Privacy
Fog stores nothing. A practice game runs entirely in your browser and is sent nowhere. An online game, when online play is switched on, lives in the memory of one room server for the length of the match; it is deleted when the room closes, ten minutes after the last person leaves. Nothing is written to a database, because there is no database. There are no accounts, no cookies, no analytics, and no third-party scripts.
The only things kept in your browser are a random token so that a page refresh can put you back in your seat, a flag that says you have seen the how-to screen, and, if you turn sound on, a flag that remembers that. The token is not an identity: it says nothing about who you are, it is the same token in every room you open, and it is never sent anywhere except to the room you are playing in.
A room link is sixteen random characters. Whoever has the link can take one of the two seats, so treat it like a key: send it to the person you are playing and nobody else. A display name, if you type one, exists in that room for that match and is never logged.
The same goes for the names you give your own formations. They exist for the length of the match and are never logged, and the other commander is never shown them — not while you are playing, and not on the reveal at the end, where their copy names your regiments the way the game would have. The one place a name does travel is the address bar of a practice game: a practice link carries the whole army, names included, so anyone you send that link to can read them.
Three things are held only in the memory of the page while it is open, and are gone when you close it: which field notes you have already been shown, your results against the sparring bot this sitting, and the moments you flag during a battle. A flagged moment leaves your browser only if you press “Copy playtest notes” and paste it somewhere yourself; the game never sends it anywhere.