Privacy Policy
ItemDealFinder needs no account to use. The pages you read are static files, and the only things that run while you are here are the redirect that takes you to a store, the form that takes a game suggestion, the price watch you can set on a game, a note — when you search — of what you searched for, and — if you choose to sign in — the wishlist, the developers and publishers you follow, and, only if you ask for it, a library of the games you own. This page describes what that actually means for your data, rather than describing collection we do not do.
Last updated September 27, 2026.
The short version
Nothing here asks who you are. Two things, both optional, take an email address and nothing else: a price watch, and signing in by email. Signing in with Google gives us the address on your Google account and Google’s id for it; signing in through Steam gives us a Steam id instead of an address. Every page you read here is a static file generated ahead of time and served from a CDN. Five things on the site run at the moment you use them: the redirect behind a buy button, which records that the click happened and nothing about the person who made it, the suggest-a-game form, which stores the store link you pasted and nothing about the person who pasted it, the price-watch form on a game page, signing in, and the search box, which records what you looked for and nothing about who you are. There is no advertising network. The one recurring email, the weekly, goes only to addresses that asked for it — “The weekly” below says what that stores. If you set a watch, “When you set a price watch” below says exactly what that stores: your email address, the game, and the price you asked to hear about. If you sign in, “When you sign in”, “Signing in with Steam” and “Signing in with Google” say what that stores: your email address, your Steam id or your Google id, the games you save, the developers and publishers you follow, and a session so you stay signed in — “Your imported library” says what happens only if you ask us to read your Steam games, “Your public profile” what happens only if you choose to put a page at a link you can share, “Your wishlist emails” what happens only if you ask us to email you when a game on your wishlist drops in price, and “Companies you follow” what happens when you follow one, and only if you ask us to email you about their sales.
What stays in your browser
Two things, and a third only if you ask for it. The first is a theme entry in your browser’s local storage, remembering whether you chose light or dark mode. It never leaves your browser, and clearing your site data removes it.
The second is a pair of cookies set by Google Analytics on our behalf, _ga and _ga_G6SWTWL3PH. They hold a random identifier so that Google can tell one visit from another and count returning visitors; they carry nothing you typed and nothing about who you are. They are the only cookies this site sets unless you sign in; the sign-in cookies are described under “When you sign in”, “Signing in with Steam” and “Signing in with Google” below. Blocking cookies, or a content blocker that stops the Google script, breaks nothing here.
The last is written only if you open the page of a game its store rates for adults and enter your date of birth: an idf-age-ok entry in your browser’s local storage, which holds only that you confirmed you are 18 or older, and when that lapses, 30 days later. Your birthday is checked in your browser and dropped: it is never stored and never sent to us or anyone else. If the date makes you under 18, nothing is stored at all.
When you click through to a store
A buy button does not point straight at the store. It points at itemdealfinder.com/go/ on our own domain, which records the click and then sends you on. That hop, the suggestion form, the price watch, the search box and signing in are the only request-time code on the site; the hop, the form and the search box share one buffer, and the other two have their own stores, described under “When you set a price watch” and “When you sign in”.
What the click records: which listing you clicked, which game it belongs to, which store it goes to, the address we sent you to, which kind of our pages you were on (or that you came from one of our emails), whether the click looked like a crawler rather than a person, and the time.
What it does not record: your IP address, your user agent, any cookie, and anything that links one click to another. The crawler judgement looks at your user agent and your network address at the moment of the click; the address is held in memory for a minute to spot bursts, and neither is written anywhere. Each click is stamped with its own fresh identifier rather than one that follows you, so two clicks by the same person are not connected in our data. The page you came from is recorded as one of our own paths only — /games/some-game/ and nothing more. It is never a full URL, never a query string, and if you arrived from another site that referrer is dropped rather than stored.
Where it goes and how long it stays: the click lands first in a buffer on the site server — described under “Where your data is kept” — which our own server drains every hour, deleting what it took, so the buffer holds about an hour of clicks rather than a history. From there the click is kept in our own database, as click data — how many people went to which store — not as a record of a visitor.
