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The Last Fight Privacy Policy

Version 2 · 9 November 2026

This policy explains what personal data we collect when you play The Last Fight, why we collect it, how long we keep it, who else gets it, and what your rights are. It covers the game, the anti-cheat in the game, the launcher, our game servers, our account service and the web pages that show this policy. The Last Fight is a free online multiplayer shooter for Windows PCs. It is in closed beta.

The short version

•We collect what we need to run your account and the game, and to keep matches fair and safe.
•To catch cheaters, and banned players who come back with new accounts, the game sends us scrambled (hashed) identifiers of your PC.
•While you play, the game's anti-cheat checks your PC for cheat tools and signs of cheating. Only what matches our list of cheat tools, or looks like a cheat, is sent to us, with fingerprints of the game's own files and the names of game files that differ from the release: never a list of your programs, folders outside the game's, window titles or your Windows user name.
•Our game servers keep numbers about how you aim and play in each match, and for 30 days a record of what happened in it (kills, hits, who joined and left). Other players can report you, and our staff can watch a match without being seen. All of this is to catch cheaters.
•The anti-cheat, these numbers and reports never ban anyone by themselves: people review what they find and decide. A few things do happen automatically, for example being disconnected when the anti-cheat isn't running (see section 6).
•Chat is recorded, private whispers included. Moderators and admins can read it to handle reports and cheating.
•We don't show ads, we don't sell your data, and we don't profile you for marketing.
•You can get a copy of your data, have it corrected, or delete your account. Write to [email protected].

1. Who we are

The Last Fight is run by INFINITYDEV SL (NIF B44974798), Pl. Jardí Enric Morera 2, baixos, 17600 Figueres (Girona), Spain ("we", "us"). We decide how your personal data is used, so we are the "controller" under the EU General Data Protection Regulation (GDPR).

For any question or request about your data, write to [email protected].

2. Minimum age

You must be at least 16 to play. We don't knowingly collect data from anyone younger. If we find out that an account belongs to someone under 16, we delete it. If you think a player is under 16, tell us at [email protected].

3. What we collect and why

Your account

•Your username and email address. You log in with your email address; your username is your nickname in the game, which other players see. We check that the email address is yours by sending a code to it.
•Your password, stored only as a salted hash. A hash is a one-way scramble: nobody, not even us, can turn it back into your password.
•When you created your account and when you last logged in.
•Your roles: player, and for staff, moderator or admin.
•Which version of the Terms of Service and of this policy you accepted, and when.
•Staff accounts also use two-factor login. For that we keep an encrypted authenticator secret and hashed recovery codes.

Why: to create and run your account, let you log in, help you get back in if you forget your password, and send you account emails. If you don't verify your email address within 48 hours of registering, the account is deleted (if it is banned by then, when the ban ends).

Legal basis: contract.

Logins and security

•For each login session: the IP address and the user agent (a short text that names the program you logged in with).
•A security log of events about your account: logins, failed logins, password and email changes, purchases in the item shop, bans, kicks and actions taken by staff. Each entry records the time, the IP address and user agent of the request, and a few details of what happened.
•Counters of failed logins, used to stop people from guessing passwords.

Why: to keep you logged in, to protect your account and our service, to spot break-ins, and to keep a record of what staff do. Staff actions are logged too, including every time a staff member reads private whispers or watches a match.

Legal basis: contract for your login sessions; legitimate interests (keeping accounts and our service secure) for the security log and the failed-login counters.

PC identifiers and bans

When you register, log in or join a game server, the game reads these identifiers of your PC:

•the motherboard's UUID and serial number
•the serial numbers of your disks
•the Windows installation id (MachineGuid)
•a random install id that the game creates once and keeps on your PC
•the MAC addresses of your network adapters
•the MAC address of your router

The game sends them only as one-way scrambled values (hashes), made on your PC. Some of them, such as the MAC addresses of your network card and your router, are easy to work out again from their hash, so we treat all of them as personal data, which is how we keep them. We hash them again with a secret key before we store them. We also record the IP address your requests come from, and keep it with these identifiers for 12 months after we last see it. Only admins see it.

