Privacy Policy
Last updated October 7, 2026
Dude, Trust Me is made by Sefik Studios, a small team in Türkiye. This page says what the game, its demo and playtest builds, and this website send off your computer, who receives it, and how to reach us about it.
The short version: no account with us, no ads, nothing sold. Data leaves your computer so that three people can play and talk together, so that we can fix what breaks, and, unless you switch it off, so that we can see where players get stuck.
Who is responsible
Sefik Studios, Türkiye, decides what the game collects and why. For anything on this page, write to [email protected].
What the game sends
There are six occasions, and this is all of them.
Steam
- Goes to
- Valve Corporation
- When
- Whenever you play.
- What
- The game runs on Steam and uses your Steam ID, profile name and avatar to put you in a lobby and to show you to the other two players.
- Everything the three of you send each other while playing travels through the Steam relay network, so the other players do not get your IP address from us.
- We do not receive your email address, payment details, friends list or real name from Steam.
- Kept for
- Valve handles this data under its own privacy policy. We keep no copy of it on a server of ours, because we do not run one.
Voice chat
- Goes to
- Unity Technologies (Vivox and Unity Authentication)
- When
- The game signs in to the voice service at the main menu. Your voice is sent only while you are in a lobby or a run with other players.
- What
- The game signs you in to Unity anonymously. That creates a random player ID; there is no email and no password.
- Your Steam profile name is sent as your name in the voice channel.
- Your voice goes through Vivox servers to the other two players. It is not recorded or stored, by Unity or by us.
- Unity also processes a shortened IP address and a device ID to run the service.
- Kept for
- Voice is never kept. Vivox keeps the player ID, the shortened IP address and the device ID for up to 30 days. The anonymous sign-in itself stays with Unity until we delete it, which we do if you ask.
Crash and error reports
- Goes to
- Functional Software, Inc. (Sentry), stored in Germany
- When
- Automatically, when the game hits an error, crashes or freezes. Also once each time the game starts and stops, so we can tell how many sessions end in a crash.
- What
- What went wrong and where in our code it happened.
- The game version, the scene you were in, whether you were hosting, how long the game had been running, how much memory it was using, and the graphics settings you chose.
- Your operating system version and your CPU, graphics card and memory details.
- Up to the last 100 lines of the game log. These can contain the Steam IDs of the players in your lobby.
- A screenshot of the game window at the moment of the error. It shows only the game, never your desktop, but it can show the Steam names and avatars of the players you were with.
- The report is set up not to carry your user name, your machine name or your IP address.
- Kept for
- Sentry deletes reports automatically, after 90 days at the latest.
Gameplay statistics
- Goes to
- Unity Technologies (Unity Analytics)
- When
- While you play, unless you turn off Send anonymous gameplay stats in Settings, on the Display page. It is on by default.
- What
- Which level a run was started on, each puzzle step the hosting player's game ruled on (which step, right or wrong, how many tries, how far into the run), how the run ended, and whether a player left a run before it ended.
- Whether voice chat signed in (and, if it did not, the kind of failure), each time you joined a voice room (the lobby's or the level's, and how many were in the party), and each time the game lost the voice room and how long it had been in it. Nothing you say is recorded or sent.
- Your graphics settings (quality, ambient occlusion, shadows, anti-aliasing, render scale, frame rate limit and vSync) when the game starts, and again each time you save a change to them.
- A random ID for the run and one for the party, and whether the build is the game, the demo or a playtest. The party ID is made from the Steam lobby and scrambled, so it cannot be traced back to it.
- Unity adds an installation ID it creates on your computer, your IP address and the country it points to, and your device and operating system details.
- No Steam ID, no Steam name, no voice and nothing you type is sent.
- Kept for
- Unity keeps the events for up to 13 months. Turning the switch off stops collection at once and asks Unity to delete what this installation already sent, which it does within 30 days.
