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CALL ME, LIAR · WEBSITE & GAME

Privacy policy

Your data. Your voice.
Here’s how it works.

Last updated:

THE QUICK VERSION

Steam information helps you join and play together. Microphone audio supports live in-game conversations. This website has no advertising trackers. You can contact us about your privacy at press@callmeliar.com.

1. Who is responsible

Ömer Alkın, based in the Netherlands, is the controller responsible for the personal data processing described in this policy. “We”, “us” and “our” refer to Ömer Alkın.

This policy covers callmeliar.com, the Call Me, Liar game on Steam, and its demos and playtests. Privacy questions and requests can be sent to press@callmeliar.com.

Steam and other external services also process information for their own purposes under their own privacy policies. This policy explains our use of those services; it does not replace their policies.

2. Visiting the website

The website is hosted and delivered through Cloudflare. Delivering and protecting it involves technical information such as your IP address, requested URL, browser and device information, request time, and security or error information. Cloudflare may also receive browser network-error reports to diagnose delivery problems.

The website itself does not use advertising cookies, tracking pixels, third-party analytics scripts, accounts, or sign-up forms. Its fonts, images and teaser video are served from this website. Cloudflare may use necessary security cookies or similar measures when protecting the service.

Links to Steam, YouTube, X and TikTok take you to separate services. Those services receive information when you visit them and apply their own privacy policies.

3. Playing the game

The game uses Steam for platform identity, lobbies, invitations and multiplayer connections. It can access your Steam ID, display name and avatar, and the lobby and connection information needed to join a session. Other players can see your in-game name, avatar and the game information presented to them during play.

The game also shares activity information with Steam, such as whether you are in a lobby or playing, the current minigame and your session’s player count, so Steam can display your activity to friends.

Multiplayer sessions are hosted by a player’s computer. The host processes player identifiers, connection information and session activity, including game choices, scores and results, to run the match and send the appropriate state to participants. Steam and the underlying network transport process the technical information needed to connect players. Direct network connections can expose an IP address to the host or connected peers.

You do not create a separate Call Me, Liar account. Steam handles Steam purchases and payment information; the game does not ask you to enter payment-card details.

4. Microphone and voice chat

The game uses your microphone for live voice chat and its microphone test. While the voice system is active, audio can be processed locally even when transmission is muted. Your microphone settings and the game’s voice-routing rules control when audio is transmitted to other players.

Voice uses Dissonance software integrated into the game and is relayed through the session host. The game routes calls and other voice channels to their intended participants. Private in-game calls are a gameplay feature: the session host handles the voice traffic, and participants may use separate recording or streaming software.

The normal game does not include a voice-recording archive or send conversations to us for transcription. Live audio is buffered temporarily for capture, transmission and playback. You can mute transmission, use push-to-talk, adjust other players’ volume or mute them, and manage microphone permission in your operating system. Denying microphone access prevents you from speaking in voice chat.

5. Local settings and technical diagnostics

The game stores preferences on your device, such as language, audio, microphone, controls and display settings. Per-player mute and volume preferences can be associated locally with Steam IDs.

Local game logs can contain technical details, errors, session events, your Steam name and Steam ID. If you share a log or bug report with us, that information becomes part of the report. Please check attachments before sending them.

The game is made with Unity. Depending on the build and service configuration, Unity’s engine diagnostics may send technical information such as crash and error reports, device and operating-system details, performance or session telemetry, configuration metadata and an installation identifier to Unity. Unity processes applicable diagnostics on our behalf to help investigate technical problems and improve stability. Engine diagnostics are separate from live voice chat. Contact us for requests concerning these diagnostics. See Unity’s game-player privacy information and Unity’s diagnostics privacy overview.

6. Contact and support

If you email us or voluntarily submit feedback, a bug report, screenshots, logs or recordings, we process your contact details, message and attachments to respond and investigate. Our email and communication providers process messages to deliver and store them. Please send only information relevant to your request and avoid including other people’s private information unnecessarily.

7. Why we use personal data

Under the EU General Data Protection Regulation (GDPR), the legal bases for our processing are:

  • Providing the game you request (performance of a contract): processing the identity, connection, session and voice information needed to provide multiplayer and the features you choose to use.
  • Legitimate interests: delivering and securing the website, maintaining game reliability, diagnosing faults, preventing abuse, and responding to support or other correspondence. We consider these interests alongside your privacy rights.
  • Legal obligations: processing information where necessary to comply with applicable law or handle data-protection requests.
  • Consent, where required: if an optional activity requires consent, we will ask separately and explain how to withdraw it. Simply visiting the site or playing the game is not blanket consent to unrelated processing.

Connection and session data are necessary for online play; without them, the relevant online features cannot operate. Sending support attachments is optional. We do not sell personal data or use it for targeted advertising. We do not use automated profiling to make decisions that have legal or similarly significant effects on you.

8. Who receives data and where

Data is shared as needed with the session host and other participants, Steam/Valve, Cloudflare, Unity for applicable diagnostics, and providers that handle our correspondence. We may also disclose information when legally required or when necessary to establish, exercise or defend legal claims.

Players and providers can be outside the Netherlands or the European Economic Area (EEA), including in the United States. Cloudflare and Valve describe their international-transfer safeguards, including applicable Data Privacy Framework arrangements and Standard Contractual Clauses, in their policies linked below. Where Unity processes diagnostics on our behalf, its Data Processing Agreement describes its safeguards. Contact us for information or a copy of the safeguards relevant to your data.

Connecting to a player-hosted session also sends the information needed for that session to the host and participants wherever they are located. For the providers’ processing and transfer arrangements, see the Steam Privacy Policy, Cloudflare Privacy Policy and Unity game-player Privacy Policy.

9. How long information is kept

  • Live session and voice data: processed for the session, with temporary audio buffers used for delivery and playback. The normal game does not maintain an archive of voice conversations.
  • Local settings and logs: remain on your device until overwritten, reset or deleted. Uninstalling the game may leave these files behind.
  • Support messages and attachments: kept for as long as needed to respond, investigate and resolve the issue and any related dispute or legal obligation, then deleted when no longer needed.
  • Provider-held technical data: kept under the relevant service’s retention arrangements. Unity publishes a default retention period of 90 days for its diagnostics data. Steam and Cloudflare describe their retention practices in the policies linked above.

Other players’ independently made recordings and platform account records are not under our control.

10. Your rights and choices

Depending on the circumstances, you can request access to your personal data, correction, deletion, restriction of processing, or a portable copy. You can object to processing based on legitimate interests. Where processing relies on consent, you can withdraw that consent without affecting the lawfulness of earlier processing.

Email press@callmeliar.com to make a request. Tell us which service or interaction it concerns. We may ask for proportionate information to verify your identity; please do not send identity documents unless requested. We normally respond within one month and will explain any lawful extension.

For information held independently by Steam or another provider, you can also use that provider’s privacy controls and request channels. You can complain to the Dutch Data Protection Authority (Autoriteit Persoonsgegevens) or the data-protection authority where you live or work, or where you believe an infringement occurred.

11. Changes to this policy

We will update this page when our services or data practices change and revise the date at the top. Where a change requires additional notice or consent, we will provide it as required.