Privacy Policy
Last changed 2026-11-15
1. Who we are
This policy is from Marble Works ("we"), who runs the Tropalm account, Tropalm Cloud AI and this website. You can reach us about it at support@tropalm.com. Please write in Japanese or English; if you write in another language, we will reply in English. If you have a Tropalm account, ask us at support@tropalm.com and, once we have confirmed that the account is yours, we will tell you our name and address without delay.
2. What this covers
The Tropalm account, Tropalm Cloud AI and the hosted voice (at api.tropalm.com), this website (tropalm.com), co-op invites if you use them, and the parts of the game that go online or keep information about people on your computer.
You can play without any of this. Without an account, companions can run on a model on your own computer, and the game sends us nothing about you; it does not ask our server anything until you press sign in (section 8).
Nothing in the services uses what is described here for advertising. This website's own code loads no analytics or tracking scripts and sets no cookies: it keeps your sign-in in the browser tab, which forgets it when the tab closes.
3. What we keep about your account
| What | Why |
|---|---|
| A random account number | Everything else is attached to it. |
| How you sign in: if you sign in with Google, Google's identifier for your Google account and your email address (we ask Google for nothing else, not your name or picture); if you sign in with Steam, your SteamID and nothing else | To find your account when you sign in. Your email address is shown on your account page and is where announcements go. |
| When the account was made, its plan and when that plan started, and when the account was stopped, if it was | To run the allowance, and to stop an account that is misused. |
| A language, English or Japanese, guessed from the browser you signed in with (or the game's language, when the game signs in with Steam) | The language we write to you in. You can change it on the settings page. |
| Whether you want announcement email. On unless you switch it off. | Announcements only, such as the demo opening. You can switch them off on the settings page. Which announcements were sent to you is kept, so that none is sent twice. |
| For each signed-in device: a one-way hash of its sign-in key, from which the key cannot be read back; the times it was issued, expires and was ended; and a device name. The game sends only "Windows" or "Mac" as the device name, not your computer's name; this website sends "Web dashboard". | So that a device can stay signed in, and so that "Sign out" and "Sign out everywhere" work. A new entry is made every time a device renews its sign-in, which it does often while the game is running. |
| For each Tropalm Cloud AI or hosted voice request: the time, the model, which company's computers answered, the amount of text in and out, and what it cost | The allowance, the activity chart on your account page, and finding out what went wrong when something does. |
| Your allowance: this week's start, how much there is and how much is used; and, if your account was given the demo's credit, when it was given, how much it was and when it ends | The meter in the game and on your account page. |
Our server does not store your IP address (the hosting company's own records of requests are in section 9), the words of your companions' requests or their replies, or the lines a hosted voice speaks.
4. What passes through without being kept
When a companion uses Tropalm Cloud AI, the game sends what the companion needs to decide its next move: its name, personality and instructions, its conversation so far (what it has perceived, said and done, condensed when it grows long), and the notes it chose to remember. Our server passes that to the company that routes AI requests, which passes it to a company that runs the model (section 5), and passes the reply back. We read the cost off the reply and keep nothing else of either.
What a companion perceives includes other people. Every line said within its earshot goes into its request with the speaker's in-world name: what you type to it, what you say aloud (turned into text on your own computer first), and what other players near it type or say. Your in-world name starts as your Steam name if you play on Steam, and you can change it.
In a shared world each player's companions think on that player's own computer, through that player's own choice of model. So what you say near another player's companion is sent to the service that player chose, which may be Tropalm Cloud AI or another one, and what they say near yours goes to yours. This is true whether or not you have a Tropalm account.
When a companion speaks with a hosted voice, its line goes the same way, to the company that routes AI requests and on to a company that runs a voice model (section 5), and the sound comes back. This only happens when someone has chosen a hosted voice for that companion, and the account that pays for it is the one of the player whose companion it is.
