Privacy policy
Version 5.20 · 9 November 2026 · Paper Skyline for Android, iPhone and iPad
At a glance
- Paper Skyline is a single-player game made by THLab (Trung Hieu Lam). This policy covers the Android app, the iPhone and iPad app, and the feedback form on this website. Where the two apps differ, it says so.
- The game collects no personal information. There is no account, no sign-in and nothing to register.
- The game sends anonymous gameplay statistics, such as how far a flight went and which upgrades were bought, so that we can balance it. They carry a random install code the game makes for itself, not taken from any account, device identifier or advertising ID, and you can switch them off in Settings.
- No crash reports or crash logs, and no in-app purchases. With statistics on, the game reports how smoothly each flight ran and, on Android, how the last session ended.
- On Android you can choose to watch a short ad from Google AdMob for bonus cash or a minigame hint. No ad is shown unless you tap to watch one, though Google's ad software starts at launch to check consent and load one in the background. Every ad is non-personalised and treated as child-directed. The iPhone and iPad app shows no ads.
- Your progress and your settings are saved on your own device and stay there, apart from your device's own backup, such as iCloud or Google backup, if you use one.
- Paris comes with the app. Every other city is downloaded once over HTTPS. The download sends no account, advertising ID or device identifier.
- Deleting the app deletes everything on your device. Anonymous statistics already sent are kept for up to 12 months, then deleted.
What stays on your device
Paper Skyline keeps these kinds of data in the app's own private storage on your phone or tablet. When you save a postcard, it's added to your photos.
| What | What it holds | Leaves the device? |
|---|---|---|
| Progress | The city you are in, your coins and plane upgrades, the cities you have cleared, the treasures you have found, the relics you have won and which ones you wear, your replay medals, your best flights, your purchase history, and when you last watched an ad, to space them out. | Only inside the anonymous statistics, if they are switched on |
| Install code | A random code made the first time the game starts, and a count of how many times it has been opened. Neither is taken from your device's identifiers, your account or any advertising ID. | Only inside the anonymous statistics, if they are switched on |
| Settings | Music, sound effects, screen shake, and whether gameplay statistics are shared. | No |
| Unsent statistics | Gameplay statistics waiting to be sent. | Yes, to our statistics server, if switched on |
| Ad consent | On Android only, in the EEA and the UK, the choice you made on Google's consent form, stored on your device by Google's consent software and sent to Google with each ad request, so that Google follows it. | Yes, to Google |
| Downloaded cities | The city files you downloaded, with a checksum to confirm each one arrived intact. | No |
| Last-session note | The screen that was open, the city, the flight and how long the game had been open, rewritten as you play, so the next launch can tell how the previous session ended. | On Android, the screen and flight count go inside the anonymous statistics, if they are switched on |
None of it identifies you. Taken together it describes a paper plane, not a person. Reset everything in Settings clears your progress and any statistics not yet sent, and keeps your install code and your choice about sharing them. Deleting the app removes all of it. If you back up your device, to iCloud or Google for example, the backup may include your progress, settings and last-session note, under Apple's or Google's terms; the game does not read it.
City downloads
Paris is inside the app and plays offline from the first launch. Every other city is downloaded from our file storage on Cloudflare R2 the first time you need it. After that each city plays offline too.
- When the game starts with a connection, it fetches a short list of the city files available for this version of the app, a short list of game news and, from Paper Skyline 1.6.2, a short list of game events. It fetches the events list again when you come back to the game and when you open the Events page.
- Event gifts are free. Claiming one, or typing an event code, is checked and recorded only in your save on your device; nothing about it is sent to us, except for a limited gift, below.
- Limited gifts. From Paper Skyline 1.6.4, some event gifts are limited to a set number of players. When you claim one, the game sends our server the event's name and a random claim code it makes for itself, not taken from your device, account, advertising ID or the anonymous statistics. The server keeps that pair, with the day, only to count claims and to make sure each install claims once, and deletes it 30 days after the event ends. Nothing is sent unless you tap Claim on a limited gift, and once a gift is yours it stays on your device.
- On Android, tapping Update on a news entry opens Google Play's own update screen, through Google's in-app update library, which talks to the Play Store app on your device. The iPhone and iPad app has no such button.
- On Wi-Fi, reaching a city fetches the next one in the background. On mobile data the game shows the size and asks before downloading.
- From Paper Skyline 2.0.4, a city you have moved on from stays on your device for up to 30 days after you last played it, within about 120 MB for all such cities together, so going back does not download it again. The oldest goes first. These limits can change without an app update.
