Real .dem parsing · zero invented stats

Stop Guessing.
Start Improving.

Your personal CS2 AI Coach finds what's holding you back, explains why you're losing rounds, and builds a training path to your next rank.

2 demos free every dayNo Steam password, everDelete your data anytime
Analysis pipeline
your_demo.dem
  1. Validating demo filemagic bytes · SHA-256
  2. Parsing tickspositions · kills · grenades
  3. Computing metricsADR · KAST · HS% · first fights
  4. Running finding rulesmin. sample sizes enforced
  5. Report readyevidence linked per finding

These are the real worker stages. If your demo's data can't support a metric, it renders as INSUFFICIENT DATA — never as a guess.

The problem

Know what's actually holding you back.

You are not short of effort. You're short of information — specifically, information about the handful of decisions that keep costing you the same rounds.

You can't see your own patterns

Nobody remembers the round they lost at 1:40 because they were watching the wrong angle. Over thirty rounds, the same mistake repeats and feels like bad luck each time.

Aim training fixes the wrong thing

Aim is the only skill with an obvious score, so it's the one everybody drills. Meanwhile rounds quietly disappear to timing, distance from your team and grenades — none of which have a leaderboard.

Watching your own demo is brutal

You'd have to scrub through an hour of footage, know what to look for, and remember round 14 by the time you reach it. Almost nobody actually does this.

Generic advice doesn't apply to you

"Play more deathmatch" is not coaching. Your problem might be taking fights alone, flashing too early, or forcing on a broken economy — and those need opposite fixes.

The answer is already sitting in your replays folder. Every competitive match you play writes a demo file containing every position, every shot and every grenade thrown by all ten players. It has always been there. Reading it is the part nobody has time for — which is the only thing we actually do.

Find

Find the mistakes that cost you rounds.

Not every number about you — the specific handful of decisions that keep losing you the same rounds. Ranked by what they are actually costing you.

  1. 01

    Upload a demo

    Drop in a .dem from your match history. We verify the file signature and hash it before anything runs.

  2. 02

    Every tick parsed

    A real CS2 demo parser reads positions, view angles, damage, kills, grenades, bomb events and economy for all ten players.

  3. 03

    Metrics computed

    ADR, KAST, HS%, first fights, revenge kills, clutch outcomes and what your grenades achieved — each from a documented formula.

  4. 04

    Findings generated

    A rule engine looks for patterns you repeat. Rules only fire when there are enough rounds to be sure.

  5. 05

    Evidence attached

    Every finding carries the exact rounds it came from — down to the tick, the position and the map callout.

  6. 06

    A mission is set

    One clear objective with a target that is checked against real numbers, not vibes. At most three active at once.

  7. 07

    You play

    Focus on that single objective in your next match instead of trying to fix ten things at once.

  8. 08

    Upload again — verified

    We recompute the metric on your new demo and tell you plainly whether the fix worked. No worked, no XP.

The loop closes on step 8. A mission is never marked complete because you said so, or because time passed. It is marked complete only when a later demo you upload shows the metric genuinely moved.

Understand

Understand why you died.

A round number tells you nothing on its own. Every problem arrives as a complete briefing: what happened, where, why it happened, and exactly what to change.

Format illustration — not a real player's finding
PositioningHighConfirmed by dataMIRAGE · T SIDE

You die first, alone, on A Ramp — 9 of 28 rounds

Where it happened
  • Rounds 3, 11, 19, 24 — died at Palace with no CT contact
  • Rounds 7, 15, 26 — died at A Ramp before your support arrived
  • All nine deaths facing away from the angle that killed you
Why it happens

You commit to the ramp before the second man is in trade distance. When the CT holds the angle you are already deep, isolated, and looking the wrong way — so the duel is decided before you see it.

How to fix it
  1. 1.Hold ramp entrance until your second man is within 1.5s — count it out if you have to.
  2. 2.Pre-aim the CT exit on the way up rather than watching the floor.
  3. 3.If nobody follows, don't take the duel. Rotate to Palace and force the retake instead.
Add to daily missions+5 XP · verified on your next demo
1

Severity

How much this is costing you right now — scored against your own role's baseline, not a global average.

2

Confidence

Exactly how much we know. Confirmed by data, visually observed, coach interpretation, or insufficient data. Never blended.