Why: to recognise accounts that are used on the same PC or the same network, and to enforce bans, including on new accounts made to get around a ban. This is how it works:

•When an admin bans an account together with its PC, every other account found on that PC is banned too.
•Each time you register, log in or join a game server, your identifiers are checked against banned PCs. If they match one, your account is banned automatically (see section 6).
•Accounts that only share a network are shown to staff as a possible link. We never act on that alone.
•An identifier that shows up on many accounts is ignored, because it doesn't point to one PC.
•Moderators only see that accounts are linked. Only admins see the identifiers (as shortened hashes) and the IP addresses.
•An automatic ban needs at least two identifiers of a banned PC, never one alone.

Bans for cheating are decided by people. Staff may collect the accounts they find cheating on a list, each with the reason the player will be told and a note for staff, and an admin bans them all at once, in a wave, so cheat makers can't tell what caught whom.

We can also ban an IP address, or a range of addresses, used for cheating or ban evasion. Logins from a banned range are refused. This can also affect other people on the same network. Only admins see banned addresses and ranges; moderators only see that a range is banned.

The registration screen tells you about this before you create your account.

Legal basis: legitimate interests (a fair game, the safety of other players, and stopping banned players from coming back). See section 5.

The anti-cheat in the game

The game includes our own anti-cheat: a part of the game that looks for cheat tools on your PC. It starts when you connect to one of our game servers and stops when you close the game. It isn't a driver, and it doesn't run when the game is closed. It never closes the game and never tells you what it found.

While the game runs, about every 10 to 30 seconds, it checks:

•the programs running on your PC, by their file name, their fingerprint (hash) and the class of their windows (a technical name, not the window's title), against our list of known cheat tools
•the program files loaded into the game: their names and fingerprints, where they come from and who digitally signed them
•whether a debugger (a tool that can look inside a running program or change it) is attached to the game
•windows of other programs that stay on top of all other windows and are see-through or let clicks pass through, covering at least a quarter of the game's window, while the game is in front
•other programs that can read or change the game's memory
•how many mouse events reach the game from software instead of from a mouse, while the game is in front (it only counts them: it doesn't record where you move or click)
•the game's own files: every file in the game's folder against the list of files of the current release (their sizes and fingerprints), to spot files that were changed, are missing or were added, such as program files that don't belong to the game
•how the game was started: options and settings that make it load other code
•whether a second copy of the game is running

To compare the game's files, our game server sends the anti-cheat the list of files of the current release, the same list the launcher installs.

The checks run on your PC, and your PC compares what it sees with our list. Only what matches the list, or looks like a cheat (for example a program file loaded into the game from outside the game's folder, without a signature from a publisher we trust), is sent to our game server. A program signed by a publisher we trust is never sent, and neither is a running program or a program file loaded into the game that we have marked as harmless by its fingerprint. What is sent has only these details:

•which check found it, and which entry of our list it matched, if any
•the program's file name (never the folder it's in), or its process number if the name can't be read, and its fingerprint (hash)
•the name of its digital signer, if it has a valid signature
•the kind of place the file is in: the game's folder, Windows, Program Files, your user folder, a temporary folder, or somewhere else
•for a window, or a program found by its windows, the window's class
•for a program that can reach the game's memory, the kind of access it has
•for mouse events, how many came from software and how many there were in total, at most once every 5 minutes
•for one of the game's files that was changed, is missing or was added: its name, its fingerprint and where it is inside the game's folder (never a folder outside it)
•for how the game was started: the name of the option or setting, never its value
•a short code where needed: for a debugger, how it showed; for a program, that its file name is one of the normal programs on our list, or that it is a second copy of the game; for a game file, what is wrong with it (changed, missing, added, unreadable or being updated)

It never sends a list of your programs, the paths of folders or files outside the game's folder, your window titles, your Windows user name, the values of your settings or what is inside your files. It doesn't take screenshots and doesn't read your keyboard. It also sends the fingerprints of the game's own files, its own version, which checks it ran, how long it has been running and a fingerprint of the settings it runs with.

Our game server checks every 10 to 30 seconds that the anti-cheat is running and hasn't been changed. To each finding it adds the time, your account and username, your game version, the anti-cheat's version, the room and match you were in, and whether you were disconnected for it. It also records findings of its own: the anti-cheat is missing, can't start, stops answering, sends answers the real anti-cheat couldn't have made, or runs with other settings than ours, or one of the game's files differs from the release (then it records which file and its fingerprint). It doesn't keep the fingerprints of files that match the release.

We can update our list of cheat tools, and switch each check on or off, from our servers, without an update of the game.

