Privacy PolicyÂ
Effective Date: October 28, 2026
This Privacy Policy applies to Floor Fall: The Floor Is Lava MR (referred to as the "Application"), a mixed-reality application for Meta Horizon OS devices published by Perfect Circle Entertainment LLC (referred to as the "Service Provider").
The Application is provided as a commercial service and is intended for use "AS IS."
The Application collects and processes the following information about its users: the age group of the Meta account in use; the position and movement of the user's head, hands, and body; information about the user's play area; images from the headset's camera, if the user turns on the setting that uses them, which are used on the device for a moment and not kept; an anonymous device identifier, used only to connect multiplayer sessions through Epic Online Services when the local network cannot; and saved game data. Each is described in this policy, together with how it is used, who it is shared with, how long it is kept, and how to have it deleted (see "Data Deletion").
The Service Provider does not operate servers for the Application and does not receive, sell, rent, or keep personal information from it. When you play alone, the information the Application uses stays on your device, with one exception: if Meta's Cloud Backup feature is turned on for your device, Meta keeps a backup copy of your saved game data (see "Cloud Backup"). The Application also offers optional same-room multiplayer and spectator features. When you choose to host or join a session, the information described below is shared with the other people in that session through third-party services.
The Application uses one Meta platform feature to obtain information about the Meta account in use: User Age Group. When the Application starts, it asks Meta for the age group of the account in use (child, teen, or adult), as Meta requires of applications intended for both children and older users. The Application does not currently use the age group for anything else, and it is not shared with anyone.
The Application does not request the account's profile, display name, username, or user ID, and it does not show anyone's name. In multiplayer, each game is shown under a randomly generated name (for example, "Ember Ridge"), and each player as a numbered player (for example, "Player 2").
The age group is held in the device's memory only while the Application is running. The Application does not save it to the device, it is not included in Cloud Backup, and it is not sent to the Service Provider. It is erased when the Application closes and is requested from Meta again the next time it starts.
The Application does not use profile photographs, Meta Avatars, contact or friend lists, email addresses, or payment information.
Multiplayer and spectator sessions are optional and are meant for people in the same physical room. Nothing in this section applies unless you choose to host or join a session.
While you are in a session, the Application shares the following with the other headsets in that session:
your player number (for example, "Player 2"), which the host's headset assigns as players join;
the position and movement of your head, hands, and body;
gameplay information, such as whether you are ready, whether you are playing or spectating, round and score information, and where a player was hit;
the position of things placed in the room during the game, such as the traps and the start and end buttons of a course that is being built or played;
from the host only: an outline of the host's play area, or of the lava area of the course being played (the shape of the usable floor, including gaps where furniture or blocked areas are, and the floor and ceiling height), so that everyone sees the game in the same place;
identifiers for a shared spatial anchor used to line the game up in the room.
The name you give a course is not shared with the other headsets.
The host's headset receives this information from each player and passes it on to the others. It normally travels directly between the headsets over your local network (for example, your home Wi-Fi). Some networks, such as many hotel, school, and guest Wi-Fi networks, do not let devices on them reach each other. When a headset cannot reach the host that way, the Application connects the two through Epic Online Services, a service provided by Epic Games, as described under "Epic Online Services" below; the session information then travels over the internet, directly between the headsets where the networks allow it and otherwise through Epic's relay servers. It does not pass through any server operated by the Service Provider.
To let nearby headsets find a game, the Application uses Meta's colocation discovery feature. While you are hosting, your headset advertises the session to nearby headsets running the Application. The advertisement contains the session name (a random code), the host headset's address and port on the local network, so that the other headsets can connect to it, the host headset's Epic Online Services account ID (see below), if it has one, so that they can connect through Epic when the local network does not let them, and the name of the game, which is randomly generated when the game is started (for example, "Ember Ridge").
The Application uses Epic Online Services only to connect headsets in a multiplayer or spectator session when they cannot reach each other over the local network. It does not use it when you play alone. It starts using it only when you open the Multiplayer screen, host a session, or join one.
