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Byte Size Factory

Last updated October 10, 2026

Privacy Policy

Byte Size Factory is Byte Size Factory LLC, a Texas limited liability company in the United States. “We” on this page means that company. This page covers this website and every product shipped under Byte Size Factory. Data practices differ between products, so each one has its own section below.

The short version

We collect the least we can get away with while still running the thing. We do not sell your data, we do not share it with advertisers, and we do not build profiles on you. The only third parties who touch it are the services we need to run the products — hosting, payment processing, and the like — and they only ever act on our instructions.

If you want your data deleted, email support@bytesizefactory.dev and we will do it.

What applies to everything

This website

The site you are reading does not set cookies, does not run analytics, and does not track you. Visiting it leaves nothing behind beyond the ordinary server logs our host keeps for security and reliability. The one thing it can collect is an email address, and only if you type it into the newsletter sign-up yourself.

The newsletter

If you sign up on the home page, we keep the email address you gave us and when you gave it. It is used for one thing: to email you when a new game ships. It is stored with Supabase, in the same database as the Byte Size Factory account below, and the emails are delivered by Resend. It is not joined to anything you do in a game, even if you use the same address there.

We keep it until you ask to be taken off. Email support@bytesizefactory.dev from that address and we will remove it; every newsletter will also carry its own unsubscribe link.

The Byte Size Factory account

Some of our games let you sign in by email, and they share one sign-in: the Byte Size Factory account. It holds your email address and what is needed to sign you in, and nothing about any game. It is run on Supabase, and its sign-in emails are delivered by Resend. What you have in a game stays in that game’s own database, described in its section below. You only have one if you chose to sign in by email.

The Factory Pass

If you buy a Factory Pass, the payment is taken by Paddle, which is the merchant of record: it handles your card details, the sales tax and the receipt, and we never see your card. From Paddle we receive and keep the email address you gave, the subscription’s status, and when the paid period ends. That is stored with the Byte Size Factory account above and is used for one thing: to tell our games that the account with that email address has a pass. We keep it for as long as the subscription exists, and the record of the purchase for longer, because tax and accounting rules require it.

Who your data is shared with

Only with processors — companies that handle data on our behalf so a product can function, such as hosting providers and payment processors. They are contractually limited to that purpose. Each product’s section below names the processors that apply to it.

We do not sell personal information, and we do not share it for cross-context behavioural advertising. We may disclose data if we are legally required to — a valid court order, for example — or where it is genuinely necessary to protect someone’s safety.

How long it is kept

Retention differs per product and is stated in each section. As a general rule, account data lives as long as the account does, and records we are required to keep for tax or accounting reasons live longer than that.

Your rights, and how to delete your data

Wherever you are, you can ask us for a copy of the data a product holds about you, ask us to correct it, or ask us to delete it. If you are in the EU, the UK, California, or somewhere with comparable law, you may have additional rights — including objecting to certain processing. Exercising any of them costs you nothing and will not get you treated differently.

Email is the route for any of it: support@bytesizefactory.dev. Tell us which product and give us the account email or username, so we can find the right records. We will confirm when it is done. Deleting a game account deletes its progress too, and that is not recoverable.

Deletion has a second route as well: some products can delete their own account from the inside, without asking us first. The steps for each one, and exactly which records go with it, are on the account deletion page.

Children

None of these products are directed at children under 13, and we do not knowingly collect data from them. If you believe a child has given us personal information, email us and we will remove it.

Security

We take reasonable measures to protect what we hold, but no service can promise perfect security, and we are not going to pretend otherwise. If a breach ever affects your data, we will tell you.

Changes to this policy

When practices change, this page changes, and the date at the top changes with it. If a change is significant — new data, a new processor, a new purpose — we will make a reasonable effort to tell affected users directly rather than quietly editing this page.

By product

Each product has a permanent anchor on this page. These URLs are used in app store listings and inside the products themselves.

