Runway 200

documentversion of October 19, 2026

Privacy and cookie policy

In short: while you play, no personal data is collected. There's no sign-up: a profile is created on its own on your first visit and knows you only as a random number. You aren't asked for a name, email or phone. If you choose to sign in with Telegram, the server remembers your Telegram account number and username. The exception is the purchase itself: it can only be placed after signing in with Telegram, so that the key can be returned if it's lost, and for the bank, in case the payment is disputed, the server keeps for 180 days the IP address and browser from which the order was placed and the purchased key was opened (details in the “Purchase” section). This page explains what is stored at all and why.

This is a translation of the Russian privacy policy. If the two versions differ, the Russian one prevails.

What is stored

One cookie. It's called __Host-rw_sid and holds a random number issued by the server — not a name, not an email, not a device fingerprint. By this number the server finds your player number — also random, issued by the server — and by that, your runs and paid access. It lives for a year. The cookie is not available to page scripts (HttpOnly), is sent only over HTTPS (Secure) and isn't sent when you arrive from other sites (SameSite=Strict).

Runs. The server holds the world number (seed) and the list of your moves — for every run, not just the last one, so they can be opened from another device. The world is recalculated from the moves. There's nothing there except moves in the game.

Devices. No more than three devices — three cookies — are tied to a player number. Apart from their random numbers, the server records only when they were linked: no model, no browser, no address. The exception is signing in to a profile with a purchased key: that goes into the order history (see “Purchase”). A new device pushes out the oldest one, and in the profile you can unlink all but the current one.

Recovery code. If you asked for a code to get back into the game from another device, the server stores not the code but its fingerprint, computed with a server secret: the code can't be recovered from the database.

Login and password — optional. If you set them up, the server stores the login you came up with and a fingerprint of the password: the password is mixed many thousands of times with a random salt, and on top of that with a server secret. The password itself isn't written anywhere and can't be learned from the database. The login shouldn't be your name or email — any combination of Latin letters and digits will do.

Telegram sign-in — optional. If you signed in with Telegram, the server stores your Telegram account number — it's what opens your profile on another device — and your username as it was at your latest sign-in: support uses it to recognize a buyer. At sign-in Telegram also sends your name and a photo link, but they aren't saved. Signing in doesn't turn on any messages from the bot, and we have no access to your chats — with this kind of sign-in we can't.

The @runway200_bot bot — optional. If you pressed “Start” in the bot yourself, the server stores your Telegram account number, your username as it was at your latest “Start” or answer to the bot, the tag of the link you came by (for example, yunit — from a link to the calculator), your answer to the “Who are you?” question if you gave one, a mark if you asked not to be sent reminders, how many reminders the bot has sent, and whether you opened the game from a link in the bot — after that the reminders stop. The username lets the owner reply to you personally. Your name isn't saved. The bot only writes to people who started a conversation with it and only sees messages sent to it. You can stop the bot at any time: the button under the bot’s message that turns reminders off, the /stop command or “Stop bot” in Telegram.

Purchase. If you bought access, the server stores the order number, your Telegram account number and username (a purchase can only be placed after signing in with Telegram), the payment provider's name, its payment number, the amount, the time and the issued key. The account number and username are needed only by support: if the key is lost, they show that the buyer is the one writing, and the key can be resent. They aren't passed to the payment provider, and nothing is mailed to them. There's no name, email or card data among this: the payment provider sends only a message that “order number such-and-such has been paid”, and the other fields of its message aren't read or saved.

A step-by-step history is kept for the order: when it was placed, when the payment provider reported the payment or a refund, when the key was issued, when and how it was used to sign in to the profile on another device. For the steps you take yourself — placing the order and signing in with the purchased key — the IP address and browser name are recorded (the string the browser itself reports to any site). Why: if the payment is disputed through a bank, the seller has to show that the purchase was made by the card holder, and that they received the access and used it. For the same reason your runs after payment are attached to the history — which worlds and up to which week. 180 days after recording, the address and browser are erased, while the steps and times remain. This data isn't used for anything else: not for visit counting, not for advertising.

Brute-force counters. So that keys can't be guessed by brute force, the server counts attempts. For this, the address the request came from is turned into a fingerprint — a short string computed with a server secret; the address can't be recovered from it. The address itself isn't written down for this.

Visit counter. The server counts how many people came to the site and how many of them started the game, reached the end of the free part, went to pay, paid and finished. For a page visit it records the page, the time, where the visit came from (the source site or a tag in the link) and a fingerprint — a string computed with a server secret from the address, the browser and today's date. Neither the address nor the browser can be recovered from the fingerprint, and the next day the same person has a different one, so one person's visits on different days aren't linked. Steps in the game are tied to the same random player number as the runs. When you first open the game, the server uses the same daily fingerprint to find your site visit and records to the player number only its source — for example, “vc.ru” or a tag from the link; neither the address nor the fingerprint is recorded to the number. The date — without the time — of every day you opened the game is also recorded to this number: that shows whether people come back to it. If you signed in to the profile from another device, these marks and steps move to the profile. There's no separate cookie for the counter, and no scripts on the pages either.

Settings in the browser itself. Two small things stay in the browser's memory (not in a cookie and not on the server): the chosen theme — light or dark — and a mark that the intro has already been shown. They aren't sent anywhere, are available only to your browser and are erased along with the site's data.

There's no third-party analytics, advertising or any outside scripts on the site: the counter above is our own and runs on the server. The fonts are our own files, not someone else's library, so opening a page doesn't make your browser contact any outside servers.

What others see

Hosting. The site runs on Cloudflare. Like any hosting, it processes network traffic and technically sees the visitor's IP address — the internet doesn't work without it. Storage and processing of traffic on that side follow Cloudflare's rules.

Payment providers. The purchase is processed by the payment provider you chose on the purchase screen. It collects card data, the payer's name and email in its own name and under its own privacy policy — they aren't passed here. From us the payment provider receives the amount, the order number and the random number of your profile: its fraud protection uses it to recognize a repeat purchase, and if the payment is disputed through a bank, it's clear which profile it concerns. This number says nothing about you. If a payment is disputed, the history of that order is passed to the payment provider and through it to the bank — with the address and browser, if they haven't been erased yet. Every payment provider has its own policy, and it shows a link to it on its payment page.

Cookies and consent

There's exactly one cookie, and it's strictly necessary: without it the server can't tell your run from someone else's and can't remember that access is paid. Such a cookie doesn't require consent, so there's no “we use cookies” banner on the site — this page is there instead.

You can delete the cookie in your browser settings at any time. If you set up a recovery code, a login or Telegram sign-in, sign in to the profile after deleting it — your runs and access will come back. If not, an unfinished run will be lost, and purchased access is restored with the key: press “I have a key” on the purchase screen.

Your messages

If you wrote to runway200@proton.me, the answer goes to the address the email came from, and the correspondence is kept in the mailbox — like any correspondence. This data doesn't get into the game itself.

Changes

If anything in this policy changes, the new version will appear on this page; the version date is shown at the top. The site owner and service operator is Runway 200, contact email runway200@proton.me; contacts are on the Contacts page.