Privacy Policy — Restaurant Rush
This policy explains how Restaurant Rush: Cook & Serve (“Restaurant Rush”, the “Game”) for iOS and Android, and its website restaurantrush.birkinapps.com, handle your information. The Game is published by Süleyman Gökhan Birkin, an independent developer operating as Birkin Apps in Istanbul, Türkiye (“we”, “us”), who is the data controller. Questions: support@birkinapps.com.
Summary
- You can play without an account. On first launch the Game creates a random guest ID so your progress can be saved and backed up.
- Signing in with Apple, Google or email is optional. If you sign in, we store the email address and name that the sign-in service gives us.
- Your nickname (or, if you have not set one, your restaurant name), scores, run details, chef level and chef look can appear publicly on the leaderboards. If you play at a slower accessible pace, your Endless scores go to a separate public Relaxed board, where, if you are signed in, your league (Bronze to Diamond) is shown next to your name (see Leaderboards).
- The Burger Career is unlocked once with Coin. Our server keeps a record that you own it and of the Coin charged. Your Career progress stays on your device (see Burger Career).
- The story voices of the Burger Career are AI-generated, not recordings of people. Extra voice files are optional downloads that you start yourself (see Voices).
- Write to us, the chat in the Game, is optional. If you use it, your messages and a short device note go to our team and are kept with your Player ID until you delete your account (see Write to us).
- Teams and team chat are for signed-in players only. If you found or join a team, your display name, role and weekly score are shown to your team and the team’s name is visible to other players. Team chat can be read only by your teammates and our authorised administrators; every typed message goes through a word filter and is read by Claude, an AI model, before it is shown (see Teams and Team chat).
- The Season Pass keeps your season XP and the tiers you have claimed under your Player ID. Surveys in the Game are optional; an answer is stored with your Player ID until you delete your account (see Season Pass and Surveys).
- Ads are served by Google AdMob. On iPhone, your advertising identifier (IDFA) is used only if you allow tracking. You can say no and still play everything.
- We use Google Firebase for saving, sign-in, analytics, crash reports, notifications and game settings. In-app purchases go through Apple’s App Store or Google Play; we never see your payment card.
- We do not sell your personal information. We do not collect precise location, contacts, photos, or microphone or camera data.
- Signed-in players can delete their account and data inside the Game. Anyone can ask us to delete their data by email (see Deleting your data).
1. Information we collect
1.1 Player ID and optional account
- Player ID. A random user ID from Firebase Authentication, created automatically on first launch. The first six characters are shown in Settings as your “ID”.
- Sign-in details (optional). If you sign in with Apple, Google, or email and password, we receive your email address (with Apple this can be a private relay address), the name the service provides, a profile photo link (Google only), and which sign-in method you used. Passwords are handled by Firebase Authentication; we never see them.
1.2 Game progress and player profile
- Save data. Your progress (days, stars, chef level and XP, in-game currencies, upgrades and unlocked items, including the Music Studio tracks you unlocked with Coin or the Starter Bundle), chef and restaurant customisation, your nickname and the names you give your restaurants, Endless run history, daily and weekly goals, tutorial progress, your purchases (see 1.5) and settings, including accessible play and the pace you chose for it. It is stored on your device and backed up in Google Cloud Firestore under your Player ID.
- Player profile. Language, your device’s region setting (for example TR or US, taken from your language and region settings, not from GPS), device platform (iOS or Android) and app version, your time zone (used to send scheduled notifications at your local time), first and last session time, number of sessions, total play time, a random install ID (made by the Game on each installation; it is not your advertising ID and is only used to tell your devices apart) with your most recent sessions on that install (when each started and ended, how long you actively played, and what started and ended it), whether you are a guest or signed in, your sign-in method, your accessible-play pace setting (for example Standard or Relaxed), your chef level and XP, your in-game currency balances, whether you own a purchase that removes ads, your notification permission status and push-notification token if you allow notifications, how many ads you watched and the estimated ad revenue they generated, and progress summaries (for example best Endless score, stars and tutorial completion).
1.3 Leaderboards (public)
All leaderboards use your nickname as your display name, or your restaurant name if you have not set a nickname. Please do not use your real name or other personal information as a nickname or restaurant name.