When you suggest a game
The suggest-a-game form on our not-found page and on the deals page stores the store page address you pasted and the time, and nothing else — no name, no email address, no IP address — in the same buffer on the site server as the clicks, which our own server drains every hour, emptying it as it goes, so that the address becomes a request in our own database to look at that game.
When you set a price watch
Any game page with a current price has a Watch price button. You type an email address and the price you want to hear about — a number, the lowest price we have seen, or any drop — and we email you a link to confirm. Nothing is watched until you click it: a watch you never confirm is deleted after seven days, and the confirmation email says so, with a link that deletes it sooner. We send at most five confirmation emails and five alerts a day to one address, whatever it is watching, and a sixth waits for the next day rather than going out.
What a watch stores: your email address, the game, which kind of watch you asked for and the price it means, what the game cost when you set it, and the times — when you set it, when we sent the confirmation, when you confirmed, when the record last changed, and when we last emailed you about it, with the price we quoted. Prices are in US dollars, because a watch is compared against US store prices whichever currency the page is set to. That is the whole record. No name, no IP address, no user agent, no cookie, no browsing history, and nothing about what you clicked.
Where it lives: the form writes to a small inbox on the site server — in the same database as accounts, the only database there that holds email addresses — which our own server drains every ten minutes, emptying it as it goes. The watch itself is kept in our own database, on our own server, next to the prices it is compared against. The emails go out through Resend, which processes the address to deliver them; they come from alerts@mail.itemdealfinder.com, and a reply reaches a person.
The confirm and stop links in every email carry a signed token that names the watch and the action, and nothing else — not your address. Clicking one records that click on the site server, for our own server to apply on its next pass; the mail client’s own Unsubscribe button, where there is one, does the same. Opening a link without clicking through, as some mail scanners do, records nothing.
A confirmed watch stays until the price arrives or you stop it; there is no expiry. When the price arrives it emails you once and closes itself, and the email says so. A closed watch keeps your address and the price we told you about, so that watching the same game again does not start the emails over from scratch. Stop watching this — in every email, one click, no sign-in — deletes the watch and your address with it. To remove everything at once, write to us from the address you used and we will delete every watch on it and tell you when it is done.
The weekly
If you ask for the weekly — from the footer, the free-games page, after confirming a price watch, or from your wishlist — we store your email address, where you asked and when, and whether you confirmed. From the footer and the free-games page we first send one confirmation link; a request that is never confirmed is deleted after seven days. Every issue has a one-click link to stop it, and mail clients can stop it with their own Unsubscribe button; stopping keeps a note of your address so nothing puts it back. If your address also has a price watch or an account with a wishlist, the weekly uses the genres of those games to pick three extra deals; it reads the genres and nothing else about you. The email goes out through Resend, which processes the address to deliver it. Stopping the weekly does not stop a price watch, and stopping a watch does not stop the weekly.
When you sign in
You can use every page of the site without an account. Signing in exists for a wishlist, a list of the developers and publishers you follow, and — only if you ask for them — a library of the games you own and a public page for it, and it works by email, through Steam or with Google; Steam and Google each have their own section below. By email: you type your address, we email you a link, and clicking it signs you in. There is no password, and nothing is created until you click the link. The request itself — the address you typed, when you typed it, and which of our pages to send you back to afterwards — is deleted a day later, whether you clicked or not. Links work once, for thirty minutes after the email goes out, and we send at most five a day to one address.
What signing in stores: your email address, when you first and last signed in, the games you add to your wishlist with the time you added each, the developers and publishers you follow with the time you followed each, and a session record so that you stay signed in for thirty days. A library, if you ask for one, is described under “Your imported library” below; a handle, a display name, whether your profile is public, which of its three sections you turned on and when you last changed your handle, if you set one up, under “Your public profile”; and what is added to your wishlist rows only if you turn on wishlist emails under “Your wishlist emails”. That is the whole record. We never ask for your real name — a display name is one you choose and can leave empty — and there is no IP address, no user agent, no browsing history, and nothing about what you clicked or bought.
