奴凧 · martinez.sh
# effective date: September 7, 2026
Yakko Tako Royale has no accounts of ours, no analytics, no advertising, no tracking, and no servers of ours. Online play goes through a platform's own networking — Steam on desktop, Epic Online Services on iOS and Android — and this page explains exactly what each of them sees.
None. We do not operate any server that receives data from the game, and the game contains no analytics, crash-reporting, attribution or advertising SDKs. The only third-party code in the game that talks to a server is the online-multiplayer layer described below, and what it sends goes to Steam or to Epic, never to us.
Everything the game remembers stays on the device you are playing on:
This data is never transmitted to us. Removing the game removes it.
On Steam, online matches run through Steam's networking services, directly between the machines of the players in the match. One player hosts; the others connect to that host through Steam. We operate no game servers, no matchmaking servers and no relay of our own, and no gameplay data ever reaches us.
Inside a lobby and a match, other players can see what Steam shows them about you: your Steam persona name and your avatar, the same way any Steam multiplayer game works. That information comes from Steam and stays between the players in the session; we never receive it.
The mobile versions use Epic Online Services (EOS), operated by Epic Games, Inc., for two things only: a list of open games that other players can browse and join, and the connection between the players in a match, which Epic relays when two phones cannot reach each other directly. The service is used only when you open ONLINE and choose INTERNET; LAN play and local play never contact it.
To take part, the game creates an anonymous player identity for your install the first time you go online. It is a random identifier issued by Epic and tied to this installation of the game — not to an Epic account, and not to your name, email address, phone number or any other account you hold. There is nothing to sign in to. The game also shows other players a tag such as KITE-3F9A, generated at random on your device; you cannot be identified from it.
While you are online, Epic's servers receive what any internet service receives in order to work: your IP address, the device type and operating system version, the anonymous identity above, the tag, and the details of the game you host or join (arena, format, speed, number of players). Match traffic itself — kite positions and inputs — travels between the players, encrypted, through Epic's relay where a direct connection is not possible; it is not stored. Epic may keep service logs and diagnostics for the operation of EOS. Epic processes this data under Epic's privacy policy; we receive none of it.
Deleting the game deletes the credential that ties your device to that identity. If you also want the anonymous identity itself removed from Epic's systems, email us the tag the game shows you and we will request its deletion.
Couch play is entirely local. Two to four players share one screen on one machine, and nothing about a local match leaves the device it is played on.
The game is distributed through Steam. Steam itself handles your purchase, your library, lobbies, friend invites and any platform features you use, under Valve's privacy policy, not ours. We never receive, see, or store that information.
Yakko Tako Royale does not knowingly collect personal information from anyone, of any age. The anonymous online identity described above carries no name, contact detail or account, and the game never asks for any.
Because we collect and store nothing, there is nothing for us to export, correct, or delete on your behalf. To remove all locally stored game data, uninstall the game. To manage data held by Steam, use your Steam account settings. To have the anonymous mobile online identity deleted from Epic Online Services, email us the tag the game shows you (see above).
If this policy changes, the updated version will be posted at this URL with a new effective date.