Recurve Hollow

Last updated 13 October 2026.

Privacy

Recurve Hollow is a small game made by Sir Douglas Studio ("we"). This page says, in plain words, what the game and recurvehollow.com collect, why, who handles it for us, how long we keep it, and what you can switch off or have removed.

The short version

The game sorts what it shares into three groups. The first time you start it, a card shows all three and lets you choose the two that are up to you.

1. Match stats (always recorded, pseudonymous)

Whoever hosts a match records it, about the match as a whole, and sends it to our database when the match ends. If you play in someone else's match, their game records it, with you as one of the random numbers. We call these records pseudonymous rather than anonymous: inside one match, your random number ties your own kills, picks and stats together.

WhatDetails
Match resultsMap, mode and match settings, who won each round and how long it took, each player's kills, deaths, shots, hits, damage and headshots, a log of every kill (weapon, distance, where the players stood), the powers each player picked, awards, bot difficulty, and the game version.
Player idsEvery player, the host included, appears only as a random number that is new in every match (a pseudonym). Names are removed, and nothing in the record itself ties a number to a Steam account or to the same player's other matches. The match-host registration below lets recurvehollow.com check which Steam account sat in which seat (it stores only one-way codes of the accounts), and a public profile (section 3) shows your own matches under your Steam name.
Movement trailsShort lines showing where human players walked (no ids at all), used to teach the bots how to move around each map.
Card ratingsIf you rate a power on the win screen: the power, your rating, the map and mode.
Abandoned matchesIf a host quits mid-match: the map, round, score and time played.
Match-host registrationWhen you host and Steam is running, your game registers each match with recurvehollow.com, proven with your Steam ticket (see section 5). When the match starts it sends the match's random id, a random secret that is also written into the match record, and the Steam IDs of the human players in the lobby; when it ends, which Steam account played in which seat of the record. We store the id and the secret with a one-way code made from your Steam ID and the date (so your registrations on different days can't be linked to each other), and for the players only one-way codes, one per player per match, never the Steam IDs themselves. This lets the site tell your real match record from a forged one, makes sure only you can claim your own line for a public profile, and limits the players your game may ask about in skin checks (section 5).

Why there is no switch: these records are how we balance powers and maps, find bugs, train and tune the bots, and check that public leaderboard numbers are real. They carry no names and no lasting ids; the only link to Steam accounts is the one-way codes of the match-host registration, which stay on our server and are used only to check public stats and skin claims. Our basis is our legitimate interest in running and improving the game.

Our automated test runs never send anything. Like any internet request, an upload reveals the sender's IP address to the receiving server; it is not stored with the match data (the database provider may keep it briefly in its request logs).

2. Hardware and performance data (your choice)

With Share hardware and performance data on (it is ticked on the first-launch card; change it there or in Settings at any time), your game also sends:

WhatDetails
Hardware and frame rateA summary of how smoothly the game ran, filed under the same random per-match number as your match stats: your graphics card's name, operating system, number of CPU cores, screen refresh rate, window size, and video settings (window mode, vsync, frame cap, render scale, upscaler); for each round, the average and worst frame time and how many frames took longer than 35, 60 and 100 ms; the same counts for the time before the match; and up to 50 of the slowest frames, each with the round, the time into the match, how long it took, which parts of the game's code were busiest in it and engine counts (shaders compiled, objects loaded). Nothing in it names you or your files. As a player in someone else's match it goes to the host's upload, and only if your own setting is on; the host keeps at most a few kilobytes of it, and drops the slowest-frame list first when a match record would grow too big.
Error reportsWhen the game starts, it reads the log of your previous session and sends how many errors it contained, the log file's name (which includes its date and time), and the first script-error line (up to 300 characters; it normally names only game files and code).

Why: to find and fix stutter, crashes and slow hardware setups. Our basis is our legitimate interest in making the game run well, and you can object at any time by turning the setting off.

Turning it off stops your game from sending any of this. When you host with it off, your own summary is left out of the match record too; other players' summaries are included only if their own setting is on.

Kept on your computer: the game also keeps its own match journal (with player names), its logs, its settings and the movement trails in its folder on your computer. These never leave your machine except as described on this page.

3. Your public profile (opt-in)

The public profile is off unless you turn it on. You can turn it on from the first-launch card, in Settings ("Show off to your friends: put your stats on the recurvehollow.com leaderboard under your Steam name."), or when the game offers it after a win. That offer shows exactly what the match would add to your profile before you choose; it comes after your first win, and after that at most once a day (after a personal best, or every fifth win). Ticking "Don't ask me again" stops it, and so does turning the profile on; turning the profile off later does not bring the offers back.

With the profile on, after each match your game sends your six match numbers (kills, deaths, shots, hits, damage, headshots) and the match's random id, together with a Steam ticket that proves it is you. If you turn it on from the offer after a win, that match is sent as well. The site then shows, publicly:

Your numbers only count once they match the host's anonymous record of the match. Claims that never match are deleted after 7 days. Turning the setting off deletes your profile and all your matches from the site (at once, or the next time the game starts if you were offline). You can also ask us to delete it (section 9).

4. The playtest list

If you join the playtest list on recurvehollow.com we store the email address you typed and when. We use it only to invite you to playtests and tell you about the game's release. The page never tells anyone whether an address is already on the list. To leave the list, write to us (section 9) and we remove your address.

5. Steam

Recurve Hollow runs on Steam, and Valve's own privacy policy covers what Steam does. Inside the game:

6. The website

7. Who handles the data for us

Some of these companies are based in the United States, so your data may be processed there. Each of them offers data-processing terms that include the European Commission's standard contractual clauses for such transfers.

8. How long we keep it

DataKept
Pseudonymous match stats, movement trails, card ratings, abandoned-match notes2 years, then deleted automatically.
Hardware and performance summaries (stored with the match record)2 years, with the match.
Error reports90 days, then deleted automatically.
Match-host registrations (with the per-match player codes)2 years, then deleted automatically.
Public profileUntil you turn it off (or ask us). Unverified claims: 7 days.
Playtest listUntil you ask to leave, or until we stop running playtests and delete the list.
Ticket fingerprints, inventory answersUp to 1 hour (refused tickets 5 minutes) and about 1 minute, in memory and cache.

A scheduled job in our database deletes anything past these limits every night.

9. Your choices and rights

10. Children

The game and site are not meant for children under 13 (or the minimum age for a Steam account where you live), and we do not knowingly collect their data. If you believe a child has joined the playtest list or made a public profile, contact us and we will delete it.

11. Changes and contact

If this policy changes we will update the date at the top and, for anything significant, say so in the game's news or on this site. Recurve Hollow is made by Sir Douglas Studio. Questions: privacy@recurvehollow.com.