Sproks

Live
#sproks

Sproks is built to be played all the way through without an account. Signing in is optional, and it is what turns on the public leaderboards, progress that follows you between devices, and publishing ship blueprints of your own. On CrazyGames you are signed in by your CrazyGames account, and we never receive an email address for you. Signing in by email on the game's own site uses your Byte Size Factory account: one sign-in that works in each of our games that offers it, while what you have in each game stays in that game.

What it collects, and why

  • Email address, only if you choose to sign in by email on the game's own site — To send you a one-time sign-in link and code, to identify your account and recover access to it, and to contact you about the account. There is no password, so there is no password to store or leak.
  • Your CrazyGames user id and username, only if you play signed in on CrazyGames — To keep your progress on that account and to name you on the leaderboards. CrazyGames gives us these when you play there; it does not give us your email address.
  • Callsign — the name you pick — To identify you to other pilots in a match, on the public leaderboards, and as the maker of any blueprint you publish. You choose it, and it is never your email address.
  • Progress — your best runs, what you have earned, and the paints, skins and blueprints you own — To run the game. This is the save file; without it there is nothing to come back to.
  • Run results — your score, tier, and kills in a finished run — To award progress for the run and to rank the leaderboards.
  • Blueprints you make and choose to publish — the layout and the name you give it — So other pilots can fly them. A published blueprint is shown to other players with your callsign, and is reviewed before it is offered.
  • Reports and reviews you send about other players' blueprints — To keep hateful, sexual or illegal designs out of the game. How often your reviews agreed with the outcome is kept too, only to weigh votes and to pause unreliable reviewers.
  • A random guest identifier, kept in your own browser — So you can play and keep progress without giving us anything at all. It identifies a browser, not a person, and it never reaches a leaderboard. Clear your browser storage and it is gone.
  • Anonymous counts of how far first sessions get — To see where new players stop. They are totals per day with no identifier of any kind, so they describe no one.

Who it is shared with

  • Supabase — Two separate databases. The Byte Size Factory account, shared by our games, runs the email sign-in and holds your email address and nothing about any game. Sproks' own database stores your callsign, progress, run results, and published blueprints against that account.
  • Fly.io — Hosts the multiplayer server that runs matches. It sees the live traffic of a match in progress.
  • CrazyGames — When you play Sproks on their site. They host the page and provide your identity there, and any advertising you see around or between runs is theirs, under their own privacy policy. We send them nothing about you and receive no advertising data from them.
  • Resend — Only for email sign-in: delivers the sign-in emails. It handles the message and the address it goes to, and nothing about your game.

How long it is kept

Your account, callsign, progress, run results, and published blueprints are kept for as long as the account exists — deleting the account deletes all of it. Guest progress is only ever in your own browser, so it lasts until you clear it; a run a guest finishes online is recorded against the random identifier alone and is removed within about a month.

Deleting your data

There is no delete button in the game yet, so the route is email and we run it by hand. The full explanation of what deletion removes is on the account deletion page.

Sproks support

Torks

Live
#torks

Torks is built to be played all the way through without an account. Signing in is optional, and it is what turns on the public leaderboards and progress that follows you between devices. Signing in by email on the game's own site uses your Byte Size Factory account: one sign-in that works in each of our games that offers it, while what you have in each game stays in that game. On CrazyGames there is no sign-in of ours: your progress is kept in your CrazyGames account, by CrazyGames.

What it collects, and why

  • Email address, only if you choose to sign in by email on the game's own site — To send you a one-time sign-in code, to identify your account and recover access to it, and to contact you about the account. There is no password, so there is no password to store or leak.
  • Whether your account holds a Factory Pass, only if you sign in — To pay a pass holder's extra Bolts and to show the pass's paint and mark. The game reads it from your sign-in each time and keeps nothing about the purchase itself.
  • Driver name — the name you pick — To identify you to other drivers in a match and on the public leaderboards. You choose it, and it is never your email address.
  • Progress — your Bolts, the paints, parts and materials you own and wear, your levels, your jobs and your best runs — To run the game. This is the save file; without it there is nothing to come back to. What your bot wears is shown to the other drivers in a match.
  • Run results — your score, tier, and wrecks in a finished run — To award progress for the run and to rank the leaderboards.
  • A random guest identifier, kept in your own browser — So you can play and keep progress without giving us anything at all. It identifies a browser, not a person, and it never reaches a leaderboard. Clear your browser storage and it is gone.
  • The bots you build in the Workshop, kept in your own browser — So they are there when you come back. They stay on your device (on CrazyGames, in your CrazyGames account) and are never sent to us.