Why: to find cheaters and ban them, so matches stay fair. Moderators and admins review the findings in our staff panel. Some findings can be enough for staff to ban an account, for example a known cheat tool or a changed game file. Others, such as an unknown program over the game or mouse events from software, are only leads for staff to look into, never a reason for a ban by themselves. Bans for cheating are decided by people and are made in waves: many accounts at once, so cheat makers can't tell which check caught whom. If the anti-cheat isn't running, our game server can disconnect you (see section 6).

Legal basis: legitimate interests (a fair game, and the security of the game and our servers). See section 5.

Game file check

When you join a game server, the game sends our account service its version number and fingerprints (hashes) of its own main files, the anti-cheat's included. We compare them with the current release to spot damaged or modified installs. We don't store them. If your files don't match, we only keep an entry in the security log with the game version and which files were different. While you play, the anti-cheat sends the same fingerprints to our game server (see above).

Legal basis: legitimate interests (a fair game).

Playing the game

•The matches you play and their results, including how long you stood idle in each (alive in play, in a round or a free-for-all match, with no change at all in your keys, buttons or mouse for more than 30 seconds, a key held down the whole time included), how many of your kills were of players standing idle, and the most players that were in the match at once.
•Your XP, level and Cash (the in-game money).
•Your lifetime stats, in total, per game mode and per weapon, for example kills, deaths, headshots, shots, hits and time played.
•The days you played on (the days you joined a game server).
•For 2 days, the matches you played that paid anyone: when each ended, whether it ended early because players left, the other accounts that were in it, whether you earned from it and how much XP it paid you.
•What you have from the item shop: the weapons, outfits and boosters you own or rent, until when, whether you bought them or staff gave them to you, and the outfit you chose for each class.

Why: to run matches, give you your rewards and the items you get, and show you your progress and stats. We use the days you played on to count how many people play each day, and the matches of the last day to limit how much can be earned by farming rewards (see section 6). Other players see your username, your level, your outfits, what you write in lobby and match chat, and how you do in a match.

Legal basis: contract.

Match integrity stats

For each match you play for at least 10 seconds, our game server measures how you aim and play, and we keep one row of numbers per match: your shots, hits and headshots; your kills; how sharply your aim turned just before each hit; how fast you hit an enemy after it came into sight; how often your crosshair stayed on a nearby enemy you couldn't see; how often your aim jumped and came straight back around a shot; how many of your game's inputs didn't reach the server, and how many of your shots came right after one that didn't; how soon before a shot your crosshair came onto an enemy, and how close to the middle of their head it was; and how level your aim stayed while you sprayed.

Moderators and admins see these numbers in our staff panel. Accounts whose numbers over several matches are far beyond normal play are flagged for staff to look at, and an aim that jumps and comes straight back around shots, which honest play rarely does, is flagged even after one match. This is a kind of profiling: we use your numbers to judge whether your play looks like cheating. Nothing happens automatically because of it: a person looks at the numbers and, where needed, watches you play.

Why: to find cheats that the anti-cheat can't see, such as aimbots and wallhacks.

Legal basis: legitimate interests (a fair game).

Player reports

Any player can report another, from chat or from the menu in a match, with a reason and a short text. We keep each report with the time, the server, both players' accounts and usernames, the reason, the text, and the match it is about (its room, mode and map), if any. Staff look at the reports, close them, and note what they did. We don't tell the reported player who reported them, and we don't tell the player who reported what staff decided.

Why: to find cheaters and players who break the rules.

Legal basis: legitimate interests (a fair and safe game).

Staff watching matches

Moderators and admins can join a running match as invisible spectators, to check reports and suspicious stats. They see the match as the players in it do: through a player's eyes, from behind a player, or with a free camera, and they read the match chat of both teams. You aren't told when staff watch. We don't record what they see. Each time a staff member starts and stops watching, it is logged with the room, the match and the player they chose to watch, if any.

Why: to see for ourselves whether a player is cheating or breaking the rules.

Legal basis: legitimate interests (a fair game and enforcing the rules).

Match histories

For 30 days we keep a record of each match you play: when you joined and left and why, your kills and deaths, every hit you gave and took (weapon, hit zone, damage, distance), where you and the other player stood at each kill, bomb actions, votes to kick, reports and the match's chat. Only our staff (moderators and admins) can see it, to check reports and find cheating. After 30 days it is deleted; matches that a report about is still open for are kept until it is closed, and matches that led to a ban for one year, so an appeal can be checked. If your account is deleted sooner, your name is removed from it.

