers. A coin ledger: each time coins are earned or spent, the amount, the balance after, and what it was for. A coin income summary once a minute.
- Sounds. Each sound the game played: what kind, which cat breed, which sound file, how loud, where on screen, and why it stopped. Sounds are recorded even when sound is off, along with the fact that it was off, and your volume settings.
- Build and computer facts. The game version and the exact code version, whether it is the demo or the full game, which store or build channel it came from, the Steam branch name and build number, whether Steam started (and if not, why), which optional parts were built in, and the tools it was built with. Your operating system's name and version, and your processor type (such as Arm or x86). Your graphics card's name and maker, and the graphics system the game uses. Your save's format version, how it loaded (normally, restored from a backup, reset after damage, or brought over from the demo), and whether it moved to a new folder. A startup summary: whether your settings, save, Steam and the tray or menu bar icon started normally. How the game ended last time (normally, after a crash, or unexpectedly), whether this is the first launch, and your total play time in rounded hours. Which launch options were used, as on/off values only, never file paths or names. The random number the game started from, which reveals no clock time.
- Memory, CPU and battery. These are read only while Debug Replay is on. A performance summary every second (how smoothly the game is drawing), and moments when the game stalled for more than a tenth of a second. Once a minute: the game's memory use and processor time, whether your computer is on battery, and the slowest save and window scan. Also hangs longer than 5 seconds, save-write problems, achievement results, sound device problems, and the Twitch connection state with command counts per minute (never names, IDs or messages).
- The game log. For each line the game logs: which line of our code wrote it, when (seconds since the session started) and how serious it was. Text is kept only from lines we wrote to hold numbers and fixed words, never names, file paths or messages. From the Twitch connection, only counts per minute. The game's own log file, loafstead.log, is separate and stays on your computer. If the game crashes, it keeps where in our code it crashed (our own file name and line number).
- Time. Seconds since the session started, the local hour (0 to 23), how long the game had been open before recording started, and the time since your last session in rough bands: under 30 minutes, 30 to 60 minutes, 1 to 72 hours (to the hour), over 72 hours, that the clock went back, or that this is the first run. Also when the game last showed its tray tip and its while-you-were-away summary, in whole hours before the session started. Never dates, clock times or your time zone.
- Your answer. Which version of this policy applied, and whether Debug Replay was on because this is a test build ("tester default") or because you turned it on ("Settings switch").
- A random ID for each session. It is not linked to your install ID or to any account.
What it never keeps
- What you type, or which keys you press
- Your cats' names
- Window titles, app names, document names, web addresses, or anything inside your windows
- Pictures of your screen, or video
- Keep typing clear details: text-box and caret positions, the type of field, or range metadata. Cat positions are kept, so a cat sitting on or hiding behind a text box can show roughly where that box was
- Twitch viewer names, IDs or chat messages
- Display names or serial numbers
- Your install ID, Steam ID, Twitch login, computer name, any file path on your computer, your country or region, or your Steam launch command line
- Clicks in other apps
- Dates, clock times or your time zone
- Free text from the game log, except from lines we wrote to hold only numbers and fixed words
While Loafstead is paused. When you use Quick Hide,
when the overlay is hidden, when your display is asleep, or when an
app you are using covers your whole screen, such as a fullscreen game
or video (unless you turned off "Hide Loafstead in fullscreen apps" in
Settings, or chose Show Loafstead), Debug Replay stops recording your pointer,
your windows and what the game draws. The game keeps running, so it
still records game events, reason
codes and coins, with no positions. That way, if a cat is hungry when
you come back, the file shows why. From the game log, it keeps only
warnings and errors.
Where it is kept, and for how long
The file is called debug-replay.loafreplay. It sits in your
save folder: %APPDATA%\loafstead\ on Windows, or
~/Library/Application Support/loafstead/ on a Mac. The demo
uses loafstead-demo in place of loafstead. The
Loafstead Playtest uses the same folder as the full game. To find it,
open Settings > Privacy and click Go next to Open Save Folder.
