Seamcrown · Legal
Privacy Policy.
Seamcrown sends nothing to DRIFTMOTH. It has no accounts and no ads, it contains no analytics or tracking services, and we run no servers for it. It is free to start; its one optional purchase, a one-time unlock, is handled entirely by Google Play or Apple, and the game sends DRIFTMOTH no payment data. When you play with other people on your local network, the phones in that game exchange some game data directly with each other. This page explains exactly what.
EFFECTIVE DATE: OCTOBER 10, 2026 · DRIFTMOTH LLC
Who we are
Seamcrown (pronounced “SEEM-krown”; earlier test builds were called Realmstorm 3D) is a real-time 3D arena game for iPhone and Android, set in the same universe as the studio’s game REALMSTORM. You can play solo against computer-controlled factions, or with up to four players on the same local network. Seamcrown is developed and published by DRIFTMOTH LLC, a Florida limited liability company at 18117 Biscayne Blvd Suite #4874, Miami, FL 33160, USA. This policy covers the iPhone and Android versions of the game.
Information DRIFTMOTH collects
None. DRIFTMOTH receives no data from the game. Seamcrown has no accounts and no sign-in, and it never asks for your name, email address, phone number, location, contacts, photos, camera or microphone. It contains no advertising, analytics, attribution or crash-reporting services, it does not use your device’s advertising identifier, and it does not track you across other apps or websites. The game’s own code makes no requests to servers on the internet. That includes the game engine: on Android, Seamcrown turns off the built-in internet check of its game engine (Unreal Engine), which would otherwise contact public websites whenever your connection changes. Android and iOS may still check on their own whether your device is online; that is done by the operating system, not by the game. The versions distributed through the App Store and Google Play keep no analytics or gameplay log. Apart from the optional local multiplayer described below, the only connections come from Google’s and Apple’s own purchase services: to show the price of the optional Full Game unlock and to find out whether you own it, the game asks the Google Play Store app or Apple’s App Store on your device, which contact Google or Apple under your store account, and on Android Google’s billing library also sends Google its own technical diagnostics (see below and “Purchases”).
In a multiplayer game some game data does leave your device. It goes directly to the other players’ devices in that game, never to DRIFTMOTH or to any other company. Google Play counts any data that leaves your device as “collected”, including data sent by another company’s code inside an app, so the Data safety section of the Seamcrown listing on Google Play lists “Device or other IDs” and “App activity” for this multiplayer data, and “App info and performance” for the diagnostics that Google’s billing library sends to Google (described below). The App Store counts data as collected only when it reaches the developer or the developer’s partners, and not data collected by Apple, so the App Store listing says “Data Not Collected”. Both labels describe the same behaviour, which is set out below.
Because we hold no personal information about you from the game, we have nothing to sell or share, and nothing to access, correct or delete on your behalf. We do not sell or share personal information.
On Android, the game package contains Google Play services library code that the game engine (Unreal Engine) and the Google Play Billing library bring with them, including Play Games, Google sign-in and location code. Seamcrown does not use those parts: the Play Games and Google sign-in components are removed from the app, the game has no Play Games app ID, there is no Google sign-in, and the app has no location permission, so the location code cannot be used.
Google Play Billing diagnostics (Android). The Google service the game does use is the Google Play Billing library, for the optional purchase. That library is Google’s code, and besides talking to the Play Store app on your device it sends Google technical diagnostics about the billing connection: which billing requests were made, whether they worked and how long they took, error codes, the library, app and Android versions, the app’s package name and a random number for each connection. Google’s data transport service adds technical details of the device, such as its model and manufacturer, the Android build, the language, country and time zone settings, the mobile network and the connection type. The diagnostics contain no payment details, and nothing the game assigns to you (no handle and no install identifier). They are sent whenever the game connects to Google Play, which it does each time it starts or comes back to the screen on a device with the Play Store, whether or not you ever buy anything. Google says it uses them to improve the billing library and to help developers with errors; they are governed by Google’s privacy policy. DRIFTMOTH does not receive them.
On iPhone, the game uses Apple’s in-app purchase service (StoreKit), which is part of iOS, for the optional purchase only. It does not use Game Center or iCloud.
What the game stores on your device
The game keeps these files in its own private app storage. Other apps cannot read them, and they are deleted when you uninstall the game.
- Settings: auto-attack, aim assist, left-handed controls, frame rate, the faction you last picked for solo play, the last address you typed into JOIN BY IP, and the engine’s graphics settings.
- Your player handle: a name such as “Iron Spear 24” that the game makes up the first time it runs, from a list of words and a number picked at random. It is not taken from your device’s name or model, your account or any identifier, and you cannot type a name of your own. Other players see it (see below).
