Effective Date: 2026-10-21
Developer: Ken Barber, trading as Resinhead, Sydney, NSW, Australia
Overview
This privacy policy covers the resinhead.au website and all games published by Resinhead. It explains what information we collect, how it is used, and your rights under the Australian Privacy Act 1988 and the Australian Privacy Principles (APPs). Where European visitors are concerned we also follow the GDPR’s principles around consent and minimisation.
The short version: we collect very little. There are no accounts, no advertising, and no profiles. On the website we use Google Analytics to count visits, but only after you opt in via the cookie banner. In our games the only telemetry we keep is a crash report when something breaks, held on our own server in Sydney for 90 days. The games also send a small ping at launch and exit, which our server receives and throws away. Both are anonymous and both share a single opt-out, in the game’s settings.
Website (resinhead.au)
Analytics Cookies
We use Google Analytics 4 to measure aggregate visits to resinhead.au; for example, how many people read a given devlog. Analytics only runs after you accept analytics cookies on the consent banner that appears on your first visit. If you reject (or never answer), no analytics cookies are set and no data is sent to Google.
When enabled, Google Analytics 4 collects:
- An anonymised client ID stored in a
_gacookie - Pages viewed and the order they were viewed in
- Approximate location (country/region) derived from IP, with the IP itself discarded by Google rather than stored
- Browser, device type, screen size, and language
- Referrer (the link or search that brought you here)
Google Analytics 4 does not store IP addresses, does not build cross-site advertising profiles for our property, and we have not enabled Google Signals or ads features. Data is retained by Google for 2 months (the shortest available setting). See Google’s Privacy Policy and how Google uses data from sites that use its services.
You can change or withdraw your consent at any time via the Cookie preferences link in the site footer, or by installing the Google Analytics opt-out browser add-on.
Hosting
The website is hosted on Amazon Web Services: the pages are stored in Sydney (Amazon S3) and delivered through Amazon CloudFront. We have not turned on access logging, so we keep no record of your visits. AWS processes connection data (such as your IP address) to deliver the pages and protect its network; see the AWS Privacy Notice.
If you email us at games@resinhead.au, that mail is delivered via Google Workspace and we keep it for as long as the
conversation is useful. We do not add you to any mailing list.
Games
Multiplayer Networking
Some of our games include multiplayer features. When you connect to a multiplayer game, the game server receives your IP address and any in-game chat messages. This information is used only to facilitate the multiplayer session and is not stored after the session ends. One exception: Blight’s game servers from before version 1.7.0 also write your IP address and lobby name into their logs, which stay only on that server and are deleted when it is updated. Servers from 1.7.0 on record neither.
Chat Messages
In games that include in-game chat, messages you type are transmitted to other players in the same session. A profanity filter runs on each player’s game, and on the server for the names of games listed for others to join. Chat messages are not logged or stored on the server, except as part of a report a player chooses to send (below).
Reporting and Blocking Players
In Blight you can block another player, which hides their chat and name from you; a block stays on your device and is never sent anywhere. You can also report a player whose chat or name is offensive. A report is only ever sent when you choose to send it, and it is sent even if crash reports are switched off, because sending it is your explicit request. It contains the reported player’s name, their last few chat lines, your player name, the match code and, if they were hosting, their game’s name. Nothing else about you is included. Reports are held on our own server in Sydney for 90 days so we can act on them, then deleted.
Crash Reports
When a Resinhead game crashes, we collect a crash report containing the technical details of the crash. On every platform, a report contains:
- The error and where in the game’s code it happened
- The version of the game, and the version of the .NET runtime it runs on
- Your operating system and its version
- Your language and display-language settings, and your time zone
- How much memory the game was using, and how busy its worker threads were
- When your device last started up, and when the game started
- The names and versions of the game’s own components that were loaded
- The folder the game is installed in. From Blight 1.7.0 and Pelican Heads 0.3.1, your home folder is replaced with
~before the report leaves your device, so the path never includes your user name (for example~\AppData\Local\Blight). Earlier versions send the full folder, which on Windows includes your user name; updating the game stops this
On Android phones and tablets, a report also contains details about the device that help us tell which devices a crash affects:
- The device’s maker, brand and model, its processor type and number of cores, and its screen size and density
- Android’s version and build number
- Total and free memory and storage, and whether memory was running low
- Battery level, battery temperature and whether the device was charging
- Whether the device was online, and whether by Wi-Fi or mobile data (not which network)
- Screen orientation, and whether the device is an emulator
- Your device’s language setting
- Whether the game was installed from a store, and which Android permissions it has
- A short record of the game opening and coming to the foreground before the crash
Versions before Blight 1.7.0 and Pelican Heads 0.3.1 also send notes about your network (signal strength, whether a VPN is on, bandwidth) and battery changes, a record of taps, and whether the device is rooted. Updating the game stops this.
