Bluffers Privacy Policy

Last updated: 27 October 2026

This Privacy Policy explains how Ridweng Studios, using the developer name Ridweng, handles information when you use Bluffers. Bluffers is intended for teens aged 13 and over and adults. It is not offered to children under 13.

Bluffers uses information to provide the game, its multiplayer and social features, and the support and safety functions described below. Much of this processing takes place on your headset. We do not operate our own dedicated game backend or persistent player database. However, online features use Meta and Unity services, including Unity Authentication, Relay and Vivox, and exchange information with other players. This means that some information is processed outside your headset.

1. Who is responsible

Bluffers is developed and published by Ridweng Studios, United Kingdom. The controller for information we process is Alex Ignacio Sebastian Kaiser Cifuentes.

Privacy contact: ignaciokaiserc@gmail.com

Meta and Unity also process information when providing their services. Their processing is governed by the applicable service terms and privacy policies. Using these services does not remove our responsibility for information processed on our behalf.

2. Age eligibility

Bluffers is submitted for teen and adult users aged 13 and over. It does not ask for your date of birth and does not request an age category from Meta.

3. Meta platform features: User ID, User Profile and Avatars

Bluffers accesses and processes the following information from Meta to provide its in-game features:

- User ID: Your Meta user identifier distinguishes your identity from other players and supports the game's Meta identity integration, Avatars, multiplayer and player reporting.

- User Profile: Your Meta Horizon username or display name identifies you to other participants in multiplayer rooms and during gameplay.

- Avatars: Meta Avatar information is used through the Meta Avatars SDK to load and display your in-game representation. Other participants can see your Avatar during multiplayer gameplay.

- Access checks and credentials: The Meta entitlement result is used to check access to Bluffers. Temporary platform credentials and proofs support the requested platform features and the Unity identity-linking process described in section 5.

The Meta Avatars SDK may receive a temporary access token to load your Avatar. Bluffers does not deliberately save that token or write it to logs. This statement concerns that Meta token; Unity authentication and local session information are described separately below.

We do not request your friends list, address book or Meta profile photograph. Accessing a username through User Profile does not mean that Bluffers displays or stores your profile photograph.

4. Meta platform features: Deep Linking and Invites

Deep Linking: When you accept a multiplayer invitation or use a supported join link, Bluffers processes the destination and room/session information supplied with the launch or join request. The app uses this information to locate the intended multiplayer room and attempt to join it, including when the app needs to open first.

Invites: Bluffers uses Meta's invitation feature to let players invite other users to a multiplayer room. The app processes the invitation information made available by Meta, including the relevant room/session information and any user identifiers supplied to the app for that flow, to initiate invitations and handle the resulting join request. Meta also processes information to deliver invitations through its platform.

This information is used for inviting players and joining the requested game session. The app does not request a general friends list for these features. Room, participant and reconnect information may be kept locally as described in sections 5 and 9.

5. Multiplayer services and game sessions

Bluffers uses Unity Authentication, Relay and related Unity multiplayer services. Authentication begins with a Unity player identifier. When Meta identity is available, Bluffers may attempt to link that identity using a temporary Meta proof. If linking is unavailable, the existing Unity identity may continue.

Unity processes the authentication information needed to provide this service. Relay carries gameplay traffic between participants. Online services also process connection information needed to operate, including IP addresses.

Rooms can be joined using a room code or the invitation and deep-linking flows described above. Other participants receive the identifiers, username, Avatar information, readiness, voice status and public game state needed for the session.

The host headset runs the authoritative match simulation and generates every player's dice hand. Each guest receives its own hidden hand; hidden faces are omitted from public updates until the rules reveal them. Bluffers does not operate its own persistent player database or dedicated backend.

The headset stores room, seat, participant, session and reconnect information locally so an interrupted session can be rejoined. Unity authentication credentials may also be retained by its SDK to restore an authentication session.

6. VR tracking and game state

Headset and controller positions and orientations, together with interaction information required by the VR components, are used for viewpoint movement, virtual hands, Avatar animation, object interaction and menus.

In multiplayer, other participants receive the Avatar animation, cup and public-dice poses, and game information needed to play. Bluffers does not maintain a history of physical movements. It does not use face or eye tracking and does not capture camera or passthrough images. Virtual table coordinates are not precise geographic location.

7. Voice

Unity Vivox provides live positional voice chat. When voice is enabled, microphone audio is transmitted through the voice service to participants in your room. Your virtual position and facing are used to place the voice at the table.

Bluffers does not automatically record, store or transcribe conversations. Microphone permission is required, and the game remains playable without voice. A recording or screenshot that you or another person submits through a report or testing channel may contain voice and gameplay.

8. Reporting and safety

Bluffers uses Meta's User Reporting service and User Reporting Inbox. A report may include the reported user's identifier, report reason, text and evidence permitted by Meta's reporting interface. The configured form does not request the reporter's email address.

Reports made available through the Meta inbox are encrypted and retained according to Meta's dashboard settings, currently configured for 90 days. We do not operate a separate report database or routinely export reports. Authorized people may review reports to address safety concerns.

