Your data

Privacy Policy

Last updated 30 October 2026

This policy explains what personal data Blitzly collects when you use blitzly.app and the Blitzly game, why we use it, who else handles it, how long we keep it, and the rights you have under the EU General Data Protection Regulation (GDPR).

1. Who is responsible

The controller of your personal data is DGT, registered office [address], Trade Register no. [J number], fiscal code (CUI) [CUI], Romania (“Blitzly”, “we”, “us”).

For anything about your data, email support@blitzly.app or write to us (choose “Privacy and my data”). We haven't appointed a data protection officer, because the law doesn't require one for a service like ours; your request goes straight to the people running Blitzly.

2. What we collect and why

For each kind of data: what it is, why we use it, and the legal basis under GDPR Article 6(1).

  • Your sign-in account: your email address, your password if you set one (stored only as a scrambled hash by Clerk, our sign-in provider), the time you accepted this policy, and sign-in details such as your IP address, browser, and time of sign-in. Why: to let you sign in and keep accounts secure. Basis: our contract with you (b); account security is our legitimate interest (f).
  • Your player profile: your email address, username, rating, tier, the number of ranked matches you've played, your avatar, and the title you chose to show. Why: to identify you in the game and match you with players of similar skill. Basis: contract (b).
  • Your avatar photo, if you upload one: we keep only a small square copy (256 pixels) that our server makes from your file, without the original or its metadata (such as the camera, the date, or the place it was taken). Why: to show it as your avatar. Basis: contract (b). It's optional: the painted avatars need nothing from you. Its web address is random and appears only on pages for signed-in players, but anyone given the address can open the picture without signing in.
  • Your matches (ranked duels, Quick Play, and friend matches): your opponents, the categories you picked and banned, every answer you give, when each question reached you and how long you took, how long the game was out of view or out of focus before each answer (for example, if you switched to another tab or app), your scores and results, and your rating changes. Why: to run fair duels, score them, rank players, and show you your match history and recaps. Basis: contract (b).
  • Your solo games (practice and the daily challenge): the categories and length you chose, the questions you were shown, your answers and how long you took, your points, and, for the daily challenge, your total time, how long the game was out of view before each answer, and your daily streak. We compare your daily result with that day's other players to tell you what share of them you beat; we never publish a list of daily results. Why: to run these games, show your results, and keep the daily challenge fair. Basis: contract (b).
  • Your progress: the XP you earn in each category, your levels, titles, badges, and achievements, how many ranked matches you've played and won, your win streaks and perfect games, and which questions you've been shown before and when. Why: to show your progress, give less XP for questions you've already seen, and avoid giving you questions you've seen recently. Basis: contract (b).
  • Your searches for an opponent: when you started searching, when your device last checked in, your rating at the time, and the match the search led to. We keep one record per player, replaced by your next search. When we ask you to accept a match we found, we also keep whether and when you accepted or declined it, with that match. Why: to find you an opponent, end searches left open in a closed tab, start matches only with players who are there, and pause searching briefly after several missed matches. Basis: contract (b).
  • Friend challenges: who challenged whom (by link, by username, or as a rematch), when, until when it was open, whether it was accepted and the match it led to, whether the person challenged hid it, and when the challenger last had the waiting screen open. Why: to deliver challenges, start the match, and limit each player to one challenge at a time. The person who sent a challenge never learns whether you saw or hid it. Basis: contract (b).
