Last updated 5 November 2026
The short version: the game needs no sign-up, and has no advertising and no tracking across apps or websites. It sends crash reports to Google's Firebase so we can fix what breaks, and — only if you tap “Allow” — anonymous usage stats; neither is tied to your account. It does need an internet connection, because the questions come from our server rather than from inside the app. What we store is a made-up ID, the display name you type and — once the app has told you and you have tapped “Got it” — your progress: XP and level, your daily streak, and how many questions you get right in each category. If you choose to sign in with Apple or Google, so that your progress follows you to another phone, we also keep the ID Apple or Google gives us for you — never your email.
This policy covers the mobile app Bottles for iOS
and Android, and the game server at play.collectbottle.cloud that
the app talks to during online matches. It is written by WeBuildIt, which
develops and operates both.
Head to Head needs an internet connection, because the questions are not stored in the app — it downloads them from our server each time you start a match. Scoring still happens on your own device, and the only thing the request tells us is which language you are playing in.
Your chosen language, theme and name are kept in the app's own storage on your phone, which is removed when you uninstall the app. So are the IDs of the last 500 questions the phone has shown in Head to Head and Practice, so the next match can avoid repeating them; that list never leaves the phone.
Downloading questions needs an account, so the app creates an anonymous one the first time you play — in either mode. We store, on our own server:
That is the whole record, with your friends if you sign in (below). There is no chat and no message history, because the game has none of those things. Rooms themselves are held only in the server's memory and disappear when the match ends or the server restarts. That includes an answer you type under “Other” in “How well do you know me?”: the other player sees it when the answer is revealed, and it is never written down.
If you sign in, you get a username: the letters of your first name and four digits, such as sara_4821, or, when there is no first name in Latin letters to use, two made-up words and four digits, such as fizzy_otter_4821. Signed in, it is also your name in the game: everyone in your rooms sees it. You can change it on your profile to any username nobody else has, and the old one is then free for someone else. It is how other players find you: only someone you give it to can ask you to be friends. A request names you to the person asked, by your display name, avatar and username, and waits for their yes. Friends see each other's display name, avatar and username, and can invite each other to a room. A friend can also open your profile: your level, whether you have Prime, your Bottle Rush wins, the bottles you have won, your best streak, your shelves, the celebrations you keep on top and your achievements. Nobody else can, and blocking someone ends the friendship. We keep your username, your friends and the requests between you with your account's ID; removing a friend, or deleting your account, deletes them.
If you have agreed to keep your progress, we also keep the achievements you earn, the day you earned each, and the running counts they are worked out from (such as matches played in each mode, days played, and celebrations sent). They add to your XP. We keep how you arrange the characters on your shelves, and how many shelves you bought. All of it is kept with your account and deleted with it.
If you buy something in the game — Prime, a pack of celebrations, a character — Apple or Google takes the payment, under their own terms and privacy policies. We never see your card, your billing address, or the email of your Apple ID or Google account. The store tells our server the purchase's transaction ID, what was bought, when, the price and currency, and the store's country, and our server checks it with the store itself before giving you anything. We keep that record with your account's ID: to deliver what you bought, to restore it on another phone, to take it back if the store refunds you, and because sales records have to be kept. If you hold Prime, the players in your rooms see Prime's badge beside your name; nothing else about what you bought is shown to anyone.
When you first open the game, your phone asks whether it may show the game's notifications; existing installs that were never asked are asked once, the next time they open. Notifications stay off until you say yes there or turn them on in Settings, and saying yes there turns on only the game's own notices — never news and offers. With them on, the app gives our server the phone's notification token (a random address, made by Apple or Google, that lets a notification reach this app on this phone), whether it is an iPhone or an Android phone, and the app's language, kept with your account's ID. We use them for news about the game itself — a new season, the Championship opening, an update — and to tell you when someone asks you to be friends or invites you to a room. Unless you turn it off in Settings, we also send at most one daily reminder to play, which may mention your own level or best score, and we send none on a day you have already played. News and offers — new celebrations and offers in the store — are a second switch, off unless you turn it on. If you have a daily streak going or a bottle in progress in The Master, and notifications on, the app sets reminders on your phone for the evening, at most one a day, for up to a week after you last opened it; those are made and shown by the phone itself, and nothing about them is sent to us. Notifications are delivered by Firebase Cloud Messaging, from Google, and on an iPhone through Apple's push service. The token follows whichever account the phone is: when you sign in, sign out or switch accounts it is sent again, so notices meant for an account you have left stop coming to this phone. While the game is open, our server also tells it directly when a friend request or an invitation comes, and the game shows it there. Turning notifications off, or turning them off for the game in your phone's settings, stops them; deleting your account deletes the token. A notification sent to one player is logged with that account's random ID.
When you open the game it also asks our server whether there is anything to announce, such as a new version. It sends the app's version and whether it is an iPhone or an Android phone, and nothing is kept.
