Privacy policy
Insane Advancements LLC, 3730 SW 146th Ave, Miramar, Florida 33027, United States. admin@playsabeel.com. Last updated 11 November 2026.
This covers playsabeel.com and the game Sabeel: The Awakening. Sabeel is made for children, so it is built to keep as little as possible, and to make some things impossible for us to see at all. The game is sold in the United States at first, and this policy is written to United States law.
The short version
- A parent makes the account. We keep their name and email address, and their phone number if they sign in with one.
- For each child we keep a username the family chooses, their age band and sex, and what they share with friends, such as their house in the game, and, while cloud save is on, a backup of their game.
- We never ask a child for their real name, their school, their address or their location.
- Each child's game is backed up to our server so it can be restored on the family's devices. We can read the backup, but we use it only to restore the game and, if a parent asks, to give them a copy. Nobody on our team opens it except at the parent's request.
- There is no advertising in Sabeel, and no tracking of any kind.
- Playing with approved friends, and public paintball matches against other teams, both start on. A parent can turn either off for each child in Parent Settings.
- A parent can see what we hold, delete it, or withdraw their consent at any time, and deleting takes the child's information off our servers.
What we ask, and who we ask
We ask the parent, not the child.
- From the parent: their name and an email address, and a phone number if they choose to sign in with one, so that they can sign in and we can reach them. They sign in with a code we send to that address or number; there is no password.
- From the parent about each child: the child's sex and age band. The sex sets the character's body; the age band is how we pitch what the child reads. We keep both with the child's profile so that a parent asked to approve a friend request can see them. The page that request's email links to needs no sign-in, so whoever holds that link can see them too, once, for 48 hours. Nobody else can.
- From the child: a username they choose with their parent, which our name filter checks, and the names they pick for their Pals from our list. To ask for a friend, a child types that friend's exact username. There is no field anywhere in Sabeel for a child's real name, school, address, telephone number, photograph or location.
What the game keeps for a family
- What friends can see: the username, the character, their Pals and the names chosen for them from our list, what they are holding, their tasbeeh beads, crafts, collections, what they build, the house, who a child is approved to play with, and whether they are playing now. When friends pray together away from the masjid, the child whose Heart is highest among them leads, so friends may come to know whose is highest; the Heart itself is never shown to anyone else. We hold this so that approved friends can see each other when playing together. A child's progress follows them to the family's other devices through their backup, while cloud save is on.
- What stays private: prayers, the journal, the Heart and the money a child holds in the game. These are never shown to anyone else, and they reach us only inside the child's backup, described below, and in one co-op exception. When friends pray together in co-op, the device tells our game server how the child's Heart stands, only to choose who leads. The server keeps it no longer than the session and sends it to no device, and the Heart itself is never shown to anyone else.
- The backup of a child's game: Cloud save is on unless a parent turns it off in Parent Settings. While it is on, the child's device sends a copy of their whole game to our server, over an encrypted connection, when the game is put away and when a new game day begins. We keep two copies of each child's game: the latest and the one before. Our server encrypts them with a key kept apart from the database, and can read them. We use them only to restore the child's game on the family's devices, from Parent Settings after the parent signs in again, and to give a parent a copy if they ask. Nobody on our team opens a copy except at the parent's request, and it is never shown to another player. If a parent turns cloud save off, the copies we keep are deleted, and each child's game stays only on the device it is played on. Each time our server opens a copy, we note it, with nothing of what was in it.
- The weekly note a parent reads about their child is made on the child's device and encrypted the same way. It passes through our servers, which cannot read it, and opens on the parent's device.
Consent, and taking it back
Before any child can be added, the parent reads what we keep and agrees to it. We confirm that agreement by writing to the email address they have already confirmed with a code. We keep a record that consent was given: which household, which version of this notice, how it was confirmed, and when.
If a parent never agrees, we delete their account, with their name and email address, 30 days after it was made.
A parent can withdraw consent at any time, from the link in that confirmation message, or by writing to us at admin@playsabeel.com. Deleting the family's account in the game, in Parent Settings, withdraws it too. Withdrawing deletes the children's information from our servers.
Playing with other children
Playing together, which the game calls co-op, is on from the start, and a parent can turn it off for each child in Parent Settings. In co-op a child plays with friends that both families' parents have approved. A child can ask for a friend by typing their exact username, and a parent can add one in Parent Settings. Apart from public paintball matches, described below, nothing in Sabeel finds or suggests other players.
While a child plays, their phone checks with our server every 30 seconds whether a friend has invited them in, if playing together is on. We keep only the time of the last check, so that their approved friends can see they are playing now. It is replaced at every check, with no history, and deleted within three minutes.
- Friends in a session see what is listed above under what friends can see, and nothing of what stays private. A parent asked to approve a friend request sees that player's username, age band, whether they are a girl or a boy, and their parent's name, and the other parent sees the same, as does whoever holds the link in that request's email. Nobody else sees these.
- Public paintball matches. In the paintball park, a child and their approved friends can play as one team against teams of players who are not their friends, children and grown-ups. Those players see each other's characters, Pals and things they have unlocked in the game, and nothing else: no usernames are shown, a Pal's name is shown only if it is one of the game's own names, there is no chat between teams, and nothing from a match is kept once it ends. Players are not matched by age, sex or anything else about them. Public matches are on from the start, and a parent can turn them off for each child in Parent Settings.
