Privacy Policy

Effective 14 September 2026 · Last updated 22 October 2026 · Applies to the Race Chief mobile game and racechiefgame.com

The short version. You can play Race Chief without giving us your name or email. The first time the game connects, it quietly creates an anonymous account identified only by a random player ID, and keeps a backup copy of your save on our servers so your team can be recovered. Your gems, the drivers you scout and their history are kept on our servers too, where automatic checks look for cheating. If you choose to sign in with Apple or Google, we also receive the email address of that account. We use analytics to see how the game is played, ads that you opt into by watching them, and the App Store or Google Play to handle purchases. We never sell your personal data. You can delete your account and its backup at any time from the game's Settings (how).

1. Who we are

Herbacy Inc. ("Race Chief", "we", "us") is the developer and publisher of the Race Chief mobile game (the "Game") and the website racechiefgame.com (the "Site"). Registered address: AYC Marina and Resort, Falmouth, Antigua & Barbuda. For anything in this policy, contact privacy@racechiefgame.com.

2. What we collect

DataWhere it comes fromWhy
Game progress (team, vehicles, drivers, cash and other balances, settings, the names you give your team and company, and your Chief username and portrait)Created by playing; stored on your device, with a backup copy on our servers (section 3)To run the game and restore your save
Gem wallet: your gem balance, a history of the gems you earn, spend and buy (each change with its kind, amount, reason and time), your Scout draws and the drivers they gave you, daily counts of rewards, and a random ID for each device that reports gemsKept on our servers under your Player ID: the Game sends the gems you earn and spend when it is online, and our server records purchases and Scout draws itself (section 3)To keep your gems and drivers safe and the same on every device, deliver purchases, and prevent cheating
Anti-cheat records: each earning or spend our checks did not count (its reason, time, amount and device ID), a score, and whether the account is on holdCreated automatically by our server when it checks what the Game reports (section 3)To prevent cheating and fraud
Player ID (a random account identifier, shown in the Game's Settings)Created automatically by Firebase Authentication the first time the Game connectsTo keep your cloud backup, recognise your account on our servers, and help you through support
Apple or Google sign-in details: the identifier that provider gives your account, its email address (with Apple this can be a private relay address if you choose to hide your email), and the name the provider shares (and, for Google, a link to your profile picture)Only if you choose Sign in with Apple or Sign in with Google in the GameSo you can sign back in and recover your team on another device. The Game does not show these details to other players and we do not use the email address for marketing
Cloud backup of your save (a copy of everything the save holds — your game progress, settings, the random install identifier and the store IDs of your past purchases — plus when it was saved and the game version)Sent by the Game when it goes to the background (at most every 30 minutes), after a Team Sale and after you sign inTo restore your team if you lose or change your device
App integrity check (Firebase App Check): a short-lived token from Apple App Attest / DeviceCheck or Google Play Integrity, and whether it was valid, missing or invalidSent automatically when the Game contacts our serversTo check that requests come from a genuine copy of the Game, protect our servers and prevent cheating and fraud
Device and app data (device model, OS version, language, country, app version, a random install identifier, crash logs)Collected automatically by the GameTo keep the game working, fix crashes, and balance difficulty
Gameplay events (for example races run, upgrades and in-app purchases made, screens opened, session length, and account events such as signing in or a cloud backup; and summaries the Game works out from them on your device, such as each day's totals of in-game cash and gems earned and spent, progress milestones, a broad band for how much you have spent in the Game (never card details), and whether your Pit Pass is active)Collected automatically by the Game; in the European Economic Area, the UK and Switzerland only if you consent (section 6)To understand how the game is played and improve it
Purchase records (product bought, time, the store's and RevenueCat's transaction IDs, what it delivered, and any refund or transfer — never your card details)From the App Store or Google Play, through RevenueCat, when you buy something; kept on our servers under your Player ID (sections 3 and 5)To deliver what you bought and handle refunds and fraud
Advertising identifier (IDFA / GAID) — on iOS only with your permissionFrom your device, via our ad partner and, where we measure our own ads, Meta and RevenueCat (our analytics are set never to collect it)To show rewarded ads and measure them; to personalise ads if you allow it; to measure which of our own ads brought you to the Game
Ad measurement data: that the Game was installed and opened, an anonymous ID the Meta SDK creates, device model, OS and app version, language and IP address, and — for purchases — the product, price and time, with a one-way hash of your Player ID (or, before the Game has an account, of its random install identifier)Sent by the Game to Meta when it starts (outside the European Economic Area, the UK and Switzerland only), and by RevenueCat to Meta after a purchase, only if the Meta SDK started for you (on iOS, only if you allowed tracking); on iOS, Apple's ad attribution token (no device identifier), sent through RevenueCat to AppleTo learn which of our own ads on Facebook, Instagram and the App Store bring players, so we spend on the ones that work; the hashed ID lets Meta match each purchase to the ad and count it only once
Your notification choice (on or off) and which reminders the Game scheduledKept in your save and recorded in analytics when you answer the notifications question or use the switch in Settings; the Game schedules its reminders on your device, so no push token is sent to usTo send the reminders you asked for (e.g. offline earnings ready) and see whether they help
Your "Count me in" for Clubs: that your player ID pledged, when, and whether its App Check token was valid; plus an hourly count kept under a one-way hash of your IP address, made with a secret key our server generates and never under your player ID; it is deleted automatically within about two days.Only if you tap COUNT ME IN on the Clubs card at HQTo count interest in Clubs once per account and limit abuse
Discord link: your Discord user ID (a number), your Player ID, when you linked, and whether this Discord account has already received the one-time link rewardOnly if you choose to link Discord: you make a code in the Game and type /link with it in the Race Chief Discord serverTo give your Discord account its Race Chief roles, and to pay the link reward once per Discord account (section 3)
Clubs data (section 4)Only when Clubs are open and you use themTo run clubs, club goals and their rewards, and to moderate them
Custom Chief data: the description you type, the portraits made from it (all kept in your collection, My Chiefs) and their safety checks, the portrait you wear, and any reports (section 4)Only when Custom Chief is open and you order oneTo draw your portrait, check it is safe, show it to your club, and moderate it
Your email address and messageOnly if you email usTo reply to you