Who it is shared with

  • Supabase — Two separate databases. The Byte Size Factory account, shared by our games, runs the email sign-in and holds your email address and nothing about any game. Torks' own database stores your driver name, progress and run results against that account.
  • Fly.io — Hosts the multiplayer server that runs matches. It sees the live traffic of a match in progress.
  • CrazyGames — When you play Torks on their site. They host the page and keep your save in your CrazyGames account, and any advertising you see around or between runs is theirs, under their own privacy policy. We send them nothing about you and receive no advertising data from them.
  • Resend — Only for email sign-in: delivers the sign-in emails. It handles the message and the address it goes to, and nothing about your game.

How long it is kept

Your account, driver name, progress and run results are kept for as long as the account exists — deleting the account deletes all of it. Guest progress is only ever in your own browser, so it lasts until you clear it; a run a guest finishes online is recorded against the random identifier alone and is removed within about a month.

Deleting your data

There is no delete button in the game yet, so the route is email and we run it by hand. The full explanation of what deletion removes is on the account deletion page.

Torks support

Quantum Clash

Live
#quantum-clash

Quantum Clash is built to be played all the way through without an account. Signing in is optional, and it is what turns on the public leaderboards and progress that follows you between devices. Signing in by email uses your Byte Size Factory account: one sign-in that works in each of our games that offers it, while what you have in each game stays in that game.

What it collects, and why

  • Email address, only if you choose to sign in — To send you a one-time sign-in link and code, to identify your account and recover access to it, and to contact you about the account. There is no password, so there is no password to store or leak.
  • Callsign — the name you pick — To identify you to other pilots in a match and on the public leaderboards. You choose it, and it is never your email address.
  • Pilot progression — your level, ship mastery, and unlocked paint jobs — To run the game. This is the save file; without it there is nothing to come back to.
  • Match results — your score, kills, and placement in a finished match — To award progression for the match and to rank the daily, weekly, and monthly leaderboards.
  • A random guest identifier, kept in your own browser — So you can play and keep progress without giving us anything at all. It identifies a browser, not a person, and it never reaches a leaderboard. Clear your browser storage and it is gone.

Who it is shared with

  • Supabase — Two separate databases. The Byte Size Factory account, shared by our games, runs the email sign-in and holds your email address and nothing about any game. Quantum Clash's own database stores your callsign, progression, and match results against that account.
  • Resend — Delivers the sign-in emails. It handles the message and the address it goes to, and nothing about your game.
  • Fly.io — Hosts the multiplayer server that runs matches. It sees the live traffic of a match in progress.
  • Vercel — Serves the game itself to your browser.
  • CrazyGames — Only when you play Quantum Clash on their site. They host the page and provide your identity there, so we never receive an email address for a CrazyGames player, and a CrazyGames account is separate from an email one.

How long it is kept

Your account, callsign, progression, and match results are kept for as long as the account exists — deleting the account deletes all of it. The daily, weekly, and monthly leaderboards are views over those results rather than separate copies, so a board rolling over changes what is shown and not what is kept. Guest progress is only ever in your own browser, so it lasts until you clear it.

Deleting your data

There is no delete button in the game yet, so the route is email and we run it by hand. The full explanation of what deletion removes is on the account deletion page.

Quantum Clash support

Starclaim

Retired
#starclaim

Starclaim closed on 17 October 2026. This section stays published because it had accounts and sold in-game purchases, and people with accounts keep their rights over that data after a game shuts down. Nothing new is being collected.

