Privacy / updated 9 October 2026
Privacy
Neon Étude is an indie arena shooter in private alpha, made by one developer. This page says what we collect, why, and what you can ask us to do with it. The short version: as little as we can, never sold or shared, and deleted when you ask.
Signing up
The form on the home page keeps your email address, the choices you tick (testing the alpha, news of updates), the note if you write one, and when you signed up. We use it to send you an alpha invite when we approve your request, and, only if you ticked the box, occasional news of the game: about once a month, or when a new version is out. The updates box is unticked unless you tick it.
To stop the form being flooded, we count sign-ups from each visitor's network address for an hour. Only a one-way hash of the address is stored; it's no longer used after an hour or two, and is deleted, usually within a few days.
Emails
An invite is one email you asked for. Every update email has a one-click unsubscribe link (and the headers mail apps use for their own unsubscribe button), and unsubscribing works at once. If an email to you bounces, or is marked as spam, we stop emailing that address. Email is sent through Resend.
Alpha invites and downloads
Each tester gets a personal access code. We store the code only as a one-way hash, with the name we gave it, when it was made and last used, and how many visits and downloads it's had. To notice a code being shared around, each use also records a scrambled form of the network it came from (a household's or a mobile carrier's address block, not your exact address, and not something that can be turned back into one). These are kept by month, and each month's are deleted when the code is used in the third month after, or otherwise along with the code.
Playing the game
When you play online, the server you join sees your network address and your player name, as any game server does. Our servers' logs record joins and leaves, and are kept for seven days. The game checks neonetude.com for a newer version when it starts; the in-place updater sends your access code to fetch the download. The server list counts players on each server, not who they are. When you create a match, we run it in a region near you: by your game's pings, or, without them, by the rough location (about a city) that our hosting provider works out from your network address, which is used only for that choice and isn't stored. To stop floods and forged play tokens, the lobby counts the requests from each network address for an hour at most, and remembers for 30 days that a valid play token came from your address block (a household's or carrier's block, not your exact address), both only in a scrambled form, and deleted within a few days of running out. Crash logs stay on your computer unless you send them to us.
This website
No cookies, no analytics, no advertising, and nothing loaded from anyone else: the fonts and scripts come from this site. The alpha page remembers your access code in your own browser. We don't keep logs of visits to the site.
Who else sees it
Nobody we sell or give it to: we never do. The site, the game servers, and the sign-ups run on Amazon Web Services, and emails to you are sent through Resend; each stores and processes this data for us and for no other purpose.
How long we keep it, and your choices
We keep your sign-up and your code until you ask us to remove them, or until the alpha ends and they're no longer needed. Email hello@neonetude.com to see what we hold about you, to correct it, or to have it deleted, and we'll do it promptly. If we change this page, the date at the top changes too.