Apart from what Apple or Google share when you choose to sign in with them, and a name or description you choose to type, we do not knowingly collect your name, contacts, photos, precise location, or health data, and the Game does not ask for them. The Game never asks for a photo of you or for access to your camera or photo library.

Before launch, this Site had an "Email me at launch" button that opened an email to us in your own mail app. It has been removed. That address had no mailbox, so those emails never reached us and we hold no launch-email list.

3. Your account and the cloud backup

The anonymous account. The first time the Game connects to the internet, Firebase Authentication creates an anonymous account for you. It holds no name or email, only a random ID; the Game shows it in Settings as your Player ID. You can play offline without it, and nothing about it is shown to other players.

Signing in with Apple or Google (optional). In Settings you can link your account to Sign in with Apple or Sign in with Google, so you can recover your team on another phone. Your Player ID stays the same. When you do, Firebase Authentication stores the identifier that provider gives your account and its email address, and the name (and, for Google, the profile picture link) the provider shares. We use them only to let you sign in. Apple and Google handle the sign-in itself under their own privacy policies; we never see your Apple or Google password.

The cloud backup. The Game keeps a copy of your save in our Firebase database under your Player ID: everything the save holds — your game progress (including the names you give your team and company), your settings, the random install identifier and the store IDs of your past purchases — plus when it was saved and which version of the game wrote it. It is written when the Game goes to the background (at most once every 30 minutes), after a Team Sale and right after you sign in. Only your own account can read or replace it. We use it to restore your team; it is not shown to anyone else. If you sign in on a phone that already has a different team, the Game asks you which save to keep.

Your gem wallet. Gems, and the drivers you sign through Scouting, are kept on our servers under your Player ID, so your balance is the same on every device and is not set by the phone. When the Game is online it sends our server the gems you earned and spent since it last connected; each Scout draw is made on our server, which is why Scouting needs a connection. Our server keeps: your gem balance (and any amount owed after a refund of gems already spent); lifetime totals of gems earned, spent and bought; a history row for each change (its kind, amount, reason and time); each Scout draw and the drivers it gave, and your driver roster; once-only reward keys and daily counts, used to check that an earning is possible; a random ID for each device that reports gems; and one record per store purchase (the product, what it delivered, when, the store's and RevenueCat's transaction IDs and the RevenueCat customer ID it was bought under). Your own account can read your balance, roster and history; only our server writes them. The rest of your progress stays on your device and in the cloud backup.