- Weekly and monthly Endless boards. When you finish an Endless run, the Game can submit your score, the shift you reached, your best combo and run details (the cards you picked, your chef’s look, food wasted and run length).
- Relaxed boards. If you play an Endless run with accessible play at a slower pace than Standard (for example Relaxed), the same details go to separate weekly and monthly Relaxed boards instead. Because of this, appearing on a Relaxed board shows other players that you played at an accessible pace.
- Chef-level board. As you level up, the Game submits your display name, chef level and XP, and your chef’s look.
- Leagues. The weekly Relaxed board is split into four leagues: Bronze, Silver, Gold and Diamond. Signed-in players (not guests) whose Relaxed runs qualify are placed in a league. Under your Player ID we store your current league, whether you have been placed, the last week you qualified, and last week’s result (the week, whether you were placed, promoted, stayed or were relegated, your rank and how many players were in your league). Your league is also written on your row of the weekly Relaxed board, so other players in the Game see it next to your name. League Coin prizes are recorded as pending grants for your Player ID until the Game adds the Coin to your save. For paying prizes and checking them we keep a staff-only record of each league week and season with the players’ Player IDs, display names, scores, ranks and prizes.
Leaderboard entries are visible to other players in the Game, and the weekly and monthly Endless boards also appear on our public web leaderboard at restaurantrush.birkinapps.com/leaderboard. Deleting your account removes your entries from all of these boards (see section 7).
1.4 Push notifications
If you allow notifications, Firebase Cloud Messaging gives your device a token, which we store in your profile to send reminders and news about events. You can turn notifications off in your device settings at any time; the Game works the same without them.
1.5 In-app purchases
Payments are processed by Apple (App Store) or Google (Google Play) through their own in-app purchase systems (StoreKit and Google Play Billing). When you buy or restore something, the store tells the Game which product it is and gives it a transaction ID and receipt. On Android, the Game sends the purchase token to our server, which checks it with Google Play and records the purchase before it delivers anything. On iPhone and iPad, the Game checks the purchase on your device and delivers the item; the Season Pass is the exception, as our server checks its transaction with Apple’s App Store Server API before granting it (see 1.17). Apple also tells our server about refunds and revocations of App Store purchases, which we match to you through an account token the Game attaches to each purchase and that is derived from your Player ID. The Game keeps a list of already-delivered transactions on your device so that nothing is delivered twice. Your save records which products you own, where your ad-free purchase came from and how many Supporter Packs you have bought (the Supporter Pack can be bought more than once); your player profile shows whether you own a purchase that removes ads; and analytics records each purchase with the product, price and currency (see 1.7). We never receive your card number, billing address or store account details. For sales reporting we keep a purchase record (product, price and date) for each purchase, and it is anonymised, with your Player ID removed, when you delete your account.
1.6 Advertising
The Game shows ads through Google AdMob: rewarded ads that you choose to watch for a bonus, and occasional full-screen ads between shifts. AdMob collects your advertising identifier (on iPhone the IDFA only if you allow tracking in Apple’s App Tracking Transparency prompt; on Android the Android advertising ID), your IP address and the approximate location (country or city) derived from it, device and app information, and how you interact with ads. Where the law requires it (for example in the EEA, the UK and Switzerland), Google’s consent form asks for your choice first; you can change it later with Privacy Options in the Game’s Settings. If you do not consent, you may still see non-personalised or limited ads. A purchase that removes ads turns them off.
1.7 Analytics, crash reports and game configuration
- Firebase Analytics records gameplay and app events (for example shifts started and finished, screens opened, shop, purchase and ad interactions, accessible-play shifts with the pace used, the League and Season screens, the steps of the Burger Career unlock, optional voice downloads (pack, language, size in megabytes, time, number of attempts and result; never any text or sound), and your answer if the Game notices that a screen reader such as VoiceOver or TalkBack is on and asks whether to keep accessible play) together with an app-instance ID, your device’s advertising identifier where available (on iPhone the IDFA only if you allow tracking in Apple’s App Tracking Transparency prompt; on Android the Android advertising ID), device model, operating system, app version, language and approximate location (country or region) derived from your IP address. We may link these events to your Player ID to understand how players progress.