Where it lives: in a database on the site server, separate from the click buffer, so that everything about an account is in one place and can be removed in one step. Our own server sees your address to send the sign-in email and — only if you turn on wishlist emails or emails about companies you follow — once a day, to send those; both go out through Resend, which processes the address to deliver them. Signing in puts your address on no list: it gets a sign-in link when you ask for one, wishlist emails and emails about companies you follow only if you turn them on, and nothing else — no reminders, and not the weekly unless you turn that on yourself — and we never share it.
The session cookie, idf_session, holds a random identifier and nothing else; it is marked so that no script on the page can read it, and it expires after thirty days or when you sign out. A second cookie, idf_signed_in, holds only the fact that you signed in, so the page knows whether to show your wishlist without asking the server on every visit. Signing out clears both.
To delete your account, write to us from the address you signed in with and we will remove the address, the Steam or Google link if there is one, the wishlist, the companies you follow, the library, the profile — which releases the handle for anyone to take — and every session, and tell you when it is done. If your account was created through Steam and has no address, write from any address and name the Steam account; we will ask you to show it is yours before we act.
Signing in with Steam
You can also sign in through Steam. The button sends your browser to Steam’s own sign-in page, and Steam sends it back to us with your SteamID64 — the number Steam uses to tell one account from another — and nothing else. No profile, no friends list, no games: signing in reads nothing from your Steam account beyond the fact that it is yours, and Steam does not give us your email address. Nothing more is read from Steam unless you ask for it: your games are read only when you click Import on your account page, described under “Your imported library” below. If you press Cancel on Steam’s page, nothing is written at all.
What it stores: that number, which account of ours it belongs to, and when you linked it — one row in the same database as your wishlist, on the site server, next to the account it is attached to. The row has room for a name, a picture and an address, for sign-in providers that send them; Steam sends none, so for Steam they are empty. That is the whole record. Signing in through Steam without an account here creates one for you at that moment, with no email address on it; signing in through Steam while already signed in by email links the two, one Steam account per account of ours. Steam’s answer also carries a one-time value that we keep for an hour so that the same answer cannot be replayed; it holds nothing about you.
The round trip sets a third cookie, idf_auth_state, for ten minutes: a signed random value so that the answer that comes back from Steam can be matched to the request that went out, and nothing else. It is sent only to our sign-in endpoints, no script on the page can read it, and it is cleared as soon as you are back, whatever the outcome. After that you have the same two sign-in cookies as anyone else, described above.
You can unlink Steam from your account page at any time, and unlinking deletes that row and, with it, the games an import brought in (described below); your account, your wishlist, the games you marked yourself and your email address stay. One exception: an account created through Steam has no email address unless you add one on your account page; until you do, Steam is its only way in and the page refuses to unlink it rather than lock you out. Such an account cannot be emailed, so no sign-in link reaches it; you sign in through Steam again instead. Adding an address works the way signing in by email does: we email the address a link, and it is attached to your account when you click it, not before.
Signing in with Google
You can also sign in with Google. The button sends your browser to Google’s own sign-in page, where you pick an account, and Google sends it back to us with a one-time code that our server trades, once, for a signed record naming two things: Google’s id for that account — an opaque number Google uses to tell one account from another — and the email address on it, with Google’s word that the address is verified. We ask Google for those two things and nothing else — no name, no photo, no contacts, no profile of any kind — so the consent screen you see asks for nothing more. If Google says the address is not verified, we refuse the sign-in and store nothing. If you press Cancel on Google’s page, nothing is written at all.
What it stores: that id, that address, which account of ours they belong to, and when you linked them — one row in the same database as your wishlist, on the site server, next to the account it is attached to; the row’s room for a name and a picture stays empty, because Google was never asked for them. That is the whole record. We keep no Google token: the one Google hands our server is read for the id and the address and discarded, so nothing we hold could be used to reach your Google account. Signing in with Google without an account here creates one for you at that moment, with that address on it. If an account here already has that address, Google is linked to it instead — Google has verified the address, which is the same proof a sign-in link asks for. Google’s answer also carries a one-time value that we keep for an hour so that the same answer cannot be replayed; it holds nothing about you.
