Privacy Policy
Effective date: 2026-10-14. Operator: Chandimal Adikari, Australia. Privacy contact: skillidaus@gmail.com.
Scope
This policy describes the beergame.io service, currently a free public beta, operated by the person above. Independently hosted copies have their own operators and policies.
Information processed
You provide a game name, nickname, role and orders. Room codes, membership, connection status, results and classroom timing are generated during play. Use a nickname rather than a real name and do not put sensitive information into game fields. Network services necessarily process IP addresses and connection metadata.
Why and where it is processed
We use this information to connect players, reserve roles, run simulations, show rankings and troubleshoot service problems. The signaling server holds room membership and relays WebRTC setup messages. The host's browser coordinates the game and receives orders and results. Other room members see names, progress and classroom scores. During play, operational details follow the selected visibility level; once the game is over, each player is shown the full operational details of their own supply chain (in a classroom, only once every competitor has finished, and only that player’s own run). The host has technical access to the full game engines.
Hosting and connection providers
The website and multiplayer server run on Oracle Cloud Infrastructure in the India South (Hyderabad) region, so information handled by the server is processed in India. The web server keeps access and error logs (IP address, time, requested address, referring page and browser details) for 14 days to operate and secure the service, then deletes them. The game server itself does not log players.
WebRTC connections can disclose network addresses to the host and connected players. To help browsers connect directly, each browser contacts Cloudflare's STUN servers, which see its IP address. Game traffic normally travels directly between players' browsers, encrypted by WebRTC (DTLS). When a direct connection isn't possible, the encrypted game traffic is relayed through Cloudflare's TURN service, which sees IP addresses and traffic volume but not game content. Hosting and networking providers may process data outside Australia.
Storage and retention
Room membership and private reconnect tokens are held in server memory, not an application database. Disconnected memberships, and Team guests who leave a started game, are retained for up to 24 hours; explicitly leaving as host or restarting the server ends the room. A finished game stays in server memory for up to 30 minutes so players who return can receive their results. This browser uses local storage to keep what is needed to resume unfinished games: up to five multiplayer games (membership and a private reconnect token) and one unfinished single-player game. A per-tab flag marks the tab playing single-player, and open tabs tell each other which saved games they have open; none of this leaves your browser. The host also stores game engines, pending orders and classroom results so a refresh can resume play. Guest saves contain membership rather than hidden game state. Saved data is cleared when the game’s results are revealed (in a classroom, once every run is over), on explicit leave (except a Team guest leaving a started game, whose save is kept so they can return), when you remove it, or when a host ends the game for everyone; a single-player save is removed when its game finishes or is discarded, and the least recently saved multiplayer game is replaced when a sixth is saved. Expired data is removed when the app next opens. Browser storage can also be cleared in browser settings. Classroom elapsed time includes disconnection time; downloaded CSV files are controlled by whoever downloads them. Other players may retain screenshots or exports. Infrastructure logs may outlast the game; their retention is specified above.
Cookies, payments and AI
This release does not add analytics trackers, advertising cookies, account registration or payment processing. If those services are introduced, this policy will be updated before the changed processing begins. The optional MCP adapter runs on the AI user's computer. It exposes game state to that user's AI client, whose provider may process it under separate terms.
Your choices and requests
You can play single-player, choose a nickname, avoid sensitive fields, leave a room and decline to export results. Contact skillidaus@gmail.com to ask about access, correction, deletion or a privacy complaint. We will explain what information is available and any applicable limits; transient games may no longer exist. In Australia you may also contact the Office of the Australian Information Commissioner at oaic.gov.au where applicable.
Classroom use
Teachers should obtain required institutional or guardian permissions and explain how nicknames and results are shared. This simulation does not involve buying or consuming alcohol. It is not designed to collect children's personal profiles.
Updates
We publish changes on this page with an updated date and give additional notice where required. Contact skillidaus@gmail.com with questions about this policy.