5. Who receives what
| Who | What | Why |
|---|---|---|
| The company that hosts our server and this website | Everything above: our server, its database and its logs run on its computers, and this website is served by it. If you use co-op invites, its relay also carries games that cannot connect directly. | Hosting. |
| The company whose account you sign in with | Your sign-in. If you sign in with Google, Google tells us your Google account's identifier and email address. If you sign in with Steam, we ask Steam to confirm the sign-in your game or browser presents, and Steam tells us your SteamID. | Signing in. |
| The company that routes AI requests | Every Tropalm Cloud AI request and hosted voice line, as described in section 4. All of our players' requests reach it under one key of ours, so it is not told which player sent which. | It passes each request on to a company that runs the model. |
| The companies that run the AI models, for companions and for the hosted voice | The requests for the models they run. Which ones receive yours depends on the model you pick; each model has a first company, and may have standbys that answer only when the one before cannot. | They run the models. |
| The company that delivers our email | Your email address and the announcement, when we send one. | Delivering announcement email. |
Which company does each of these, and which companies run each model, is listed at tropalm.com/companies. That list changes when the companies change; this policy does not.
What each of these companies does with what it receives is set by its own policy. We have set our account with the company that routes AI requests to leave out companies that train on request data, both paid ones and free ones, so none of your requests is sent to one.
Where each of these companies processes information depends on the company and the model, and can be a country other than yours. For some models our server asks for a region, which the list names. For the others it asks for none, and the company chooses. When you use Tropalm Cloud AI or a hosted voice, you agree that your companions' requests and lines go to these companies wherever they process them. If you do not agree, play with a model on your own computer, which sends us nothing.
6. Playing with other people
In a shared world the game connects your computer and the host's directly, so each can see the other's IP address. Players who join the same host do not see each other's.
- Everyone in the world sees your in-world name and what you type; the players near you see your body and what it holds. Your voice reaches the players near you, through the host's computer. The microphone is open only while you hold the talk key.
- Other players' games keep what their companions heard you say, word for word, in the same conversation files and logs that section 7 describes on your own computer.
- When you join, the game sends the host a random number it made once for this installation. The host's world keeps your body, its name and what it was carrying under that number, so that you can come back to it; it stays in the host's save until the host deletes the world.
- The host's game records sessions unless the host has switched recording off in the settings. A recording holds everyone's names, movements and typed or spoken-as-text lines, and stays on the host's computer.
- Opening the server list asks every server you have saved how many players it has, which shows your IP address to each of them.
Co-op invites
If you host a world with an invite code, which needs you to be signed in, your game opens a room on our server (signal.tropalm.com). What the room holds:
- The host's account number, the code and the room's settings, until the room closes.
- The IP address of anyone who tries to join, for about a minute, to limit how often one address can try; and, if the host turns someone away, for a minute after that.
- The name a joiner gives, and for a Steam friend their SteamID and a ticket from Steam, are passed to the host's game, which checks with Steam, and are not kept.
- The connection details the two games exchange to reach each other, which include IP addresses, are passed between the host and a joiner who has been let in, and are not kept.
- If the two games cannot reach each other directly, the game is relayed through the hosting company's relay. The relay's passwords are marked with the host's account number and last at most a day.
7. What stays on your computer
The game keeps these in its folder on your computer and sends them nowhere except as this policy says:
- Your sign-in key and any model keys of your own. On Windows they are locked to your Windows user. On macOS and Linux they are written as plain text for now.
- A random key that the local model, speech and speech-to-text servers the game starts on your computer answer to, so that no other program and no web page can use them. It is made once and kept like the keys above: on Windows it is locked to your Windows user, and on macOS and Linux it is written as plain text for now.
- Each companion's whole conversation, in each world, word for word, including what other people said near it. There is no limit on its size. It is deleted with the world.
- The notes a companion chose to remember. Notes about one world are deleted with it; general notes are not.
- Logs of each session with companions, which repeat their conversations, and the engine's own log. The log of a recorded session is kept beside its recording and is deleted with it. The logs of sessions that are not recorded (every session you join on someone else's computer, and every session while recording is switched off) are kept for a limited number of the most recent sessions: when a new one starts, the oldest past that number are deleted.
