Privacy policy
Last updated: 21 October 2026
This policy covers the funhoot.com website, the Block Knock! game on the web (funhoot.com/blockknock), its leaderboard server (api.funhoot.com) and the Block Knock! iPhone app that’s coming soon. We’ve tried to say exactly what happens, in plain words.
In short
- No accounts, no cookies, no analytics and no trackers on the web, and no ads yet. Ads will come to the web game and the apps; before they do, we’ll update this page (see Ads).
- The website and the web game load everything from funhoot.com and talk only to our own server. Nothing is fetched from any other company.
- Your progress and settings stay on your device.
- When you finish a game, it goes to our leaderboard server with a random player ID, the name you chose, your score and your moves. That’s how every score is checked.
- If you write to us, we use what you send to answer you and to fix problems.
- To see or delete your data, email support@funhoot.com.
Who we are
Funhoot is Petr Klabal, a solo developer in the Czech Republic. He is responsible for the data described here (its “controller”). You can reach him at support@funhoot.com.
This website
The pages on funhoot.com use no cookies, no analytics and no tracking, and they store nothing in your browser. Their text uses the fonts already on your device; the style sheet and images come from funhoot.com. The Help & feedback page has one small script, which only sends the feedback form when you press Send.
The web game
What stays on your device
The game saves your progress in your browser’s storage for funhoot.com (its “local storage”; not a cookie):
- your games in progress (Classic, Challenge and today’s Daily), with their moves;
- your look, your stars and the looks you’ve unlocked, your levels and your stats;
- your player ID and leaderboard name, the players you’ve blocked, and finished games still waiting to be sent;
- your settings, such as sound, music and the spoken praise, and a few counters the game keeps for itself, such as how many games you’ve played.
The game needs this to work, and it doesn’t leave your device except as described below. To delete it, clear your browser’s data for funhoot.com; the game then starts from the beginning.
What the game sends to our server
The game talks to one server only, our leaderboard server at api.funhoot.com. It sends:
- your finished games, for the leaderboards: Classic games, your Daily, and the challenges you win. Each comes with your player ID, your leaderboard name, the score and every move you made, so the server can replay the game and check the score;
- requests to show the leaderboards, with your player ID, so the server can show your own place;
- a report, if you report a name on a leaderboard: your player ID and the board and row you reported;
- a message, if you send us one from the game (see Feedback and email).
Your player ID is a random code the game makes the first time you play. It isn’t based on anything about you or your device; it only lets the leaderboard know which entries are yours.
As with any website, your browser also sends your IP address and some technical details, such as its name and version, with each request. On our server says what happens to them.
The game fetches nothing from any other company, its fonts included, and its spoken praise uses only a voice built into your device, never an online one. Our automated privacy check opens the game’s screens and fails if the browser contacts any other server.
On our server
Our server is a virtual server we rent from OVHcloud, in its London data centre (United Kingdom). It runs this website, the web game and the leaderboards.
Leaderboards
For each leaderboard entry the server keeps your player ID, your leaderboard name, the score (for Challenge, the number of the challenge you won), the time it arrived, and the game’s moves. It keeps one Daily entry per player per day and, for Classic and Challenge, a new entry each time you beat your own record.
Everyone playing Block Knock! can see the names and scores on the leaderboards. Your player ID is never shown: each row carries a code made from the ID with a secret key of the server’s, so players can report or block a name without learning anyone’s ID. If you don’t want to be recognised, don’t use your real name.
Why: to run fair leaderboards, checking every score by replaying it and showing you your place.
Reports and moderation
If you report a name, the server keeps the time, the board, the reported row’s code and name, your own code, and a code made from your IP address with the secret key. That lets it count reports from different connections without keeping anyone’s address. A name reported from three different connections, by players on that board, shows as “Player” and a short code until we’ve looked at it. We can also take a player’s entries off the leaderboards and refuse new ones, for example for an offensive name.
Why: to keep the leaderboards free of abuse.