What it collects, and why

  • Email address, from accounts created while it was running — It identified your account, let you sign in and recover access, and is how we can still reach you about your account or a purchase.
  • Username — It identified you to other players in-game.
  • Gameplay data — your progress, holdings, and in-game activity — It ran the game. This was the save file.
  • Purchase records — what was bought and when — To have granted what you paid for, and to answer questions about a purchase.

Who it is shared with

  • A third-party payment processor — Took payment and handled card details directly. Starclaim never received or stored your card number — it only recorded that a purchase succeeded.

How long it is kept

No new data is collected. Any remaining account and gameplay data is kept only until it is deleted on request or removed in the course of shutting the game down. Purchase records are kept longer, because tax and accounting rules require it.

Deleting your data

Email support@bytesizefactory.dev from the address on the account, or tell us the username, and we will delete it. The full explanation of what deletion removes is on the account deletion page.

Starclaim support

Bodkin

Live
#bodkin

Bodkin can be played without an account. Signing in with an email address is optional, and it is what keeps your stats, coins and skins from one visit to the next. Signing in uses your Byte Size Factory account: one sign-in that works in each of our games that offers it, while what you have in each game stays in that game.

What it collects, and why

  • Email address, only if you choose to sign in — To send you a one-time sign-in code and to identify your account. There is no password, so there is no password to store or leak.
  • Whether your account holds a Factory Pass, only if you sign in — To pay a pass holder's extra coins. The game reads it from your sign-in each time you visit and keeps nothing about the purchase itself.
  • Display name — the name you pick — To identify you to other players in a match and on the Hall of Glory, the public leaderboard. You choose it, and it is never your email address.
  • Career stats — kills, deaths, experience, best streak and best level — To show your career in the menu and to rank the Hall of Glory.
  • Coins and skins — what you have earned, bought with coins, and are wearing — To run the wardrobe. Coins are earned by playing and buy skins only.
  • A sign-in cookie, only if you sign in — To keep you signed in for up to 30 days. It does that and nothing else: it is not used to track you, and signing out deletes it.
  • Match data — To run matches and keep results consistent between players. A guest's match leaves nothing behind once it ends.

Who it is shared with

  • Fly.io — Hosts the game server and its database, which holds accounts, stats, coins and skins. It sees the live traffic of a match in progress.
  • Supabase — Runs the Byte Size Factory account, shared by our games: the email sign-in, holding your email address and nothing about any game. Bodkin's own database, on Fly.io, is where everything else above is kept.
  • Resend — Delivers the sign-in email. It handles the message and the address it goes to, and nothing about your game.

How long it is kept

Your account, display name, stats, coins and skins are kept for as long as the account exists — deleting the account deletes all of it. Sign-in emails expire within minutes and a sign-in cookie within 30 days of your last visit. Daily database backups are kept for about two weeks and then roll over.

Deleting your data

There is no delete button in the game, so the route is email and we run it by hand. The full explanation of what deletion removes is on the account deletion page.

Bodkin support

Squarecery

In development
#squarecery

Squarecery has not launched yet. This section describes how it is intended to work and will be finalised before release. If you are reading this after the app is out, email support@bytesizefactory.dev and tell us — it means we forgot to update it.

Squarecery is not public yet, so it collects nothing from anyone. This section will be written from what the game actually does before it launches.

What it collects, and why

Nothing beyond what is described above.

Who it is shared with

No third parties beyond the hosting needed to run it. Your data is not sold or shared with advertisers.

How long it is kept

Nothing is collected, so nothing is kept.

Deleting your data

Email support@bytesizefactory.dev from the address on the account, or tell us the username, and we will delete it. The full explanation of what deletion removes is on the account deletion page.

Squarecery support

GameHydra

Live
#gamehydra

GameHydra is a Windows app that runs on your own machine, with no account and no sign-in. It reads where your launchers record their games — Steam's library files, Epic's manifests, GOG Galaxy's registry entries and its local database, and the EA app's and Ubisoft Connect's registry entries and install folders — along with your drives, and it writes its settings, its record of what it has stored, and its log to a folder on your PC. None of that is sent anywhere. The app goes online for two things only: activating or releasing a licence key, and, when it was installed with the GameHydra installer, checking for updates. Buying it is what introduces an email address and a licence key. All of it is described below.

