ThatLife Privacy Policy

Last updated: September 12, 2026

Publisher/data controller: Kirk Philip Dickey Jr
Privacy contact: kaperboybusiness@gmail.com

Summary

ThatLife can be played without The Wire. Campaign saves and settings are kept in app storage. The optional Wire service, advertising, and Apple in-app purchase use the limited data described below.

Local game data

Campaign progress, inventory, clothing, settings, ad timing, and the Wire credential are stored in the app container or browser storage. This information is not sent to the publisher unless a feature below specifically says otherwise. Deleting the app or clearing its storage may remove it.

Permissions

The current app does not request contacts, photos, camera, microphone, precise location, health data, or direct access to payment-card information.

When you enter an online crib, temporary presence shares your character, street name, and in-game room position with eligible friends in that home. It expires after six seconds without an update. Offline owners are not shown as connected players. This does not share your real-world location.

Optional multiplayer: The Wire and City War

The Wire is available in the current app release but remains off until the player expressly opts in. Enabling it creates a random account ID and secret credential. The service receives the chosen street name, character appearance, progression statistics, money total, turf count, trap summary, crib layout, friend and Set membership, and City War gameplay. City War data includes a normalized defense blueprint, selected city front or County Line wildcard, mode and approach, real-player matchmaking reservation and opponent, match outcome, active rating and division, defense reputation, personal and Set influence, Set rally front, weekly and seasonal standings, private revenge cards, fixed positive commendations, timestamps, and bounded execution details. Trap Raid details include duration, safe accuracy, guards defeated, shots, readable decoys, bags, alarm state, and extraction. Block Hold details include duration, guards defeated, completion and control of its two zones and counterpush, shots, and extraction.

Competitive matchmaking selects eligible real players first and permits one reward-eligible attacker-to-rival result per week. Additional rematches remain playable and retain server-validated match results, but do not repeat competitive rewards or influence. When no eligible real rival is available, named AI crews provide immediate rival operations with local career progression. An AI crew is not a real player profile and cannot change another player's rating, influence, standings, revenge, bounty, or hit records.

Public game profiles (including disclosed money and turf totals), Set identity, career rating or cosmetic rank, aggregated defense reputation, Set rally front, sportsmanship badges after enough unique verified opponents, weekly front leaders, and current or previous 28-day season Crown standings may be visible to other Wire players. Secret credentials, detailed execution packets, matchmaking reservations, saved defense blueprints, individual commendations, private revenge cards, reports, block lists, and moderation records are not public; a defense blueprint is disclosed only as needed to an authenticated matched opponent. The data is used to operate asynchronous opponents and player-authored defenses; select fair matches and unscored real-player scrimmages; validate and settle results; calculate rating, defense reputation, and bounded influence; show weekly leaders and season history; prevent farming and abuse; process reports and blocks; and operate the service. Campaign property, inventory, local turf, and local County ownership are not transferred to City War. Public money, turf, progression, purchases, and equipment never determine normalized City War strength, health, damage, defenders, outcomes, influence, or ownership. Players must not use real names or personal information in street names.

Profile data and the current defense blueprint remain stored until the player replaces them or deletes the Wire profile. Profiles inactive for 30 days are excluded from public results. Match reservations, outcomes, execution details, influence rows, and season-scoring records are normally deleted after up to 90 days. An unused private revenge card expires at the end of its weekly window; its associated match record follows the normal 90-day deletion schedule. Operational database recovery copies may persist for up to 30 days after live deletion. Reports and moderation records are retained for up to 12 months after resolution, and may be retained longer only when reasonably necessary for an active safety matter, appeal, fraud prevention, or legal obligation.

Optional live duels

Live City War adds a separate real-time duel mode alongside asynchronous City War. The server receives the Wire account ID, street name, block eligibility, optional friend-opponent choice, and movement, aim, firing, reload, and input-sequence data. It computes positions, health, ammunition, hits, scores, and the result, and sends the current arena state to the two participants. Opponents can see the other participant's street name and gameplay state. Empty public queues can be filled by an opponent visibly identified as AI; a mutual-friend challenge is limited to that friend.

Raw duel inputs and active arena state are held in server memory for the live session and are not stored as a replay. A one-use connection ticket expires after 60 seconds. The service stores cumulative live wins, AI wins, losses, draws, match count, duel XP, and the most recent match ID and timestamp until the Wire profile is deleted. Minimal result records contain a match ID, winner account ID, result reason, and timestamp; they become eligible for removal after 90 days and are removed when the lobby cleanup alarm next runs. Leaving a live match can count as a loss. These duel records are separate from asynchronous City War ratings and city ownership.