To use Epic Online Services, the Application creates an anonymous identifier for your device and stores it on the device, and uses it to sign in to Epic Online Services. Epic then assigns your device an account ID for the Application. No Epic Games account is needed or used, and the Application does not send Epic your Meta account information, your age group, or any information about your room. What Epic receives is: the device identifier and the account ID; the model of your device (for example, "Oculus Quest"); your device's internet (IP) address, which any internet connection reveals; and, while a session's information travels through Epic, that information, as listed above. Epic's handling of this information is governed by Epic's own terms and privacy policy (https://www.epicgames.com/site/privacypolicy).
To line the game up in the room for every player, the host's headset creates a spatial anchor and shares it with the other headsets through Meta's shared spatial anchor service. The Application asks for the shared anchor to be erased when the session ends. Meta's handling of spatial anchor data is governed by Meta's own terms and privacy policies.
The Service Provider does not receive, record, or keep any of this information. The Application does not include voice chat or text chat.
The Application uses mixed-reality features provided by the Meta Horizon OS device to place gameplay elements within the user's physical environment.
To provide these features, the Application accesses information made available by the device about the user's play area, such as walls, floors, furniture, room surfaces, the 3D scan of the room (on devices that provide one), depth information, and spatial anchors. It also uses the position and movement of the user's head, hands, and body, and estimates the user's standing eye height so that gameplay can be scaled to the player.
When the Application starts, it shows the user a room setup: the parts of the floor where the game will be played, worked out from the device's information about the room, including where the room scan shows something standing on the floor. The user can change this setup by marking parts of the floor and the tops of furniture as safe to stand on or not, and, on devices without a 3D room scan, by drawing the surfaces of furniture. Every game mode uses this one setup.
When you save a course in Sandbox mode, the Application asks the device to save a spatial anchor, so that the course can be found in the same place in your room later. This anchor is stored on the device by Meta Horizon OS and is not shared with other players. The Application asks for it to be erased when the last course that uses it is deleted.
This information is processed on the user's device. The Service Provider does not receive, remotely store, sell, or share it. Spatial information leaves the device in only two ways: during a session you choose to host or join, as described under "Multiplayer and Spectator Sessions," and as part of the saved game data that Meta's Cloud Backup may copy, as described under "Cloud Backup."
Apart from the use of the headset camera described in the next section, the Application does not access camera images or video of the user's physical surroundings. It does not record or transmit camera images or video. It does not use the microphone.
On Meta Quest 3 and Meta Quest 3S, and on later devices that support the same feature, the Application can use images from one of the headset's front cameras (the cameras that provide passthrough). It does so only while the user has turned on the "Show more feet" setting, in the Application's Filming settings. This setting is off every time the Application starts, and while it is off the Application does not use the camera. The images are used for one purpose: to show the lower legs and feet of people standing in the room, so that the game's virtual pit is not drawn over them. To do this, the Application looks at the part of the camera image around a person's legs and works out which parts of it are floor and which are legs or feet.
The camera sees what the headset sees, so its images may show the room and the people in it. The Application does not use the images to identify anyone, and does not use them for any purpose other than the one described above.
Camera images are processed on the user's device, in the device's memory, while the Application is running. Each image is used for a moment and then discarded. The Application does not save camera images or video to the device, does not include them in saved game data or in Cloud Backup, does not share them with other players during multiplayer or spectator sessions, and does not send them to the Service Provider or to anyone else.
Using the headset camera requires a permission on the device. The Application asks for it only when the user turns on "Show more feet", and does not ask for it at any other time. Users may refuse or withdraw it through their Meta device settings. With the setting off, or without the permission, the Application works in the same way, except that a person's lower legs and feet may be hidden where the virtual pit is drawn. On devices that do not support this feature, such as Meta Quest 2 and Meta Quest Pro, the setting is not offered, the Application does not use the camera, and it does not ask for the permission.
The Application uses the body tracking feature of the Meta Horizon OS device, which estimates the position and movement of the user's body (such as the torso, arms, and legs) from the headset's sensors. From this feature the Application receives only these estimated positions, not camera images or video.
Body tracking information is used on the user's device to provide gameplay, for example to work out where the player's body is in relation to the game. The Application does not save body tracking information, and the Service Provider does not receive it.
During a multiplayer or spectator session that you choose to host or join, the position and movement of your body is shared with the other headsets in that session, in the same way as the position of your head and hands. It is not shared at any other time.