- Firebase Crashlytics receives crash reports: stack traces, device model, operating-system and app version, memory and disk state, the game state at the time of the crash (for example the game mode and current shift), a crash-installation ID and your Player ID, so we can match a crash to the affected account.
- Firebase Remote Config (including our own gameplay experiments) uses an installation ID, app version, language and country to deliver game settings and test variations.
- Firebase App Check uses attestation from Apple App Attest / DeviceCheck or Google Play Integrity to confirm that requests come from the genuine Game.
- Downloads. The Game downloads game content (such as events, cards and settings) from our servers on Google Cloud, a list of our other games (“More Games”) from birkinapps.com, and the fonts it uses (Nunito and JetBrains Mono) from Google Fonts (fonts.gstatic.com) the first time they are needed. These requests include standard technical data such as your IP address.
1.8 Actions you take on your device
If you share a score, your device’s share sheet sends the text to the app you choose. Ratings and reviews are handled by Apple or Google; we only see reviews that are published on the store.
1.9 Our website
When you open a page of restaurantrush.birkinapps.com (other than these legal pages), a small script records one visit per browser session. It sends the page address, the referring page, your browser language and screen size. Our server adds your browser’s user-agent and uses your IP address to look up your approximate location (country, region, city) and internet provider through ipapi.co. We store a shortened one-way hash of your IP address, not the address itself. We use these records only to count visits and see where visitors come from. The script does not set cookies; it keeps a single flag in your browser’s session storage so that a visit is counted only once.
1.10 Burger Career
The full Burger Career is unlocked once with Coin, the Game’s premium currency. When you confirm, our server reads the Coin balance in your cloud save to check that you can pay, then writes these records under your Player ID:
- The right. That you own the Career, with the date, the price, the Game version and whether you bought it as a guest.
- The Coin charge. A record of the Coin to take from your save, which the Game marks as done once it has deducted the Coin. With the right, it lets us restore your unlock on a new device and makes sure you are never charged twice.
- A sale record. The price, date, Game version, whether you were a guest, your Coin balance at that moment and the version and time of the cloud save it was read from. We use it for sales reporting and to find errors or misuse.
The Game also keeps on your device a copy of which rights you own, so the Career opens offline. Your Career progress itself (days, cards, staff and Career settings) is stored only on your device. It is not uploaded or backed up, so deleting the Game removes it.
A guest can unlock the Career after a warning that it stays with that guest ID and can be lost with the Game. If you later sign in to an account you already had, the right and the charge record are moved to that account before the guest data is deleted (see section 7).
1.11 Voices and optional voice downloads
The spoken voices of the Burger Career’s story characters are generated with an AI text-to-speech model. They are not recordings of real people, and no player data is used to make them. A part of them (English and Turkish, the first days) is inside the Game. The rest are optional voice packs.
- A voice pack is downloaded only when you start it with a button in the Game, which shows the size. By default it downloads only over Wi-Fi; you can change that. After you have installed a pack, the Game may update it or repair it in the background. You can remove a pack in the Game.
- A download is a plain HTTPS request for a public file on our Google Firebase Cloud Storage. The request contains only the address of the file (pack, language and version). It has no Player ID, device ID, advertising ID or session ID. As with any internet request, Google’s servers see your IP address.
- Your choices (that you agreed to a download, and Wi-Fi only) and the files are stored only on your device. The Game counts downloads in Firebase Analytics as described in 1.7.
1.12 Refund requests to Apple
If you ask Apple for a refund of a purchase in the Game, Apple may ask us for information about that purchase to help it decide. We answer only if you agreed: the Game asks you once, after a purchase on iPhone or iPad, and you can change your answer at any time in Settings (“Share purchase use with Apple”). If you agreed, our server tells Apple, for that purchase only: that it was delivered; how much of the Coins it gave you have been spent, measured from your cloud save (if this cannot be measured, we send nothing about it); that the Game can be played without paying; and, if you have spent at least half of those Coins, that we would prefer the refund not to be granted. Apple makes the decision. We keep your answer, with its date and the app version, and a record of what we sent. If you did not agree, or have withdrawn your consent, we send Apple nothing.
