Privacy policy

Last updated 30 October 2026 · Ensigner Tech, Poland · hello@openlifesim.com

The short version

1. Who is asking

OpenLifeSim is made and run by Ensigner Tech, a company registered in Poland (registered office: [registered address]). Under the GDPR we are the controller of everything described below. Write to hello@openlifesim.com — it is a person, not a queue.

2. Playing without an account

This is how most people play. The game runs in your browser. Your character, your saves and your settings are written to your browser's own storage on your own device and are never sent anywhere. The one thing that does leave is a count of how long you played, below.

If you are curious what is in there: ols.saves.v2 (the shelf of lives, with the time each was first saved), one ols.save.v2.* entry per life, ols.pass.v1 (what the account has paid for, if anything), ols.beach.v1 (the beach you dig without an account) and ols.skin.v1 (which colour scheme you picked). Clearing your browser's site data deletes them, and us with them.

Counting play

Nothing is sent until you press something in the game. From then on it sends our server a small count every few minutes: how many seconds you actually played (the tab in front, and you touching it in the last two minutes), how many in-game years went by, the game's version and language, whether it is on our site or CrazyGames, whether it is installed as an app, whether you are signed in, whether a life was already on this device when you opened it, and how far the visit got — whether a life was started or carried on, whether it was a new person, whether something in the game was pressed and changed the life, whether the bar at the bottom or the year button was used, whether an event came up, which of the ages 6, 10, 16 and 18 were reached, whether the special careers were opened, whether a card was moved on a study board and whether a study board was finished, whether a different language was picked in the settings, whether the beach was shown with a shovel waiting, opened, dug in and something found in it, whether the beach's sign-in card was shown and whether a sign-in followed it, and whether a life ended. About the childhood a life is dealt at birth: which one it was (named the way the game names it, or none), whether a year of it was played, whether it came to a close and whether that was before eighteen, the mark it left as a number and how it ended (named the way the game names it), and whether the life ended inside it. And one yes-or-no: whether the life you are playing began on an earlier day. That is worked out on your device, from the time its save was first written; the time itself is never sent.

It also says where those seconds went: how many were spent on each screen of the game (the main page, the garage, the beach, an event, a special career's own rooms, and so on), and how many while the life you are playing held each of the special careers — named the way the game names them, and nothing more. Those seconds are not kept with your sitting. The server adds them straight to a running total for the day, so all it holds is how long everybody together spent on each screen and in each career that day, and in how many sittings. Not the order you went in, and not when.

How lives turn out. When a life you are playing turns 18, 25, 35, 50 or 65, and when it ends, the game sends one more small report, on its own: how old the life is, the game's version, the childhood it was dealt, the country it lives in (the game's country, not yours), its job or special career, the job it was aiming at and whether it got there or could have, its skill points added up and its best skill, its highest degree, what it is worth and what its job pays (counted in years of a typical wage there), how many homes and cars it owns, whether it rents, and when it ends, what it died of. This report carries no sitting number, no play key, no country of yours and no id of the life, so it cannot be put beside your sitting, your account or the same life's other reports. We only ever read these reports as totals, to see which careers and childhoods are too easy or too hard.

That is the whole of it. Nothing about your name or your account. The Anonymous statistics switch in Settings on the start screen stops all of this counting on that browser straight away.

Each sitting is given a random number that is made when the page opens and forgotten when it closes. Nothing is written to your device for it, so two visits from you are two strangers to us. Our CDN adds the country it sees the connection coming from and passes that on in place of your IP address: the server that keeps the count never receives the address. The request itself is logged by the CDN like any other (see Server logs, section 7). Counts are kept for 13 months and then delete themselves, and they are only ever read as totals. Legal basis: our legitimate interest in knowing whether the game is worth the time people give it, which language to translate it into next, and whether its careers are fair.

3. If you sign in

Signing in exists so a life can follow you between devices. We never handle a password — you sign in through Google, Discord or CrazyGames, and they tell us who you are. From them we keep:

That, plus the date the account was created and what it has paid for, is the account. It also keeps the list of heirlooms you have earned in the game and the boosts your past lives chose, so they carry over from one life to the next, and both are deleted with the account. Legal basis: performing the contract you asked for by signing in.

