Developer security practices
Last updated 2026-10-13Only what is needed. Every request checked.
These are the rules the code and the dev environment follow today. Items not built yet are taggedPlanned For the plain-language version, see the Trust Center.
- 01Hosting
- We run on a major cloud provider in the US. All traffic uses modern encrypted connections, and our data has backups and protection against accidental deletion.
- 02Containers
- Our services run with the fewest permissions possible and only accept traffic from approved sources. Automated checks confirm this on every change.
- 03Access
- Each part of the system can only reach the data it needs, nothing more.
- 04Encryption
- Data is encrypted in transit and at rest. Sensitive keys and secrets get an extra layer of encryption. Stronger encryption options are being added.Planned
- 05Secrets
- Passwords, tokens and secrets are kept in a secure vault, never in code. Sign-in codes and tokens are stored in a scrambled form, so they cannot be read back.
- 06Network
- Our internal systems are closed off from the public internet and need their own credentials to talk to each other. Further hardening is planned.Planned
- 07Keys and signing
- Your phone creates its own sign-in key. Games get their own keys, and we only keep the public half. Every request from a game is signed and checked, and replayed requests are rejected. Extra key checks are planned.Planned
- 08Logging
- Our logs never contain sign-in codes, tokens, keys or health data. Debug features cannot run in production.
- 09Revocation
- When you remove a game's access, it is cut off within about a minute.
Found something? Email security@staminabar.io.
Scores are game attributes, not health advice.
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