Privacy
What we keep, and what we don’t
Last updated 30 September 2026.
Who we are
This site and the game are made by TPMT Games. The person responsible for your data is Daniel L. Seidler; write to ThePostModernTruth@gmail.com about anything on this page.
This website
No cookies, no analytics and no tracking of any kind, and nothing is saved in your browser unless you sign in on the Account page (below). The flashlight street, the city map, the registration card and everything else on the page are drawn in your browser and send nothing anywhere. On phones the address leads to a lighter page instead (the game is for Windows PCs); which one you get is decided from the browser type your browser sends with every request, and nothing is stored.
The site is served by Vercel (Vercel Inc., USA). To deliver pages and protect the site against abuse, Vercel processes technical data such as your IP address, browser type, the page you asked for and the time of the request. Its request logs are kept for about an hour; we keep no logs of our own. Vercel is certified under the EU–US Data Privacy Framework. Details: Vercel’s privacy notice.
Halden Radio. The radio on the page plays the game’s radio songs, only after you switch it on. They stream from our storage at Cloudflare (Cloudflare, Inc., USA; tpmt-hifi.urbandecay.workers.dev). Like any web server it receives your IP address and basic browser details to deliver the file, and Cloudflare briefly counts requests per address so no one can overload it; the request carries no cookies and we keep no logs. Cloudflare is certified under the EU–US Data Privacy Framework.
The game, its download and your game account
Downloading the launcher. The download button (once the game is out) leads to the game’s own server (Cloudflare Workers with Cloudflare R2 storage, run by us), which sends you the file. Cloudflare processes that request like any other web request.
Your game account. The launcher asks you to create an account so it can install and update the game and keep the leaderboard. When you create it you accept the game’s terms of play, which the launcher shows in full. The game’s server (a Cloudflare D1 database located in Western Europe) stores:
- your username, and the display name you choose, if any; both are shown publicly on the leaderboard;
- your password only as a salted one-way hash (PBKDF2), never the password itself, and when you last changed it;
- ten one-time recovery codes that set a new password if you forget yours, also only as salted one-way hashes, and when each was used; the codes themselves are shown to you once and never stored;
- when the account was created, which version of the terms you accepted and when, and whether the account has been banned for abuse;
- your sign-ins: each stored only as a hash, with the device name the launcher sends (your computer’s name), or for a sign-in on this website the browser and system it runs on (for example “Firefox on Windows”), and when it was last used, so you can see them and sign any of them out; a sign-in runs out after 30 days without use;
- the game statistics your game sends for the leaderboard, shown publicly next to your name, and the total play time the launcher measures;
- while you host a co-op game: a short friend code, with your address (IP address and port) stored encrypted so that only the friends you give the code to can join; it is deleted when you stop hosting, and after four hours at the latest;
- while you host a game you chose to make Public: its listing in the game’s server browser, so other players can find and join it. The listing holds the name, description and region you gave it, whether it is a co-op game or a server, how many survivors are in it and how many it holds, the version of the game, whether it needs a password, and your session’s friend code. It never includes your username, your password or your address, and it is shown only to signed-in players running the same version. A player who picks your listing has their game look up its friend code, which gives it your address so it can connect to you, as in any online game a player hosts. The listing is refreshed every 30 seconds while you host and taken down when you stop; if your game closes without saying so it disappears within 90 seconds and is deleted within the hour. A game you host as Private is never listed.
Problem reports. If you send a problem report from the game or the launcher, or switch on crash reports in the game’s settings (they are off until you do), the server keeps what a report contains: your note, the game version and world seed, the platform, how long the session ran, and, if you chose to add it, the end of the game’s log. Names, your computer’s name, folders and addresses are taken out of the log on your PC before anything is sent, and the launcher can show you everything it will send before you press Send. A report is linked to your account only if you were signed in. Reports are kept to fix the game.
Connecting without a forwarded port. When you host a co-op game, your game works out how friends can reach it: your address on your own network, the address and port the internet sees your game at (it asks two public STUN servers, run by Cloudflare and Google, which see the same address as any website you open), whether your router opened the port for you, and whether the game is hosted through our relay. It tells our servers, which keep it - encrypted, like the address behind your friend code - until you stop hosting, and never longer than four hours. Your address on your own network is given only to a friend who reaches our servers from the same public address as you. When a friend joins, their game gives our servers the address and port it can be reached at; that is kept, encrypted, until your game has read it or for at most a minute, and then deleted. If a friend cannot reach you at all, our servers note that once, for your game to read, and delete the note when it is read or after a minute. If your game is hosted through our relay, what the players’ games send each other passes through a small room on our servers that forwards it and keeps none of it, and your address is never given to anyone; the room knows only who is connected while they are, and is gone when the last player leaves. All of this is deleted with your account. None of it is a list: a game is found only with its friend code (or, when its host chose Public, in the server list).