Cloud saves

With the full version, a signed-in life is also stored on our servers: a compressed copy of the save itself, and a short summary — the character's name, age, money and year — so the shelf can list your lives without downloading all of them. Names in a save are names you typed. We do not read them, and nothing in the game asks for your real one.

The beach

Signed in, the beach is kept on our servers rather than in your browser: what is buried where, which tiles you have dug, how many shovels you hold and when the last one came, the pieces of a treasure map you hold and where its chest is buried, and your album. That is so the sand cannot be read and the shovels cannot be wound forward. Nothing in it is about you. Legal basis: performing the contract you asked for by signing in.

It also keeps, for the last month, how many times on each day you opened the beach, dug and found something, and when you first opened it. We read those only as totals across every account — how many came, how many came back — to see whether the beach is worth keeping. They go when the beach does. Legal basis: our legitimate interest in knowing whether a part of the game works.

If you switch on the beach's bell, your browser gives us an address at its push service (Google, Mozilla, Apple or Microsoft, depending on the browser), and we keep it against your account to send one notification when your shovels are back. The notification carries nothing — the words you see are stored on your own device. Switch the bell off, or delete the account, and the address is gone. Legal basis: your consent, given when you switch it on and your browser asks.

Counting your play in more detail — only if you say yes

After you sign in, the game asks once whether it may count your play in more detail. Say no, and you are counted exactly as section 2 describes, and not asked again. Say yes, and our server gives your account a random play key — not your account id, and not anything you could be found by — which the game sends with the count from then on. It links your sittings to each other, so we can see whether people come back, and it carries three things about the life you are playing: its age, its career (by the game's own name for it) and, when it ends, how. Your name, your characters' names and your saves are never part of it, and neither is the time by screen from section 2, which is kept as day totals with no key on them. It is read only as totals, never sold, and never shown beside your name.

Legal basis: your consent. Take it back whenever you like under Settings → Count my play, or by deleting the account. Either deletes the play key, after which nothing can tie the counts it was on to you, or to each other. They delete themselves after 13 months like every other count.

Things that are public because you chose it

Two features publish something on purpose, and only if you use them. Sharing a life creates a link; anybody holding that link can see and fork that character's snapshot until you delete it. A patron name is a name supporters may opt into having shown in the credits and as a character in other people's games — it is whatever you type, so type what you are happy to see in public.

4. Paying

Payments run through Stripe. Card details are entered on Stripe's own checkout and never touch our servers. What we store is the receipt: the tier you bought, the amount and currency, the time, and Stripe's own ids for the payment and the customer.

Legal basis: performing the contract, and a legal obligation to keep accounting records afterwards.

5. Bug reports and feedback

When you send a bug report, the game attaches your entire save to it, along with the game version and the platform you were on. That is deliberate: a bug that cannot be reproduced cannot be fixed. It means the report contains everything that was in your game, the names you typed included.

You can file one without signing in, in which case there is nothing tying it to you. Every report deletes itself 180 days after it is filed.

One honest limitation: there is no index from an account to the reports it filed, on purpose — building one would mean keeping a second pointer to a save you may later ask us to forget. So deleting your account does not reach your reports, and the 180-day expiry is how they go. If you need one gone sooner, tell us roughly when you filed it and what it said, and we will find it.

Legal basis: our legitimate interest in a game that works.

Feedback

The first time a childhood arc ends in your browser, the game asks what you think: three scores from one to five, and a box for anything you would like added. Every part is optional, and "No thanks" closes it for good. If you send it, we keep the scores, what you typed, which arc had just ended, the language you play in, and the game version and platform. Nothing else goes with it: no save, no account (even if you are signed in), no play key, and no id from your device. Your browser only remembers that it has been asked.

When a new version comes out, the start screen shows what it brought, once, with one question: how you feel about the update (excited, not really, or don't know yet). If you press an answer, we keep that answer with the language, game version and platform, and nothing else, the same as above. Closing the card answers nothing and sends nothing.

The box is free text, so it holds whatever you put in it. Feedback deletes itself after one year. Since nothing ties it to you, deleting your account does not reach it; if you want something you wrote removed sooner, tell us roughly when and what, and we will find it.

Legal basis: our legitimate interest in making the game better, and your choice to send it.