  • Friends lobbies: who hosted, who joined (by invite or by link) and when, who left or was removed, when each player last had the lobby open, each player's category pick, the questions shown, everyone's answers, scores, and final places, and which friends the host invited and whether they declined. Why: to run the game for everyone in it, show the answers and standings to the players in that lobby, and keep each player to one game at a time. The host never learns whether you declined an invite. Basis: contract (b).
  • Notifications: the notifications in your bell: which kind it is (a challenge, a lobby invite, a friend request, an achievement, a category milestone), who challenged, invited, or asked you and which challenge or lobby, or which badge you earned, when it was created, and when you read it. Why: to show you what happened while you were elsewhere and take you to it. Only you see your notifications; nobody is told whether you saw them. Basis: contract (b).
  • Friends: who your friends are, the friend requests you sent and received with their status and times, and the players you blocked. Why: to show your friends list and your record against each friend, deliver requests, and keep blocked players away from you. Only you see your friends, requests, and blocks; nobody is told that you declined a request or blocked them. Basis: contract (b).
  • Fair-play review: patterns worked out from the match data above, for example correct answers given faster than anyone could read the question, or right answers that keep coming after leaving the game. Why: to keep competition fair for everyone. A person reviews every case, and nothing happens to your account automatically. Your opponents never see whether you left the game. Basis: our legitimate interest in fair competition (f).
  • Question reports: if you report a question, we keep the question, the match, and the reason you chose, linked to your account. Why: to fix wrong or unclear questions. Basis: legitimate interest in a correct question bank (f).
  • Player reports: if you report a player, we keep who you reported, the reason, your note if you wrote one, and the match it came from, linked to your account; if someone reports you, the same is kept about you. Only our admins see reports: we never tell a reported player who reported them, and we don't tell you what we decided about another player. Why: to keep the game fair and its content within our Terms. Basis: legitimate interest in a fair and safe game (f), and our duties under the EU Digital Services Act (c).
  • Moderation decisions: if we remove your photo, reset your username, or suspend your account, we keep what we did, when, the rule it was based on, and any note we wrote to you (and, for a reset username, the old one). A suspension also blocks sign-in at Clerk. Why: to give you our reasons, review your reply if you contest it, and keep a record of decisions. Basis: legal obligation (c) and legitimate interest (f).
  • Earlier usernames: when you change your username, we keep the old one, the new one, and when. Only our moderators see them. Why: to enforce the once-every-30-days limit and to handle reports about a player who has since changed name. Basis: legitimate interest (f).
  • Messages you send us: if you use the “Write to us” form, the email address you give, the topic, your message, when you sent it, your account if you were signed in, and a scrambled code made from your IP address (never the address itself). Why: to reply to you and to stop spam. Basis: legitimate interest in answering you and protecting the form (f); where your message is about your account or a data request, also contract (b) and our legal obligations (c).
  • Request counters: how many requests your account, or a scrambled code from your connection, makes in a short window. Why: to prevent abuse and overload. Basis: legitimate interest in security (f).
  • Access lists: while Blitzly is invite-only, the email addresses of invited players, each with an optional short note; and, while the game is closed for maintenance, the email addresses or connection IP addresses of the few testers we let in, each with an optional note. During maintenance we compare each visit's IP address with that list without storing it. Why: to let only those people in. Basis: legitimate interest in running a controlled test (f).
  • Server logs: your IP address, the page or address requested, the time, and any errors, kept by our hosting provider for a short time. Why: to run and secure the site and fix errors. Basis: legitimate interest in security and reliability (f).
  • Backups: encrypted copies of the database, taken regularly and before changes to it, and kept for up to 14 days. Why: to recover from mistakes or failures. Basis: legitimate interest in not losing your data (f).