- Every request uses HTTPS and asks only for a file. It carries no account, name, advertising ID, device identifier, save data, or anything about how you play.
Like any request on the internet, it reaches the server with your device's IP address and standard technical details, such as the engine's name, so that the file can be sent back. Cloudflare handles that delivery under its own privacy policy. We do not use those details to identify, profile or track anyone, and we do not combine them with anything else.
The optional ad
On Android, the landing card after a flight offers bonus cash with a “Watch an ad” button, and a minigame level can offer a hint the same way. Tapping either plays one rewarded video ad from Google AdMob. Nothing in the game requires it, and no ad appears unless you tap. You can watch at most three in any ten minutes and twenty a day, across both.
The iPhone and iPad app shows no ads, never starts Google's ad software and sends nothing to Google. Everything in the rest of this section is about Android.
- Never personalised. Every ad request asks Google for non-personalised ads and is marked as child-directed, for every player, whatever their age. Google does not use it for personalised advertising or remarketing. Google's ad software is self-certified for Google Play's Families policy when set up this way.
- Consent first in the EEA and the UK. Before any ad loads there, the game shows Google's consent form. To change your choice later, open Settings and tap Ad privacy choices; that entry appears wherever Google requires it.
- What Google receives. To serve and measure the ad, Google's ad software (the Google Mobile Ads SDK, with Google's User Messaging Platform for consent) collects your IP address, which gives an approximate location; interactions such as app launches, taps and video views; and diagnostics such as launch time, hang rate and energy use. It may also send the app set ID, an identifier shared only by apps from the same developer on your device. Google uses this for advertising, analytics and fraud prevention, and it is encrypted in transit. The game does not declare the advertising ID permission and never reads your advertising ID.
- When it connects. On Android the ad software starts when the game launches: it checks consent, then loads one ad in the background so it is ready if you tap. Loading an ad contacts Google even if you never watch it. Apart from Google's ad and consent servers, the game connects only to our city file storage and our statistics server. On iPhone and iPad it connects only to those two.
Google handles that data under its own policy: how Google uses information from apps that use its services. We never receive anything that identifies you, only totals such as how many ads were watched.
Gameplay statistics
So that we can tune prices, upgrades and cities from real play, count how many players come back and on which version, and to find where the game runs slowly or runs short of memory, the game sends short, anonymous records of what happens in it. The Android app and the iPhone and iPad app send the same records, except how the last session ended, which only Android sends. Each launch sends one record; records about how you play and how the last session ended start once you have flown.
- In every record. Your install code, how many times the game has been opened on this install, the game version, the date (UTC, with no time of day), the city, the difficulty, which flight of this city visit it was, how many flights you have flown in total, and your purchase history so far: each upgrade with its level and the flight you bought it on, plus the cities you moved on to.
- Country. Our server adds to each record the two-letter country, such as IN or US, that Cloudflare works out from the connection. The server never sees or keeps the IP address, and nothing finer than the country is kept.
- Launch. From Paper Skyline 2.0.10, each launch record also gives your device's model name, your phone's language, how long the game took to start and, on Android, where Google Play says the install came from (an ad, the store itself or another link), with the campaign name the link carried, if any. The full referrer and any ad click ID never leave your device.
- After each flight. Your upgrade levels, what the flight paid (for distance, height, time, speed, things knocked over and coins, and in total), the coins you then held, whether it landed or finished, how far and how high it went and how long it was in the air, seconds of engine, your strikes on each keeper, glancing hits, and the relics you wore.
- Performance. From Paper Skyline 2.0.6, after each flight: how long the game had been open, how long the flight lasted, which flight of this launch it was, how smoothly it ran (frame times and slow frames), how much memory the game used, whether the system warned it was low on memory or running hot, and whether it was a replay. Each launch record also gives your device's memory class (for example 4 GB), graphics API (Vulkan, OpenGL ES or Metal) and screen class (for example full HD), never its chip or operating-system version.
- Leaving the garage. Your coins before and after, the upgrades you could afford, the garage's suggestion, what you bought, in order, and the relics you wore; from Paper Skyline 2.0.12, also whether you opened it from the title screen.
- Daily gifts. From Paper Skyline 2.0.12: when the daily gift board opens, is claimed or is closed, whether it opened by itself (on the title screen or after a landing) or you opened it, which day of the board it was, whether you claimed, and how many seconds it stayed open.
- First throws. From Paper Skyline 2.0.12, for throws early in a save: which way you pulled (down, level, up, forward or too short), the launch angle in degrees, and whether the throw help was showing.