- A random install identifier: a random code created the first time you run the game. It is not taken from your phone’s hardware, serial number, phone number or advertising identifier. The game uses it to recognise your progress (“echo-memory”) between seasons. The game never sends the code itself to anyone. When you join another player’s game, only a scrambled (hashed) form of it is sent (see below).
- Echo-memory: the seasons you have played, crowns won per faction, titles you have earned and the one you have equipped, your cosmetic crown tier, the number of sessions, the last season you played and whether that session reached the Unmaking, and first-seen and last-seen times. It is filed under the scrambled form of your install identifier and contains no name or handle, no device ID and no IP address. When you play on someone else’s game, the host keeps the master copy and your phone keeps a mirror of it.
- Full Game status: how many of your three trial seasons you have played, whether this device has unlocked the Full Game (stored as a scrambled code, not as payment data), and whether the one end-of-trial note has been shown. It contains no order number, receipt, price paid or payment details.
- Crash reports: if the game crashes, the engine may write a crash report into the game’s storage. It contains technical details and a random code the engine creates for this installation. It stays on your device; the game has no way to send it to us.
Multiplayer on your local network
Solo play uses no network connection. Multiplayer is optional and works only between devices that can reach each other, normally the same Wi-Fi network. One phone hosts (HOST LAN) and up to three others join (FIND LAN, or JOIN BY IP if you type the host’s address). The game traffic travels directly between the devices. It does not pass through DRIFTMOTH or any server of ours.
What anyone on the same network can see. While you host, your phone answers “find games” requests from any device on the same network that runs the game. The answer contains your player handle as the host name, your device’s local network (IP) address and port, a network player ID, the game version, the current season status and the number of free slots. The network player ID is a new random code every time the game starts, after the network host name that your phone reports to apps (on the phones we have tested, the generic word “localhost”). It is not shown in the game and is not linked to your install identifier. The game never sends your device’s model.
What the other players in your game see. Your player handle, your character, faction and class, your position and actions, and your level, experience points, kills, captures, victory points, active play time this season, equipped title, cosmetic crown and total number of crowns. Your handle is shown to everyone in the game when you are crowned, for example “Season 3 · Sereward Quiet · Iron Spear 24”. The handle stays the same for as long as the game is installed, so people who see it in several games can tell that it is the same player. Every device in the game also receives each player’s network player ID (the per-run random code above). The game does not tell the host or the other players whether you have bought the Full Game; they only see which people you play.
What the host’s phone receives and keeps. When you join a game, your phone sends the host’s phone a scrambled (hashed) form of your random install identifier, never the identifier itself, so that the host can keep your echo-memory. The scrambled code is the same on every host you join. The host’s phone also receives your handle and necessarily learns your local IP address in order to exchange game traffic with you. The host’s phone stores your echo-memory (the list above, filed under the scrambled code). It does not store your handle, a device ID or your IP address. Other guests do not receive your scrambled code.
Things to know. Local game traffic is not encrypted, so play on networks you trust. JOIN BY IP connects only to the address you type, which can be outside your local network if that address is reachable. The game has no text chat, no voice chat, no free-text fields, and no way to share photos or other content. If you play on someone else’s phone, your echo-memory stays on that phone, and in that phone’s backups, until its owner deletes the game. We have no access to it.
Permissions
Android. The game asks for no runtime permissions and shows no permission prompts. It declares these standard permissions, which Android grants at install:
- Internet (android.permission.INTERNET): needed for any network socket, including local multiplayer traffic between devices. The game does not use it to contact internet servers.
- View network connections and view Wi-Fi connections (ACCESS_NETWORK_STATE, ACCESS_WIFI_STATE): to check whether you are connected and to work with your local network address for hosting and finding games.
- Allow Wi-Fi multicast reception (CHANGE_WIFI_MULTICAST_STATE): so your phone can hear game announcements from hosts on the same Wi-Fi.
- Control vibration (VIBRATE): included by the game engine for haptic feedback. The current version does not vibrate.
- Google Play billing service (com.android.vending.BILLING): lets the game ask Google Play for the optional Full Game purchase. It gives the game no access to your payment details.
- An internal permission that Android’s support library declares so that only this app can send its own internal broadcasts. It gives no access to your data.
iPhone. iOS may ask you to allow Local Network access when the game uses your network to find, host or join local games. If you decline, solo play still works fully. You can change the choice later in Settings › Privacy & Security › Local Network. The game does not ask for tracking permission and does not use your camera, microphone, photos, contacts, location or Bluetooth. The iPhone app contains a camera explanation text only because Apple requires one for camera code that is part of the game engine; the game never asks for camera access.