The round trip sets the same third cookie as Steam, idf_auth_state, for ten minutes: a signed random value so that the answer that comes back from Google can be matched to the request that went out, together with the values that let our server prove to Google that the request was ours, and nothing else. It is sent only to our sign-in endpoints, no script on the page can read it, and it is cleared as soon as you are back, whatever the outcome. After that you have the same two sign-in cookies as anyone else, described above.
Linking from your account page works the same way while you are signed in: Google goes onto the account you are signed in to, one Google account per account of ours and one account of ours per Google account — a Google account already linked elsewhere, or a second Google account on an account that has one, is refused with a message and nothing changes. One thing to know before you link: an account that has no email address — one created through Steam — gets the address on your Google account as its email address when you link Google, unless another account of ours already has that address; that is the same rule as clicking a mailed link, and from then on sign-in links reach you there. You can unlink Google from your account page at any time, and unlinking deletes that row and nothing else: your account, its email address, your wishlist and your library stay, and you can still sign in by email or through Steam. The one exception is the same as for Steam: if Google is an account’s only way in, the page refuses to unlink it rather than lock you out.
Your imported library
Nothing about your games is read when you sign in. It is read only when you click Import my Steam library on your account page, and the line above the button says so before you do. What that reads: the list of games on your Steam account and your playtime in each, through Steam’s Web API, using our key, from our server. Nothing else — not your friends, not your achievements, not what you paid. It works only while the Game details setting in your Steam privacy settings is Public; if it is Friends Only or Private, Steam answers with an empty list, the page tells you, and nothing about your games is stored — only that we asked and what Steam said, so the page can show you why. An import that stored a list holds for an hour: neither the button nor Keep in sync asks Steam again before that. One that stored nothing, because the profile was private or Steam did not answer, can be tried again after a minute.
What an import stores: for each game, Steam’s id for it, its name, your playtime, and when it was first imported, attached to your account, in the same database as your wishlist. A game we do not track yet is kept the same way and shown as not tracked yet. Up to fifty of those per import, the ones you have played most first, are also queued for our catalog, the way a suggestion from the suggest-a-game form is: the queue holds the game and nothing about who owned it, so the fact that you own it never leaves your account, and we add it if we can price it. Pressing Mark as owned on a game’s page stores the same kind of record, without the playtime, and Undo on the same page removes it.
Keep in sync is off until you turn it on. While it is on we re-read the same list at most once a day, on a visit of yours, and replace what we hold with it; turn it off and nothing is read again. Remove imported library deletes every game the import brought in, in one step, turns Keep in sync off, and leaves Steam linked so you can import again later. Unlink Steam removes the link and the imported games with it. Games you marked yourself stay through both.
Your public profile
An account has no public page unless you make one. Every account is private: nothing about it can be seen by anyone else until you choose a handle on your account page and turn on Make my profile public. Until you do, the address itemdealfinder.com/u/your-handle/ answers “page not found”, the way any address that does not exist does — and it is the same answer either way, deliberately, so that nobody can learn from it whether a handle is free or belongs to someone who keeps their profile private.
What a public profile shows: the display name and handle you chose, the month you joined, and the sections you turned on — how many games you own, how many of those we track and, when the list came from a Steam import, that it did; what they would cost at the cheapest price we have and at full price, both at the last price check; the games themselves, as cards; and, only if you turn that switch on too, your wishlist and how many of those games were on sale at that check. Each of the three has its own switch, and a section you leave off is simply absent: the page never says that something is hidden. What a profile never shows: your email address, your Steam id or your Google account, your playtime, the games we do not track yet, and anything you clicked or bought. Those are not on the page and they are not in what the page is sent — it could not render them if it wanted to.
Turning it off is the same switch. The address answers “page not found” from that moment, and your handle, your display name and the three switches stay as you left them, because turning a profile off is hiding it, not deleting it. We ask search engines not to index profiles. But a copy that someone saved, or that a search engine or a link preview cached while the profile was public, is outside our control and may exist for a while afterwards; no switch here can reach it.