Each report also carries an anonymous installation ID: a random code the game creates the first time it runs, so we can tell that several reports came from the same installation rather than from several. On Android, the crash reporter creates a second random code of its own for the same purpose. Neither is linked to your name, your device’s hardware or any account, and reinstalling the game creates new ones.
Crash reports do not include your IP address (our server doesn’t record it), your name, your user name (from the versions above), account identifiers (we have no accounts), your location, which network you’re connected to, or the contents of save files, chat messages, or in-game scripts. Crash reports help us fix bugs that affect real players.
Session Pings
So we can tell whether a release is more or less crashy than the previous one, the game also sends a small ping when you launch it and another when it exits. Each ping carries the version of the game, the environment (“production”), a randomly-generated session identifier that is created fresh on every launch and is not reused, and the status of the session (ended normally, ended with an error, ended in a crash), along with the anonymous installation ID described above. Session pings do not include your IP address, account identifiers, or the contents of anything you typed, saved, or scripted in-game. At present our server discards session pings as they arrive: none are stored.
Opting Out
A single setting controls both crash reports and session pings. In Blight, open the cog menu and switch crash reports
off; neither will be sent from then on. The same setting is "sendCrashReports": false in the Blight settings file,
which lives at %LOCALAPPDATA%\Blight\settings.json on Windows, ~/.local/share/Blight/settings.json on Linux and
macOS, and the equivalent app-private storage on Android, iPhone, iPad and the Mac App Store version.
In Pelican Heads, the title screen has a Crash reports switch in its bottom-right corner. Switching it off stops
crash reports and session pings straight away, for the rest of that session and every one after. The same setting is
"sendCrashReports": false in the Pelican Heads settings file, which lives at
%APPDATA%\Resinhead\PelicanHeads\settings.json on Windows, ~/.config/Resinhead/PelicanHeads/settings.json on Linux
and macOS, and in the game’s app-private storage on Android.
Information We Do Not Collect
Our games do not collect, store, or transmit any of the following:
- Personal information (name, email, phone number)
- Account or login credentials (there are no accounts)
- Hardware device identifiers or advertising IDs (the only identifiers are the anonymous installation IDs described above)
- Location data
- Behavioural analytics, in-game event tracking, or detailed usage telemetry (we collect crash reports and a launch/exit session ping only, see above)
- Payment information (our games have no in-app purchases)
- Cookies or web tracking
Third-Party Services (Games)
Beyond Google Analytics on the website (covered above), our games depend on the following third parties:
App Stores
If you download a Resinhead game from a third-party store (Google Play, Apple App Store, itch.io, Steam, etc.), that store may collect information in accordance with its own privacy policy. This is outside our control. See for example Google’s Privacy Policy.
Crash Reporting and Session Pings
Crash reports and session pings go to our own crash-report server, which runs on Amazon Web Services in the Sydney region (ap-southeast-2). Crash reports are stored there, in our own database, for 90 days and then deleted automatically; session pings are discarded on arrival. No other company receives them. (The games send reports using the open-source Sentry software development kit, but nothing is sent to Sentry the company.)
Multiplayer Servers
Multiplayer-enabled games connect to facilitator servers hosted on AWS in the Sydney region (ap-southeast-2). Connection data (IP addresses) is processed in memory during active sessions and is not written to disk or retained, apart from the logs on Blight game servers from before version 1.7.0 described under Multiplayer Networking above.
Data Storage and Retention
Our games have no accounts and no user database. The only things we store from them are crash reports and the player reports players choose to send, each kept for 90 days and then deleted automatically (plus the short-lived server logs on Blight game servers from before version 1.7.0, described under Multiplayer Networking). Game settings and preferences are stored locally on your device and are never transmitted.
Children’s Privacy
Our games do not knowingly collect personal information from anyone, including children under 13. Since no personal data is collected, there is no age-gated data collection. Parents and guardians should be aware that some of our games include multiplayer chat, which is filtered for profanity but allows communication between players. In Blight, any player can block another, and report offensive chat or names to us.
Your Rights Under the Australian Privacy Principles
Under the Australian Privacy Act 1988, you have the right to:
- Access any personal information we hold about you
- Request correction of any inaccurate information
- Lodge a complaint with the Office of the Australian Information Commissioner (OAIC) if you believe your privacy has been breached
In practice, since our games do not collect or store personal information, there is nothing to access, correct, or delete.
International Users
Our multiplayer servers are located in Sydney, Australia. If you connect from outside Australia, your IP address will be transmitted to a server for the duration of your session. No data is retained after the session ends (except the server logs described under Multiplayer Networking, on Blight game servers from before version 1.7.0). Crash reports are also sent to and stored in Sydney, for 90 days.
Changes to This Policy
If we make material changes to this privacy policy, we will update the effective date above and publish the revised policy at this URL. Continued use of any Resinhead game after changes are posted constitutes acceptance of the updated policy.
Contact
If you have questions about this privacy policy or our privacy practices, contact us at: games@resinhead.au