// Legal

Privacy
Policy.

We collect the minimum we need to run a multiplayer game and understand how it plays. We don't sell your information, we don't advertise to you, and we don't record your voice.

Last updated: August 2026  ·  Applies to Out of Office! and besszong.ca

// At a glance

Voice isn't recorded

Audio is transmitted to the other players in your session and discarded. There's no archive to go back to.

Pseudonymous by default

Most of what we collect is tied to a random or platform-issued ID. Your display name comes from your platform profile — you control it.

No payment data

Steam and other storefronts handle every purchase. We never see your card details.

Never sold

We don't sell personal information, use it for advertising, or profile individual players.

This Privacy Policy explains how The Besszong Group Inc. ("besszong.", "we", "us") collects, uses, and protects your information when you play our games or use our website. We're a small independent studio in Nova Scotia — we've tried to write this in plain language, and to describe only what we actually do.

01 //

Who we are

The Besszong Group Inc. ("besszong.") is an independent video game studio based in Nova Scotia, Canada. We develop and publish video games for PC and other platforms.

Email is the best way to reach us about anything in this policy, including privacy requests: [email protected]. We read it, and a person answers it.

If you need a postal address — to serve a formal notice, or because a regulator in your country requires one — email us and we will provide it.

We are the party responsible for the personal information described in this policy — the "data controller" under the GDPR, and the "organization" under PIPEDA.

02 //

What this policy covers

This policy covers:

  • The besszong.ca website
  • Out of Office! and any playtest, demo, or Early Access build of it
  • Our support channels

It does not cover Steam, Discord, or other third-party platforms you use to reach us. Those services have their own privacy policies and we don't control them.

03 //

Our approach

We collect the minimum we need to run a multiplayer game and understand how it plays. We do not sell personal information. We do not use it for advertising. We do not build profiles of individual players.

Most of what we collect is pseudonymous — tied to a random or platform-issued identifier rather than your legal name. The main exception is your display name, which comes from your platform profile and is whatever you chose it to be; Section 4.1 covers that. We don't ask for information that would identify you as a person, and we don't try to work out who you are from what we hold.

04 //

What we collect

4.1 — Account identifiers

When you launch the game, we receive an identifier from the platform you launched it on:

  • Epic Product User ID (PUID) — an identifier issued by Epic Online Services for multiplayer sessions
  • Steam ID, if you launch through Steam
  • Your display name — the persona name or nickname set on your platform profile

We use these to connect you to other players, keep sessions together, and associate your saved progress with you. We do not receive your Steam or Epic password, payment details, or email address.

Your display name is shown to the other players in your session — in the player list, and anywhere the game needs to say who did what. We take it from your platform profile as it is; we don't ask you to create a separate name for our game, and we don't change the one you already have.

// Your display name is your choice

Because it comes from your Steam or Epic profile, your display name is whatever you set it to there. If it contains your real name, or anything else you'd rather other players didn't see, change it on the platform and it will change here too. It's the one piece of information in this policy that you control directly.

4.2 — Gameplay and performance data

We collect gameplay events so we can find bugs, balance difficulty, and understand which parts of the game work. For example:

  • Session length, and how many players were in the session
  • Which activities were attempted, completed, or failed
  • Where and how player characters died or were "terminated"
  • Progression milestones and how long they took to reach
  • Settings you change, such as graphics quality or audio levels

This data is linked to a random session or install identifier, not to your name. We use it in aggregate. We are not looking at what any individual player did.

4.3 — Technical and diagnostic data

  • Hardware and operating system information (GPU, CPU, RAM, OS version, display resolution)
  • Game version and build number
  • Crash reports, error logs, and performance metrics such as frame rate and network latency

Crash reports can occasionally contain fragments of memory. We do not intentionally collect anything personal through them, and we do not attempt to extract personal information from them.

4.4 — Connection data

Multiplayer requires knowing where to send data. Establishing a connection involves processing your IP address and network configuration. Section 6 explains exactly how this works and who sees what.

4.5 — Voice chat

Out of Office! uses proximity voice chat. Section 5 covers this in full, because it deserves its own section.

4.6 — Website data

besszong.ca collects standard server logs — IP address, browser type, pages requested, and timestamps. If you email us or join our Discord, we hold that correspondence.

4.7 — What we do not collect

  • Your real name, mailing address, or date of birth — unless you have put one of them in your display name
  • Payment information — storefronts handle all payments, and we never see your card details
  • Contacts, browsing history, or any data from outside the game
  • Anything from your microphone outside of active voice chat in a session

05 //

Voice chat

Voice is the core mechanic of Out of Office!, so we want to be specific about it.

How it works

When you're in a session with voice enabled, audio from your microphone is captured and transmitted in real time to the other players in your session. It is routed through a voice provider's servers — routing through a server is what allows proximity effects, muting, and cross-platform delivery to work.

Our games are built to carry your voice to the other players in your session. Depending on the platform you're playing on and the build you're running, we may use any of the following services to do that:

  • Epic Online Services (EOS) voice — Epic Games, Inc.
  • Vivox — Unity Technologies
  • Photon Voice — Exit Games

Whichever service is in use, everything below applies.