1.13 Write to us (support chat)
The Game has a chat called “Write to us”, where you can send the team an idea, a bug report or any other message and read its answers. It is optional, and nothing is sent until you press Send. When you send a message, the Game sends to our server (a Firebase Cloud Function that writes to Cloud Firestore) the text you wrote, the topic you picked (Idea, Bug or Other), the time, and a short device note: the Game’s version, whether the device is iOS or Android, the operating-system version, the Game’s language and whether Accessible play is turned on. This is stored under your Player ID, as one conversation per player together with the team’s answers; only you and our authorised administrators can read it. We use it to read and answer you, to fix what you report and to limit abuse (a daily cap on messages), and for nothing else: it is not used for ads or analytics. When the team needs it, the text of your messages and of the team’s answers is translated between your language and ours by Claude, an AI model made by Anthropic: only the message text is sent, never your Player ID or the device note, and the translation is kept with the message. When a new message arrives we also email it, with the device note and your Player ID, to our own support mailbox (through Gmail). If you allow notifications, our answer also reaches you as a push notification that shows the start of the reply (see 1.4). Please do not write passwords, payment details or other sensitive information in the chat. The conversation is kept until you delete your account or ask us to delete it (see section 7); the email copy is kept as support email (see section 6).
1.14 Community
The Game has a Community page with the team's videos and news and creators' content about the Game. Opening an item takes you to YouTube or your browser, outside the Game, where that site's own privacy policy applies; the Game itself does not contact YouTube and no reward is given for opening, watching, liking or subscribing. To count how much each item is seen and opened, the Game tells our server when you open the page, when an item appears on your screen and when you open one. We keep only daily totals per item, with no Player ID in them; to count each player once a day we also keep, under your Player ID, the list of items counted today, which is replaced the next day and deleted when you delete your account.
1.15 Teams
Teams are for signed-in players: a guest cannot found or join one. Our server (Firebase Cloud Functions writing to Cloud Firestore) stores the following, with your Player ID where it says so.
- Founding a team. Founding costs Coin (250 at the time of writing). As with the Burger Career (1.10), our server reads the Coin balance in your cloud save, writes a record of the Coin to take, with the team’s ID and name, and the Game marks it done once it has deducted the Coin. The team’s record holds its name, the Game’s language on your device, your Player ID as founder, and its level, XP and number of members. A one-way hash of the name is kept so that two teams cannot have the same name.
- The team name. A name is checked for length, characters and a word list, and is shown at once. Afterwards Claude, an AI model made by Anthropic, reads it: only the name and the team’s language are sent. If it finds the name unsuitable, or an administrator hides it, the name shows as “Team #” and four characters. If Claude cannot answer, the name stays as it is. Please do not use a real name or personal information as a team name.
- Members and roles. For each member we keep the display name from your player profile (the nickname you chose, the same name the leaderboards show, taken from your Chef-level board entry; if there is none, the leaderboards’ placeholder “Chef #” and four digits; never the name of your Apple, Google or email account), your role (founder, admin or member), when you joined, your points for the current week, and counters for your help requests, helping and donations (days and totals). A separate record under your Player ID says which team you are in, when you joined and when you last left one; it is used for a waiting period (24 hours) before you can join another team. The founder can remove members and change roles. When a founder leaves, the oldest admin, else the oldest member, becomes founder; a team with no members is deleted.
- What other players see. Other signed-in players can see a team’s name (unless hidden), level, XP, number of members and language in the team list and search, and the team name, level, number of members and weekly points in the weekly team standings (the top 50 teams). A team’s member list (display names, roles, weekly points) and its open help requests are shown to its members in the Game; our database security rules, however, let any signed-in player’s app read them.
- Join requests. To join, you send a request. It stores your Player ID, display name, the Game’s language, the time and an expiry (48 hours), and later the answer, the time and the name of the member who answered. Your team’s members see the request, and a card with your display name appears in the team chat; any member can accept or decline. You can have one open request at a time and can take it back. After a decline you cannot ask the same team for 24 hours, and after taking a request back, for 10 minutes. A request record is not deleted when it expires or is answered; it stays marked as answered, cancelled or expired until you delete your account.