- The file has a fixed size, about 9 MB, and overwrites itself. It keeps the newest 60 minutes of recorded time, even if the game crashed or restarted in between. A very busy hour may not quite fit, so the file may hold a bit less. Older parts are blanked, so old data really goes.
- Turning Debug Replay off deletes the file straight away.
- When the game starts, it deletes the file if it was last written more than 7 days ago, or if this version of the game should not be keeping one. For example, moving from a test build to the public demo deletes it, unless you turn Debug Replay on there.
- The first time the full game starts, it deletes the demo's Debug Replay file. If you turned Debug Replay off in the demo, the full game keeps it off. If you turned it on in the demo, the full game does not carry that over.
- If a delete fails, the game tries again the next time it starts.
- Steam Cloud does not copy the file. Your Debug Replay choice is stored on this computer only, in
prefs.json. It is not synced, and starting a new save does not change it.
- On Windows, the save folder is part of your roaming profile. On a work or school computer, your organisation may copy that folder to its own server.
Joining a test
We give test builds only to people we invite, each with their own
Steam key. We invite you by hand, in a Discord direct message (or by
email if you prefer), with this text, word for word:
This is a test build, and it keeps a Debug Replay: a record of the last hour Loafstead was open on your computer. That means the shapes and positions of your windows, your pointer (even over other apps), your game settings, what the cats do, the game's own log messages, and basic facts about your computer, such as the system version and graphics card. It is not a video. It never keeps what you type, your cats' names, or window or app names. It is sent to us, Slowchop Studios, to help fix a bug when you use Send Feedback in the game, and on the next start after the game crashed or did not close normally. Otherwise it stays on your computer unless you send it to us yourself. You can turn it off any time in Settings > Privacy and keep testing. Only join if you are 18 or over.
Privacy Policy: https://loafstead.gg/privacy/#debug-replay
Reply with one of these:
- "Yes, and I'm 18 or over"
- "I'm 18 or over; test without it"
We send your key only after you reply. Replying "Yes" is your yes to
Debug Replay. Replying "test without it" is a no, and you still get
your key.
If you choose to test without it: on each computer you test on, before
you start the game, open Steam, right-click Loafstead Demo (or Loafstead
Playtest), choose Properties, then General, and paste
--debug-replay=off into Launch Options. Keep it there
while you test. The game then stores your choice as off and deletes
any Debug Replay file. If you go back to the normal demo, clear it
first: older builds don't know it and won't start. If you started
the game before setting it, turn Debug Replay off in
Settings > Privacy; that deletes what it kept.
On a Mac, also turn Debug Replay off in Settings > Privacy when you
first play. If it kept anything before then, turning it off deletes it.
If we change the Debug Replay text in a way that needs a new yes, we
message every tester with the new text and ask you to reply again. If
you don't reply by the deadline, we ban your test key. Please also
uninstall the test build then, because Debug Replay is on by default
there.
What we keep about you is described in
Testing Loafstead.
Turning it off
Turning Debug Replay off works the same in every version: open
Settings, go to Privacy, and turn off the Debug Replay switch. You keep
playing or testing as usual. Turning it off deletes the Debug Replay
file straight away, and nothing recorded before you turned it off can
come back. If the file can't be deleted at that moment, the game
deletes it the next time it starts.
You can also delete the file yourself at any time. If Debug Replay is
still on, the game starts a new one.
Sending a Debug Replay to us
From the game. While Debug Replay is on, Send Feedback (in the right-click menu, the Windows tray or the Mac menu bar) sends the file to us and opens our feedback form with a code that links your report to the file. A test build also sends it on the next start after the game crashed or did not close normally (for example if it was killed or the computer lost power). The game sends only the file, that code, the game version, your platform (Windows or Mac) and which version of this policy applied. Cloudflare, Inc. (USA) carries it and stores it for us. Cloudflare sees your IP address to deliver it and to limit how many files one address can send. Our Cloudflare request logs may hold your IP address and the request details (not the file) for up to 7 days; we never store your IP address with the file or copy it anywhere else. A short note that a file arrived (its code, size, game version and platform) goes to our private Discord channel, as feedback does, and is deleted with the file. If you don't want it sent, turn Debug Replay off first, or open loafstead.gg/feedback/ in your browser instead.