- Store review. From Paper Skyline 2.0.12, when the game asks for a store rating (after your first keeper, later after a Boss) or you tap Rate Paper Skyline in Settings, we record which ask it was, whether it was asked, completed or failed, the keeper, and a short failure reason. Nothing you write in the store reaches us.
- Milestones. An Elite or a Boss broken, a relic or a relic slot won, a city cleared, or bonus cash earned from an ad, with which keeper it was.
- Relics. From Paper Skyline 1.9.5, after each Elite or Boss strike-out on Medium or Hard: which keeper, whether you had broken it before, whether it was a replay, and which relics, recipes, catalysts or ingredients dropped (or none). When you merge relics: the relics combined, the result, the recipe if any, and the catalysts and ingredients it used.
- Leaving the game. Which screen was open, a flight or the garage, when the game was closed from the background. It is sent the next time you open the game.
- How the last session ended. From Paper Skyline 2.0.6, on Android 11 and later only: how Android says the previous session ended (closed, stopped to free memory, crashed or stopped responding), its exit code or signal, whether the game was on screen or in the background, how much memory it was using, which screen was open and which flight of that launch, and roughly how long ago (within five minutes, an hour, a day, or longer). It is sent the next time you open the game, once. It is never a crash log or stack trace, and the iPhone and iPad app does not send it.
- Missions. From Paper Skyline 1.6.2, when you complete a mission: the difficulty, the kind of mission (distance, altitude, duration, coins, strikes, cities this week or keepers this week), its target, and whether it is a hard mission.
- Choosing the next city. When the travel card offers cities to fly to next: the difficulty, the cities it offered, the one you picked, and how many cities you had cleared.
- The reach warning. When the game warns that a city you have not cleared might be beyond your plane: the difficulty, that city, and whether you flew there anyway.
- City content. From Paper Skyline 1.2: which version of each downloaded city's content is on your device, and whether it was just downloaded or already saved (for example v3:1a2b3c4d:cache). It says which content you have, not who you are.
- City files. From Paper Skyline 2.0.4, when a city's files finish downloading, fail to download, or are removed to save space: which city's files, their size, how long the download took, and why a download failed or the files were removed (for example, too old or over the space limit), with how many days since that city was last played. Each launch record also says how much space the downloaded cities use and which version of the keep-and-remove rules the game follows. None of this identifies you.
- Install code. From Paper Skyline 1.4, a random code (a UUID) that the game makes on your device the first time it starts. It is not made from your account, your device's identifiers or any advertising or app set ID, and it is never given to Google's ad software. The game never shows it, and we have no way to match it to a person.
- Minigames. From the version with the Minigames page, when you start, clear or quit a minigame level, or take a hint: which game and level, and on a clear its stars, moves, time and whether it beat your best. On a hint, also how many hints you have taken on that level, your moves and time so far, and whether the hint came with an ad or free.
- Never sent. No account, device, advertising or app set ID; no time of day and no free text.
- Not added. The game adds no chip or operating-system version to the statistics, and no location; the only device details are the model, language, memory, graphics-API and screen classes above, and each batch carries only the game version and the records. Like every web request, a batch arrives with the IP address and the standard device details, such as the operating-system version, and our server does not keep them.
Records from the same install share its install code, which links them to that install of the game, though not to a name, an account or anyone's identity. That is how we count returning players and see the order in which players upgrade. On the App Store this is declared as Gameplay Content, Device ID, Product Interaction, Performance Data and Other Diagnostic Data, linked to you and used for analytics, and not used for tracking.
- Where they go. Over HTTPS to our own small server, a Cloudflare Worker at paperskyline-stats.paperskyline-stats.workers.dev, which stores them in a Cloudflare D1 database. Cloudflare processes them for us. Our server never reads or stores your IP address, and its request logs are off. To limit abuse, Cloudflare's rate counter holds a scrambled code made from the IP address and the date, which is never written down.
- How long. A daily clean-up deletes records older than 12 months.
- Switching off. Statistics are on by default. Turn off Share gameplay stats in Settings and the game stops sending and deletes any records not yet sent.
Minigame ranking
From the version with the Minigames page, each minigame has a public ranking. When you clear a minigame level, the game sends our server your install code, the game, the level, and your stars, moves and time, and for some games the moves themselves so the server can check the result. A level cleared with a hint is not ranked. The server keeps your best result per level and ranks installs by levels cleared, then stars, then fewest moves.
- Nickname. You can choose a nickname, 3 to 16 letters, digits or spaces, with no account. It is public: anyone viewing the ranking sees it, with a random #tag, your rank and your totals. Pick one that does not identify you. Without one you appear unnamed.