What it collects, and why

  • Nothing about your games or your drives, from the app itself — GameHydra never sends your games, your libraries, your drives or its log anywhere. Its settings, its manifest of stored games and its log stay in %LOCALAPPDATA%\GameHydraData on your own disk. Those files name your games, your drive letters and your folder paths, which is precisely why they never leave the machine. The one request it makes without a licence is the update check, in copies installed with the GameHydra installer: a minute after it starts and every six hours after that, it asks the licence server whether a newer version exists and downloads it if so. That request carries no licence key and nothing about your games or drives.
  • Email address — To send you your licence key, tie it to your purchase so you can recover it if you lose it, and reach you about that purchase.
  • Purchase records — what was bought and when — To know what your licence covers, and to answer a question about a charge.
  • A licence key, and one activation record per machine — To check that a licence is used on no more machines than it covers. A machine is identified by a one-way hash of a few facts that stay the same across reboots — the Windows machine id, the processor name, the system drive's label and size, and the computer name — worked out on your PC and sent with the licence key and the app version when you activate. Releasing a PC from GameHydra's Settings sends the same key and hash so the slot is freed. The activation record keeps the key, that hash, and when the machine was activated and last issued a token; it does not store your IP address. The underlying facts never leave your PC, none of them is a MAC address, and none of them says anything about what you play. After activation the app checks the licence on your PC and does not contact the server again on its own.

Who it is shared with

  • Paddle — Acts as merchant of record — takes the payment, handles card details directly, and is responsible for sales tax and VAT on the purchase. Your card number never reaches us — only the fact that a purchase succeeded.
  • Vercel — Hosts the getgamehydra.com website, including the sign-in and account pages, and its DNS.
  • Supabase — Hosts the database behind sign-in — a plain Postgres instance holding session and email-verification-token rows for the licence portal, not your filters or anything about your machines.
  • Fly.io — Runs the licence server — the one part of GameHydra with its own database — which issues licence keys, records and checks per-machine activations, and serves the app's update feed.
  • Resend — Delivers the email carrying your licence key, and the sign-in links for the licence portal.

How long it is kept

What is on your own disk lasts as long as you leave it there. Uninstalling GameHydra deliberately leaves %LOCALAPPDATA%\GameHydraData behind so that a reinstall picks up where it left off; delete that folder yourself and nothing of it remains. On the store side: a licence and its activation records are kept for as long as the licence exists, and purchase records are kept longer than that, because tax and accounting rules require it.

Deleting your data

There is nothing on our side to delete for the app's own data, because it never sends any: what it sends when you activate is the licence key and machine hash covered by the activation records. To clear what it keeps locally, uninstall it and delete %LOCALAPPDATA%\GameHydraData. Email us from the address on the purchase and we will delete that account and its activation records — say whether the licence should go with it, because the account is also how a lost key is recovered. The full explanation of what deletion removes is on the account deletion page.

GameHydra support

The Guide Forge

Retired
#guide-forge

The Guide Forge is retired. This section stays published because it had user accounts, and people with accounts keep their rights over that data after a product shuts down.

What it collects, and why

  • Email address and username, from accounts created while it was running — It was used to sign in and to attribute published guides. Nothing new is being collected — the service is off.

Who it is shared with

No third parties beyond the hosting needed to run it. Your data is not sold or shared with advertisers.

How long it is kept

No new data is collected. Any remaining account data from when the service ran is kept only until it is deleted on request or removed in the course of shutting the service down.

Deleting your data

Email us and say you had a Guide Forge account. Include the email address or username you used, so we can find it. The full explanation of what deletion removes is on the account deletion page.

The Guide Forge support

Contact

Questions about any of this, or about data we hold, go to support@bytesizefactory.dev. The person who reads it is Jackson Van Dyke.