Automatic checks against cheating. Our server checks every earning and spend the Game reports against what the game makes possible — for example earnings above the game's limits, a reward claimed twice, a time in the future, or more gems spent than were owned. Anything that fails is not counted: the balance is corrected to what the server can confirm, and the correction is recorded with its reason, time, amount and device ID. Some reasons count towards a score, and enough of them within a week put the account on an automatic hold. While an account is on hold, gems the Game reports from play are recorded but not added to the balance, and in a club its contributions do not count towards the club's total; gems you buy, Pit Pass rewards, spending, and Scouting with the gems you have keep working, and nothing is taken from your single-player progress. The Game does not show a message about it. Only a person on our team lifts a hold, after looking at the records, and only a person decides any further step, such as reversing gems that should not have been added or barring an account from competitive features. Each correction and hold is also written to our server logs with your Player ID, so that we are alerted. If you think your gems are wrong or your account is held by mistake, email support@racechiefgame.com with your Player ID and a person will review it.

Linking Discord (optional). HQ can link your Race Chief account to your Discord account. The Game asks our server for a single-use code (valid for 10 minutes); you type /link with that code in the Race Chief Discord server and confirm. Until you confirm, the Race Chief bot shows you, and only you, your Company Rank, teams sold and founding date, never your company name. When you confirm, Discord tells our server your Discord user ID, and we store it with your Player ID and the time you linked. We do not receive or store your Discord username, email address, avatar, messages or password, and the bot cannot read messages. While linked, the bot gives your Discord account Race Chief roles (for example Linked and OG Chief, and later your Company Rank); roles change how you appear in the Discord server and never change anything in the Game. Discord does not send anything else into the Game. You can unlink at any time with /unlink in Discord or Unlink Discord in the Game's Settings; unlinking removes the link and the Linked role. OG Chief is a thank-you to early players: once your Discord account has it, it keeps it, even after unlinking, linking another Race Chief account or deleting your account. Discord, Inc. runs Discord under its own privacy policy.

App Check. To check that requests to our servers come from a genuine copy of the Game, the Game obtains a short-lived token from Apple (App Attest or DeviceCheck) or Google (Play Integrity) and sends it with those requests. Our servers record whether the token was valid, missing or invalid. The token does not contain your name, email or advertising identifier.

4. Clubs and what other players see

Outside Clubs, nothing about you is shown to other players: your team, company, profile and progress stay in your game.

Clubs are not open yet. When they open, joining or creating a club needs a linked Apple or Google sign-in. If you use Clubs, our servers keep: which club you are in, your role and your past memberships; the profile your club sees (with the snapshot of your garage, crest and trophies the Game sends for it); your contributions to the club goal (counted from your race results and progress) and your Team Sales; the medals and club chests you earn; your Pit Wall posts (race-news cards made from your own results, and Pit Radio lines picked from a fixed list — there is no free-text chat); your reactions and cheers; your applications to clubs; reports you file; the players you block; any ban from a club; when you create, join or leave clubs and send contributions (to limit abuse); and a record of any contributions our checks find implausible (to catch cheating). If you create a club, its name, tag, emblem and settings are visible to anyone looking for a club.

What club members see about you: your Chief username (two words drawn from a word list, or a name you type in Settings, which the Game checks against a filter), your Chief portrait (one from the Game's gallery, or your Custom Chief) and frame, your company name and crest, your team names and team colours, your role, when you joined the club and whether you are on leave, your contribution band (club officers see your exact count), whether you raced today and on which days you raced this week, your Pit Wall posts and reactions, your medals, how many cheers you have received, your garage (each world's vehicle: its era, part levels and livery) and your trophy count with your best trophy shelves. In races, a clubmate's team name, colour and club tag may appear on one of the computer-controlled cars. Names are checked by a filter, and members can report or block one another; reports are kept for moderation.

Custom Chief

Custom Chief is not available yet. When it opens, you will be able to order a portrait of your Chief drawn by AI from a short description you type (10 to 300 characters; the Game removes emoji, links, @ and # tags and long numbers). You never upload a photo. Ordering needs a linked Apple or Google sign-in, your agreement on the Game's AI screen, and gems.

5. Service providers we use

These companies process data on our behalf. Each has its own privacy policy. We share data only with companies that are bound, by their contract or terms with us, to give it the same or equal protection as this policy, and to use it only for the purposes described here.

