Lockmates

Game privacy policy

Effective date: October 5, 2026. This policy covers the Lockmates game at play.playlockmates.com and, later, the Android and iPhone apps. The website and waitlist have their own policy, which this one builds on.

Who we are

Lockmates is made and published by 1901 Technologies Inc., 1025 King St E, Unit 107 #1771, Cambridge, ON N3H 3P5, Canada. Our Privacy Officer is in charge of protecting your personal information: privacy@playlockmates.com.

What we collect, and why

When you play as a guest. A random guest account with our sign-in provider, so you keep your seat if you reload and can keep your progress if you sign up later. A generated player name (like "Calm Comet 23"). Your birth year, to check your age: we check it each time you start or join a room and don't keep it on our server (it stays on your device). When you finish a room, we keep a short record of it with your guest account id (the room, when you played it and the experience points it earned), so it becomes yours if you sign up. If you don't sign up within 30 days, we delete it.

When you sign up. You sign in with Google, or with a 6-digit code we email you (we keep only a scrambled copy of it, for 10 minutes). We never ask for or store a password. We keep:

When you play. For each room: when you played, the difficulty, your time, hints used, who you played with (by player name), and whether you escaped. We use this for your history, experience points, crew streaks and leaderboards. We also record how long each puzzle step took and how many wrong tries there were, without your name, to make puzzles fairer.

Lockmates Founders. If you are one of the first 1,000 on the waitlist when the game opens to everyone, we keep your founder number with your waitlist entry and your account. Other players see a Founder badge next to your player name in rooms and on leaderboards; your number shows on your profile and on share cards you make.

Quick phrases and pings. What you say in a room is a phrase from a fixed list or a short clue built from puzzle words. It goes to the other players in the room and is not stored.

Coins. Once you have signed up, your coin balance, the coins each room paid and the wardrobe items you unlocked with coins, kept with your account and deleted with it.

Crews, invites and nudges. Your crew, who invited whom, and nudges between teammates, so streaks and invites work. If you were let in from the waitlist, your invite is tied to the email address you signed up to the waitlist with, so only you can use it. If you joined the waitlist before the game opened to everyone, we match your sign-in email, or the waitlist invite you used, to your waitlist entry to give your account the waitlist founders’ Halloween characters; nothing else is shared between the two.

Reports and safety. If you report a player, we keep the report (the reason, the room, and an optional short note) and what our moderators did about it. If you block someone, we keep that so they can't invite or nudge you.

Problem reports and feedback. If you report a problem or send feedback, we keep what you wrote, your rating, your device and browser type, screen size, the room and step you were on, and recent error messages from the game (cleaned of names, emails and links). A screenshot of the room is sent only if you tick the box. Guests' reports aren't linked to an account.

Notifications. If you turn them on: a token from your browser or phone so we can send them, which ones you want, your quiet hours and time zone, and a record of what we sent so we never send more than two reminders a day. The reminders are: a new room is out, a teammate's nudge, about to miss today's room, missed yesterday's room (once), and "we miss you" (once, after a week without playing). Each has its own switch, and every email has a one-click unsubscribe. If you choose email reminders, we keep the email address you signed in with, and when and to what wording you agreed, until you turn them off.

Game performance. Only if you turn on Analytics (or, outside the regions that need you to say yes first, until you switch it off): how long the first room took to be playable, frame rate in ranges, whether 3D failed to start, and error messages when something breaks (with links, emails and codes removed), with your device type and browser, and whether you are a Lockmates Founder (yes or no). We keep a random device id only while Analytics is on. We don't store your IP address, and this data is not linked to your account.

Who's online. While the game is open and on screen, it tells our server once a minute that someone is playing, with your account id or, before any sign-in, a random id for that browser tab. Our server keeps only that id and the time, in memory, for 2 minutes, to count how many players are online; it is never written down and never linked to your address. The game may show the count, never who.

Friends (when friends arrive). If you add friends, we keep who your friends are, the friend requests you sent and received, your friend code, any private nickname you give a friend (only you see it) and whether you asked to be told when a friend comes online. Friends see whether you are online or in a room, never where; this starts off for players under 18, and anyone can appear offline. Online and in-a-room marks are kept in memory for 2 minutes, never written down. Room invites from friends are kept in memory for 10 minutes. Removing a friend or blocking them deletes the friendship on both sides.

Offline downloads (when they arrive). If you have a pass and download rooms to play with no connection, we keep which rooms you downloaded and until when (30 days at most, or until your pass ends). The rooms are stored in your browser or app. A room you finish offline is kept on your device until you're back online, then sent to us (whether you escaped, your time and hints, and when you played) and saved like any other room.

Purchases. Only adults 18 and over can buy. What you bought (the Lockmates Pass, the Crew Pass, a hint pack or a premium character), the amount, the currency and when, whether it was refunded, your pass's status and renewal date (for a Crew Pass, which crew it covers: everyone in that crew sees that they are covered), your bought-hint balance, and the id Stripe gives you as a customer, kept for our accounts and to give you what you paid for. Stripe collects your card details and billing address (used for sales tax) on its own checkout page, and we keep your billing country (to offer the 14-day cancellation in the EU, the EEA and the UK); we never see your full card number. Our team sees totals, and the top buyers by player name only.

We never sell your information, there is no advertising inside the game, and no ad trackers ever load in the game.

Players under 18

Cookies and device storage

The game uses your browser's storage for: keeping you signed in (plus a sign-in cookie on play.playlockmates.com that keeps you signed in for 30 days after your last visit, even if your browser clears the rest), your guest seat, your sound and cookie choices, and whether you finished the tutorial. These are essential. Analytics storage follows the same categories and regional defaults as our website (Essential, Functional, Analytics, Marketing; Marketing is not used in the game).

Who handles your information, and where

Google Gemini writes puzzle wording for us. It never receives any information about players. Where information leaves your country, we choose providers that protect it to the standard of the laws below.

How long we keep it

These deletions run automatically every night.

Your choices and rights

Changes

We will update the effective date, and tell players in the game before important changes apply.

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