- Never shown. Your install code is never shown on the ranking or sent to other players.
- How long. Your ranking entry and nickname are deleted 12 months after your last cleared level or nickname change.
We use the records only to balance Paper Skyline, to count returning players and versions, and to fix slowdowns and memory problems, never to profile anyone or for ads. We do not sell or share them, and never combine them with anything else.
Feedback
- In the game. The landing card and Send feedback in Settings offer five choices: Too hard, Too easy, Confusing, Loved it and Found a bug. There is no box to type into. Your choice and where you picked it are sent with the fields every record carries, to the same server, and kept the same way. It is recorded only while Share gameplay stats is on, and never during a replay.
- Ratings. On Android, after your first city is cleared, the game may ask Google Play once to show its rating sheet. Google Play decides whether to show it, and any rating goes to Google; the game never sees it. The iPhone and iPad app never asks.
- On this website. The feedback form opens your email app, so your message and any reply address reach us by email. We use them only to answer you, never share them, and delete them when they are no longer needed.
This website's gift counter
The home page and the red dragon page read a public number from our stats server, how many dragon gifts are left, so they can show it. The request is a plain read. It sends no identifier, no cookie and no referrer, and our server does not store anything about the visitor.
What it does not collect
To be specific, because vagueness in a privacy policy is usually hiding something. Apart from the optional ad, the anonymous statistics, the minigame ranking and the limited-gift claim above, Paper Skyline does not collect, transmit, sell or share:
- your name, email address, phone number or any other contact detail;
- your precise location, or any location finer than the country our server adds to the statistics;
- photographs, the camera, the microphone, or your contacts;
- your device's advertising identifier, or any other identifier used to track you across apps;
- crash logs or stack traces, or any statistics beyond the ones described above;
- your save file itself, to anyone.
There is nothing to buy in Paper Skyline. If that changes, or the ad changes, this policy is rewritten and published before the change reaches a player, never after.
Permissions
The game never shows a permission prompt. On Android it declares network access and network state, which it uses for the city downloads and the optional ad, and to tell Wi-Fi from mobile data. Google's ad software adds two more, to keep the device awake and to run a foreground service while it works. From Paper Skyline 2.0.10, Google's install-referrer library adds one that lets the game ask the Play Store app where the install came from (see Gameplay statistics). It does not declare the advertising ID permission or any of Android's ad-services permissions. It does not use the camera, the microphone, your location, your files or your contacts. If something claiming to be Paper Skyline asks for one of these, it is not this game. On iPhone and iPad the game asks for no permission either, and shows no App Tracking Transparency prompt, because it does no tracking.
The engine
Paper Skyline is built with Unity. Unity offers optional cloud services, such as analytics, crash reporting, advertising and player accounts, and none of them is switched on in this game. Its hardware statistics reporting is off too, and the game contacts no Unity server. On Android, the only third-party software in the game that collects data is Google's ad software, described in The optional ad. On iPhone and iPad there is none. The gameplay statistics go to our own server, not to an analytics company.
Apple and Google
When you install any app, the store you installed it from keeps its own records of that: the download itself, and, if you have that turned on, crash reports collected by the operating system. Those records belong to Apple and Google and are governed by their privacy policies, not this one. We receive from them only anonymous, aggregated counts, such as how many people installed the game, which tell us nothing about any individual.
Children
Paper Skyline is made for players 16 and over (or the age of digital consent where you live, if that is higher) and is not directed at anyone younger. The game collects no personal information from anyone: there are no accounts, no chat and nothing to buy, and the city downloads send no identifiers, and the gameplay statistics carry only the random install code. On Android, every ad request is marked child-directed and non-personalised; the iPhone and iPad app shows no ads. If a child has played it anyway, a parent who wants their data gone can use Reset everything in Settings, switch the statistics off, or delete the app, which also removes the install code. The game never shows that code, so no one can tell which records already sent are a given player's; they are deleted after 12 months. Questions about a child's privacy go to the address under Contact.
Changes to this policy
This is version 5.20. If a future version adds anything that touches your data, such as an account, a leaderboard or personalised ads, this page is updated and dated first, and the version number goes up.
- Version 5.20 · 9 November 2026
- Gameplay statistics: from 2.0.12, a record of store rating asks and the Settings rate link (which ask, its outcome, the keeper and a short failure reason).
- Version 5.19 · 9 November 2026
- Gameplay statistics: from 2.0.12, records for the daily gift board and early throws, and whether the garage was opened from the title screen. Now listed, though sent since 2.0.10: the launch record's device model, phone language, start time and, on Android, install source and campaign, and the country our server adds to each record, with the install-referrer permission on Android. Not added and What it does not collect are corrected to match.