6. Advertising and tracking choices

Ads in Race Chief are rewarded ads: you choose to watch them for an in-game bonus and are never interrupted by them. On iOS we ask for permission through App Tracking Transparency before using the advertising identifier for personalised ads; if you say no, and before you are asked, ads are still shown but without the advertising identifier. We also measure our own advertising. Outside the European Economic Area, the UK and Switzerland, the Game tells Meta that it was installed and opened, and RevenueCat tells Meta about purchases, so we can see which of our ads on Facebook and Instagram work; on iOS this happens only if you allowed tracking. On iOS we also learn from Apple which App Store search ad, if any, led to your install. In the European Economic Area, the UK and Switzerland the Meta SDK is not started at all. On Android you can reset or delete your advertising ID in system settings. In the European Economic Area, the UK and Switzerland we show a consent choice before any personalised ads are loaded, and you can change it at any time from the Game's settings. There, the same choice also decides our analytics: the Game sends gameplay events to Firebase Analytics only if you consent to storing and accessing information on your device and to measuring content performance; otherwise they stay on your device. Wherever you are, we tell Firebase Analytics not to use your data for advertising, and it does not collect your advertising identifier. Your Player ID itself is never given to ad partners: only where the Meta SDK started for you (outside the European Economic Area, the UK and Switzerland, and on iOS only if you allowed tracking), RevenueCat sends Meta a one-way hash of it with each purchase, which Meta cannot turn back into your Player ID but which is the same every time, so Meta can match your purchases to our ads and count each one once. Your email address is never used for advertising or shared with ad partners.

7. Legal bases (EEA / UK)

8. How long we keep data

9. Deleting your account

In the Game: open Settings (tap your Chief in the top-right corner), tap Sign-in · Cloud save under Account (in versions before 1.1.1: Help & legal), then Delete account at the foot of that page, and confirm. This needs an internet connection. Our server then deletes:

If your account is linked to Sign in with Apple and you delete it on an iPhone or iPad, Apple asks you to confirm once more, and the Game then asks Apple, through Firebase Authentication, to revoke Race Chief's access to your Apple ID before the rest is deleted. If that step cannot finish (for example you close Apple's prompt, or you delete from an Android device), your account is still deleted; you can remove Race Chief yourself in your Apple ID settings under Sign in with Apple.

The Game then erases the save on that device and starts fresh. A few things are kept without anything that identifies you: your gem history and club-chest accounting rows (amounts only, moved under a random ID), your purchase records (with your Player ID replaced by a "deleted" marker, so a purchase can never be paid out twice), reports you filed (without your Player ID; a Custom Chief report also loses your description but keeps its rewrite, any note you added and which portrait it was about), reports about your Custom Chief (without your Player ID), the reaction totals already counted on other players' posts, and the public "Count me in" total. If you linked Discord, the link-reward note and any OG Chief note described in section 8 are kept with your Discord user ID (which can identify your Discord account) but no longer hold your Player ID; they are kept only so the reward is not paid twice and the role stays. We also keep a note that your Player ID was deleted (the ID and the time), so a deleted account cannot be used again. Reports other players filed about you (other than about your Custom Chief) may be kept for moderation, with your Player ID.

Analytics, crash and advertising records are keyed to your device's random install identifier rather than to your Player ID, and RevenueCat keeps its own record of your purchases (under your Player ID, or your install identifier for a purchase made before the Game logged in to it), so Delete account does not remove them; they follow the retention periods in section 8, and you can ask us to delete them by email. Purchase events RevenueCat already sent to Meta (with the hashed Player ID, section 6) are kept by Meta under its own policy.

Without the Game: email privacy@racechiefgame.com and include your Player ID (shown in the Game's Settings). If you no longer have it, tell us the Apple or Google email address you signed in with; we may ask you to confirm the request from that address. We will delete the same data as above.

10. Your rights

Depending on where you live you may have the right to access, correct, delete, export, or restrict the use of your personal data, to object to processing, and to withdraw consent. You can delete your account and its data yourself (section 9). To exercise any other right, email privacy@racechiefgame.com from the address you want us to reply to, and include your Player ID (shown in the Game's Settings) so we can find your data. EEA and UK residents may also complain to their local data protection authority. California residents: you can ask what personal information we hold and ask us to delete it, and we do not discriminate against you for exercising your rights. Personalised advertising and your choices about it are described in section 6.

11. Children

Race Chief is not directed at children under 13 (or the age of digital consent in your country) and we do not knowingly collect personal data from them. If you believe a child has provided us data, contact us and we will delete it.

12. Security and international transfers

Data is transmitted over encrypted connections and stored with the providers above, who may process it in the United States and other countries. Our database rules let only your own account read your cloud backup, your gem balance, drivers and gem history, your Custom Chief portraits and your own server records, and only your account can write the backup; everything else is written only by our server. Where required, transfers rely on the providers' standard contractual clauses or equivalent safeguards.

13. Changes

We will post any changes to this policy here and update the date at the top. Material changes will also be noted in the Game.

14. Contact

privacy@racechiefgame.com