The account
What an account gives you
Today RIFT plays end to end without creating anything: campaign, duels, golden cards, collection. What an account will add at launch is not settled yet ; what it gives you will not change.
Three things, and they are worth saying before anyone asks you for an address.
Stop losing everything
On iPhone and iPad, the browser erases everything a site has written after seven days without a visit. Without an account, a collection can simply vanish.
Find you anywhere
The same collection and the same progress on your phone and on your computer.
An identity
A display name and a kingdom sigil. No photo, no real name, no password: just a sign-in link sent by email.
Your data
What we keep, and where
Everything is hosted in the European Union, Frankfurt. No transfer outside the EU.
The waiting list
If you leave your address on this site, we keep exactly three things:
| What is kept | Why |
|---|---|
| Your email address | To tell you on launch day |
| The date you signed up | To know in what order the messages go out |
| The page you signed up from | To know what makes people want in, and what is useless |
- Nobody can read that list from the site. The browser can drop an address in, it can never read a single one back, that's the database refusing, not a politeness of the code.
- No sharing, no selling, no transfer to a third party. No advertising.
- An unsubscribe link is in every message. Unsubscribing erases the address; it doesn't set it aside.
- The list serves the launch of RIFT, and nothing else.
The game account
The account already exists, and it is empty: the game opens in January 2027, so nobody has anything to put in it yet. From then on it will keep what you have earned: display name, sigil, favourite kingdom, cards owned, decks built, campaign progress, and the act you have reached. No sensitive data, no real name required, no postal address, no phone number, no date of birth, no payment, no location, no contacts. Your email address is not in your profile: it is held separately, by the authentication service.
The journal of your games
This is the most detailed thing we will keep, and it deserves to be described in full rather than summarised. For every game played with an account, we will keep each of your moves, in order, with the mode, your kingdom, the one across the table, the outcome, the number of turns, the game version, and the random seed.
The seed is what makes it possible to replay the game exactly. That is what this journal is for: understanding why a duel went wrong, measuring the balance between kingdoms, and reproducing the exact situation a player reports.
- You are the only one who can read your games. The database enforces it, it is not a courtesy of the code, and a direct write from a browser is refused.
- Nothing in this journal leaves the game, is shared, or is sold.
- It goes with the account, in the same operation as the rest.
- Without an account it does not exist: nothing leaves the device.
When the account is deleted, everything goes at once and in the same operation: profile, collection, decks, progress. No copy survives, no bin. Deletion will happen from inside the game, in two gestures.
The debug journal, for testers only
A few players are trying the game before release and asked for it: on their account only, the game notes what they do, so we can find where it breaks. It is the only collection of this kind in the project, and it deserves to be described without rounding off.
| What is noted | Why |
|---|---|
| Your environment screen size, density, finger or mouse, language, online or not, game version | Most faults only appear on one screen, one device or one version |
| Your gestures what you touched, the button label, the screen it opened | To reproduce the exact sequence that leads to the fault |
| The breaks errors, network loss, page reload, a move the game refused | To see what broke, and when |
- What you type is never read. We note that a field was touched and its type, never a single character of what you write. A nickname or an address has no business in a journal of gestures.
- Restricted to test accounts, and the server is what checks it. An ordinary account trying to write there is refused: it is not the game that decides, it is the database.
- You are the only one who can read yours, and everything goes with the account.
- This is not audience measurement: no advertising identifier, no third party, and nothing is matched from one player to another.
Without an account
The game collects nothing at all: no data leaves the device, no server is contacted. Everything lives in the browser.
What we don't do
No trackers, on any page
- No analytics, no pixel, no third-party cookie, neither on this site nor in the game.
- No profiling, no automated decisions.
- The testers' debug journal is not a tracker in the sense above: it never leaves the project, matches nothing from one player to another, and only concerns test accounts. It is described in full further up.
- The only processors are the database host and the file host. Neither of them receives a piece of data we don't keep ourselves.
- Nothing is for sale. There is no shop, so there is no banking data to protect.
To erase your address, find out what was done with it, or ask a question : contact@riftlejeu.com. Without waiting for the first message, and without having to explain yourself.
The waiting list
One address, one message
The one that announces the opening. With early access.