- Help requests and helpers. A member can ask the team for help (once every 12 hours; a request stays open for 24 hours). The request stores your Player ID and time, and the Player ID of each member who helped. The Game, not the helper, pays the reward (Dolar, as a pending grant under your Player ID), and the team gains XP.
- Coin donations. A member can give Coin to the team for team XP (10 to 1,000 Coin at a time, at most 2,000 a day). The server writes a record of the Coin to take (as above) with the team’s ID, and adds the amount to your running total on your member row. The Coin is not given back.
- Weekly points, tasks, chest and rewards. A team’s points for a week are the sum of its members’ best Endless score of that week, read from the weekly leaderboards (Standard or Relaxed; see 1.3). The points are copied to each member row. Each team also has three weekly tasks (points, helps, active members) that give team XP. When a week is over, a member who joined before it ended and scored in it can claim the team’s weekly chest (Dolar and, at the top tier, Coin); we keep a claim record with your Player ID, the team, the week and the prize. After a season, members of the best teams who scored in it get a prize. Prizes are pending grants under your Player ID until the Game adds them to your save.
1.16 Team chat
Each team has a chat. Only the team’s members and our authorised administrators can read it; administrators read it for moderation (reports, held-back messages and safety checks) in our admin panel, and each time one opens a team’s chat it is recorded with who opened it and when. There are no private messages, images or voice. A member can send a typed message (up to 280 characters) or one of a fixed set of quick messages, and the chat also shows a card when a player asks to join and when someone answers.
- What is stored for each message. The text, the author’s Player ID and display name, the time, the language Claude guessed, the moderation result (decision, a short reason and the model’s name), whether it is shown, in review or hidden, and any translations. The Game also receives the author’s Player ID with each message, which is what lets you block someone.
- Checks before a message is shown. A word filter first refuses messages with listed insults or with contact details (for example an email address or phone number). Then Claude (Anthropic) reads the typed text: only the message text is sent, with our instructions, never your Player ID, name or team. If Claude is unsure, the message is kept out of sight of the others (you see it “in review”) and goes into our review queue. If Claude does not answer, the message is shown, marked as unmoderated, and also goes into the queue. Quick messages are not sent to Claude.
- Translation. If a member asks for a translation, the message text and the language wanted are sent to Claude. The translation is kept with the message, so the next request for it does not send the text again. Quick messages are translated in the Game.
- Reports, hiding and blocking. You can report another member’s message (insult, harassment, inappropriate, spam or other). The report keeps a copy of the message (its text, the author’s Player ID and name), your Player ID, the reason and the time. Founders and admins of the team can hide a message. You can block a player: your block list (their Player IDs and names) is stored under your Player ID, only you can read it, and their messages then stop reaching you. Our administrators handle reports in an admin panel and can approve, hide a message, remove the author from the team or stop the author writing for a number of days; each action is logged with the administrator’s ID and the message and team IDs, not the text.
- Limits. To prevent abuse we keep, per Player ID, the time of your last message, how many messages and translations you used today and any mute, and a list of the teams that hold your messages (so we can find them if you delete your account).
- How long. Each day we delete, from every team’s chat, the messages older than 30 days and all but the newest 200. A report keeps its own copy of the message, which is not removed by this clean-up and has no automatic deletion date.
1.17 Season Pass
The Season Pass gives rewards for season XP. It stores the following on our server:
- Season progress. Under your Player ID and the season: your season XP, the tiers you have claimed on the free and premium tracks, your XP for each of the last three days by source, the IDs of your last 300 XP reports (so that a repeated report adds nothing), and, on iPhone, how many times today the Game asked us to check a purchase. Only you can read it. The Game reports XP when you finish a Classic shift, an Endless shift or a Burger Career day, complete a daily mission or help a teammate, and our server checks each report against its caps.
- Claiming rewards. When you claim a tier, we write pending grants (Dolar and Coin) under your Player ID, and for a tier that gives a Season Shelf item we write the right to that item as an entitlement under your Player ID (the same record as an item bought on the shelf).
