Oasis Forge

Privacy Policy

Last updated: 10 October 2026

This policy explains how Wasn’t Me (“the game”), by Oasis Forge, handles your information, on Android and iOS.

Summary

The game shows ads from Google AdMob, set up for children for everyone: no personalized ads, and no advertising ID. To show them, Google’s ad library collects some technical information from your device, such as its internet address and which ads were shown (see Ads). If you buy something, Unity’s purchase library sends Unity a record of the purchase and some technical information about the device (see Buying with real money). Apart from that, the game collects nothing about you, unless you’re 16 or over and turn on friends’ scores. There are no analytics of ours. What the game remembers stays on your device, and nothing else leaves it unless you share it yourself, or turn on friends’ scores, which send your Daily Crime scores, your stars, your cat’s look and a friend code to Unity, the company that runs the board, in a project Oasis Forge runs.

Information stored on your device

The developer has no access to any of it on your device. Deleting the game deletes it all from the device. If your Android device backs up its apps to your Google account, Android may keep a copy of the game’s save in that backup, and bring it back when the game is installed again. That save holds the answer to the age question and, if you turned friends’ scores on, their sign-in (the player ID and sign-in token), and your mugshots’ pictures may be in it too. You can delete the backup in your Google account’s backups.

Your own pet’s photo

When you make your own pet, you can fill its colours in from a photo of your pet. You choose one photo with your device’s photo picker, or a photo app you pick from the list it shows, and the game gets only that photo, with no access to the rest (a photo app you choose handles the photo under its own privacy policy). The game makes a small copy in its cache folder, reads its main colours, and deletes the copy as soon as it has them. If you leave the pet maker first, or the game closes while you’re choosing, the copy is deleted when you leave the maker or the next time the game starts. Only the colours are kept, as your pet’s colours. The photo never leaves your device through the game, and nothing is sent to us or anyone else.

Sharing

When you tap Share after a round, the game makes a picture of your damage report (or, if you were caught, your cat’s mugshot) and a line of text with your cat’s name and rank, the room and the damage, and hands them to your device’s share sheet. Sharing a mugshot again from the mugshot wall does the same with that photo, its date, room and damage. Sharing a sticker from your crime album does the same with the sticker and a line with your cat’s name. If you’ve turned on friends’ scores, Share on the board shares a picture of your friend code with your cat, and a line with the code. The Copy buttons put the same text, or your friend code, on your device’s clipboard. Nothing is sent anywhere unless you choose an app and send it; what that app does with it is covered by its own privacy policy.

On iOS, saving the picture to Photos from the share sheet asks for permission to add photos. The game never reads your photos.

Reminders

Reminders are off until you turn them on. If you do, the game asks your device’s permission to show notifications, and leaves at most one reminder on your device at a time, such as “Daily Crime #5 is ready” or “Your lives are full”. They can include your cat’s name (as in “Can Mittens top it?”), and show on your lock screen. They’re scheduled by your device itself: nothing is sent to us or anyone else. On Android the game keeps the next reminder’s time and words on your device, so it can set it again after the device restarts. Turn them off in the game’s Settings (the tab at the bottom), or in your device’s settings.

Friends’ scores (16 and over)

Friends’ scores put your friends’ Daily Crime scores next to yours. They’re the game’s one online feature, for players 16 and over, and they’re off until you turn them on.

The age question. The first time you open friends’ scores, the game asks for the month and year you were born. The answer stays on your device and is never sent. It’s self-declared: the game takes your word for it and can’t check it. If you’re under 16, friends’ scores stay closed, and nothing is sent; they open by themselves in the month you turn 16.

What goes to Unity if you turn them on. The board is run by Unity Technologies, through its Unity Gaming Services (sign-in, friends and leaderboards):

Nothing you type is sent, with one exception: a friend’s code you type to add them, which goes to Unity to find them and send them a request. Not your cat’s name, and not the names you give your friends. No email, no location, and no advertising or device IDs. Unity also sees your device’s internet address, as every web request does.

Who can see it. Your code, scores and cat’s look are stored at Unity, under your friend code. The game shows them only to your friends, the people you and they have both said yes to. When you ask someone to be your friend, they see your friend code (and nothing else about you) on their board until they say yes or no. But Unity’s board isn’t private to friends: someone with a changed copy of the game could ask Unity for it, and read the codes, scores and cat looks of players who turned friends’ scores on. That’s why friends’ scores hold nothing you type, and no name, email or location.

Unity handles this data under its own privacy policy.

Leaving. Tap Leave friends’ scores at the bottom of the board, or in the game’s Settings. The game deletes your friends and requests and your Unity player, and clears your scores at Unity to nothing (no score, no details, no cat). What’s left there is an empty entry under a random player ID, and your friend code, which no longer leads to anyone. To have those deleted too, or if you no longer have the game, email oasisforge.support@gmail.com with your friend code, and we’ll delete them. Deleting the game without leaving keeps the data at Unity, with no way for the game to reach it again: email us to have it deleted.

