Updated with v1.5.1115 Sep 2026
1. Personal data
(what we hold)
-
• Your email address. It is how you sign in. The
Dis Co. online services permit logins exclusively via magic login
links. We also use this email address to contact you.
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• Your sky chart's origin. We collect a date, a time
and a place. This is a setting you choose, not a verified
record of your birth: You may enter whatever you like, and you may
change or clear it. We never use it to establish your age or your
identity. If via this service you elect to become "partners" with
another user with whom you connect—known pre-partnership as your
"bud"—then you elect to share some or all of the date, time and place
information with this partner, until such a time as your partnership
is severed, whether returning to bud-ship or revoking that as well.
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• What you do in the game—your rooms, notes,
tokens, purchases and the users you have added as buds.
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• A signing key held for your account so it can
federate with other servers.
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• Where your federated publications went, if you
federate. In such cases, we keep the addresses of the accounts which
follow you, and a record of servers to which each of your publications
was delivered—including any which may have stopped following you since.
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• Your IP address at the moment you accepted these
policies, stored alongside your acceptance as evidence thereof.
2. Data processors
(who else sees it)
Three companies handle your data on our behalf:
- • Stripe—payments. Card details go to Stripe
directly and are never held by us; we keep the card's brand and
last four digits so you can recognize it.
- • Mailgun—sending your login links and any email
you have asked for.
- • DigitalOcean—the servers this runs on.
Three more services your browser contacts directly while you
use the site. We hand them nothing about you; your own browser reaches
them, which means each one can see your IP address and which page you
were on when it did:
- • Cloudflare—serves the icon set the site is
drawn with, on every page, including this one.
- • OpenStreetMap—when you type a place into your
sky chart, what you typed goes to their search service to be
turned into coordinates.
- • GeoJS—if you ask the site to find you and your
device won't say, your IP address goes here to be turned into an
approximate location instead.
The last two are reached only when you use the sky chart's place
finder; the first is reached whenever you load a page. None of the
three sets a cookie in the way we use it, and none of them is told who
you are.
We do not use an analytics service, an advertising network or a tag
manager. We do not sell your data to anyone. We don't believe in it.
3. Cookie logging
(what we collect)
Three, all set by this site, none for tracking:
- •
sessionid—keeps you signed in.
- •
csrftoken—protects forms from being submitted by
another site on your behalf.
- •
user_tz—your time zone, so times read correctly to
you. This indicates to our services roughly where in the world you
are.
4. Data retention
(how long we keep it)
Your account data lasts so long as your account does. A record that you
accepted these policies—with its date and IP address—is kept for as
long as the account to which it belongs. It's also kept alongside a
purchase for as long as we must keep records of that sale.
5. Your options
(what you can do)
You can ask us what we hold about you, correct it, or ask us to delete
it, by writing to
discodedisco@outlook.com.
Your sky chart you can clear yourself, at any time, at no charge. You
may change it for free once per 24-hour period; during that timeframe,
any further changes beyond the first cost a token deposit.
-
✘ A token deposit is not the only way to cover a gatekeeper cost.
Many trinket deposits will cover the entire token deposit,
irrespective of flat-cost or cost escalation–level deposits.
-
✔ A "trinket" is a permanent, account-unique item which does not have
an expiry, but usually has a cooldown period of 24 hours to 7 days.
As of this policy version, all newly created user accounts feature
the "Coin-on-a-String" trinket, which performs as described.
6. Content federation
(what of yours can leave here)
This service federates. Other social websites—Mastodon servers, e.g., and
anything else that speaks the same protocol—can follow an account or a
game room here and receive what it publishes. Every account and every
room holds its own signing key, which is what allows a distant
server to check that a message really came from us.
Nothing of yours federates unless you choose it. Each
seat you hold in a game room furnishes its own "Federate my Yarns &
Scrolls?" box, unticked by default, and you need a @handle to tick it.
While a seat's box is ticked, the Scrolls and Yarns your play produces
from that seat—your "moves"—federate as they occur. Unticking revokes
federation permission and stops your subsequent moves from federating; no
move made before a tick is ever federated later. Dropping your handle unticks
every seat you hold. Nothing outside a game room ever federates—not your
personal sky wheel, nor your personal sea spread.
From a game room seat you have ticked, the following moves federate:
- • Your Scroll logs from that room, each federating on its own.
- • Your character's Yarns: the land cards you seed, your character's
sky cast—every placement, its angles included—and the cards of its
sea draw.
- • A "ply" you write, the first time it takes over a Yarn's default
bubble—on your own Yarn or anyone else's—federated as your reply to
that Yarn.
Your fediverse account sits at a random address of ours that never
changes, but shows your current handle and title—as "@handle the title"—
while each move keeps the handle with which it federated, plus a timestamp.
A game room republishes its seats' moves to anyone following the room.
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✘ What goes out stays out. We never send a
deletion. A struck Scroll log, a draw or a cast you replace, a ply that
loses its place—each remains published, and the copies other servers
already hold are theirs to keep. We have no way to make them forget
those copies, and closing your account with us does not reach them.
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✔ Federated moves are public: Anyone holding their addresses can read
them, with or without an account with us. The game
room itself stays closed to anyone not seated or invited. Treat
any move you federate as permanent—and as public.
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✘ Posts and Post lines never federate. Only the users a
Post is shared with can see it—and, for a game room's thread, that room's
members. Yarn "twists"—reactions to individual Yarn plies—never federate
either, but these do determine which ply leads a Yarn's thread. The first
time a Yarn ply takes that lead—by twists, or by being the first ply made
on it—it federates as the author's own ply to that Yarn, provided the
author's seat is ticked for federation.
Your account is not listed anywhere by default. There
is a directory other people can search, and you are absent from it
until you ask to be in it.
7. Policy changes
(what you agree to)
If this policy changes materially we will first log you out and then,
upon next login, ask you to accept the new version. Your earlier
acceptance stays on record; checking the box for the new policy
records each version you accept. Failure to accept will mean denial of
account access until such time as you accept the latest policy.
See also: T&Cs ·
Refund Policy