Privacy Policy
LudoLive is designed so that we don't need your personal data to let you play. This page explains, in plain language, what information the game touches and where it lives.
What we don't collect
- No registration — we never ask for your email, phone number or password.
- No advertising cookies, no ad personalisation and no cross-site ad tracking.
- No selling or sharing of personal data with data brokers.
Data stored on your device
Your display name, chosen avatar, theme, sound preferences and match statistics are saved in your browser's local storage on your own device. They never leave it, and you can erase them at any time by clearing site data in your browser or using the reset option in Settings.
Online multiplayer connections
Online rooms use peer-to-peer connections (WebRTC) between players. To establish a connection, a signalling service relays a temporary session identifier — this is required for any realtime browser game to work. During a match, the display name and avatar you chose are visible to the other players in your room, which is what lets them see who they're playing with.
Hosting and technical logs
Like almost every website, our hosting provider may keep short-lived technical logs (such as IP addresses and requested URLs) for security and abuse prevention. These logs are not used to build profiles of players.
Analytics
We use Google Analytics 4 (provided by Google) to understand how many people visit LudoLive and which pages they find useful. It records the pages you open, and the general, non-identifying information every browser sends — approximate location derived from your IP address, device type, browser and screen size. Google Analytics also receives anonymous events about how the game is used, such as a match starting or a dice roll.
Deliberately excluded: we never send personal data to Analytics — no display names, no avatars tied to an identity, no chat messages, no email addresses. Room codes are stripped too: only the page path is reported, never the query string, so an invite link never reaches Google. IP anonymisation is switched on.
We do not use Google Analytics for advertising. Advertising storage, ad personalisation and ad-user-data signals are switched off at the tag, and ad data redaction is enabled.
Cookies and your choice
The first time you visit, a banner asks whether Google Analytics may store cookies on your device. Nothing is stored before you answer.
- Accept — Analytics may set its own cookies (the _ga family), which let it recognise a return visit and count you as one person rather than two.
- Decline — Analytics keeps running in a cookieless mode: your visit is counted anonymously and nothing is written to your device and no identifier is created. This is also what happens before you answer the banner.
You can change your mind at any time from Settings → Privacy, and “Reset all data” there clears the decision along with everything else. We never use advertising cookies, in either case.
Your preferences, profile and statistics use your browser's local storage rather than cookies — they are functional, they stay on your device, and they are not part of the choice above.
Contacting us
If you send a message through the contact page, the name, email address and message you type are delivered to our inbox by Resend, our email provider. They are used only to reply to you, and are never added to a mailing list or shared with anyone else. Sending the form is entirely optional — the game works without it.
Children
LudoLive is a family-friendly board game. Because we collect no personal information and require no account, there is nothing for children to hand over — but younger players should still play online with people they know.
Third-party services we use
This is the complete list — there are no others:
- Google Analytics 4 — visitor measurement, as described above.
- Google Fonts — the Sora and Manrope typefaces, served from our own domain at build time rather than fetched from Google while you browse.
- PeerJS— the signalling service that introduces two browsers to each other so an online room can connect, as described above. Like every WebRTC app it also uses public STUN servers (currently Google's and Twilio's) to discover your public IP address; that is the step which lets two players connect directly at all.
- Resend — delivers contact-form messages to our inbox.
- Vercel — hosts the site and keeps the short-lived technical logs described above.
Advertising
LudoLive shows no advertising. Nothing on this site sets an advertising cookie, serves an ad or shares data with an ad network. Advertising storage, ad personalisation and ad-user-data signals are switched off at the analytics tag, and ad data redaction is on.
Changes and contact
If this policy changes, the updated version will always be available at this address. Questions? Reach us via the contact page.
Last updated: August 2026.