No gameplay log or analytics
The versions of Seamcrown distributed through the App Store and Google Play, including their test versions, write no gameplay log, analytics or telemetry file and send none. (The Google Play Billing library’s own diagnostics, described above, are Google’s.) If an older test version of the game left such a log on your device, the game deletes it automatically once it is more than 14 days old. If we ever change this, we will update this policy first.
Device backups and system reports
If you back up your device (iCloud or a computer backup on iPhone, Google backup on Android), the operating system may include the game’s files in that backup, which Apple or Google manage under your own account. On a phone that has hosted games, these files include the echo-memory it keeps for its guests. DRIFTMOTH LLC has no access to these backups; you control them in your device settings.
If you have chosen in your device settings to share diagnostics with app developers, Apple or Google may give us aggregated crash and performance reports for the game through their developer consoles. That is controlled by your device settings and by Apple’s and Google’s privacy policies, not by the game.
Purchases
Seamcrown is free to start. Two peoples, the Painted Hosts and the Aurelian Concord, are free forever, with every mode, endless solo seasons and local multiplayer. Your first three seasons let you play all four peoples. After that, one optional one-time purchase, the “Full Game” unlock, opens the other two peoples for good. That is the only thing you can buy. There are no ads, no subscriptions, no loot boxes, no virtual currency and no energy timers, and the purchase gives no gameplay advantage. Crowns and titles are earned only by playing and can never be bought.
Who handles the payment. The purchase is made and paid for entirely through Google Play (Android) or the App Store (iPhone), under your Google or Apple account and their terms and privacy policies. The store shows the price, takes the payment and keeps the record of your purchase. The game never sees your card or bank details, your name, email address or account details, and it sends DRIFTMOTH nothing about your purchase. Like every developer that sells through them, we see the stores’ own sales records in their developer consoles: Apple gives us sales reports (for example, the number of sales and proceeds per country), and Google Play lists each order with its order number, date, product, price and country, and lets us find an order by its order number or by the buyer’s full email address in order to refund it. We use these records only for accounting and taxes and to help you with an order you ask us about.
What the game handles on your device. To unlock the peoples, the game checks with the store on your device each time it starts and each time you return to it. On Android it asks Google Play whether your Google account owns the Full Game. On iPhone it receives new purchases from the App Store, and purchases that were waiting, for example for Ask to Buy approval. The game confirms a new purchase back to the store (Google Play requires apps to confirm, or “acknowledge”, a purchase within three days or it refunds it; on iPhone the game marks the purchase as finished). The store’s answer is used only on your device: apart from that confirmation to the store, the game sends it to no one, and it does not keep the order details. The game then remembers locally that the Full Game is unlocked (see “What the game stores on your device”). On a new device, or after reinstalling, the unlock comes back from the store: automatically on Android, and on iPhone with RESTORE PURCHASES in the game’s SETTINGS. On Android, if Google Play no longer lists the purchase, for example after a refund, the game removes the unlock the next time it checks.
Refunds and parental controls. Refunds are handled under Google’s and Apple’s policies: on Google Play you can request one in the Play Store, and Google Play also lets us refund an order; App Store refunds are requested from Apple. If something is wrong with your purchase, write to us (see “Contact”). Both stores let parents require approval for purchases (Google Play purchase approvals in Family Link, Apple’s Ask to Buy).
Children
Seamcrown is a fantasy combat game intended for players aged 13 and over, and it is not directed at children under 13. DRIFTMOTH collects no personal information from anyone, including children. Parents should know that local multiplayer shows the player’s randomly generated handle and game statistics to other players on the same network, that the host’s phone keeps each guest’s cosmetic echo-memory, that the game has no chat, and that it offers one optional one-time purchase through the device’s app store, which the store’s parental controls can require approval for. No real name, device name or device model is shown to other players.
Deleting your data
Everything the game stores is on the devices it runs on. To delete it, uninstall the game. On Android you can also clear its storage in Settings › Apps › Seamcrown › Storage. If your device backups include the game, delete it from those backups as well. Your echo-memory on another player’s phone is deleted when that player uninstalls the game or clears its storage. A new installation gets a new handle and a new install identifier, unless your device restores the game’s files from a backup. We cannot delete data for you because we never receive any, but we are happy to answer questions.
Changes to this policy
If this policy changes, the updated version will be posted on this page with a new effective date.
Contact
DRIFTMOTH LLC · 18117 Biscayne Blvd Suite #4874, Miami, FL 33160, USA · hello@driftmoth.com · +1 (561) 782-2041. See also the studio’s website privacy policy and support page.