// We do not record or store your voice

Audio is transmitted and discarded. There is no archive of what you said, and no one at besszong. can go back and listen to a session.

What is retained

Our voice provider processes connection metadata — which participants joined which voice channel, when, and for how long — to operate and secure the service. We may receive aggregate quality metrics such as packet loss or audio dropout rates.

Your controls

You can mute your microphone, adjust or disable voice entirely, and mute individual players, at any time from the in-game settings. Disabling voice does not prevent you from playing, though it will make the game considerably harder, which is rather the point.

// Others can hear you

This is obvious but worth stating: anything you say on voice chat can be heard by the other players in your session, and we cannot control whether they record it using software on their own machines. Treat voice chat as a public conversation.

06 //

How multiplayer connections work

Multiplayer requires knowing where to send data. We use Epic Online Services to establish and maintain connections between players. Depending on the session, traffic takes one of two paths:

  • Relayed — game traffic is routed through relay servers operated by our networking provider. Your IP address is processed by that provider to establish and maintain the connection, but the other players in your session never see it. The relay sits between you, so each player only ever connects to the relay.
  • Direct peer-to-peer — some traffic travels directly between players' machines rather than through a relay. When that happens, your IP address is exchanged with the other players in your session.

Direct connections are a technical requirement of peer-to-peer multiplayer and are true of most games built this way. An IP address can reveal an approximate geographic location. If this concerns you, only play in sessions with people you know.

We do not log or retain player IP addresses ourselves beyond what is needed to establish the session.

07 //

Who we share data with

We share data only with service providers who help us operate the game. They act on our instructions and cannot use your data for their own purposes. Which networking and voice providers are involved depends on the platform and build you're playing.

Provider What they process Purpose
Epic Games, Inc.
Epic Online Services
Product User ID, display name, connection data, session metadata, voice audio in transit Multiplayer networking, player identity, and voice chat
Unity Technologies
Unity Gaming Services, Vivox
Connection data, IP address, voice audio in transit, session metadata Multiplayer networking and voice chat
Exit Games
Photon Voice
Connection data, voice audio in transit, session metadata Voice chat
Valve Corporation
Steam
Steam ID, display name, ownership and session data Distribution and platform authentication

We may also disclose information where legally required, or to protect the rights and safety of players and our studio.

// The short version

We do not sell personal information, and we do not share it for advertising or cross-context behavioural advertising.

08 //

Where your data goes

We are based in Canada. Our service providers operate servers internationally, including in the United States and the European Union, so your data may be processed outside your country of residence.

Where we transfer personal data out of the European Economic Area or the United Kingdom, we rely on the Standard Contractual Clauses included in our providers' terms, and on the European Commission's adequacy decision for Canada.

10 //

How long we keep data

Voice audio
Not retained.
Gameplay & analytics
24 months after collection, after which events are deleted or fully aggregated.
Crash reports
12 months.
Connection logs
Only for the duration of the session, plus a short period for troubleshooting.
Support correspondence
As long as needed to resolve your issue, plus a reasonable period afterwards.

11 //

Your rights

Depending on where you live, you have the right to:

  • Access the personal information we hold about you
  • Correct information that is inaccurate
  • Delete your information
  • Object to or restrict how we use it
  • Receive a copy in a portable format
  • Withdraw consent where processing is based on consent

To make a request, email [email protected]. We will respond within 30 days.

// One honest limitation

Because most of what we collect is pseudonymous, we may need you to provide your Steam ID or Epic PUID so we can locate your data. A display name isn't enough on its own — it can be changed, and it isn't unique. If we genuinely cannot link data to you, we may not be able to action a request — and we'll tell you plainly if that's the case rather than pretending otherwise.

Where to complain

  • Canada — you may complain to the Office of the Privacy Commissioner of Canada.
  • EU/EEA and UK — you may complain to your local supervisory authority.
  • California — you have rights under the CCPA/CPRA, including the right to know, delete, correct, and opt out of sale or sharing. We do not sell or share personal information as those terms are defined.

12 //

Children

Out of Office! is not directed at children under 13. We do not knowingly collect personal information from children under 13, or under 16 where local law sets a higher age for consent. If you believe a child has provided us with personal information, contact us and we will delete it.

// A note for parents

Voice chat is an unmoderated, live communication feature. Parents and guardians should consider that before allowing younger players to use it.

13 //

Security

We use industry-standard measures to protect your information, including encryption in transit and access controls limiting who on our team can view data. No system is perfectly secure, and we won't claim otherwise. If a breach occurs that puts you at risk of significant harm, we will notify you and the relevant authorities as required by law.

14 //

Changes to this policy

We will post any changes here and update the date at the top. For material changes — particularly anything that changes how voice or gameplay data is handled — we will notify players in-game or through our Steam and Discord announcement channels before the change takes effect.

15 //

Contact

If you have any questions about this policy or how we handle your data, please reach out:

// Get in touch

The Besszong Group Inc.

Nova Scotia, Canada

[email protected]

Email is our contact channel for privacy requests and everything else in this policy. If you need a postal address, ask and we'll provide one.