OVERRUN
Privacy Policy · last updated 30 July 2026 · applies to the OVERRUN
Android app (com.overrun.fps) and to the web version of the game
OVERRUN is a game. It has no accounts, no sign-in, no advertising, no analytics and no third-party tracking libraries. We run no server of our own, so nothing you do in the game is sent to us, stored by us, or sold or shared by us to anyone.
That is not the same as saying nothing leaves your device. If you play multiplayer, data does leave your device — it goes to the other players in your match, and passes through third-party network infrastructure that is needed to connect you to them. This page sets out exactly what that data is and who can see it. Single player is unaffected.
What stays on your device
The game saves a small amount of state locally, using the web storage inside the app. We never receive it:
overrun_set– your settings (sensitivity, field of view, volume, quality).overrun_best– your best survival score.overrun_name– the callsign you last typed into the multiplayer lobby.
Your callsign is whatever you type. It is not verified, not registered anywhere and not linked to any identity, so it is not an account — there is no account to delete. Because other players see it, we suggest you do not use your real name.
One caveat, so it is not a surprise: the Android app allows Android's standard system backup. If you have device backup switched on, Android may copy the app's data — including the three values above — to your own Google Drive backup. That is a transfer between you and Google under your own Google account settings; we have no access to it. You can turn it off in your device's backup settings.
Single player
Single player sends nothing anywhere. The 3D engine and networking library are bundled inside the app, so no network request is needed to start or play a solo match. (In the web version of the game, and in the app only if a bundled file somehow fails to load, the engine may instead be fetched from a public code CDN — cdnjs, jsDelivr or unpkg — which would reveal your IP address to that CDN as any web page load does.)
Multiplayer — what is sent, and to whom
Deathmatch is peer-to-peer. There is no game server of ours in the middle and no match is recorded anywhere. About fifteen times a second, while a match is running, your device sends the following to the other players in your room:
- the callsign you chose;
- a random 8-character id, generated fresh each time you connect and thrown away afterwards, used to tell players apart during the match;
- your position and aim direction in the arena, and whether you are crouching;
- your health, and whether you are alive;
- your kill and death counts.
Separately, when you hit or are killed by someone, a message carrying the damage amount, whether it was a headshot and which weapon was used is sent to the players in the room. Whoever joined first also broadcasts the match rules (frag limit, time limit, elapsed time). That is the whole protocol. There is no chat, no voice, no friends list, and nothing about your device is read or sent.
Third parties involved in connecting you
Two devices cannot open a direct connection without help. The game uses WebRTC, which brings three kinds of third-party service into play. We do not operate any of them and have no account with any of them:
- Signalling — the public PeerJS
cloud service (
0.peerjs.com). It introduces the two devices to each other. It sees your IP address, the connection id assigned to you, the room code (the code forms part of the id the match host registers) and the network-address information WebRTC exchanges to set up the call. It does not see gameplay. - STUN — Google's public STUN server
(
stun.l.google.com). It is contacted so your device can discover how it appears from the public internet. It sees your IP address. - TURN — the PeerJS project's relay servers
(
eu-0.turn.peerjs.com,us-0.turn.peerjs.com). These are the defaults built into the PeerJS library. If a direct connection cannot be made — which is common on mobile networks and behind restrictive firewalls — your gameplay traffic is relayed through one of them instead of going device-to-device. The traffic stays encrypted end to end between the two players, so the relay carries it without being able to read it, but it does see your IP address and how much you send.
Your IP address is therefore visible to the other players in your room and to those services. This is inherent to peer-to-peer play, not a choice we made about your data, and it is the same in any game built this way. An IP address can give a rough idea of the region you are in. If you would rather not share it, do not use multiplayer — single player is fully playable without it.
Room codes are short and are not secret. Anyone who knows or guesses a room code can join that match and will see your callsign and your IP address.
The web version accepts ?relay= and ?peer= in its address to point the
game at a different relay or signalling server. If you follow a link that sets
these, that server — whoever runs it — takes the place of the services
above. The Android app has no address bar and always uses the defaults described
here.
Security
Everything the game sends over the network is encrypted in transit: WebRTC data
channels are DTLS-encrypted between the two players, and signalling runs over
wss (TLS). We hold no data, so there is no database of ours to breach.
Keeping and deleting data
We keep nothing, because we receive nothing — there is no data of yours for us to retain, export or delete, and no deletion request to make of us. The gameplay data described above exists only for the duration of a match, in the memory of the devices taking part; it is not written to disk by the game and is gone when the match ends. The three local values are deleted when you clear the app's storage or uninstall the app (and, if you use device backup, when you delete that backup from your Google account).
Permissions
The app requests internet and network-state access, and nothing else. It does not ask for — and does not use — your location, camera, microphone, contacts, files, phone state or any advertising or device identifier.
Children
OVERRUN is not directed at children and children are not a target audience for it. We do not knowingly obtain personal information from anyone, including children, and we operate no service that could store it. Note that the IP-address exposure described above applies to every player, of any age; a parent who is not comfortable with that should not let a child use multiplayer. If you believe a child's information has reached us somehow, contact us and we will look into it.
Changes
If this policy changes, the new version will be published on this page with a new date at the top.
Contact
Questions about this policy, or about data protection rights you may have under laws such as the GDPR or CCPA, can be raised as an issue on the project's repository at github.com/ltnsali/overrun-fps.