Your handle is the address itself: three to twenty characters — letters, digits and hyphens — unique across the site, and yours from the moment you save it. You can change it once every seven days. When you do, the old address stops working at once and is not redirected to the new one, and anyone may take that handle from then on, so a link you posted last week stops leading anywhere. A display name is optional; leave it empty and the profile shows your handle.
Your wishlist emails
Your wishlist sends no email until you ask. One switch on your wishlist page, Email me when a game here drops in price, is off until you turn it on, and it needs an email address on your account: an account that came in through Steam and has none is told to add one first. While it is on, we email you at most once a day, and only on a day a game on your wishlist dropped — one email listing every game that did, with its price, the store, and how that compares with the lowest price we have seen for it. A drop means strictly below what the game cost when we started watching it on your list, seen on two price checks in a row; a game you add during a sale is mentioned only when it goes lower still, and a game we have already written to you about is mentioned again only when it is at least a dollar, or five per cent, under the price we quoted. On a day nothing dropped, nothing is sent. These emails are counted separately from price watches: a watch on the same address still gets its own.
What this reads and stores: once a day, at a fixed hour, our own server reads the email address and the wishlisted game ids of the people who turned this on — and only theirs; nobody else’s wishlist is read by anything but your own browser — and writes back, onto your own wishlist rows in the same database, on the site server, what each game cost when we started watching it, the last price we emailed you about it and when, and, on your account, when you turned this on and when we last sent you one. That is the whole record, and it lives on your rows, not in a list of our own: nothing about your wishlist is copied into our server’s database. Removing a game from your wishlist removes what was remembered about it. The emails go out through Resend, which processes the address to deliver them; they come from alerts@mail.itemdealfinder.com, and a reply reaches a person.
Turning it off: the same switch, or Stop these emails in every one we send — one click, no sign-in — or your mail client’s own Unsubscribe button, which does the same. The link carries a signed token that names your account and the action, and nothing else — not your address; opening it without clicking through, as some mail scanners do, changes nothing. Off takes effect at once and forgets the prices we remembered, so turning it on again later starts from that day’s prices; the time we last emailed you is kept, so that off and on again cannot make a second email in a day. Your wishlist itself is never changed by any of this.
Companies you follow
Following a developer or publisher saves it to a list on your account, the same way the wishlist saves a game, and sends you nothing. What is stored is one row per company you follow: which company, when you followed it, and — only if you turn on the emails below — when we last emailed you about one of its sales. It lives in the same database as your wishlist, on the site server, is shown to you on your Companies you follow page, and is never shown to anyone else; we do not publish how many people follow a company. The site analytics described below records that a follow happened, and for which company. Unfollow deletes the row.
The emails are a separate switch on that page, Email me when a company here puts a game on sale, off until you turn it on and needing an email address on your account. While it is on, once a day at a fixed hour our own server reads the address and the followed company ids of the people who turned it on — and only theirs — and sends you at most one email a day, the same email as your wishlist drops if those are on too, listing games from those companies that went on sale since we last wrote. It never reads your library for this. It writes back onto your own rows when it last listed each company, and on your account, when you turned this on; nothing about whom you follow is copied into our server’s database. Stop emails about companies you follow in every one we send — one click, no sign-in — or the same switch turns it off at once and leaves the companies you follow as they are; your mail client’s Unsubscribe stops everything that email carried.
Where your data is kept
The pages themselves are static files, and Cloudflare serves them from its network. Everything that runs while you use the site — the redirect behind a buy button, the suggest-a-game form, the search note, the price watch, the weekly sign-up, and signing in with everything an account holds — runs on one server, which this page calls the site server. The inboxes, buffers and the accounts database described above are kept on the site server as well.