By hand. If we ask you for one:
- Open Settings and go to Privacy. If Debug Replay is off, turn it on and wait for the problem to happen again.
- Click Go next to Open Save Folder.
- Send us only the file called
debug-replay.loafreplay: email it to replays@loafstead.gg, or send it to gak in a Discord direct message. You can add a note about what went wrong. Never post it in a public channel: anyone there could download it. Please don't send the whole folder: it has your save file too.
Please send it soon after the problem: it only keeps the last hour.
What we do with it. We save the file in one folder
on our own computer, then delete the email. A file the game sent also
stays in Cloudflare's storage until it is deleted there, 90 days after
it arrives. Only you can delete a
direct message, so please delete it once we say we have the file. We
use it only to find and fix bugs. We may look through it with our own
tools, turn it into a video on our computer (with made-up app pages
drawn where your windows were), or rebuild your game progress from it
to reproduce a bug. We may also use AI coding tools to help read it.
They are run by companies in the USA, and we only use them with
settings that stop them training on your file. Ask us and we'll tell
you which ones. We delete the file 90 days after it arrives, along with
your note and the videos, render settings and test setups we made from
it. Our notes about the bug may
stay, but they never include the file or your game progress. We never
post a video made from your file without your separate written OK. We
never add players' files to our code.
If you send it in a direct message, Discord, Inc. (USA) carries it
under
Discord's privacy policy.
If you email it, your own email provider carries it to our own mail
server in Australia.
Asking us to delete it sooner. Email
privacy@gak.dev and tell us roughly
when you sent it, and how: from the game (with the code, if you have
it), in a direct message or by email.
Our legal basis
Debug Replay relies on your consent, in every version of the game (GDPR
Art. 6(1)(a)). Because the file is stored on your device, the consent
rule in Article 5(3) of the EU ePrivacy Directive also applies. In test
builds, you give consent by replying "Yes, and I'm 18 or over" to our
invite. In other versions, you give it by turning on the switch in
Settings > Privacy. You can withdraw it at any time with the Settings
switch, in every version. Testers too: you agreed in Discord, and you
turn it off in the game. The switch works on this computer only, so
turn it off on each computer you test on, or use the launch option
above. You can also tell us in #testers or at
privacy@gak.dev, and we will note
it. Withdrawing does not affect your test access.
Age
Debug Replay is for players 16 and over, in every version of the game.
We don't ask your age. In some countries you have to be 16 to agree to
this on your own, so we use 16 everywhere. Joining a test is for players
18 and over, because test builds keep a Debug Replay from the start. If
we learn that a tester is under 18, or that someone who sent us a Debug
Replay is under 16, we delete their file and the messages we can delete,
and ban their test key. We also ask a tester under 18 to uninstall the
test build, because Debug Replay is on by default there.
This website
loafstead.gg is a static website hosted on Cloudflare. We do not
set cookies or use tracking analytics on this website. Cloudflare
collects standard server-side request logs (including IP addresses)
as part of hosting; see
Cloudflare's privacy policy.
Newsletter
The landing page has an email signup form for the Loafstead newsletter.
Submitting the form sends your email address to
Buttondown,
a third-party newsletter service. Buttondown, Inc. is based in the
United States.
Buttondown may track email opens and link clicks in newsletters they
deliver on our behalf.
You can unsubscribe at any time using the link at the bottom of any
email. To request deletion of your email address, contact us at
hello@loafstead.gg.
Twitch integration (optional, streamers only)
If you are a streamer and you connect your Twitch account from the in-game menu, Loafstead stores your Twitch access token and refresh token in your operating system's secure keyring (macOS Keychain, Windows Credential Manager, or equivalent).
