Privacy Policy: Lane Defense: Summon & Merge
Gameplay diagnostics and optional session recording
In updated versions that include diagnostics, we collect crash categories and a short code-location fingerprint to identify bugs. We do not send exception messages, stack traces, account details or anything you type.
If you choose to allow gameplay recording, PlayBrain can reconstruct a sample of your play using screen changes, taps, timing and game state. This is not video or audio recording. Nonogram captures puzzle marks and Idle Tycoon captures business and currency state. Other games provide action timelines. Recordings use a random session identifier, not your advertising ID.
Recording is off until you allow it. Change your choice in Settings, Gameplay recording. Declining does not affect gameplay, rewards or purchases. Each capture lasts at most ten minutes. Captures become unavailable after seven days and are deleted during our daily cleanup. We use our existing backend, not a third-party session-recording service.
Your choice and at most one pending recording are stored on your device. Recordings are encrypted in transit and available only to our private review tools. We use them to identify bugs and confusing gameplay, not for advertising or tracking across apps.
Last updated: 14 October 2026
Lane Defense (working title "Lane Defense: Summon & Merge") is published by PlayBrain. The game has no account system and does not ask for a name, email address, location, contacts, photos or free text. Your coins, stars, heroes, cards, talents, streak and settings stay on your device. Nothing can be won or cashed out, and nothing random is ever sold for money.
The app is built to offer optional in-app purchases. In the first released version the store is not open yet, so nothing can be bought and no product or price tier is recorded. When it opens, Google Play handles the payment and we never see your card or billing details: see the "In-app purchases" section below.
Data used for analytics
The app uses a random identifier that it generates for itself on first launch. It is not the advertising ID, a hardware ID, or derived from either. We use it to tell one installation from another for retention analytics. The app records a limited vocabulary of gameplay events with a timestamp and the app version:
first_open,session_start,session_endandfirst_interactioninstall_attribution: where this install came from: a Google ad, the Play Store, another PlayBrain game, or elsewhere, plus the ad campaign name (never the ad click identifier). Sent once, after installscreen_viewtutorial_completelevel_start,level_complete,level_failandlevel_abandoncurrency_earnedandcurrency_spentad_offer_shown,ad_offer_hidden,ad_offered,ad_load_result,ad_resultandad_reward_grantedinterstitial_check,interstitial_shownandinterstitial_resultad_revenue: what one advert earned, as reported by the ad network (amount and currency only)iap_store_open,iap_offer_shown,iap_purchase_start,iap_purchase_result,iap_restore_start,iap_restore_result,iap_entitlement_changedandiap_unavailablefeature_usedreview_prompt_shownandreview_prompt_skippedreminder_offer_shown: the game offered to send you remindersreminder_offer_result: whether you said yes or not now to that offerreminder_permission_result: whether your phone allowed notifications when askedreminder_scheduled: a reminder was set, what kind and how many hours awayreminder_opened: you opened the game from a remindercross_promo_openandcross_promo_clickapp_error
Our server also records the country you are in, which it works out from your network address when the app first reports; the address itself is not stored.
In this game a "level" is one STAGE. The level events record which stage it was, whether it was a campaign stage, the daily challenge, a boss rush or the first guided stage, what share of the stage's waves were held, how long it took, how many summons and merges it took, whether anything got through and how many stars it earned.
The app records its own errors, as the app_error event above. What is sent is the KIND of error and the screen it happened on. No message text, no stack trace, no file path and nothing you typed or did is included, and no third-party crash-reporting SDK is used.
Properties are limited to values chosen by the app, such as a stage number, the mode, the outcome of an advert, which bonus an advert was offered for, the name of a hero or talent that was levelled, and the name of the in-game currency, which is coins.
Coins can be bought. A purchase is recorded as a PRODUCT IDENTIFIER such as lanedefense.coins_s together with a price TIER, which is a code-chosen bucket name such as t1. A tier is not a price. No amount of money, no card number, no billing address and no receipt is ever collected or sent.
No player-entered text is sent. The events are sent to PlayBrain's first-party endpoint at playbrain.games and used to understand retention, progression, feature use and aggregate cross-promotion performance.
Advertising
The app shows three kinds of Google AdMob advert.