- The pass itself. The premium track needs the Season Pass, bought through Apple’s App Store or Google Play (see 1.5). On iPhone, the Game sends us the transaction ID; our server asks Apple’s App Store Server API for that transaction, and accepts it only if it is the pass, has not been refunded, and carries an account token that matches your Player ID (the Game attaches it to every purchase). On Android, our server sends the purchase token to Google Play to verify it. We then store the right to the pass (an entitlement with its status, the way it was bought, a key of the transaction and the date) under your Player ID. If the store refunds the purchase, the right is taken back and the premium track closes.
1.18 Surveys
From time to time the Game can show a short survey. Answering is optional, and a guest may answer. When you submit, our server stores one record per survey and Player ID: the survey, your answers (the choices you picked, ratings from 1 to 5 and any free text of up to 500 characters), the time, whether you were a guest, and the platform (iOS or Android), the Game’s language and its version. Because it is stored with your Player ID, it is linked to you. You can answer a survey only once. Players’ apps cannot read the answers; only our authorised administrators can, in an admin panel that counts the answers per question and lists each response with the player who sent it (their nickname in the Game and their Player ID), its platform and language. Please do not write personal information in a free-text answer.
When our team needs it, Claude (Anthropic) translates into Turkish the free-text answers of players whose Game language is not Turkish. What is sent is only the text of the answers, each under a number of its place in the batch (“a0”, “a1” and so on), and our instructions; no Player ID, record reference, choices, ratings or platform is sent. The translation is stored with your record. We keep survey answers until you delete your account; we have no automatic deletion date for them.
2. What we do not collect
We do not collect precise (GPS) location, contacts, photos or videos, microphone or camera input, health data, payment-card or bank details, or your browsing and search history outside the Game.
3. Why we use information and our legal bases
- To provide the Game — saving and syncing progress, sign-in, delivering and restoring purchases, unlocking and restoring the Burger Career, leaderboards (including the Relaxed and Chef-level boards) and leagues, optional voice downloads, accessible play, Write to us, Teams (founding, joining, help requests, donations, weekly points, chest and rewards), team chat, the Season Pass and its purchase, events and the notifications you allowed (performance of our contract with you; GDPR Art. 6(1)(b); KVKK Art. 5(2)(c)).
- Personalised ads and tracking — on iPhone only with the consent you give in the App Tracking Transparency prompt, and in the EEA, the UK and Switzerland only with the consent you give in Google’s consent form; you can withdraw it at any time (GDPR Art. 6(1)(a)). In other countries, on Android, Google may use your advertising ID for personalised ads; you can stop this by deleting or resetting your advertising ID (see section 8).
- Non-personalised ads, analytics, crash diagnostics, website visit statistics, game balancing, security and cheat prevention — our legitimate interest in running, funding and improving a free game (GDPR Art. 6(1)(f); KVKK Art. 5(2)(f)).
- Keeping team chat and team names safe — the word filter, the reading and translation of messages and names by Claude, reports, blocks, mutes, rate limits and administrators’ review, which we need to protect players (some of them children) and to meet the content rules of the App Store and Google Play; and surveys, which are optional, to improve the Game (legitimate interest; GDPR Art. 6(1)(f); KVKK Art. 5(2)(f)).
- Answering Apple about a refund request — only with your consent, which you can withdraw at any time in Settings (GDPR Art. 6(1)(a); KVKK Art. 5(1)).
- Legal obligations — for example keeping purchase records for tax purposes or answering lawful requests (GDPR Art. 6(1)(c); KVKK Art. 5(2)(ç)).