- Session recordings: a limited number of the most recent for each world, kept when the world is deleted.
- Your worlds and everyone's bodies in them, your companions and their settings, saved servers, screenshots, and downloaded models and voices.
- The random installation number described in section 6.
8. What the game fetches by itself
While it runs and you are signed in, the game regularly asks our server whether each Tropalm Cloud model in its list is available, and, in a world whose companions use a Tropalm Cloud model, once more about that one. Our server answers with the list and keeps nothing of these requests. While you are signed out, the game does not ask.
Each time it starts, the game downloads the list of models it can install. It downloads models and the programs that run them only when you choose to. Both come from the sites that host them, such as GitHub and Hugging Face. If you add a model service of your own with your own key, the game sends your companions' requests there instead of to us. Speech-to-text runs on your own computer. The game sends no usage statistics or crash reports.
9. Logs
When something goes wrong, our server writes a line to its log at the hosting company. Some of these lines include your account number, the model and what the company that runs the model or the company you sign in with said was wrong; none includes what was in your request. The hosting company also records requests to our server. Both are kept for at most 7 days, by the hosting company's own rules.
10. How long
| What | Kept |
|---|---|
| Each Tropalm Cloud AI and hosted voice request's record | 7 days, or until you delete your account if that is sooner |
| Hourly totals of the same | Until you delete your account, however old they are |
| Your account, how you sign in, your email address, your settings | Until you delete your account, however long it goes unused |
| Signed-in device entries, including the device name | While in use, and then 30 days after the entry ended or ran out, or until you delete your account if that is sooner |
| A joiner's IP address at a co-op invite's room | About a minute |
Deleting your account (section 11) deletes at once everything in section 3 that belongs to it: the account, how you sign in and your email address, your settings, your signed-in devices, your allowance, the record of your requests and their hourly totals, and which announcements were sent to you. It does not reach the lines in our server's logs at the hosting company that carry your account number (section 9), or what the companies in section 5 keep under their own policies. If the account was stopped when it was deleted, we keep one thing more: for each way it signed in, a one-way mark made from Google's identifier for your Google account or from your SteamID, from which neither can be read back, so that signing in that way again makes a new account that starts stopped; the mark is deleted when that account is made. A Steam account that was given the demo's credit leaves a one-way mark made from its SteamID, from which the SteamID cannot be read back, and the mark is kept when the account is deleted, so that each Steam account is given the credit only once.
11. Your choices
- Switch announcement email off, or change its language, on your account's settings page.
- Sign out in the game, which ends that device's session and deletes the key from your computer. "Sign out everywhere" on your account's settings page ends every session.
- Link Google and Steam to one account on your account's settings page, or remove one of them as long as the other is left.
- Switch session recording off in the game's settings.
- Delete a world in the game, which deletes its save and your companions' conversations and notes about that world.
- Play with a model on your own computer, without an account.
- Delete your account on your account's settings page, under "Delete account". It is deleted at once, with what section 10 lists, and cannot be undone. The website signs you out, and any game signed in to the account is signed out shortly after, or when it next starts. If you sign in again later, you get a new account.
To ask what we hold about you, or to have your account deleted when you can no longer sign in to it, write to support@tropalm.com from the email address you sign in with. We confirm that it is you by that address, and we answer, or delete the account, within 30 days. If you sign in with Steam alone, we have no email address of yours to confirm a request by; sign in to this website with Steam instead and delete the account on your account's settings page.
12. Children
A Tropalm account, and so Tropalm Cloud AI and the hosted voice, is for people who are at least 18 years old (see the terms of service, section 2). If we learn that someone younger has an account, we stop it, and we delete it when asked.
13. Changes to this policy
Before a change to this policy applies, we put the new version on tropalm.com with its new date. The game carries a copy of this policy, and the first time it starts with a new version it asks you to agree to it before you go on.