Sign-in is optional.
You can play the current game without making an account.
The game is meant to remember world history, not expose your personal sign-in information. This page explains what the current version uses and what may change as the shared world is built.
You can play the current game without making an account.
The current playable world is stored on this device, not synced between devices.
Email addresses and sign-in data are not meant to become public world history.
If you choose to sign in with Google, The Lasting World receives the basic account information needed to identify you, which can include your Google account identifier, email address, name, and profile image. The project does not request access to Gmail, Google Drive, Google Calendar, or unrelated Google services.
Google sign-in is used to connect you to a separate Lasting World player ID. The goal is to keep authentication details out of public world history.
Signed-in players receive an internal Lasting World player ID. Session cookies or similar security data are used to keep you signed in and protect account requests. Authentication provider IDs, email addresses, session data, and OAuth credentials are not intended to be public world data.
The current playable preview stores its world state in your browser. As shared-world systems come online, actions that are meant to persist may be stored on the server with information such as world location, time, software revision, life history, and the internal player ID responsible for an action.
Persistent world history may be intentionally long-lived because remembering past actions is part of the game. Private sign-in information is designed to remain separate from that public or shared-world identity.
The development observer publishes a limited, allowlisted set of project information such as current development status, safe activity summaries, build labels, and sanitized public commit descriptions. It is designed not to publish credentials, raw private prompts, hidden chain-of-thought, author email addresses, private repository contents, or unrestricted local logs.
Information is used to authenticate players, maintain player identity, operate and secure the service, preserve intended world history, run the game, and maintain the public development experiment. Player information is not sold to advertisers. Hosting and authentication providers may process information when needed to provide their technical services.
Account and security records are kept as needed to operate and protect the service. Shared-world history may be retained for much longer because persistence is a core feature of the game. Before shared-world accounts are opened broadly, the project will publish a clear account deletion and contact process along with any additional disclosures that become necessary.
If this project changes how it handles personal information, the policy will be updated rather than silently treating new practices as if they had always applied.