4. Who we share information with
- Google — Firebase (Authentication, Cloud Firestore, Cloud Functions, Cloud Storage, Analytics, Crashlytics, Remote Config, Cloud Messaging, App Check), AdMob and the User Messaging Platform, Google Fonts, Google Sign-In, Google Play payments (Google Play Billing), and Gmail for our support mailbox. policies.google.com/privacy · How Google uses information from apps that use its services
- Apple — Sign in with Apple, App Store payments and purchase restore (StoreKit), the App Store Server API (our check of a Season Pass purchase, see 1.17), App Attest and push delivery, and, only if you agreed, information about a purchase you asked Apple to refund (see 1.12). apple.com/legal/privacy
- Anthropic (USA) — Claude, an AI model, translates Write to us messages when the team needs it (see 1.13), checks and translates the names and mottos sent to the Founders’ Table, reads team names (see 1.15), checks team chat messages before they are shown and translates a message when a member asks (see 1.16), and translates free-text survey answers for our team (see 1.18). It receives only those texts (for team chat, the message text and the language wanted; for survey answers, only the answer text, with no Player ID). anthropic.com/legal/privacy
- ipapi.co (Kloudend, Inc., USA) — receives a website visitor’s IP address to return an approximate location (see 1.9). ipapi.co/privacy
- Other players and the public — your leaderboard entries (see 1.3). Your team’s members — your display name, role and weekly points, your join request, your help requests and your chat messages (see 1.15 and 1.16); other players — your team’s name and standing.
- Authorities or successors — when the law requires it, or a new owner if the Game is transferred (we will update this policy first).
We share information only with the service providers listed above. They may use it only to provide their services to us, or as described in their own privacy policies linked above, and they provide the same or equal protection of your information as described in this policy and as required by the App Store and Google Play rules.
We do not sell personal information for money. Under some US state laws, letting Google use your advertising ID for personalised ads can count as “sharing” or “targeted advertising”. You can opt out by declining tracking on iPhone, by deleting or resetting your advertising ID on Android (Settings → Google → Ads, or Settings → Privacy → Ads), or through Privacy Options in the Game where available.
5. International transfers
Google, Apple and ipapi.co process data in the United States and other countries. When data leaves the EEA, the UK or Türkiye, these providers rely on Standard Contractual Clauses or other safeguards required by law (including KVKK Art. 9).
6. How long we keep information
- Data on your device: until you delete the Game or its data.
- Cloud save, player profile, session records, leaderboard entries, league records, Burger Career records and pending grants: until you delete your account or ask us to delete them.
- The sale record of the Burger Career unlock and the league payout records: kept after you delete your account, but anonymised (your Player ID and name are removed), for sales reporting and payout accounting.
- Voice packs and your voice choices: on your device until you remove the pack or delete the Game.
- Crash reports: 90 days (Firebase Crashlytics).
- Analytics events: for the retention period set in Google Analytics (at most 14 months); aggregated reports can be kept longer.
- Advertising data collected by Google AdMob: kept by Google under its own retention policies (policies.google.com/technologies/retention). We do not receive it, apart from the ad counts and estimated ad revenue in your player profile, which are deleted with your account.
- Website visit records: as long as we need them for visit statistics. You can ask us to delete them at any time.
- Purchase records in your save and profile: until you delete your account or ask us to delete them. Purchase events in analytics: as for other analytics events. The list of delivered transactions on your device: until you delete the Game or its data. Apple and Google keep their own purchase records under their policies.
- Your answer about refund requests and what we sent Apple: until you delete your account.
- Your Write to us conversation: until you delete your account or ask us to delete it. The email copy we receive of each message is support email (next item).
- Team records (the team, your member row, your join requests, help requests, chest claims and your team pointer), your block list and your chat limits: until you delete your account (a team is deleted when its last member leaves).
- Team chat messages: each day, those older than 30 days and all but the newest 200 of a team are deleted. Reports about messages, with their copy of the message: no automatic deletion date.
- Season Pass progress and survey answers: until you delete your account.
- Emails to support: up to 3 years, to answer you and to document deletion requests.
7. Deleting your data
In the Game (signed-in players)
- Open Settings from the main menu.
- Scroll to Danger Zone and tap Delete Account.
- Confirm. You may be asked to sign in again with Apple, Google or your password.