Leaderboards
- Goes to
- Unity Technologies (Leaderboards, Cloud Code and Cloud Save), and Valve Corporation to confirm who you are
- When
- When the three of you finish a level in the demo, each of your games signs the run once.
- What
- The level, the run's time, a random ID for the run, and the Steam account IDs of the three players with the role each one played.
- A one-time Steam ticket that proves which Steam account signed. Our script sends it to Steam to check it and does not keep it.
- Once two of the three have signed the same run, the three players' best time on that level goes on its leaderboard, which other players of the game can read.
- The game uses the same anonymous Unity sign-in that voice chat uses.
- Kept for
- A leaderboard row, and the signatures behind it, stay for as long as the leaderboard does. We delete your rows if you ask.
Bug reports you send
- Goes to
- Discord Inc., in a private channel only the team can read
- When
- Only when you open REPORT A BUG in the game and press SEND.
- What
- The text you typed, including a Discord name if you chose to add one.
- The game log of this session and of the one before it, with the path of your home folder removed. They can contain Steam IDs and Steam names of the players in your lobby.
- The game version, your platform, your screen resolution, your role, the scene, and the state of your voice and network connection.
- No screenshot is sent with a bug report.
- Kept for
- We keep a report for as long as it helps us fix the game, and delete it earlier if you ask.
Connection check
- Goes to
- Cloudflare and Google public DNS
- When
- Only when voice sign-in or a bug report fails to go through.
- What
- The game asks two public DNS services whether the address it could not reach exists, to tell a broken connection apart from a broken service. The question contains that address and nothing about you, but like any request it arrives from your IP address.
- Kept for
- We receive only the answer and store none of it.
What the other players get
The two people you play with see your Steam name and avatar, hear your voice while you are in the lobby or the run, and see what your character does. That is the game working as intended, and it ends when you leave.
What stays on your computer
Your settings, your run history, the game log and any bug report that could not be sent are files on your own machine. They leave it only in the ways listed above, and uninstalling the game or deleting its data folder removes them.
This website
This site sets no cookies, runs no analytics and has no forms. Two companies still see your IP address when you open it, as they would for any web page: Cloudflare, which hosts the site, and Google, whose servers deliver the fonts. The links to Steam, Discord and X are ordinary links. Nothing is sent to those services unless you click, and from then on their own policies apply, which is also true of our Discord server.
Why we are allowed to
Under the GDPR and the Turkish data protection law (KVKK), each use of personal data needs a reason. Ours are these.
- Steam, multiplayer and voice chat: they are the game you asked to play. It cannot put three people in a room without them.
- Crash and error reports, and the connection check: our legitimate interest in keeping the game working, using as little about you as that takes.
- Gameplay statistics: our legitimate interest in finding where the game is too hard or broken. One switch in Settings turns it off and deletes what was sent.
- Bug reports: you decide to send each one.
We do not use any of this for advertising or profiling, and we share it with nobody beyond the companies named on this page, unless a law obliges us to.
Where it goes
We work from Türkiye and read crash and bug reports there. Crash reports are stored in Germany. Valve, Unity, Discord, Cloudflare and Google operate worldwide, including in the United States, and move data under their own safeguards.
Children
The game is played through Steam, which does not allow accounts for anyone under 13. We do not knowingly collect data from children under 13. If you believe a child has sent us a bug report, write to us and we will delete it.
Your rights
Wherever you live, you can:
- ask what data we hold about you and get a copy of it
- ask us to correct or delete it
- object to crash and error reporting, or ask us to restrict it
- turn gameplay statistics off in the game's Settings, which also deletes what was sent
- withdraw a bug report you sent
- complain to your data protection authority; in Türkiye that is the Kişisel Verileri Koruma Kurumu
Write to [email protected]. Crash reports do not carry your name, so tell us your Steam ID and roughly when you played and we will look for what matches. We answer within 30 days.
Changes
When the game starts sending something new, or stops, this page changes first and the date at the top moves with it.