These tokens allow the game to listen to your chat channel for viewer commands such as !feed and !visitor.
- What is stored locally: your access token and refresh token go in your OS secure keyring (macOS Keychain, Windows Credential Manager, or equivalent). Your Twitch login name (lowercase username) is stored in your save file so the in-game UI can show which account is connected.
- Scopes requested: read-only chat access (
chat:read) and, if needed for your channel type, a basic identity scope.
- Viewer data: when a viewer sends a command, Loafstead keeps their numeric Twitch user ID in memory only, to limit how often each viewer can use commands. It is never written to disk or sent anywhere. It is cleared when you close the game. Display names, login names, and chat message bodies are never stored or transmitted by Loafstead.
- Deletion: to remove your tokens and login name, disconnect your Twitch account from the in-game menu. Loafstead deletes the keyring entry and clears the login name from your save file immediately. You can also revoke the app's access directly in your Twitch account settings.
- Third party: Twitch Interactive, Inc. (USA) is the OAuth provider. See Twitch's privacy notice.
Note: Twitch viewer-username display above visitor cats is a planned feature currently in development. This policy discloses that data category in advance.
Discord
The Loafstead community has a Discord server. Discord is a
separate service operated by Discord Inc. Joining and using the
Discord server is subject to
Discord's privacy policy.
Testing Loafstead
We hand out test keys by hand. We invite you in a Discord direct
message (or by email), with the Debug Replay text (see
Debug Replay), and send your key after you
reply.
What we keep about you, in one private list:
- your Discord name, or your email address if we invited you by email
- your Steam test keys, and whether each is assigned or banned
- your reply to the Debug Replay text, which version of the text you answered, and when
- your status and, if we end your test access, the reason: no answer, key passed on, under 18, or you left
Our messages to each other stay in Discord or email while you test.
If you later turn Debug Replay off in Settings, the list still shows
your first answer, but the game follows the switch on that computer.
You can also tell us, and we will note it in the list.
Why. To give and take away test access, and to keep
proof of your Debug Replay answer, which the law asks us to be able to
show (GDPR Art. 7(1)).
Your right to object. You can object to us keeping
these records at any time. Email
privacy@gak.dev or ask gak in the
Loafstead Discord server. Because the records are how we give out keys,
objecting means you leave the test, as asking for deletion does.
How long. While you have test access. When your access
ends, or if you ask us, we ban your key, delete your row from the
list, and delete the messages we sent you. Only you can delete the
messages you sent.
Asking for deletion. Email
privacy@gak.dev, or ask gak in the
Loafstead Discord server. Asking for deletion means you leave the test.
We ban your key, then delete your row and our messages to you. Please also uninstall the test
build, because Debug Replay is on by default there.
Other services. Discord, Inc. (USA) carries our
messages under
Discord's privacy policy,
and email providers carry email. Steam handles redeeming your key under
Valve's privacy policy.
We keep the list, encrypted, in our password manager, 1Password
(AgileBits Inc., Canada), on its servers in the USA.
Feedback form
The feedback form at loafstead.gg/feedback/ lets you submit bug
reports and suggestions. Submitting the form sends the following
data to our Cloudflare Worker:
- Your message and the feedback type you selected
- Email address (optional, only if you choose to provide one)
- App version and platform (optional; pre-filled if you open the
form from inside the app, otherwise you can fill them in or
leave them blank)
- The Debug Replay code, if Send Feedback sent one (see
Debug Replay)
- Your approximate country, derived from Cloudflare's network
infrastructure (not from your IP address directly)
- A random submission ID generated at the time of submission
Submissions are forwarded to a private Discord channel operated by
Slowchop Studios. Discord, Inc. is based in the United States; see
Discord's privacy policy
for how they handle data on their platform.
The feedback form uses
Cloudflare Turnstile
to prevent automated spam. Turnstile verifies that the submission
comes from a real person without using intrusive tracking. See
Cloudflare's privacy policy.