This immediately and permanently deletes your sign-in account, cloud save, player profile (including email, push token and accessible-play pace setting), all of your leaderboard entries (the weekly and monthly Endless boards, the Relaxed boards and the Chef-level board), your league membership, your session records, your Write to us conversation, your Burger Career right and Coin charge record, your team membership (you leave your team, as if you had pressed Leave), your join requests and chest claims, your team chat limits, authored-message list and block list, your Season Pass progress, your survey answers, pending grants, and related anti-abuse records. Your team chat messages stay in the chat for the rest of their 30 days but show as “Deleted player”, with their text and translations emptied and your Player ID removed; the copies of them on reports are emptied the same way. In the sale record of the Burger Career and in the league payout records, your Player ID and name are removed instead; the rest stays (see section 6). The Game then continues with a new guest profile on that device.
If you played as a guest on a device and then signed in to an account you had created earlier, the Game asks our server, right after you sign in, to delete the guest’s player profile, cloud save, session records, leaderboard entries and guest sign-in. If the guest unlocked the Burger Career, it is moved to your account first. This runs in the background and is tried again a few times. If it cannot finish (for example, you have no connection), the guest’s data stays under the separate guest ID until you ask us to delete it: email support@birkinapps.com. If you link Apple or Google to the guest account itself, nothing is moved: the account keeps the same Player ID.
By email (guests, or if you no longer have the Game)
Email support@birkinapps.com with the subject “Delete my Restaurant Rush data”. Include the ID shown in Settings and, if you signed in, the email address of your account. We delete the data within 30 days and confirm by email. Step-by-step instructions are also at restaurantrush.birkinapps.com/delete-account.html.
What deletion does not cover
- Uninstalling the Game removes the data on your device but not your cloud data.
- Purchase history kept by Apple or Google is managed in your store account. The Starter Bundle and other one-time purchases can be restored later with Restore Purchases using the same store account; coin packs, the Supporter Pack, in-game currency and progress cannot be restored after deletion.
- Analytics data associated with your Player ID (including purchase events) is deleted on request.
- Data of an earlier guest session that could not be deleted automatically when you signed in to an existing account (see above) — email us.
- Your Career progress and voice packs: they are stored only on your device, not in your account. Deleting the Game removes them; voice packs can also be removed in the Game.
- The email copy of a Write to us message that we already received stays in our support mailbox as described in section 6; ask us to delete it by email.
- Team records of other players that mention you: your Player ID can stay in a teammate’s help request (as requester or helper) until the team is deleted, and your name stays in the answer card of a join request you answered. A report you filed about someone’s message keeps your Player ID. Reports about your own messages are kept with your name, Player ID and text removed.
- Crash reports and advertising data expire as described in section 6.
8. Your choices and rights
- Tracking (iPhone): decline in the App Tracking Transparency prompt, or later in Settings → Privacy & Security → Tracking.
- Ad consent: Privacy Options in the Game’s Settings (shown where a consent choice applies).
- Advertising ID (Android): reset or delete it in your device’s Google or Privacy settings.
- Notifications: turn them off in your device settings.
- Refund requests: change or withdraw your consent in the Game’s Settings (“Share purchase use with Apple”, iPhone and iPad).
- Your rights: depending on where you live (EEA/UK GDPR, Türkiye KVKK Art. 11, California and other US states), you can ask to access, correct, delete or receive a copy of your data, restrict or object to processing, withdraw consent, and opt out of targeted advertising. Contact support@birkinapps.com; we reply within 30 days and may ask for the ID shown in Settings to find your data. We will not treat you differently for using these rights. You can also complain to your data-protection authority (in Türkiye, the Personal Data Protection Authority, KVKK).
9. Children
Restaurant Rush is made for a general audience and is not directed to children under 13 (or the minimum age of digital consent in your country). We do not knowingly collect personal information from children. If you believe a child has given us personal information, contact us and we will delete it.
10. Security
Data is encrypted in transit (HTTPS/TLS). Cloud saves and profiles are protected by Firestore security rules so that only you — and our authorised administrators, for support — can read them, and scores are validated on our servers. No system is perfectly secure, but we work to protect your data.
11. Changes to this policy
We will post any update on this page and change the “Last updated” date. If a change is significant, we will also tell you in the Game or in the store listing.
12. Contact
Birkin Apps — Süleyman Gökhan Birkin, Istanbul, Türkiye
support@birkinapps.com