Privacy Policy
Last updated 3 August 2026
RESØNANCE is made by Komar Labs LLC, a one-person studio. This policy covers the game and this website. It is written to be read, not to be survived.
The short version. Your microphone audio never leaves your computer. The game does measure a few numbers about how loud your room and your voice are, and those numbers will be sent to us so the game can be balanced. Everything else we collect is about what happened in the game, not about you.
Where things stand today
RESØNANCE is not released. The game currently contains no networking code of any kind: it sends nothing, to us or to anyone else, because there is nothing in it that can. This policy describes what the shipped game will do, so that it exists before the code does rather than after.
Each section below is marked now or at launch so you can tell the difference. We will update this page before any "at launch" behaviour goes live, not afterwards.
Your microphone (now, and permanently)
The game listens to your microphone. That is the entire point of it.
Microphone audio is processed on your machine, in real time, and discarded immediately. It is never recorded, never written to disk, never stored, and never transmitted. The only place audio samples exist is a small in-memory buffer that is freed the moment capture stops.
The following are permanently off limits and no setting, diagnostic, crash report or opt-in will ever unlock them:
- Audio samples, or the contents of the audio buffer
- Per-band envelopes or spectra
- Anything at all from which audio could be reconstructed or speech recovered
This is enforced in the game's architecture rather than by policy. If that ever changes, it will be a deliberate, announced decision, and this paragraph will be the first thing rewritten.
Measurements about your room (at launch)
This is the part that a sentence like "we never transmit your audio" leaves out, so here it is plainly. To make the game fair, it has to know how loud your room is and how loud you are. Those are numbers, not sound, and some of them will be sent to us:
- Measured once, when you calibrate: your room's background noise level, how much that level drifts, and how far your speaking voice sits above it.
- Measured while you play: a summary of how loud you were during a run.
We want these for one reason: so that a death in the game can be matched to the noise that caused it. Without them we cannot tell a scare that worked from a scare that fired for no reason the player could hear.
These are single numbers. They describe the acoustic properties of a room; they are not a recording of it, they contain no speech, and no sound can be reconstructed from them.
What the game records about play (at launch)
Gameplay data, so we can tell what is working:
- Rooms and wings entered and left, and how long a run lasted
- Deaths, and what caused them
- Which recordings you transferred, and which you lost
- Tape plays and encounter counts
- Which ending you reached, and the seed the night was built from
- Settings, such as whether you played with a microphone or the fallback mode, and whether you told us you were on headphones
- Crash reports, error reports and performance counters
None of this includes your name, your email, your IP address as a stored identifier, or anything you did not do inside the game.
Feedback you send us (now)
If the game offers a "send feedback" form, using it sends exactly what you typed, plus basic diagnostics such as the game version and your operating system. That becomes a ticket in our issue tracker.
This is the one thing that is entirely your choice, every time. Nothing is sent unless you open the form and press send.
This website (now)
No cookies. No analytics. No tracking pixels. No embedded video, no fonts loaded from anyone else's server, and no third-party scripts of any kind. The pages are static files.
Our host records ordinary web server logs, including IP addresses, for security and reliability. We do not use them to build any profile of you.
If you email us, we have your email and whatever you put in it, for as long as we keep the message.
Who else sees any of this
- Amazon Web Services hosts this website and the small service that receives feedback. (now)
- Google Workspace carries email you send us. (now)
- Linear is our issue tracker; feedback you submit becomes a ticket there. (now)
- Valve — RESØNANCE is not yet on Steam. If and when it is distributed there, Valve will process data tied to your Steam account under Valve's own privacy policy, not this one. (at launch)
We do not sell your data, and we have no advertising partners.
Children
RESØNANCE is a horror game intended for adults. It is not directed at children, and we do not knowingly collect information from anyone under 13.
Your rights
Depending on where you live, you may have the right to ask what we hold about you, to ask for it to be corrected, or to ask for it to be deleted. Email us and we will do it. We are one person; there is no ticket queue and no form to fill in.
Changes
When this policy changes materially, the date at the top changes and the change is described here. Anything currently marked "at launch" will be rewritten into the present tense before the code that does it ships, not after.
Contact
admin@komarlabs.dev
Komar Labs LLC, Kuna, Idaho, USA