A rewarded video plays only after you choose a bonus marked AD: a free tier 2 hero during a stage (once a wave), opening the next free chest early, five lives back and the lane cleared after a stage is lost (once a stage), doubling the coins and cards a stage paid, doubling today's daily gift, or keeping a daily streak going after a missed day. The stage holds still while the advert plays. Declining costs you nothing you already had.
One advert is not optional: a short full-screen advert may play when you leave a finished stage's card. It never plays during a stage, in your first session or before your fifth stage, never right after a rewarded advert, and never more often than a fixed cap allows.
There are no banner adverts anywhere in the game.
Your consent choice can be changed at any time from Settings, Privacy options, where that row is shown in your region.
For any of these, Google and its advertising partners may process device or other identifiers, diagnostics, approximate location derived from an IP address, and ad interaction data to deliver, secure and measure ads. Where required, the Google consent form is shown before the ad SDK requests an advert. Declining personalised ads, or having no advert available, does not block play.
Google's privacy policy is available at https://policies.google.com/privacy.
Buying "No adverts" or "Lifetime" does not take the bonuses away. It removes the full-screen advert between stages. The optional bonuses above stay available, exactly as before.
In-app purchases
The app offers optional purchases: No adverts, 2x coins and chest cards (every coin source and every chest pays double, for ever), Lifetime (No adverts and 2x coins and chest cards for one price), coin packs, a Hero bundle with fixed contents (25 cards of every character and 1,000 coins) and a Starter pack with fixed contents (30 cards of each character in your squad and 1,000 coins, offered once after your first lost stage and for 72 hours after). Nothing is locked behind them: coins, cards, every hero level and every talent are earned by playing. Chests of cards are only ever earned, never sold, and nothing random is ever sold.
Payment is handled entirely by Google Play. We never see, receive or store your card number, billing address, name or receipt. No purchase-management service sits between the app and Google Play, and the record of what you own stays with your Google account, so a purchase can be restored on a new device by signing in with the same account.
Restore purchases is available in Settings and in the store. Coin packs and the Hero bundle are consumable: once spent they are gone.
We record, for our own analytics, which product was shown and which was bought, as the product identifier and a price tier, exactly as described above. We never record an amount of money.
The com.android.vending.BILLING permission is in the app's manifest so that Google Play can take a payment if you choose to buy something. It grants access to nothing else.
Daily reminders
The app can send you a local reminder that the daily challenge is ready, and a nudge if you have not played for a couple of days. It is off until you switch it on in Settings, and switching it on is the only thing that asks Android for notification permission. The app never asks at launch.
The reminder is LOCAL: it is scheduled on your own device by Android and fires there. Nothing is sent to a server, there is no push service and no third party involved. Turning the switch off cancels everything already scheduled.
Storage, sharing and retention
Analytics data is encrypted in transit. We do not sell it. It is shared only with infrastructure providers acting for PlayBrain and, for adverts, Google and its advertising partners. Local progress is deleted when the app's storage is cleared or the app is uninstalled; Settings, Reset progress erases it on request and keeps anything you bought. Server analytics is retained only as long as reasonably needed for the purposes above.
Deletion and contact
To request deletion of analytics connected to an installation, email [email protected]. Include the app name and the installation identifier if available. We may ask for information needed to locate the record, but never an account password, because the game has no accounts.
We may update this policy when the app or its service providers change. The effective date above will change with it.
Gameplay diagnostics and optional session recording
The app reports a closed error category and a hashed code-location fingerprint so PlayBrain can identify bugs. Exception messages, stack traces, account details and typed text are not transmitted.
Gameplay recording is optional and off until you choose Allow. In the EEA, the UK and Switzerland the question is one toggle inside Google's consent form, and Settings, Privacy options reopens that form so you can withdraw at any time. Everywhere else the app asks once itself, and Settings, Gameplay recording lets you withdraw at any time. Declining changes no gameplay, reward or purchase. A capture contains screen changes, taps, timing and the gameplay events listed above. There is no screen video and no audio.
A random session identifier is generated for each capture, without an advertising or hardware identifier. Captures last at most ten minutes, use the existing PlayBrain backend, become unavailable after seven days and are deleted in daily cleanup. Nothing is shared with a third-party replay service or used for advertising.