- Children cannot chat or type to each other. They talk only with fixed phrases and gestures, and choose their Pals' names from a list, so nothing a child writes reaches another child.
- A parent can remove a friend or decline a request, and stop that player asking again, and see a child's last 50 Pal trades; a trade cannot be undone. A child can leave any game at any time and tell their parent. A parent can report a friend to us in Parent Settings or at admin@playsabeel.com, and we answer within 2 working days. We keep a report for 90 days.
What the game sends us, and what it does not
- Counts, with nothing that identifies anybody: what kind of thing happened, an age band, a country, the city the device is in (unless a parent turns this off), and figures the device works out for itself. The device works out the city from its location; the location itself never leaves the device. No user, device or advertising identifier is attached. We keep nothing that ties a count to a child, and never try to. Like every request the game makes, it is briefly recorded in our providers' logs with the account and network address that sent it.
- Crash reports come from Apple and Google, not from us. Sabeel carries no crash reporting software of its own.
- If a parent turns on prayer reminders, the device works out the family's prayer times from its rough location, on the device, and neither the times nor the location leave it. The device's location is also used on the device to work out its city for our counts, unless a parent turns this off. The location itself never leaves the device, and the game never asks a child for it.
- There is no advertising in Sabeel, no advertising identifier, and no third-party tracking software of any kind. We do not sell or rent anything about anybody, ever.
This website keeps no analytics, sets no cookies, and loads nothing from anybody else: its fonts and pictures are served from here. Like any web server, ours records the network address of each request it answers, including the game's check for updates each time it opens, and keeps it for about two weeks to run and protect the service. Our database provider records the network address and account of each request the game makes.
Paying
Subscriptions are bought through the Apple App Store or Google Play, behind a parent gate. Those stores handle the payment; we never see a card. They tell us that a subscription exists and when it runs out, and we keep that against the household account.
Who else touches it
We use a small number of companies to run Sabeel. They act on our instructions and may not use anything for their own purposes.
- Supabase, for the database, sign-in and storage, in the United States.
- Twilio, to text the codes that confirm a phone number and sign a parent in with it.
- Resend, to send the emails a parent receives.
- Apple and Google, for payments and for crash reports.
- Hetzner, which hosts this website and our game server, in the United States.
We do not share anything else, except where the law requires it.
How long we keep things
- The account and what it holds: until it is deleted.
- The backup of a child's game: until cloud save is turned off, or the child's player or the family's account is deleted.
- The counts described above: 13 months in full, then only monthly totals. The totals keep the city, the age band and the country, and nothing about any one person, and we read them only in groups of five or more.
- When a child's phone last checked for invites: under three minutes.
- Reports about another player: 90 days.
- Records of a Pal trade: until either child's player is deleted.
- A sign-up whose email address or phone number is never confirmed: 24 hours.
- An account whose parent never agrees to the notice: 30 days.
- An invitation to play: 10 minutes.
- The link in a friend request's email: it works for 48 hours, and is deleted about a day later.
- A friend request: until it is answered, or either player is deleted.
- Backups of our database: 7 days. Something deleted can stay in a backup until it is replaced. The copies of a child's game in them stay encrypted with our key.
- A note that our server opened a copy of a child's game, with nothing of what was in it: 30 days.
- The ID number of a deleted player or account, and nothing else, so that a restored backup of our database deletes it again: 8 days.
- The companies that send our emails and texts keep their own record of each message for a short time: about 30 days for an email, and about 30 days for a phone number we texted. The company that runs our database keeps its own service logs, which can hold an IP address, for up to 7 days.
- A bare record that consent was given and withdrawn: kept for 5 years after the account is deleted, because it is the proof. It holds which version of this notice was agreed to, how it was confirmed, the dates, and the deleted account's ID number, and no name, email address or phone number.
Deleting
A parent can delete a child's profile (Delete Player), or the whole account (Delete our family's account), from the parent settings in the game, behind the parent PIN, and can ask on the deletion page without the game installed. Deleting removes what we hold for that child or that account. That includes the backups of the child's game. What a child's game saved on a device goes when the game is removed from that device. Deleting the whole account keeps only the bare record of consent described above. What is deleted is gone from our servers at once. Copies in our database provider's daily backups are gone within 7 days.
Deleting the account does not cancel a subscription: that is cancelled in the App Store or in Google Play, because that is where it was bought.
Parents' rights
A parent may ask to see what we hold about their child, ask us to delete it, and refuse any further collection, which means the child stops using the parts of Sabeel that need it. Write to admin@playsabeel.com and we will answer within 30 days.
Keeping it safe
Everything travels encrypted. One household's information can never be read by another, except what this policy says another family sees, and the database enforces that rather than trusting the game. The private part of a child's game leaves their device only inside their backup, encrypted on the way and while we keep it, and in the one co-op exception above. There are no passwords: a parent signs in with a code sent to their email address or phone, which works only once.
Changes, and getting in touch
If this policy changes, the new version is posted here with a new date, and where a change means we would keep something new about a child, we ask the parent again before it applies. Questions go to admin@playsabeel.com or to Insane Advancements LLC at the address above.