Body tracking requires a permission on the device. Users may refuse or withdraw it through their Meta device settings. Some gameplay features may not work without it.
When you name a course in Sandbox mode, the Application opens the device's system keyboard. The name you type is saved with the course, as described below. It is not shared with other players.
The Application saves the following on the device so that it works between sessions:
settings and preferences, and whether the tutorial has been completed;
the version of the Safety Agreement that was accepted and the time it was accepted;
high scores and level progress, including best scores for each scanned room;
your room setup for each scanned room: the parts of the floor and the tops of furniture you mark as safe to stand on or not, and, on headsets without a 3D room scan, the corners and height of each surface you draw. It is saved with an identifier for the room scan and a short code worked out from the shape of the room's floor, which the Application uses to tell whether the room has been scanned again, so that an old setup is not applied to a new scan;
for generated levels, where you put the start and end buttons in each scanned room, and which layout of each level you chose there;
your estimated standing eye height;
courses you build in Sandbox mode: the name you give each course, where its traps and buttons are placed in your room, the outline of its lava area (the shape of the floor area it uses, including gaps where furniture or blocked areas are), your best time, and identifiers for the room scan and the spatial anchor used to find the course again;
a troubleshooting log containing the Application version, device model, and a record of events such as sessions, connections, room scans, and whether the headset camera is in use. It contains no camera images;
once you have opened the Multiplayer screen, the anonymous device identifier used to sign in to Epic Online Services (see "Epic Online Services").
This information is stored on the device. The Service Provider cannot access it. Except for the troubleshooting log and the Epic Online Services device identifier, it may be included in Meta's Cloud Backup, as described in the next section.
The Application supports Cloud Backup, a feature of Meta Horizon OS. If Cloud Backup is turned on for your device, Meta automatically keeps a backup copy of the Application's saved game data in cloud storage linked to your Meta account, and restores it when the Application is reinstalled or installed on another of your devices.
The backup contains only the saved game data listed under "Information Stored on Your Device." The troubleshooting log is never backed up. The backup therefore includes your room setup (the floor and furniture you marked as safe to stand on or not, and any surfaces you drew), where you put the buttons for generated levels, and the courses you built, which describe where things were placed in your room and the shape of the floor area they use. It does not contain camera images, the device's scan of your room, or spatial anchors.
Backups are stored and handled by Meta under Meta's own terms and privacy policies. The Service Provider cannot access them. You can turn Cloud Backup off, and manage or delete existing backups, through your Meta device and Meta account settings.
The Application may request permissions required for its features, such as access to spatial data and room information, spatial anchors and sharing of spatial anchors, hand tracking, body tracking, passthrough, the headset camera, and discovery of nearby devices for same-room multiplayer.
These permissions are used only to provide the Application's features. Access to these permissions can be managed through the privacy and permission settings on the user's Meta device.
The Application does not collect precise or approximate geographic location information from the user's device.
Information about the user's physical play space is not used to determine the user's geographic location.
The Service Provider does not sell or rent personal information and does not share it for advertising.
The Application relies on two third parties:
Meta. The Application runs on Meta devices and uses platform services provided by Meta, including account age group, room and spatial data, hand and body tracking, the headset camera, nearby-device discovery, spatial anchors saved on the device, shared spatial anchors, the system keyboard, and Cloud Backup. Meta may independently process device, account, purchase, diagnostic, or platform information under Meta's own terms and privacy policies.
Epic Games. In multiplayer and spectator sessions only, the Application uses Epic Online Services to connect headsets that cannot reach each other over the local network, as described under "Epic Online Services." Epic may process the information described there under Epic's own terms and privacy policy.
The Service Provider does not control the independent collection or processing of information by Meta or by Epic Games.
The Application does not use third-party advertising services.
The Application does not use third-party analytics or crash-reporting tools.
The Service Provider does not maintain a database of personal information collected through the Application.
The age group obtained from the Meta account is kept only in the device's memory while the Application is running, and is erased when it closes.
Images from the headset camera are not kept. Each one is used in the device's memory for a moment and then discarded.