Why: to check reports and disputes, and to find cheating, with what really happened in the match.

Legal basis: legitimate interests (a fair game and enforcing the rules).

Chat

•We record lobby chat (the lobby and a room's waiting screen), match chat (to your team or to everyone) and private whispers, with the time, the server, the room or match, the sender, the sender's team in match chat and, for whispers, the recipient.
•Moderators and admins can read the recorded chat, whispers included, to handle reports of bad behaviour and cheating.
•Every time a staff member views whispers, it is written in the security log.

Don't write anything in chat, whispers included, that you wouldn't want our staff to read.

Why: to keep players safe, to check reports, and to have evidence when we ban someone.

Legal basis: legitimate interests (the safety of our players and enforcing the rules).

Invites

While registration needs an invite code, as it does during the beta, you can only register with one. We record which code you registered with and who made it, the codes you make, and who used them. Codes are stored only as keyed hashes plus their last four characters.

Why: to run invite-only registration, and to know who brought an account in, for example when it turns out to belong to a cheater.

Legal basis: contract (running the invites) and legitimate interests (tracing who brought cheaters in).

On our game servers

While you're connected, a game server knows that you're online, which room you're in, and the IP address you connect from. It reports this to our account service every 15 seconds, so staff can see who is online. This live list is kept in memory only and isn't stored. Moderators don't see the IP addresses in it; admins do.

Legal basis: contract (running the game) and legitimate interests (moderation).

Emails we send

We email you verification codes, password reset codes and security notices, for example when your password or email address changes, or when someone tries to register with your address. We don't send newsletters or advertising.

Legal basis: contract.

Technical logs

Our servers keep technical logs to run and protect the service. They contain IP addresses, but never passwords, codes or full email addresses. Our game servers' logs also note each anti-cheat finding in one line, with the username, the kind of finding and the entry of our list it matched, if any, but no fingerprints, file names or paths. They are overwritten automatically as they fill up.

Legal basis: legitimate interests (keeping the service running and secure).

Downloads and the launcher

The launcher downloads the game and its updates from our own servers, which see your IP address (kept only in the technical logs). It also reads our news, patch notes and server status from our account service. The launcher's own logs stay on your PC and contain nothing personal. Your game settings, and your email address if you ask the game to remember it, are saved only on your PC.

Legal basis: contract (getting the game to you).

If you're staff

Staff sign in to the staff panel with their game account and two-factor login. Before the panel opens, Cloudflare Access checks the staff member's email address. Everything staff do is logged with their account, watching matches included.

Legal basis: legitimate interests (keeping the staff panel secure and staff accountable).

4. Where your data comes from

•From you: your account details, what you write in chat, and the reports you make.
•From the game on your PC: the PC identifiers, the file fingerprints, the game version and what the anti-cheat finds.
•From our game servers: your matches, results, integrity stats and chat lines, who is online, and the game server's own anti-cheat findings.
•From our staff: bans, kicks, items they give you or take away, and the reasons for them.
•From other players: the invite code you registered with, the whispers they send you, and their reports about you.

5. Our legal bases

The GDPR lets us use personal data only when we have a legal basis. We use these:

•Contract (Article 6(1)(b) GDPR): to create and run your account and the game you signed up for, your progress and your items included.
•Legitimate interests (Article 6(1)(f) GDPR): for anti-cheat (the anti-cheat in the game, the PC identifiers, the game file check, match integrity stats, match histories, player reports and staff watching matches), chat records, the security log, technical logs and enforcing bans. Our interests are a fair game without cheaters, the safety of other players, stopping banned players from coming back, and keeping accounts, the game and our service secure. We keep the impact on you low: the anti-cheat sends only what matches our list or looks like a cheat, never a list of your programs; identifiers are hashed; findings and integrity stats are deleted after 180 days unless your account is banned; the anti-cheat, stats and reports never ban anyone by themselves, and people decide bans for cheating; moderators see less than admins; every staff view of whispers and every match staff watch is logged; and identifiers are deleted 12 months after we last see them.
•Legal obligation (Article 6(1)(c) GDPR): where the law requires us to keep data or hand it over, for example to answer a lawful request from a court or another public authority.

You can object to anything we do based on legitimate interests (see section 10).

We don't rely on your consent for any of this. We don't show advertising, we don't sell your data, and we don't profile you for marketing.