Feedback data is used only to improve Loafstead. If you include your
email, we may reply to follow up on your report. We do not add you to
any mailing list. If you want your submission deleted, email
hello@loafstead.gg with
the approximate date and feedback type.
Children
Loafstead is not directed at children under 13. We do not knowingly
collect personal information from children under 13. Children under 13
must not enable analytics or crash reporting.
Debug Replay is for players 16 and over, and joining a test is for
players 18 and over. If we learn that a tester is under 18, or that
someone who sent us a Debug Replay is under 16, we delete their file and
the messages we can delete, and ban their test key. We also ask a tester
under 18 to uninstall the test build, because Debug Replay is on by
default there.
If you are a parent or guardian and believe your child submitted a
crash report, enabled analytics, sent us a Debug Replay, or joined a
test, contact us at
privacy@gak.dev and
we will delete their data promptly.
Your rights
You can withdraw consent for crash reporting, analytics, or Debug
Replay at any time in Settings. Withdrawing is as easy as granting it,
and does not affect the lawfulness of any data already collected.
Turning Debug Replay off also deletes the Debug Replay file on that
computer. The switch works on that computer only, and testers keep
their test access.
You can unsubscribe from the newsletter at any time using the link
at the bottom of any email, or by contacting
hello@loafstead.gg.
You can request access to, correction of, portability of, or
deletion of your data, or object to or restrict how we use it, by
emailing privacy@gak.dev. For
crash reports, we may need identifying details (such as a crash
timestamp) to locate specific reports. For a Debug Replay you sent us, tell us
roughly when you sent it and how. For test access records, tell us
your Discord name.
If you have a privacy concern we have not resolved, you can lodge a
complaint with a data protection authority:
-
Australia: Office of the Australian Information Commissioner (OAIC),
oaic.gov.au,
enquiries@oaic.gov.au, 1300 363 992
-
UK: Information Commissioner's Office (ICO),
ico.org.uk
-
EU/EEA: your national supervisory authority,
edpb.europa.eu
-
South Korea: Personal Information Protection Commission (PIPC),
pipc.go.kr
-
Brazil: Autoridade Nacional de Proteção de Dados (ANPD),
gov.br/anpd
Legal details
Data controller: Gak Dev Pty Ltd, trading as Slowchop Studios.
PO Box 2119, Lower Sandy Bay, Tasmania 7005, Australia.
Privacy contact: privacy@gak.dev
If we make material changes to this policy, we will notify you via an
in-game notice, a Steam News post, or a banner on this website before
the changes take effect.
Cloudflare, Inc. acts as a data processor for update checks, website
hosting, and gameplay analytics (Cloudflare Analytics Engine). Their
privacy practices are available at
cloudflare.com/privacypolicy.
Buttondown, Inc. acts as a data processor for newsletter delivery.
Their privacy practices are available at
buttondown.com/legal/privacy.
Lawful basis for gameplay analytics: your consent (GDPR Article 6(1)(a)).
Lawful basis for crash reports: your consent (GDPR Article 6(1)(a)).
Lawful basis for Debug Replay: your consent (GDPR Article 6(1)(a)), in
every version of the game, which also covers storing the file on your
device (ePrivacy Directive Article 5(3)).
Lawful basis for test access records: legitimate interest in running
the test (GDPR Article 6(1)(f)), and our duty to show your consent
(GDPR Article 7(1)).
Lawful basis for newsletter: your consent (GDPR Article 6(1)(a)).
Lawful basis for update checks: legitimate interest in keeping the
software secure and up to date (GDPR Article 6(1)(f)).
Gak Dev Pty Ltd handles personal information in accordance with the
Australian Privacy Principles. We collect gameplay analytics data for
the purpose of improving Loafstead. We use Debug Replays that you send
us only to find and fix bugs. Data is disclosed only to the services
named in this policy and is not sold or shared for marketing or any
other purpose.
We do not use your data for automated decision-making or profiling.
For data collected by the Steam platform itself, see
Valve's privacy policy.
Last updated: 23 October 2026.