We are moving the site server in October 2026. Until the move, it is Cloudflare’s: Cloudflare Pages runs the code, and Cloudflare D1 holds the databases. After the move, it is a server we rent from OVHcloud in Virginia, in the United States. Cloudflare still sits in front of it: it keeps serving the pages and passes every other request on to the server, over an encrypted connection. The server takes no connection from anywhere else. The databases move across whole, in a few minutes, with signing in and price watches paused while they do. Nothing is added to them, and nothing about what they hold changes. For a week after the move, Cloudflare keeps the copy it had on the day, so that we can move back if something goes wrong. After that week, we delete Cloudflare’s copy. This section will describe only the new server once that is done.
Our own server is a different machine, and it does not move. It holds our database — the prices, the catalog, the click data, the price watches you confirmed and the weekly’s list — and it sends every email. It empties the site server’s inboxes, as each section above says. The site server never connects to it.
What the site server writes down about requests, from the move on: one line per request, with the time, the page address without anything after a question mark, the response code, and how many bytes went back. For the parts that run, it also notes which part answered and how long that took. There is no IP address, no user agent, no cookie and no referrer. These lines, and a record of errors, are kept for 14 days. To turn away floods, the server also counts requests from each network address. It holds that count only in memory, clears it once the address has gone quiet, and never writes it anywhere.
Backups. Our own database is backed up every night. From the move on, the site server’s databases are backed up too: every hour, the site server keeps a copy on itself — the last 48 hourly copies and one copy a day for 14 days — and every night our own server fetches a copy. Our own server keeps each nightly copy for up to 14 days, and a separate backup drive keeps one copy from each of the last 14 nights and one from each of the last 52 weeks. So something you delete — a watch, a game on your wishlist, a whole account — leaves the live database at once, and leaves the backups within a year, as the older copies are replaced. Backups exist to restore the site after a failure, and we read them for nothing else. OVHcloud also keeps one copy of the server’s whole disk, replaced every day.
Who your browser talks to
Loading a page here causes requests to a few third parties. They see what any web server sees — your IP address, your browser’s user agent, the page requested — and each is governed by its own privacy policy.
- Cloudflare serves every page of the site from its network, and every request to the site passes through it. Until the move described under “Where your data is kept”, it also runs the site server: Cloudflare Pages runs the
/go/redirect and the rest of the code that runs at request time, and Cloudflare D1 holds the click and search buffer, the price-watch inbox and the accounts database. After the move, it passes those requests on to the site server at OVHcloud. Cloudflare processes request data on our behalf to deliver the site and protect it from abuse. - OVHcloud rents us the site server, from the move described under “Where your data is kept”. Your browser never connects to it directly: every request goes through Cloudflare. But the requests Cloudflare passes on, and the databases this page describes, are on OVHcloud’s hardware in Virginia, in the United States. OVHcloud processes them on our behalf as our hosting provider, under its own privacy policy.
- Resend delivers the price-watch emails, the sign-in email and, if you turn them on, the wishlist emails. It sees your email address and the message, and nothing else about you; you only talk to it by asking us to email you.
- Steam (Valve) serves the game artwork you see on our pages directly from its own image servers, so your browser requests those images from Valve. If you sign in through Steam, your browser is sent to Steam’s sign-in page and back, so Steam knows you signed in here; our server then asks Steam once to confirm the answer was Steam’s. Nothing about your Steam account is requested by any other page. If you import your library, the request to Steam’s Web API goes from our server, not from your browser, and only when you click Import or leave Keep in sync on.
- Google is where the Sign in with Google button sends your browser: to Google’s own sign-in page and back, so Google knows you signed in here. Our server then asks Google once to turn the answer into the signed record that carries your address, and reads Google’s published signing keys to check it. Nothing about your Google account is requested by any other page.
- Epic Games serves the artwork for the free-game offers directly from its own image servers. Those offers appear on our free games page and on our home page, so either one requests those images from Epic.