You need to give us a username, an email address and a password to have an account. The game sends the PC identifiers, the file fingerprints, its version and what the anti-cheat finds by itself. They are part of how the online game works, so you can't play without them: to play on our game servers, the anti-cheat must be running.

6. Automatic decisions

These things happen automatically, without a person deciding:

•If your PC matches a banned PC, your account is banned automatically, until that ban ends.
•If your game files don't match the current release, you can't join a game server until you repair or update the game in the launcher.
•When we have switched it on, our game server disconnects you if the anti-cheat is missing or can't start (at once), or if it gives no valid answer for 60 seconds. The login screen tells you why. It isn't a ban: repair the game in the launcher or start it again, and you can play again. You don't earn anything from a match you were disconnected from.
•Your XP and Cash from a match are reduced past a daily amount of XP, and after a few matches in 24 hours that ended early because the other players left, when some of the same players were in them, whether they stayed or left. This keeps players from farming rewards, for example with a second account that keeps leaving. Each cut shows in the match's rewards, and matches older than 24 hours no longer count. It isn't a penalty on your account and doesn't affect anything else.

The anti-cheat itself never bans anyone. Apart from that disconnect, its findings, your integrity stats and reports about you never lead to anything automatically. People look at them, and people decide bans for cheating, also when they ban many accounts at once in a wave.

If you think an automatic ban is wrong, or you were disconnected although the anti-cheat was running, write to [email protected]. A person will look at it. You can explain your side and contest the decision. If we lift the ban after that review, the same banned PC doesn't ban your account again.

7. Who sees your data

•Our staff (moderators and admins), who are bound to keep it confidential. Moderators don't see email addresses, IP addresses or PC identifiers; admins do. Both see anti-cheat findings, integrity stats and reports.
•Other players see your username, your level, your outfits, what you write in chat and how you do in matches. Whispers go only to the player you send them to (and staff can read them, see section 3).
•OVH (OVH SAS) hosts our servers, our database and the game downloads, in its data centres in France.
•Cloudflare protects our website and the staff panel.
•Resend sends our account emails (verification codes, password resets and security notices), so it gets your email address and those emails.
•IONOS hosts our mailbox, which receives the emails you send us.
•Authorities, only when the law requires it.

These service providers process data for us and only on our instructions. We don't sell your data and we don't share it with advertisers.

8. Transfers outside the EU

Our servers are in the EU. Cloudflare may process data, such as your IP address, outside the EU, including in the United States, and Resend, which sends our account emails, processes your email address and those emails in the United States. These transfers are protected by the EU-US Data Privacy Framework or by the European Commission's Standard Contractual Clauses. Write to [email protected] if you want details or a copy of these safeguards.

9. How long we keep your data

•Account data: until you delete your account.
•Accounts that are never verified: deleted 48 hours after registering. If such an account is banned, or a ban was made with it, it is kept as evidence until that ban ends.
•Login sessions: a session ends when you log out, after 30 days without use, or 90 days after you logged in at the latest. Its record, with the IP address and user agent, is deleted 30 days after it ends.
•Failed-login counters: deleted after a day without new failures.
•PC identifiers and the IP addresses kept with them: deleted 12 months after we last saw them, or when you delete your account. If your PC is banned, the identifiers in that ban are kept while the ban is in force, even if you delete your account.
•Anti-cheat findings: deleted 180 days after they were found, and when you delete your account. If your account is banned, they are kept while the ban is in force, even if you delete your account.
•Match histories: deleted 30 days after the match, except a match a report about is still open for (kept until the report is closed) and a match that led to a ban (kept for one year, so an appeal can be checked). If you delete your account sooner, your name and account are removed from them, unless your account is banned then: they are kept as evidence for the ban until they are 30 days old.
•Match integrity stats: deleted 180 days after the match, and when you delete your account. If your account is banned, they are kept while the ban is in force, even if you delete your account.
•Player reports: deleted 365 days after they were made. If you delete your account, the reports you made stay, but no longer name you or your account. Reports about you are deleted with your account, unless your account is banned then: they are kept as evidence for the ban, under the username you had then.
•Chat: until you delete your account. Then the lines you sent are deleted. Exception: if your account is banned when it is deleted, the lines you sent are kept as evidence for the ban, under the username you had then. Whispers other players sent you stay in their history, with your username replaced.
•Game progress and stats: until you delete your account. Our record of each match result is kept for 7 days, with account ids and numbers only.
•The matches you played, for the reward limits: 2 days after the match ended, and deleted when you delete your account.
•The days you played on: 40 days.
•Items from the item shop: a rental or booster is deleted 30 days after it ran out, and everything you have when you delete your account.
•Security log: while your account exists. When your account is deleted, its entries keep only internal ids, the type of event and the time. The IP address, user agent and other details are removed.
•Bans and invites: when your account is deleted, the records of its bans and of who invited whom stay, but they hold only internal ids and dates. Ban reasons are removed. A ban of an IP range made together with your account's ban keeps that range, because it bans the range, not you.
•Ban waves: if staff put your account on a ban-wave list, the entry (the reason you would be told, a note for staff, and what came of it) is deleted 180 days after its wave, or later while the ban is in force. If you delete your account, its entries are deleted, unless your account is banned then: they stay, without the reason and the note.
•Your old username: stays reserved for 30 days after you delete your account, so nobody else can take it straight away.
•Backups: kept for 14 days, then deleted. If we ever restore a backup, we delete again any account that was deleted after the backup was made.
•Technical logs: overwritten automatically as they fill up.