We don't sell your data. We don't use advertising, analytics, or tracking tools, and we don't share your data with anyone other than the service providers in section 5. If that changes, we'll update this policy first, and ask for your consent where the law requires it.

3. What other players see

Opponents see your username, avatar, title, and rank (or “Placement” during your first five ranked matches), your answers and scores in matches you play together, and the result. Once you've finished placement, any signed-in player can see on your profile your rank, your ranked wins, losses, and draws, and your category levels, titles, badges, and achievements, and can find you by username in the player search.

Nobody else sees your email address, your XP, your solo results, your fair-play data, or when you earned anything.

4. Automated decisions

Matchmaking, scoring, and ratings are calculated automatically, by the same rules for every player. These calculations don't have legal or similarly significant effects on you within the meaning of GDPR Article 22. Fair-play patterns are only flags for a person to review; no account is restricted automatically. The one automatic limit is a short pause in searching for an opponent after you decline or miss several found matches in a row; it ends by itself after a couple of minutes.

During periods of low player activity, matchmaking may include computer-controlled opponents to reduce queue times. These opponents use predefined game logic and may appear in match histories like other opponents.

How matchmaking works explains this in plain language.

5. Service providers

These providers process data for us under data processing agreements, and may only use it to provide their service to us:

  • Clerk (United States): sign-in and accounts.
  • Supabase (United States company; our database is hosted in the EU, in Ireland): the database and live match updates.
  • Vercel (United States company; the site runs in the EU, in Dublin): hosting and server logs.
  • Cloudflare (United States): Turnstile checks that a message sent through the “Write to us” form comes from a person. It sees your IP address and some details about your browser while it checks.
  • GitHub (United States, part of Microsoft): stores our code and the encrypted database backups. The backups are encrypted before they reach GitHub, and GitHub can't read them.

Where personal data goes to the United States, the transfer relies on the EU-US Data Privacy Framework for providers certified under it, and otherwise on the European Commission's standard contractual clauses (GDPR Articles 45 and 46).

6. How long we keep it

  • Your account, profile, progress, and solo games: as long as your account exists.
  • Your avatar photo: until you upload another, delete it in Account settings, or delete your account; we also delete one that breaks our Terms. It stops loading within five minutes, though a copy may stay in a browser that already loaded it.
  • Matches and question reports: as long as Blitzly runs, because matches are part of your opponents' histories too. If you delete your account, they stay, linked only to the anonymized player record described below.
  • Searches for an opponent: one record, replaced by your next search. If you delete your account, it stays linked only to the anonymized player record.
  • Messages you send us: 12 months; messages marked as spam, 30 days.
  • Friend challenges: 30 days after each one closes. The matches they led to stay, like any match.
  • Friends lobbies: 30 days after each game ends or the lobby closes, with its answers and invites.
  • Notifications: 90 days after each one was created.
  • Player reports: until we resolve them, then one more year. Moderation decisions: as long as your account exists. Earlier usernames: as long as your account exists. All three are deleted with your account.
  • Friend requests: 30 days after each one is answered or runs out. Friends and blocks: until you remove them or delete your account.
  • Request counters: about a day. Server logs: a short time set by our hosting provider. Backups: up to 14 days.
  • Access lists: until the entry is no longer needed, and at the latest when you delete your account.

Deleting your account: you can do it yourself in your account settings. We delete your sign-in account at Clerk, remove your email address and sign-in link, replace your username, and delete your progress, your solo games, your friend challenges, your lobby invites, your notifications and the ones you caused in other players' bells, your friends, friend requests, and blocks, your entries on the access lists, and the messages you sent us while signed in or from your account's email address. Your past matches stay in your opponents' histories under the replaced name and can no longer be linked to you; so do your places in friends lobbies, until they are deleted with the lobby. You leave any lobby you are in. Copies in backups disappear as the backups expire, within 14 days.

7. Your rights

You have the right to access your data and get a copy of it, to have it corrected, to have it deleted, to restrict its use, to receive it in a portable format, and to object to any use based on our legitimate interests, including the fair-play review. To use any of these rights, email support@blitzly.app or write to us. We answer within one month; if a request is complex, we may need up to two more months and will tell you why. We may ask you to confirm the request from your account's email address, so we only give data to its owner.

You can also complain to a data protection authority: in Romania, the National Supervisory Authority for Personal Data Processing (ANSPDCP, dataprotection.ro), or the authority where you live or work.

8. Cookies and storage on your device

We use only the cookies needed to sign you in and keep you signed in, set by Clerk. Because they're strictly necessary for the service you asked for, they don't need consent (Romanian Law 506/2004). Your browser also keeps, in its local storage on your device, whether you turned the game's sounds off; that choice is never sent to us. Cloudflare Turnstile runs only on the “Write to us” form, to protect it from spam. There are no advertising or analytics cookies.

9. Security

Data travels encrypted between your device and our servers. Our database can't be reached from the public internet without our server's credentials, and only the people running Blitzly can see personal data, through admin tools that check who is asking and ask them to confirm it's them again before a sensitive change. We ask you to confirm it's you again before deleting your account. Backups are encrypted. If a breach puts your data at risk, we'll tell the authority and, where the law requires, you.

10. Age

Blitzly is for people aged 16 and over. If we learn that someone younger has an account, we delete it as described in section 6.

11. Changes

We'll update this policy when what we collect or how we use it changes, and change the date at the top. For important changes, we'll tell you in the game or by email before they apply.

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