6. The waitlist

If you typed your email into the waitlist box that was on the front page before launch, we keep that address and the date, and use it to send you one message when the game launches. Nothing else, ever, and it goes to nobody else. Legal basis: your consent, which you withdraw by asking us to remove it.

7. The devlog

Reactions and comments

The like/dislike buttons under a post store your vote, your comment if you wrote one, and a random id your own browser generated and keeps — that id is only there so changing your mind replaces your vote instead of adding a second one. We do not log your IP address against it and we do not derive anything from it. This replaced an older scheme that hashed your address and browser together; a hash like that can still be checked against a guess, which is more than a like button has any business knowing.

Counting visits

The site uses GoatCounter, which is cookieless and collects no personal data — just that a page was viewed. That is also why you are not being asked to click a cookie banner: there is no tracking cookie to consent to.

Server logs

Like every web server, our CDN writes an access log: the IP address a request came from, the browser string, the page asked for, the time, and the referring page. We use it to keep the site up and to count visitors in aggregate. Logs are deleted after one year. Legal basis: our legitimate interest in running and securing the service.

8. Where it lives, and who else sees it

Accounts, saves, purchase records and play counts are held on Amazon Web Services in Frankfurt, Germany (eu-central-1). The CDN's access logs are held on AWS in the United States, which is a transfer outside the EEA made under the European Commission's standard contractual clauses.

We do not sell or share anything for marketing. These are the only other companies that touch any of it, each doing one job:

If you reached the game through a storefront such as itch.io or CrazyGames, that site is running its own page around ours and has its own privacy policy, which we do not control.

9. How long anything is kept

WhatHow long
Saves in your own browserUntil you clear your browser's site data. We cannot see or delete them.
Account, identities, cloud saves, the beachUntil you ask us to delete them, or the account is dormant for three years.
A shared lifeUntil you delete the share or the account.
Purchase recordsFive years after the end of the tax year, as Polish accounting law requires.
Bug reports180 days from filing, automatically.
FeedbackOne year from sending, automatically. There is nothing in it that identifies you, unless you typed it in.
Play counts13 months, automatically. Without a yes to detailed counting there is nothing in them that identifies you; with one they carry your play key, which is deleted when you say no or delete the account. The time by screen and by career is kept only as totals for each day, for the same 13 months.
Life reports13 months, automatically. There is nothing in them that identifies you, and they are only ever read as totals.
Waitlist addressUntil the launch email is sent, or until you ask us to remove it.
Devlog reactionsKept while the post is up. There is nothing in them that identifies you.
CDN access logsOne year.

10. Your rights, and how to use them

You have the right to see what we hold about you, to have it corrected, to have it deleted, to restrict or object to what we do with it, to take it elsewhere in a portable form, and to withdraw any consent you gave. One message to hello@openlifesim.com is enough for any of them, and we answer within 30 days.

Deleting your account

You do this yourself, from inside the game: the start screen's account corner has a Delete account button under your name. It shows you this list first and asks you to confirm, and when it is done it tells you exactly what went. If you would rather we ran it, ask.

What it does, exactly:

For the technically inclined, the button is a DELETE /me on our API and it answers with a receipt of exactly what went and what stayed. Deleting the account does not refund a purchase and does not touch the saves in your own browser — those are yours and always were.

If you think we have handled your data badly, please tell us first — and you can complain to the Polish supervisory authority, the Urząd Ochrony Danych Osobowych (uodo.gov.pl), or to the authority where you live.

11. Age

The game is free to play at any age, but you must be 16 or older to create an account, to buy anything, or to send us your email address. We do not knowingly keep data about anybody younger. If a child has signed in, write to us and we will delete the account without asking for anything else.

12. Cookies

We set no advertising or tracking cookies. The one thing we ask your consent for is detailed play counting (section 3), and it uses no cookie: the key it needs lives on your account, not on your device. Signing in keeps a token in your browser's storage so you are not asked to sign in every time you open the game; the game keeps your saves and your settings there too. That is storage on your device for a thing you asked for, and signing out clears the token.

13. When this changes

If we change what we collect, this page changes with it and the date at the top moves. Anything that materially affects you gets said in the devlog as well, rather than quietly edited in.