10. Your rights

Under the GDPR you have the right to:

•Access: get a copy of the personal data we hold about you. We can export it for you as one file. It lists your anti-cheat findings from more than 30 days ago (all of them once your account is banned), each with its day, which check found it, the file name and the kind of place it was in, and your integrity stats for each match. To keep cheaters from learning how to get around our checks, it leaves out newer findings, the time of day, which entry of our list a finding matched, its fingerprints and other details, how we judge your stats (the lines we compare them with, flags and scores), and which banned PC your PC matched. To protect other people, it leaves out reports other players made about you, who on our staff did something about your account, and their notes. Staff actions about you are in it with their time, and with what you were told, such as a ban's reason, except putting your account on a ban-wave list (a ban from a wave is in it, like any ban). Staff's own checks, such as reading your whispers or closing reports about you, are left out.
•Rectification: have wrong data corrected. You can also reset your password yourself at any time.
•Erasure: have your data deleted. Deleting your account deletes your data, except what section 9 says we keep.
•Restriction: ask us to limit how we use your data, for example while we check a complaint you made.
•Objection: object to anything we do based on legitimate interests, the anti-cheat and the integrity stats included. We will then stop, unless we have strong reasons that outweigh your interests (for example, keeping matches free of cheaters or a ban in force) or need the data for a legal claim.
•Portability: get the data you gave us in a common machine-readable format (JSON), so you can take it elsewhere.
•Complaint: complain to a data protection authority. In Spain that is the Agencia Española de Protección de Datos (AEPD): www.aepd.es. You can also complain in the EU country where you live or work.

To use your rights, write to [email protected] from your account's email address, or use the account tools in the game where they are available. We may ask you to prove that the account is yours, for example by resetting its password. It's free. We answer within one month. If a request is complex, we may need up to two more months; we'll tell you within the first month if so, and why.

11. How we protect your data

•The game and the launcher talk to our account service over HTTPS.
•Passwords are stored only as salted hashes.
•PC identifiers are hashed on your PC and hashed again with a secret key before we store them.
•The anti-cheat compares what it sees with our list on your PC, and sends only what matches or looks like a cheat.
•Connections to our game servers are encrypted where available.
•Staff log in with two-factor login, and the staff panel is closed to everyone else.
•Moderators see less than admins, and staff access is logged.

12. Cookies

•The game uses no cookies. It does keep the random install id and your settings on your PC, as described in section 3.
•The public web pages that show this policy and the Terms of Service use no cookies.
•The staff panel, which only staff can use, sets one cookie to keep staff signed in. Cloudflare Access, which guards the panel, sets its own sign-in cookie. Both are strictly necessary and used for nothing else.

13. Changes to this policy

When we change this policy, we publish a new version with a new number and date at the top. We announce it in the game, and you must accept it there before you can play again. If you don't agree with it, you can stop playing and ask us to delete your account at [email protected].

Version 2 added match integrity stats, match histories, player reports, staff watching matches, ban waves, the item shop, the limits on farming rewards and the anti-cheat in the game, and says which details your copy of your data leaves out.

14. Contact

INFINITYDEV SL, NIF B44974798, Pl. Jardí Enric Morera 2, baixos, 17600 Figueres (Girona), Spain. Email: [email protected].

THE LAST FIGHT

A fast, straight-up multiplayer shooter. Quick rounds, honest gunfights, a bomb to plant and a team to carry.

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