- Version 5.18 · 4 November 2026
- Corrections, with no change to the data the game handles: At a glance now names the minigame hint ad, and City downloads says every city after Paris is downloaded, not only some of them.
- Version 5.17 · 4 November 2026
- The optional ad: a minigame level can also offer a hint for a rewarded ad on Android, and the limits cover both.
- Version 5.16 · 2 November 2026
- When you save a postcard, it's added to your photos.
- Version 5.15 · 28 October 2026
- Gameplay statistics: a record when you take a minigame hint, with whether it came with an ad or free. A level cleared with a hint is not ranked.
- Version 5.14 · 26 October 2026
- Gameplay statistics: a performance record after each flight, device memory, graphics and screen classes at launch, and on Android how the last session ended. No crash logs, device model or OS version. Corrected when records start: a launch record is sent from the first launch.
- Version 5.13 · 26 October 2026
- Gameplay statistics: a record of minigame levels started, cleared and quit. New public minigame ranking with a nickname you choose, no account, deleted 12 months after you last play.
- Version 5.12 · 24 October 2026
- The optional ad: corrected how often you can watch (three in any ten minutes, twenty a day), and removed the daily stamp ad and mission rerolls paid by ad, which the game no longer offers. Nothing new is sent or collected.
- Version 5.11 · 23 October 2026
- Gameplay statistics: from Paper Skyline 2.0.4, a record when city files download, fail or are removed, and how much space downloaded cities use. Cities you have moved on from now stay on your device for a while instead of being removed at once.
- Version 5.10 · 20 October 2026
- Gameplay statistics: from Paper Skyline 1.9.5, a record of which relics drop after an Elite or Boss strike-out, and of each relic merge. Nothing else is new.
- Version 5.9 · 7 October 2026
- Gameplay statistics: a record when you pick the next city on the travel card, and when the reach warning is shown before a city, with whether you flew there anyway. Nothing else is new.
- Version 5.8 · 6 October 2026
- Limited event gifts are counted by our server with a random claim code (from Paper Skyline 1.6.4), and the website shows how many are left.
- Version 5.7 · 6 October 2026
- From Paper Skyline 1.6.3, the daily stamp gives gift boxes instead of coins, and its optional ad adds a second box. Nothing new is sent or collected.
- Version 5.6 · 5 October 2026
- Game events: from Paper Skyline 1.6.2, the game fetches a short events list like the news list, and event gifts and codes are checked and kept only on your device. Missions and the optional ad that doubles the daily coins go live in 1.6.2, not 1.5.1 as version 5.4 said.
- Version 5.5 · 5 October 2026
- Covers the iPhone and iPad app: no ads, the same city downloads, news list, gameplay statistics and in-game feedback as Android; how the App Store privacy label describes the statistics.
- Version 5.4 · 2 October 2026
- Gameplay statistics: from Paper Skyline 1.5.1, a record when you complete or reroll a mission, and a milestone when you watch the optional ad that doubles the daily coins.
- Version 5.3 · 2 October 2026
- Gameplay statistics: from Paper Skyline 1.4, each record carries a random install code and how many times the game has been opened, to count returning players and versions.
- Version 5.2 · 30 September 2026
- Gameplay statistics: from Paper Skyline 1.2, the version of each downloaded city's content on your device, and whether it was just downloaded or already saved.
- Version 5.1 · 30 September 2026
- Gameplay statistics: says that each batch, like every web request, arrives with standard device details, which our server does not keep.
- Version 5 · 30 September 2026
- Made for players 16 and over; the optional ad now pays bonus cash instead of spare fuel, and the statistics no longer record spare-fuel cans; all ten cities after Paris download the same way.
- Version 4 · 29 September 2026
- Paper Skyline 1.1, made for adults 18 and over; anonymous gameplay statistics, including the relics you win and wear, with an off switch in Settings; in-game feedback; a feedback form on this website; the game news list and Google Play's in-app update screen.
- Version 3 · 28 September 2026
- One optional rewarded ad on Android from Google AdMob: non-personalised, child-directed, with consent first in the EEA and the UK.
- Version 2 · 28 September 2026
- Paper Skyline 1.0: one-time HTTPS city downloads for New York, Tokyo, Cairo and Rio de Janeiro; what the game saves described by category; a section for children.
- Version 1 · 13 September 2026
- First publication. No accounts, no advertising, no analytics, no network.
Contact
Questions about this policy go to [email protected], and a person answers them. For anything about playing the game, the support page is the better door, or use the feedback form.