Friends, direct messages, groups, and clans

The optional Friends app stores mutual friend relationships, private conversation identifiers, group names and ownership, membership and join times, text messages with sender IDs and timestamps, and read positions used to show unread counts. Direct messages require mutual friendship. Private groups have up to 16 members; their owner can add mutual friends or remove members. Clan conversations use the existing Set identity and current Set membership. There is no address-book upload, voice chat, or image attachment in this feature.

Messages are visible to authorized conversation members rather than public profiles. New group members cannot read messages from before they were added; clan access ends when membership ends. Bilateral blocks prevent direct messaging and hide the blocked account's messages in shared conversations. Reporting a visible message sends its identifier and a bounded excerpt to the existing private moderation queue and also blocks its sender. Messages are processed and stored by the service; they are not end-to-end encrypted. Members may copy content they can view, so do not send sensitive personal information.

Private conversation content has no automatic age-based expiry in this version. Leaving a group or clan removes access but does not erase previously sent messages. Deleting a Wire profile deletes its sent messages, memberships, and read positions, deletes its direct-message conversations for both participants, and deletes private groups it owns. Deleting a Set deletes its clan conversation. Reports follow the moderation retention described above. Account deletion also clears the account's stored live-duel career and result records identifying it as winner.

Player safety and deletion

Players can dismiss a runback, avoid or block a rival, or report a profile from the City War result and rivalry surfaces. A report immediately blocks that profile for the reporter and enters a private moderation queue. Blocking removes the profiles from one another's available multiplayer, scrimmage, and City War matchmaking. Disconnect stops future Wire transfers from that device. Delete Wire Profile permanently deletes the active profile, reports, block list, legacy raid/bounty records tied to the player, matches, rating, defense reputation, blueprints, influence, rally signal, commendations, revenge cards, and season-scoring rows from the live database. The local campaign, offline City War history or practice, and Apple purchase entitlement are not deleted.

Advertising

The free iOS build uses Google Mobile Ads for limited interstitial ads and player-chosen rewarded ads. The current implementation requests non-personalized ads and uses Google's consent flow where required. Google and its partners may process IP address, device or advertising identifiers if available, device information, consent choices, ad interactions, approximate location derived from IP, and diagnostics to deliver, secure, limit, and measure ads. The app does not request App Tracking Transparency permission in the current release and does not intentionally enable cross-app tracking.

Ad Privacy Choices are available in Phone Settings when required. Players can report an ad from the same screen. The browser/PWA build does not show ads.

Remove Ads purchase

Remove Ads Forever is a one-time, non-consumable Apple in-app purchase. Apple processes payment information. The app receives product and entitlement or transaction status required to complete and restore the purchase; the publisher does not receive card or bank details. When the entitlement is active, the game does not request interstitial or rewarded ads.

Service providers and transfers

These providers may process data in countries other than the player's country under their own terms and safeguards.

Choices and rights

Players can decline The Wire, change ad consent choices where available, purchase Remove Ads, block or report players, and delete their Wire profile in the app. Depending on location, a player may also have rights to access, correct, delete, restrict, or object to processing. Contact the publisher using the address above. Identity may need to be verified without asking for a secret credential.

Children

ThatLife is intended for adults and is not directed to children. The Wire must not be used by anyone under 13 or below the digital-consent age in their location. If the publisher learns that personal information from a child was collected contrary to this restriction, it will be deleted.

Security and changes

Reasonable technical and organizational safeguards are used, but no service is perfectly secure. Material policy changes will be posted with a revised date. Continued use after an effective update is subject to applicable notice or consent requirements.

Community Standards ยท Terms of Use

Activity leaderboards and live matches

When The Wire is enabled, shared solo activity records include completed golf rounds and best 9- and 18-hole scores by difficulty, golf wins, birdies, pars, completed holes, race wins, fish caught, deliveries, city circuits, meals cooked, photo briefs, County harvests, and legitimate jobs. These records are synced from the player save and labeled as solo records, rather than verified tournament results. Public and mutual-friend boards show street names and recorded scores.

Real-time matches send movement, aim, combat and objective inputs. The server calculates team scores and outcomes for each mode. Per-mode careers and leaderboards separate human-only wins from AI or mixed practice wins. Neither kind changes campaign cash. Blocked and inactive accounts are hidden from boards. Deleting the Wire profile removes its activity records and live career entries.