- YouTube (Google) plays a game’s trailer, but only after you press play on it. Opening a game page requests nothing from YouTube: the page shows one of the game’s own screenshots with a play button, and the player is only embedded — through YouTube’s privacy-enhanced
youtube-nocookie.com— when you press it. A trailer a store serves itself is requested from that store’s servers on the same terms. - Searching. The search box on our home page runs in your browser. When you tap into it, your browser downloads a list of the games we track and does the matching itself, so your keystrokes go nowhere. When you finish a search — you pick a result, or you leave the box — we record the words you typed (up to 40 characters), how many games they matched, and which result you picked, if any, so we know which games to add next. Anything that looks like an email address or a phone number is dropped before it is sent. Like a click, that record holds no IP address, no user agent and no cookie, and the words never appear in a web address. Every page also loads the Google Analytics script from googletagmanager.com and reports the visit to google-analytics.com; the Analytics section below says what that carries.
- The store you click through to. Following a buy link takes you onto Steam or another store, where their cookies and their policies apply. The link passes through
itemdealfinder.com/go/on the way — our own redirect, described above — which is what you will see in the address bar for a moment before the store loads.
Analytics
We use Cloudflare Web Analytics to count page views and see which pages people find useful. It is cookieless and it does not fingerprint you, build a profile, or follow you to other sites. It reports aggregate figures — page, referrer, country, browser, and page-load timings — and we cannot identify an individual visitor from it.
We also use Google Analytics (property G-G6SWTWL3PH) to count visits, see which pages people find useful and where visitors arrive from. It sets the two cookies described above so that a return visit counts as a return rather than a stranger, and it reports the page, the referrer, your approximate location by country and region, your browser and device type, and how long you stayed. Because we also use it to see which parts of the site do their job, it reports a few of the things you do here: which store button you clicked and on which game, that you set a price watch — on which game, and whether you asked for a price you set, its lowest ever or any drop at all, never the number you typed — or confirmed one, that you added a game to your wishlist, and which game, that you followed a developer or publisher, and which one — never an unfollow — that you asked for a sign-in link or finished signing in and how — by email, through Steam or with Google — never the address itself, that you turned the wishlist drop emails or the emails about companies you follow on — on only, never off, and never your address or a game from the list — and, when you arrived from one of our emails, which kind of email it was and which link in it you followed. Not everything it reports is something you did: when a game page you open is showing a discount of 15% or more, the deal on it goes to Google with that page view — the game, the store, how far the price is off that store’s own list price, and whether that is the lowest we have ever recorded. It is sent once for the page, and only on a discounted one; an undiscounted game page is counted as a visit and nothing more. It never receives what you type — not an email address, not a search, not the price you asked us to watch. Google processes that data on our behalf under its own privacy policy; what we see is aggregate reports, and we cannot identify an individual visitor from them. We have not linked it to Google Ads or any advertising product, and it does not follow you to other sites on our account. To opt out, block the cookies or the script — the site works the same either way — or use Google’s opt-out browser add-on.
Affiliate links
Some outbound links on this site are, or may become, affiliate links. An affiliate link carries a referral tag telling the store that we sent you, so the store can pay us a commission on a purchase. It does not identify you to us: we receive aggregate reports from the affiliate network, not your identity or your basket. Your price is unaffected. We disclose the relationship in the footer of every page and on our about page.
Children
The site is not directed at children and we do not knowingly collect personal information from anyone, of any age.
Your rights
Rights of access, correction, deletion and portability apply to personal data a site holds about you. If you have set a price watch, asked for the weekly or signed in, what we hold is what those sections list — your address, the watches on it, whether you asked for the weekly, and, if you signed in, your Steam or Google id if you used one, your wishlist, your library if you imported one, and your sessions — and writing to us from that address gets you a copy of it, or its deletion. A deletion takes effect at once in the live database and reaches our backups within a year, as the older copies are replaced. If you have done none of those, we hold nothing ourselves; the one record that could be tied to your browser is the Google Analytics identifier described above, which Google holds and which you can clear by deleting our cookies, so in practice there is nothing for us to return or erase. If you believe we hold something about you anyway, write to us and we will look and tell you what we find. Requests to the third parties above go to them directly — we cannot act on their records for you.
Changes and contact
If this policy changes we update the date at the top of the page. Questions about privacy go to contact@itemdealfinder.com.