Your account on this website. The Account page signs in to the same account and shows what the launcher shows. Your browser talks to the game’s server directly; this website never sees your password or what the account holds. While you are signed in, your browser keeps the sign-in’s key (a random value, never your password) in its session storage, which is cleared when you close the tab, or, if you tick “Keep me signed in”, in its local storage until you sign out; nothing else is stored. When you open the website from the launcher’s Account page, the launcher asks the server for a one-time link: a random code, stored only as a hash, that lives two minutes and is deleted the moment it signs you in (or when it runs out). It travels in the part of the address after the “#”, which browsers never send to any server, and the page removes it from the address at once.
Staff access and the audit log. The people who run Urban Decay’s online services (“staff”) can see what your account holds - your username and display name, when you joined, your play time and lifetime statistics, the devices you are signed in on (by name and time, never by address), the problem reports you sent while signed in, and the public server you host - so they can help players, stop abuse and keep the server list honest. Staff never see your password, a recovery code or a sign-in token, and they never see an IP address (the only one the server keeps is a co-op host’s, encrypted, as described above). Staff sign in to a staff panel with their own accounts, each with a role that limits what they can see and do. Every time staff open your account or a report you sent, or ban, unban, sign out, rename or delist you or your server, we write a record of who did it, when, what, and the reason they gave. These records are kept for up to 400 days and then deleted, and the owner of the service may delete them sooner; if you delete your account they stay, for as long as they are kept, under your username as it was, with no link to any account. What staff decided about your account, and why, is included in the data download in the launcher’s Account page, without the name of the staff member.
Ranks and achievements. When you are signed in and win a run, the game tells our server the facts of that win: an id for the run, which ending it reached, the difficulty, how many days it lasted, how many survivors fell in it (Solo) or were in your crew, and how long you were in the session. From these the server keeps, for your account only, your points and rank on the Decay Rank and the Survivor Rank, how many wins you have on each, the list of wins already counted (so a win pays only once), the achievements you have unlocked and when, and the title, patch, garment and weapon finish you chose to wear. Your rank, title and what you wear are public: other players see them beside your name in the server browser, the lobby and in a session, and the two ranks have leaderboards of their own. Nothing else about a run is stored - no map, no positions, no messages - and no IP address is stored with any of it. It is all included when you download your data and deleted when you delete your account. A developer account (set by staff for testing) is left off the leaderboards, and its ranks are never shown to other players.
Crews. A crew is a group of up to four players on their accounts: a name and a tag the leader chose, the leader, and the members’ usernames. The crew’s members see each other’s usernames (and display names); nobody else can look a crew up. When your game is open and you are in a crew, it connects to your crew’s room so that your crewmates can see whether you are in the menu, in a game or on which server, and whether you are ready to go along, and so that your leader’s “we are going here” reaches you at once. What you tell the room (where you are, the name and friend code of the session you are in) is kept only in the room’s memory while your game is connected and is gone when it closes; it is never written to a database, and the room never receives your address. A friend code is what a crewmate uses to join the session you are in: like any friend code it lets a signed-in player look up the address of the person hosting. When your leader takes the crew into a server, the server is told the crew’s tag and name and each member’s account name, so that it can check its bans and make room for everyone together. Invitations last three days. Your crew’s name, tag and your place in it are included in the file you can download from your account page, and deleted with your account (a crew you lead passes to the member who has been in longest; a crew with nobody else is deleted). The game’s staff can rename or disband a crew whose name or tag breaks the rules; each such action is recorded.
Staff ranks. If your account is on the staff of Urban Decay’s online services, or is a developer account, the game shows a badge and a coloured name for it beside your name to other players: on your name tag in a session, in the lobby and the roster, in chat, and on the server list if you host one. That makes the fact that you are staff, and your role (owner, admin, moderator or support), or that your account is a developer account, public to every player who sees it. We keep one thing about it: a single yes or no, “show my staff rank”, which you can change yourself at any time in the launcher’s Account page or in the staff panel (for a developer account that is not staff, the owner sets it). When it is off, the badge and the colour are not sent to any player. Changes to it are written to the staff audit log with your username, like any other staff action, for up to 400 days. The rank itself is worked out from your role and account type and is not stored separately. It is in the data download and is deleted with the account. No address of any kind is stored with it.
We never ask for an email address, your real name or payment details. To stop people guessing passwords or mass-creating accounts, the server counts sign-up and sign-in attempts per visitor. It never stores your IP address for this: it keeps a scrambled code made from your address and the date (a keyed hash that cannot be turned back into the address and changes every day), and deletes each counter within about two hours.
Your save games and settings stay on your own PC. In the launcher’s Account page you can download everything your account holds as one file, and delete the account: its sign-ins, statistics, recovery codes, friend codes and server listing are deleted with it, and reports you sent stay, no longer linked to you. Nothing is sold or shared. You can also email us from any address with your username.
Legal basis: providing the game service you signed up for (GDPR Art. 6(1)(b)), and our legitimate interest in protecting it from abuse (Art. 6(1)(f)).
Your rights
Under the GDPR you can ask for access to, correction of or deletion of your personal data, restrict or object to its processing, and ask for a copy in a portable format. Apart from an Urban Decay account, we hold almost nothing about you, so most requests are quick: write to ThePostModernTruth@gmail.com. For data processed by Vercel or Cloudflare you can also contact them directly, and you can complain to your data protection authority.