Limiting requests
So that no single connection can flood the leaderboard, the leaderboard server counts each IP address’s requests over the last minute. It does this in its memory only and doesn’t write IP addresses to disk.
Server logs
Our web server keeps no access logs: it doesn’t record your visits. If a request fails because of a fault on our side, the web server writes an error message to the server’s system log, with the request’s IP address and technical details such as the browser’s name. If something goes wrong in the leaderboard server, its error message can include the player ID in the request. We use these messages only to find and fix faults, and the system log deletes old entries automatically as it fills up.
Feedback and email
If you send us a message, from the form on this website or from the game, the server keeps it in a file with the time, your email address if you give one, and the details sent with it. From this website: the page it came from, and your browser’s name and version (its “user agent”), language and screen size. From the game: its version, the system it runs on (your browser’s user agent on the web, the iOS version on an iPhone), the screen size, text size and language, and the look you’re using.
Your IP address is used only to limit how many messages one connection can send (five an hour). The server keeps it in its memory for that hour and doesn’t store it.
Each message is then emailed to support@funhoot.com: our server hands it straight to Cloudflare’s mail servers, which forward it to our mailbox at Google (Gmail), where we read it. Email you write to support@funhoot.com yourself goes the same way.
Why: to answer you and to fix the problems you tell us about.
The iPhone app (coming soon)
The iPhone app works like the web game: your progress stays on your iPhone, and your finished games go to the same leaderboard server, as described above. Deleting the app deletes what it saved.
Apple may give us crash reports and statistics about the app, but only if you’ve chosen to share them with app developers in your iPhone’s settings. If you test the app with Apple’s TestFlight, Apple shares with us what TestFlight collects, such as crash reports and any feedback you send through it.
Ads (coming)
The web game and the apps will show some ads, under the rules in “Our ad promise” in the game: never during a game, and never as a banner on the board. There are no ads yet. Before a version with ads goes live, we’ll update this page to say which ad provider it uses, what that provider receives and how you can refuse personalised ads, and the game will ask for your consent where the law requires it.
How long we keep it
- On your device: until you clear your browser’s data for funhoot.com or delete the app.
- Leaderboard entries and reports: until you ask us to delete them.
- Feedback messages and emails: until you ask us to delete them.
- IP addresses used for the limits: a minute for the leaderboards and an hour for messages, in the server’s memory only.
- Server error messages: until the system log deletes them as it fills up.
Who else is involved
We don’t sell your data or share it with anyone for advertising or anything else. The only other companies involved are:
- OVHcloud, which hosts our server in London, United Kingdom;
- Cloudflare, which runs our domain name and forwards email sent to support@funhoot.com, including the messages our server sends there (visits to our website and game don’t go through Cloudflare);
- Google, which hosts our support mailbox (Gmail);
- Apple, for the iPhone app (the App Store and TestFlight).
Why we’re allowed to
Under the EU’s General Data Protection Regulation (GDPR), we use this data to provide the game and leaderboards you choose to use (Article 6(1)(b)) and for our legitimate interests in fair and safe leaderboards, a working and secure server, and answering your messages (Article 6(1)(f)). Saving your progress on your device is strictly necessary for the game you asked to play.
Your rights
You can ask us for a copy of your data, to correct it, to delete it, or to stop using it, and you can object to how we use it. Email support@funhoot.com. Tell us your leaderboard name and, if you can, a day and a score it had on a leaderboard, so we can find your entries: the server doesn’t know who you are. We’ll answer within one month.
You can also complain to a data protection authority. In the Czech Republic that’s the Office for Personal Data Protection (Úřad pro ochranu osobních údajů, uoou.gov.cz).
Children
Block Knock! doesn’t ask how old you are, and it collects nothing more from children than from anyone else. If you’re a parent and want your child’s leaderboard entries or messages deleted, email us.
Security
Everything between your device and our server is encrypted (HTTPS). The server accepts logins only with our key, never with a password.
Changes
If anything here changes, we’ll update this page and the date at the top.