Information shared during a multiplayer or spectator session is used for that session and is not kept by the Application afterward. The anonymous device identifier used to sign in to Epic Online Services stays on the device until the Application's data is cleared or the Application is uninstalled; the account ID and other information Epic receives are kept by Epic under Epic's policies. Information stored on the device remains there until the user deletes it. Backup copies made by Meta's Cloud Backup are kept by Meta, under Meta's policies, until the user deletes them.
Users may request deletion of their data at any time by emailing floorfallmr@gmail.com with the subject "Data deletion request." The Service Provider will reply within 30 days, delete any information it holds about the user, and confirm when this has been done. If the Service Provider holds no information about the user, the reply will say so and explain how to delete the information held on the device or by Meta.
Users can also delete their data themselves, without making a request:
The age group from the Meta account is held only while the Application is running. Closing the Application erases it.
Information stored on the device is deleted by clearing the Application's data or uninstalling the Application, through the Meta device or the Meta Horizon mobile application. Individual courses can also be deleted inside the Application.
Backup copies held by Meta's Cloud Backup are not deleted by clearing the Application's data or uninstalling it. They can be deleted through the user's Meta account settings.
Information shared during a multiplayer or spectator session is not kept after the session ends.
Images from the headset camera are never saved, so there are none to delete.
Users may avoid all sharing described under "Multiplayer and Spectator Sessions" by not hosting or joining a session. The rest of the Application works without it.
Users may stop saved game data from being backed up by turning off Cloud Backup in their Meta device settings. The Application works the same without it.
Users may stop the Application from using the headset camera by leaving the "Show more feet" setting off, which is how the Application starts, or by refusing or withdrawing the camera permission in their Meta device settings. The rest of the Application works without it.
Users may stop the Application from accessing other device capabilities by changing its permissions through their Meta device settings.
Users may stop all processing performed by the Application by uninstalling it using the standard uninstall process available through their Meta device or the Meta Horizon application marketplace.
The Application asks Meta for the account's age group, as Meta requires of applications intended for both children and older users. It does not request any other information from the Meta account of any user, and it does not show any player's name. Apart from the age group itself, the Service Provider does not knowingly collect personal information from children.
A child who hosts or joins a same-room session shares the same gameplay information as any other player (the player number, head, hand, and body movement, and gameplay information) with the other people in that session through the services described above. Opening the Multiplayer screen on a child's device signs it in to Epic Online Services with an anonymous device identifier, as for any other user, solely so that the session can connect when the local network does not allow it; no Meta account information is sent to Epic.
The headset camera is used in the same way for every account. Its images are not saved or shared for any user.
If Cloud Backup is turned on for a child's device, the saved game data described above, including any course names the child has typed, is backed up by Meta in the same way as for any other user.
Parents and legal guardians are encouraged to supervise children's use of mixed-reality devices and applications. Anyone who believes that a child has provided personal information directly to the Service Provider may contact floorfallmr@gmail.com.
The Service Provider takes privacy and security seriously. The Application is designed to avoid transmitting or storing personal information on servers controlled by the Service Provider.
No method of electronic processing or device storage can be guaranteed to be completely secure. Users should keep their Meta device software updated and protect access to their device and Meta account.
The Application may be available to users in multiple countries. The Service Provider does not collect or store personal information through the Application and does not itself transfer users' personal information between countries.
During a multiplayer or spectator session, information normally travels only between the headsets in the same room, over the local network. When the headsets cannot reach each other that way and the session connects through Epic Online Services, the session information may pass through Epic's servers, which may be in a country other than the user's (see "Epic Online Services"). Backup copies made by Meta's Cloud Backup are stored by Meta and may be held in a country other than the user's. Information independently collected or processed by Meta or by Epic Games is governed by their own policies and practices.
This Privacy Policy may be updated periodically to reflect changes to the Application, its features, its data practices, platform requirements, or applicable laws.
When this Privacy Policy is updated, the revised version will be posted on this page and the effective date at the top of the policy will be changed. Users are encouraged to review this Privacy Policy periodically.
Continued use of the Application after an updated Privacy Policy becomes effective constitutes acknowledgment of the revised policy.
By using the Application, you acknowledge the practices described in this Privacy Policy.
Questions about this Privacy Policy or the Application's privacy practices may be directed to:
Perfect Circle Entertainment LLC
Email: floorfallmr@gmail.com