The headset stores a local Reported Players list containing the reported Meta identifier and last-used username. It helps keep that player muted and visually limited for you, but it does not guarantee that the player cannot enter the same room. The list contains no report reason, text or report identifier. You can manage it under Settings > Privacy & Data > Reported Players.

9. Local data and how to request deletion

Bluffers stores local preferences, statistics, tutorial progress, session and reconnect data, and the Reported Players list.

In-game deletion: Use the in-game Clear Bluffers Data control to request deletion of the associated Unity Authentication account and clear the local data described above after the deletion flow succeeds. This action preserves selected language, volume, voice on/off, haptics, comfort, accessibility, graphics and gameplay preferences. It therefore does not erase every setting stored by the app. Device app-data controls can be used to remove remaining local settings, subject to platform backup and restore behaviour.

Request deletion by email: All users, regardless of their country, can request deletion of personal information we control by emailing ignaciokaiserc@gmail.com. Use the subject "Bluffers data deletion request" and describe the information you want deleted. Include your Meta Horizon username and, if available, the relevant player identifier or support reference so we can locate any records. Do not send passwords, access tokens or identity documents unless we specifically request proportionate verification.

You may use this email route even if you can no longer access the game or the in-game deletion flow fails. We may ask for the minimum additional information needed to verify the request and identify the relevant records. There is no fee for making a deletion request. We will respond and handle the request within the timeframe required by applicable law.

We will delete information under our control where required and coordinate deletion with service providers where they hold information on our behalf. If we hold no relevant records, we will explain that. Information stored only on your headset may require you to use the in-game or device controls; we cannot remotely erase your headset.

Vivox deletion: Deleting local data or the Unity Authentication account does not itself immediately erase Vivox service records. To request deletion of your Vivox information before its normal retention period expires, email ignaciokaiserc@gmail.com. We will coordinate the request with Vivox support using the relevant player identifier. You may also contact us to follow up on a pending Vivox deletion request. Completion depends on the provider's processing time; we do not promise immediate or expedited completion.

Deleting the Unity Authentication account does not automatically delete all information in other Unity services. We will assess relevant service records separately when handling a request. The in-game action does not delete your Meta account or automatically withdraw a report submitted to Meta. Information that Meta or another provider controls independently is subject to that provider's deletion procedures and obligations.

Where information must be retained to comply with law or address an active dispute or safety investigation, we will explain the applicable reason and limit retention to what is necessary. A minimal record of the request and our response may be retained as described in section 12.

10. Analytics, diagnostics and purchases

Bluffers has no advertising, gameplay analytics, separate crash-reporting SDK, subscriptions or in-app purchases. Purchases through the Meta Horizon Store are processed by Meta, and Bluffers does not receive payment-card details.

Development builds may write local performance or debugging files. That development feature is disabled in the release build. Meta and Unity may independently process technical and crash information under their policies.

11. Purposes and recipients

We process information to provide gameplay and requested online features, display player identities and Avatars, send invitations and join rooms, maintain local settings and progress, secure sessions, investigate reports, address issues reported through support or testing, and respond to privacy requests.

Recipients include Meta, Unity and its Vivox service, participants in your multiplayer room, and authorized people handling reports, support, feedback and privacy correspondence. Information may also be disclosed where required by law. These providers may process information outside your country under the applicable service terms and transfer arrangements.

Provider policies:

- Meta: https://www.meta.com/privacy/policy/

- Unity: https://unity.com/legal/privacy-policy

12. Retention

Local data remains until removed through the game or device controls, subject to settings intentionally preserved and platform backup or restore. This includes any locally saved session and reconnect information.

Bluffers does not maintain its own server-side archive of gameplay, Avatar movement or voice conversations. Meta and Unity may retain authentication, service, security and technical records according to the applicable service terms, settings and legal obligations. Ending a game session does not necessarily delete those service records.

Unity's published default retention for Vivox developer-defined user IDs, device IDs and truncated IP addresses is up to 30 days. Voice data is ephemeral: it is processed to deliver live communications rather than retained as a conversation recording by the standard voice service. Requests to delete Vivox personal information are handled through Vivox support as described in section 9.

Reports follow the retention period configured in Meta's User Reporting Inbox, currently 90 days. Privacy correspondence and a minimal record of its handling may be retained for up to 12 months after closure. Unnecessary attachments and identity-verification documents are deleted earlier where possible. Longer retention applies only where required by law or necessary for an active dispute or investigation.

13. Your rights

Depending on applicable law, you may request access, correction, deletion, restriction or portability of personal information; object to processing; or withdraw consent where processing relies on consent. We may request proportionate information to verify identity and authority.

Contact ignaciokaiserc@gmail.com to exercise these rights. You may also complain to your local data-protection authority, without first contacting us. In the UK, this is the Information Commissioner's Office: https://ico.org.uk/.

14. Security and changes

We use reasonable technical and organisational measures to protect information, including protected multiplayer transport and restricted access to reporting tools. No system can guarantee absolute security.

We may update this Policy when our practices, the game, platform requirements or applicable laws change. The current version is available through the game's privacy menu and its published policy URL.

Privacy contact: ignaciokaiserc@gmail.com