Who holds it, and for how long. Friends’ scores are held at Unity, in a Unity project that Oasis Forge runs. We can see the entries there, and we delete them when you ask. Your scores, cat’s look and friends stay at Unity while friends’ scores are on, until you leave. If your game sends nothing for 12 months, we delete your scores and cat’s look; your friend code and friends stay until you leave or ask us (the code is random letters and numbers, and says nothing about you). The empty entry left after Leave is deleted 12 months later the same way, or sooner if you ask; the code stays until you ask us to delete it. Unity keeps its own records under its own retention rules: see its privacy policy.

Buying with real money

The store sells coins and “Remove ads” for real money. A grown-up’s question comes first. Google Play (or Apple’s App Store on iPhone) takes the payment, under its own privacy policy: the game never sees your payment details or your account. It gets the item bought and its order number, and keeps the order numbers on your device so a purchase is never given twice. Unity’s In-App Purchasing, part of the game, passes the purchase between the game and the store.

What Unity’s purchase library sends. Unity’s In-App Purchasing sends Unity Technologies a record each time a purchase starts, goes through, fails or is finished, and each time you restore purchases. The records are sent only around purchases, never while you play. Unity’s library may also contact Unity as the game starts, to fetch its own settings. Each record has:

It’s sent encrypted. Unity handles it under its Game Player and App User Privacy Policy.

Ads

The game shows ads from Google AdMob: a short one between rounds now and then, and one you can choose to watch for a life when you’re out of lives. Ads between rounds never come in your first five rounds, right after your cat gets caught, or in the Daily Crime, and at most one comes every three rounds and three minutes. Remove ads turns them off; the ad for a life stays, and only plays when you tap it. There are no banners, and every ad is Google’s own, full screen, never made to look like part of the game.

Set up for children, for everyone. Every ad request tells Google to treat it as directed to a child, with ads rated G (for general audiences) at most, and with personalization off. So no one gets personalized ads or remarketing, and nothing is used to build a profile of you. The game doesn’t use your device’s advertising ID: it takes out the permission that would let it, and Android’s own ad services permissions too.

What Google collects. To show ads, count them, limit how often they show and stop fraud, Google’s ad library (the Google Mobile Ads SDK, part of the game) collects, as Google describes it:

It’s sent encrypted. Google handles it under its own privacy policy (see also how Google uses information from apps that use its services), which limits how data from requests marked as directed to children is used. Google’s ad library starts with the game, even after “Remove ads”, so the ad for a life is ready when you want it.

What we get from AdMob is totals only: how many ads were shown and what they earned. Nothing in it says who you are, so we can’t look up or delete anything Google holds about your device; Google’s own privacy controls cover that.

Updates

On Android, as the game opens, it asks the Google Play Store app on your device whether a newer version of the game is out, through Google’s in-app updates library. That check is between your device and Google Play, which already knows the apps installed from it: the game sends nothing of its own. If there is one, Google Play’s own screen updates the game.

The game engine

Wasn’t Me is made with Unity, and uses no Unity Ads or Unity Analytics. Friends’ scores, if you turn them on, use Unity Gaming Services, and purchases use Unity’s In-App Purchasing (see above). The Unity engine may still send Unity Technologies limited technical information about the device, such as its model and operating system; it includes nothing you do or type in the game. Unity’s Game Player and App User Privacy Policy explains what Unity collects and why.

Permissions

Children

The game is for everyone, children included. Its ads are set up for children for everyone (see Ads), real-money purchases ask a grown-up’s question first, and there’s no chat. Friends’ scores, its one other online feature, are for players 16 and over: the game asks for your birth month and year first, and players under 16 can’t turn them on. Apart from what Google’s ad library collects to show ads, what Unity’s purchase library records when something is bought (see Buying with real money), and friends’ scores for players 16 and over who turn them on, we don’t knowingly collect information from anyone, children included.

Your rights

Oasis Forge makes the game and is responsible for this policy. What’s on your device is yours to delete. Friends’ scores, if you turn them on, sit in a Unity project that Oasis Forge runs: we can see them there, and we delete them when you ask. What Google and Unity hold for ads and purchases is covered above. Where your country’s law gives you rights over your data (such as the GDPR in Europe and the UK, or COPPA in the US), you, or a parent for a child, can ask us to see it, correct it or delete it, and to stop using it, by emailing us. For friends’ scores, send your friend code so we can find it at Unity. We answer within a month. You can also complain to your country’s data protection authority.

Why we use data: ads (our legitimate interest in paying for a free game, set up for children for everyone), purchases (to give you what you bought), and friends’ scores (only once you turn them on). Google and Unity may handle data in the United States and other countries, under their own safeguards. Friends’ scores are deleted after 12 months with nothing sent, or sooner when you leave or ask us (see Friends’ scores). For how long Google and Unity keep the data of ads and purchases, see Google’s retention page and the retention part of Unity’s Game Player and App User Privacy Policy.

Changes

If this policy changes, the new version will be posted on this page with a new date.

Contact

Questions about this policy: oasisforge.support@gmail.com