1. Who we are
Instick GG SpA ("Instick", "we", "us") provides a coaching tool for competitive Valorant teams. The Instick Desktop app streams your Valorant window to our vision server to read the scoreboard, and in parallel your team's voice communication is analyzed; together they produce coaching feedback. This Privacy Policy explains what we process, why, how long we keep it, and how to delete it.
Last updated: October 7, 2026. We will notify users of any material changes and revise this date. Continued use after a change means you accept it.
2. One-line summary
Instick analyzes your match by reading the scoreboard (score, round clock, match state) and combining it with the audio of your team's communication to give you coaching feedback. We do not read game memory, inject code, or automate actions. It is passive observation. The match recording and the audio are kept for a limited period (14 and up to 90 days) and then deleted automatically; what remains are the structured events(e.g. "round 5 started", "score 7-4"), the transcript, and the analysis.
3. What the app does and does not do
3.1 What it does (passive)
- Reads the pixels of your Valorant window through OBS and the public Windows capture API, the same method any recording software uses.
- Streams that video over RTMP to our ingest server (server-side computer vision).
- On the server, a worker runs OCR / computer vision over the scoreboard and derives structured events.
3.2 What it never does (active)
- It does not read or write the game process memory.
- It does not inject DLLs, hook DirectX/Vulkan, or draw an overlay inside the game.
- It does not intercept input, network, or game files at runtime.
- It gives no real-time advantage inside the match.
The app is strictly read-only and passive, designed to stay on the safe side of kernel anti-cheats. A CI check fails the build if any forbidden module (process memory, injection, hooking) appears.
4. What data is transmitted and where it goes
4.1 Game video
- The contents of your Valorant window are streamed over RTMP to the server while the app is active in a match.
- The video is processed live to extract the scoreboard, and is also stored as a recording of the match for 14 days, so we can show you the play alongside the analysis. After that it is deleted automatically.
- Capture is of the game window, not your full desktop. As it is the Valorant screen, it may contain player names visible on the HUD (a normal part of the game).
4.2 Structured events (tied to your account)
What is derived from reading the scoreboard. Examples:
| Event | Content |
|---|---|
match_started / match_end | Match start and end. |
round_start / round_end | Round transition and number. |
scoreboard | Rounds won, round clock (e.g. local 7, rival 5). |
spike_planted | Spike planted in the round. |
| identifier | stream_key / match_id / session_id: ties the match to your account. |
local_* = your team; rival_* = the enemy. A value that could not be read is stored as null: we omit, we do not invent.
4.3 Identifiers
- A per-session identifier (
stream_key) links your matches to your account and to the voice audio, so the match and the communication can be aligned in time. - Your Instick account. You can create it with email and password, or sign in with Discord, Google, or Riot.
4.4 Voice audio
- Your team's voice communication is captured during the match to produce coaching feedback. Depending on how your session is set up, the voice reaches us through the Discord bot, which joins the voice channel, or through the microphone you selected in the desktop app.
- Audio is kept for a limited period and then deleted automatically: the voice audio that accompanies the match recording lives for 14 days, and per-player stored audio lives for up to 90 days.
- A transcript of what was said is generated from that audio and kept alongside the match analysis (see §7).
- Consent: whoever organizes the session is responsible for ensuring that everyone whose voice is analyzed has consented. The app warns about this.
5. Why we use the data (purpose)
- Single purpose: temporally align your match with your voice communication and produce coaching feedback (team performance analysis).
- We do not sell your data.
- We do not use it to train third-party models.
- We do not share it with advertisers.
6. Legal basis
- Performance of the service: we process match/voice data because it is necessary to deliver the analysis you requested (contractual relationship).
- Consent: for voice analysis and for capturing the game screen, both activated by an explicit user action.
7. Retention & deletion
| Data | Where | Retention |
|---|---|---|
| Match recording (video) | S3 storage | 14 days, then deleted automatically |
| Match voice audio | S3 storage | 14 days, then deleted automatically |
| Per-player voice audio | S3 storage | 90 days, then deleted automatically |
| Transcript of what was said | S3 storage | While the account exists or until a deletion request |
stream_key (session) | DynamoDB | TTL ~12h (auto-expires) |
| Match events | Backend / DynamoDB | While the account exists or until a deletion request |
| Analysis / coaching | Backend | While the account exists or until a deletion request |
The 14- and 90-day periods are automatic: they are enforced by a storage lifecycle rule, with no manual step involved. You can request earlier deletion by writing to us.
8. Who we share data with (processors)
- Amazon Web Services (region us-east-2, Ohio, USA): infrastructure running ingest, the vision worker, the backend, and storage. Within AWS we also use:
- Amazon Bedrock: language models that generate the analysis and feedback.
- Amazon Transcribe: speech-to-text transcription of voice audio.
- Amazon Polly: speech synthesis.
- Discord: the platform the voice bot runs on, and one of the sign-in options.
- Google and Riot Games: sign-in and account linking, if you choose to use them.
- Stripe: payment processing, if you subscribe to a plan.
There is no sale or transfer to third parties for advertising or for training external models.
International transfer. Instick operates from Chile, but the infrastructure is hosted in the United States (AWS, region us-east-2). By using the service, your data is processed there. If you reside in the European Economic Area or the United Kingdom, that transfer relies on our infrastructure provider's standard contractual clauses.
9. Your rights
Depending on your jurisdiction (e.g. GDPR/CCPA and equivalents), you can:
- Access the data we hold about you.
- Rectify inaccurate data.
- Delete your account and associated data ("right to be forgotten").
- Object or withdraw consent: stop using the app or uninstall it. If your team uses the Discord bot, remove it from the voice channel.
- Port your structured data.
To exercise them: contact@instick.gg.
10. Security
- Events travel to the backend authenticated (per-session Bearer token).
- Access to the app download and to the infrastructure is restricted (CloudFront/OAC, IAM roles, security groups).
- The stream_key is single-use per session and expires via TTL.
11. Minors
The service is not directed to minors below the digital age of consent in their jurisdiction (minimum 16 years, or as locally applicable).
12. Contact
contact@instick.gg
Instick GG SpA — Chilean tax ID 78.486.585-1
Santiago, Chile.
Not affiliated with Riot Games. Instick is not affiliated with or sponsored by Riot Games. Valorant and its marks belong to Riot Games, Inc.