← Tokyo Canvas

Privacy Policy

This website

This promotional website currently has no account features, contact forms, advertisements, or custom traffic analytics.

Online play

Tokyo Canvas uses Epic Online Services for online connections and player identification. During online play, player identifiers (Product User IDs) issued by Epic Online Services and session information are used to establish connections, determine eligibility to join, and prevent abuse. Your store account identifier is also used to link your store account with your Epic Online Services account.

Your player identifier and display name are shared with others in the same session and with people eligible to join that session. This is needed to determine whether a session is full and whether a player has been invited before they join. Player identifiers are not stored in save data on your device.

Access to your friends list

When you make a session available to friends or invite friends, the Game accesses your store’s friends list. Friends who use Tokyo Canvas are matched to their online play identifiers. This matching takes place only while the Game is running. Friends lists are not stored on your device or in the cloud.

Player display names

Your store account name is used as your default player display name. This name is visible to others in the same session and is also the default author name when you publish a work to the gallery. You can change your display name at any time in the Game. Once changed, it will not be overwritten with your account name.

Initial synchronization of shared canvases

To bring players joining an ongoing session up to date, a snapshot containing the canvas’s drawing data and in-game painter identifiers is temporarily stored in private cloud storage. The data is transferred using a short-lived signed URL and automatically deleted one day after storage. VRM files and VRoid Hub authentication information are not included in this snapshot.

Voice chat

Multiplayer voice chat uses Epic Online Services RTC to deliver audio directly between participants. The operator’s servers only issue connection credentials; they do not store or relay the audio itself. Microphone use is enabled through your action, and permission can be revoked at any time in your operating system’s settings.

Publishing works (gallery)

Only when you choose to publish a work, the canvas (drawing data) from your save data, thumbnail image, work title, author name, description, ward, environment settings, and starting position are stored in private cloud storage. Other players can retrieve and play published works using their eight-character work code or through friends lists. Works are stored until you delete them, and you can delete them at any time in the Game. If you allow copying, other players can save a copy as their own save data. Deleting your published work does not delete those saved copies. Published work listings are managed by online play identifier (player ID).

Links to map applications

Only when you explicitly choose ‘Open in Google Maps’ from the in-game menu does the Game open a URL containing coordinates for your current in-game location in an external browser. Location information is not sent to external services through any other action.

VRoid Hub integration

VRoid Hub integration is used only when you explicitly choose it. OAuth authentication takes place in your system browser, and models you uploaded are retrieved through the VRoid Hub Web API. Refresh tokens are stored in macOS Keychain or Windows Credential Manager and deleted when you log out. Access tokens, short-lived download URLs, and VRM files are handled only in your device’s memory. They are not stored in or redistributed through save data, Tokyo Canvas servers, Epic Online Services, or the cloud storage used for shared canvases.

Saved data

Game data, including settings, the selected ward and save data, player position, canvas, and selected avatar type and model identifier, is saved on your device. The Game does not use your store’s cloud save feature, and this game data is not saved outside your device.

Images imported with the image tool are stored on your device as an image library. The image files themselves are not sent externally. Multiplayer and published works share drawing data converted from those images.

Reporting works

When you report a work in the Game, the reported work, reason, free-text description, date and time of the report, and a hash of the reporter’s player identifier are stored in private cloud storage. This information is used to address inappropriate works and prevent abusive reports. Information about the reporter is not shown to other players.

Retention and deletion

Player identifiers and session information handled during online play are not retained after the session ends. Snapshots used for initial synchronization of shared canvases are automatically deleted one day after storage.

Works published to the gallery are stored until you delete them, and you can delete them at any time in the Game. Ownership is determined using a hash of the player identifier; the original identifier is not stored in the work’s own information.

Your store account and Epic Online Services account are managed by their respective providers. You can contact each provider to review or delete your account information. Tokyo Canvas does not create its own separate accounts.

Report records are not deleted when a session ends. To request access to or deletion of information included in a report, please contact us at the address below.

Contact

For questions about this policy or the Game, please contact:

tokyocanvas@blazeworks.jp

LAST UPDATED / 2026-09-10