← Sprint Rivals

Privacy

Last updated 23 October 2026

The short version. No ads, no tracking across other apps or sites, nothing sold, no account to create. The game sends anonymous gameplay events so we can tell whether people enjoy it enough to race again. Your race times go on the game's own leaderboards under the name you chose. Feedback carries your message plus a few lines about the build it came from — version, iPhone model, race count — and the sheet says so before you send it.

On iPhone and Android. Sprint Rivals is coming to Android as well as iPhone. Both apps send the same things, described below, to the same servers, and race on the same leaderboards. Where the Android app differs, this page says so. It has no Game Center, feedback sheet, career, online races or crash reports yet, so the parts about those are about the iPhone app only.

Who we are

Sprint Rivals is made by Samuel Osa-Agbontaen. Questions, or a request to see or delete something: [email protected].

In the game

Gameplay events. The app records a small set of events about how the game is played: the app opening, being put away and coming back (with how long it was open); a race starting, finishing, being restarted or being quit, and what kind of race it was (solo, the Daily Meet, career, online, training or the guided first race); the steps of the first race and the menu tour, and whether they were finished or skipped; career progress (which meet and round, your place, whether you met the goal or beat the boss, which story scenes played or were skipped, which chapter you finished); and screens such as stats, race details, the leaderboards, the locker room, settings and training being opened, a result card or clip being shared, a look or build being saved, and feedback being sent (only which of the four answers you picked, never what you wrote). A finished race carries the distance, your lane, time and place, whether it was a personal best, your reaction time, how accurately you tapped and your form score. A race restarted or quit after the gun carries how far you had run, your place and how far behind the leader you were at that moment. Every event also carries:

Performance and crashes. After a race the app also records how smoothly it ran: how many frames it drew, the average and slowest frame, how many were slow, how warm the phone was, your graphics setting and screen rate, and your iPhone model. If the app crashed or froze, iOS hands it a report the next time it opens; the app sends the build that crashed, your iOS version and iPhone model, the kind of failure and where in the app's own code it happened — never the full report, and nothing about you. The full report goes to us as a feedback entry, with no message, address or name in it. These carry the same random IDs as every event and nothing else.

We use this only to understand how the game is played — how many people race a second time, where they stop — so we can make it better. It never includes your racing name, your email or anything you write, it is not linked to you, and it is never used for advertising.

Leaderboards. When you finish a race that counts for the rankings (a single-player race, not online, with a legal wind), the app sends it to our race server: the name and flag you chose, the distance, your time and reaction, the wind, and where you were on the track every tenth of a second, which is how the server checks that the time came from a real race, and which app and build ran it (iPhone or Android), so a person checking a very fast time knows which game produced it. Your best time on each board (all-time, this week, and the Daily Meet) is shown to every player with your name and flag. It is kept with a random player ID made for this purpose only: it is not your Apple ID, your Game Center identity, the gameplay ID above, or anything else that points at you, and the server never shows it to anyone. It is kept in your phone's keychain (on Android, encrypted with a key held in the phone's Android Keystore, with a copy in Google Play services' Block Store), so deleting and reinstalling the app keeps your place on the boards and brings your personal bests back. On Android, Block Store may also carry it to a new phone restored from your Google backup; nothing else about you goes with it. Names are filtered for offensive words before anyone sees them, and each name belongs to one runner: the server keeps a list of racing names against those random player IDs, so nobody else can race under yours. Changing your name lets the old one go. A very fast time may be held for a person to check before it takes a place on the boards; that uses only what is described here.

Daily Meet ghosts and online races. When you finish a Daily Meet, the same run (with how your athlete looks) is kept so other players can race its "ghost"; only the day's fastest runs are kept, under the same player ID, and other players see your name and flag on your ghost. Racing online sends the same name, flag and look to the other people in your lobby.

Your player profile. Other players can open a profile card for you from the leaderboards, an online lobby or its results, or your Daily Meet ghost. The app publishes it to our race server: your racing name, flag, how your athlete looks, the title you wear, your level, your five build attributes, and how many races you have run and won. The card also shows your best time and place on each leaderboard, and, to a player you have raced online, how many of those races each of you won (the server keeps that count for each pair of players who race online). The profile is kept under your random player ID but is found by a separate code worked out from it that cannot be turned back into the ID, so publishing it shows nobody how to post as you. It is game data only: no email, no Apple or Game Center identity, nothing about your phone. Only your own (non-story) athlete is published; a Career Mode athlete never is. If you have a time on a leaderboard but your version of the app has not published a profile, the card is made from what the leaderboards already hold: the name and flag your time shows, your best time and place on each board, and the month of your first ranked race.

Friends and challenges. You can send another player a friend request, accept or decline one, remove a friend, block a player, or challenge a player to a one-on-one race. There is no messaging: each of these is a tap, and a challenge carries only the race distance. The race server keeps, under the random player IDs involved, who is friends with whom, requests and challenges that are waiting (a challenge runs out after 30 minutes), who you have blocked, and when you were last active in the game (your friends see "online now" or "seen 2 h ago"). A player you block cannot send you requests or challenges and is hidden from your leaderboards; they are not told. Removing a friend or unblocking takes effect straight away.

Game Center. If you are already signed in to Game Center, your ranked times are also posted to Apple's Game Center leaderboards, where other players can see them next to your Game Center nickname. Apple runs Game Center under its own privacy policy. The game never asks you to sign in, and we do not copy your Game Center identity into our own records.

Feedback. If you send feedback from inside the game, we receive what you choose to send: your one-tap verdict, your message, and a reply email only if you give one. It arrives with the app version, your iOS version, your iPhone model, the event you were playing, your race count and your best time, and the sheet tells you so before you send it.

Update check. When the game opens it asks our server which build is the newest, so it can tell you when an update is out. The request carries nothing about you or your phone — your build number is compared on the phone, not sent — and nothing about it is recorded.

On your phone. Your name, colours, personal bests and race record are stored on your device and are not sent anywhere except as described above.

On this website

The waiting list. If you join, we keep your email address, which link brought you here (for example "tiktok") and your country, and use them only to tell you about Sprint Rivals. Every message will let you leave the list.

Your share link. After you join, the site makes a random code and keeps it on your device, so you have your own link to send friends. When someone joins through it, we add one to that code's count, which only you can see (the site shows it to the device holding the code). The code is not your email, but we store it with your signup, and a friend's signup records the code they came through, so we can see who brought whom onto the list. We use that only to understand how the game spreads (and possibly to thank people who brought friends, for example with earlier access); it is never shown to anyone else.

Visit counts. The site uses Cloudflare Web Analytics, which counts page views without cookies and without identifying you.

Where it is kept

Everything you send us — waiting list signups, feedback and gameplay events — goes to a Cloudflare Worker and is stored in a private Cloudflare database that only we can open. Waiting list and feedback entries can be read only by us, on pages that need our own sign-in, and feedback reply addresses are never added to gameplay events. (Until 20 October 2026 signups and feedback went to a private Google Sheet instead; nothing new goes there now, and it is kept only as a private archive under the same rules.) We keep gameplay events for as long as they help us improve the game, and no more than two years. Waiting list addresses are kept until you leave the list or ask us to delete them; feedback is kept for as long as it helps us improve the game.

Your choices

Children

Sprint Rivals is a game anyone can play. We do not knowingly collect personal information from children under 13. Gameplay events do not identify anyone. If a child has sent us an email address, contact us and we will delete it.

Changes

If what we collect changes, this page changes first, with a new date at the top.