Your device's IP address is necessarily used to carry the connection, the same as for any website you visit. Our game server records it in its own log only when debug logging is switched on, which it is not during normal operation. The web server that sits in front of it keeps short-lived operational logs, which exist to diagnose faults and abuse and are not used to build any profile of you.
We do not ask for or store your real name, email address, phone number, postal address, date of birth, contacts, photos, camera or microphone input, precise location, health data, payment details, browsing history or search history. (If you sign in with Google, your name and email pass through our server inside Google's sign-in message and are discarded, as described above. If you allow usage stats, Google Analytics works out a rough location — about country and city — from your connection's IP address, as described below.) There is no sign-up form: signing in is optional, and the game plays the same without it.
The app uses two of Google's Firebase services. Neither is ever told your account ID, your display name or your email, and both are set up to collect nothing for advertising: the app carries no advertising-ID support, keeps Google's advertising consents switched off, and is not linked to any Google advertising product.
Google processes this for us under the Firebase data processing terms, and it is sent encrypted. Crashlytics keeps crash reports for 90 days; Google Analytics keeps the per-install data for at most 14 months (its aggregate reports, which describe no one, for longer). Because neither is tied to your account, we cannot pick out yours to delete on request; “Delete my data” does tell Google Analytics to forget this install's ID, so whatever the app sends after that cannot be linked to what it sent before.
The app contains no advertising network. Apart from the Firebase services above, its third-party components are open-source Flutter libraries that handle screens, navigation, animations, on-device settings storage and text formatting, none of which send data anywhere, and Apple's and Google's own sign-in libraries, which contact Apple or Google only when you tap to sign in with them. We do not track you across apps or websites, and we do not share, sell or rent anything to anyone for any purpose. That is why the app never shows Apple's “Allow tracking” request: it has nothing to ask it for, and it reads no advertising identifier on either platform.
Our own server does keep simple running totals — how many rooms have been opened, how many matches finished, which categories and languages get picked. These are counts, not records: nothing in them is attached to you or to your account, and there is no history of who played what. They exist so we can tell whether the game is working and which parts of it people actually use. (Your own progress, described above, is the one thing kept against your account, and it is shown only to you.)
Other players in a room you have joined can see the display name and avatar you chose, and your score. Nothing else about you is visible to them, and rooms are private: they are joined with a code that you share yourself, or by an invitation from a friend. There is no public list of rooms. Your friends see what is described under Friends. If you play the Championship, its leaderboard shows every player placed this season their display name, avatar, division and points.
The server runs on a virtual private server we rent from Hostinger International Ltd., who act as our hosting provider. Crash reports and usage stats are processed by Google, through Firebase, as described above, and so are notifications, if you turn them on. We use no other processor. If you choose to sign in with Apple or Google, that sign-in happens between you and them, under their own privacy policies; all they tell us is the account ID described above. The same goes for purchases: Apple or Google takes the payment and tells us only what is described under Purchases.
Your account is kept until it is deleted. You can delete it yourself from inside the app, at any time, with no need to contact us: Settings → “Delete my data”. That erases the account, the display name, your progress, the list of questions you were asked, the questions in your library, your notification token and any Apple or Google account ID from our server, and clears the identity stored on your phone, so the next time you open the game you are a new player. If you signed in with Apple, the app asks Apple to confirm it is you once more, and our server then tells Apple to revoke the game's access to your Apple ID.
Purchase records are the one exception: they stay after an account is deleted, linked only to the account's random ID and to nothing that names you, for as long as the law requires sales records to be kept.
Signing out (Settings → “Sign out”) is not deleting: your account and progress stay on our server for the next time you sign in, and the phone starts over as a new player.
Uninstalling the app is not the same as deleting either. It removes the local copy, but the account stays on our server. If you never signed in, the app can no longer prove which account was yours once it is gone — so delete your data from inside the app first if you want it erased, or email us the display name you played under. If you did sign in, signing in again on any phone finds the account, and you can delete it from there.
Deletion is in the app, as described above. You can also ask us for a copy of what we hold about you, ask us to correct it, or ask us to delete it on your behalf. Email contact@webuildit.ae and we will act on it. Because most accounts are anonymous, please tell us the display name you played under, and whether you signed in with Apple or Google, so we can find the right record; if we cannot identify it with reasonable confidence we will say so rather than delete someone else's.
If you are in the United Kingdom, the European Economic Area or another place with equivalent law, you also have the right to object to our processing and to complain to your local data protection authority.
The game is suitable for family play, but it is not directed at children under 13 and we do not knowingly collect anything from them. If you believe a child has created an account, email us and we will remove it.
If this policy changes we will update the date at the top of this page. If a change materially affects what we collect, we will say so in the app before it takes effect.
WeBuildIt — contact@webuildit.ae