AURUM · The Great Work
Support
A hand when you need one.
Almost everything is settled inside the game itself, in a few taps, without waiting for anyone. Here is where each thing lives.
A new phone, or a fresh install
The game carries a cipher: twelve characters that are the sign by which the world knows your sanctum. On the old phone open THE LINK from the corner mark on the threshold, then THE CIPHER, and cast it. Write it down. On the new phone open the same place, choose to speak a cipher and strike it in, one character at a time. The work comes across, with everything in it. If that phone already holds a sanctum of its own, speaking a cipher replaces it, and what was there does not come back.
The cipher is shown once and once only, because the world keeps no copy of it. Nobody can look it up for you, this studio least of all. If it was never written down, cast a new one from the phone that still has the game on it. Do it now rather than on the day it is needed.
Something was bought and did not arrive
Open THE RESERVE and scroll to the foot of it: WHAT IS YOURS, restore purchases. Everything permanent comes back. The game also asks the store on every launch, so a purchase interrupted by a lost connection usually lands by itself before you get there.
A refund
Refunds belong to the store that took the payment, and neither the game nor this studio can issue one. On an iPhone or an iPad it is reportaproblem.apple.com. On Android it is the order history in Google Play. What is refunded stops being yours in the game, which is the same rule everywhere.
What is kept about you, and getting rid of it
There is no sign-in, so nothing here will ever ask you for a password, and the game asks for no name, no mail address and no contact of any kind. What it does keep is set out in the privacy policy, and every word of it is a number about a sanctum rather than a fact about a person. Writing to us changes that for one thing only. The letter is held, and so is our answer, because there is no answering it otherwise.
Seeing it takes one tap and no request at all. Open the settings, tap Studio Kirilov at the foot of the plate, then Record. The game asks the server and tells you what is held about the account: how many nights, what you own, what was paid for. It answers in about three seconds, and nobody has to be asked.
Ending the account is inside the game and takes one held touch: THE LINK, then THE UNMAKING. It is total and it is immediate. The road is described under leaving.
Settings, sound, motion
THE REGULATORS, from the gear at the threshold’s corner. Sound, haptics and calmer motion all live there, and every one of them is remembered.
The game stopped, or something went wrong
Nothing needs reporting. When the game meets a fault it writes one line about the fault itself, with no identifier of any kind on it, and sends that line the next time it opens. Reopening the game is the whole of what is asked of you.
If none of the above is your question
The address is aurum@kirilov.studio. A person reads it and answers within one month, usually the same week. A note of the device and what was happening at the time makes any answer a better one.
The studio behind the game
STUDIO KIRILOV is a technology and management consulting studio in Sofia. It builds custom software, leads digital transformations for businesses of every size and teaches teams to work with artificial intelligence, while its own games grow under the same roof. One house answers for every layer.
For anything beyond the game the address is hello@kirilov.studio.