3

Where it happened

The rounds, the map and the callouts, rendered on our own radar — with the direction you were facing when it went wrong.

4

Why it happens

The mechanic behind the mistake in plain language, tied to the metric that proves it.

5

How to fix it

Two or three specific, drillable changes. Not 'improve your aim'.

6

Add to missions

One tap turns the problem into a tracked objective. It comes back verified or it doesn't come back at all.

Missions

Know what to fix in your next game.

One short list of things to actually do today — your real problems first, honest practice drills filling the rest. Nothing invented to pad the count.

Fix missions

Your problems · 5 XP each

Added straight from your analyser report. The target comes from your own baseline — measured, not chosen — and the mission completes only when a later demo shows the number moved.

Baseline is your real value from the match that found it
Targets are one realistic step up, never a fixed 100%
Verification bonus paid only on confirmed improvement
Failed missions return to the board instead of vanishing
5 XP + 50 XP verified bonus

Daily drills

Honest practice · 50 XP each

Real, concrete practice tasks that fill the rest of your daily board. They exist so the board is never padded with invented findings — and so a day with no upload still gives you something worth doing.

Run one deathmatch before queuing
Re-watch the round you died first in and note your crosshair height
Trace three spray patterns against a wall
Practice two smokes on the map you're queuing next

Drills are capped so that fixing a real weakness is always worth more than grinding the board.

30-day seasons

XP resets each season. No legacy advantage — everyone starts level.

Top 100 shown

Ranks are derived from XP totals and recomputed by the server.

Unfarmable

Duplicate demos are rejected by file hash, so old results can't be replayed.

Top 5 earn skins

Fulfilled manually at season close — never automated.

The leaderboard starts empty and stays empty until somebody has genuinely earned something. If no player has completed a task this season, it says No player yet — it does not show placeholder names, seeded XP or a fake ranking to look busy.

The report

Every problem, on the map it happened on.

Not a score and not a lecture. Each problem your demo shows gets its own drawing: where you stood, where you were looking, the grenades you were standing in, who could have helped you — and the same situation played the other way. Once you have analysed a demo, this section opens on that map — and shows your own problem instead of an example, measured from your demo.

Illustrative example — not a real player's match
Problem 1 of 3High impactVisually observed

You enter A Ramp alone

Three times in one half you were the first player through A Ramp — and each time you died before your second man reached the ramp.

All three rounds were lost with no revenge kill, because nobody was close enough to kill that enemy back.

Before3 deaths · no revenge kills
Mirage · T sideA Ramp entries
800 unitsR3122nd3T SPAWNA RAMPPALACEA SITEJUNGLECONNECTORCT SPAWNTICKETMIDWINDOWAPARTMENTSB SITEKITCHENMARKETSHORTUNDERPASS1000 units
Your deathTeammateEnemyFacingShotSmokeRevenge-kill range

You walk the ramp first, on your own, into a CT smoke, and die in the same three metres of map every time. Each death is taken while looking away from the angle that kills you, because the angle is beside you, not in front.

  • 1The three rounds you died on the ramp — R3, R11 and R19. The same corner of the same map three times.
  • 2The angle that killed you, holding the site exit and already looking up the ramp. Both shot lines end here — your crosshair was pointing away from him on every one of these deaths.
  • 3Your second man when you died: still behind the ramp, about 945 units away. Outside the ring, so nobody could kill that enemy back.

How to read these maps

Every dot is a coordinate
Positions come from the demo file's own coordinate stream, placed on our drawing of the map. Nothing on this map is sketched from memory.
The cone is your crosshair
It shows the direction your view was pointing at that tick — the single most useful thing a picture of a map can add to a number.
Grenades are drawn at real size
A smoke covers about 144 game units and a molotov burns roughly 150. Drawn to scale, so you can see for yourself whether you were standing inside it.
The ring is 800 units
A teammate inside that ring can reach the fight in time to kill that enemy back. Outside it, your death costs the enemy nothing.
The scale bar is 1000 units
Drawn from the map's real calibration, so every distance on the picture can be checked rather than taken on trust.
Filled versus hollow
Your side is drawn hollow, the enemy filled — the same way round on every map, in every report.
AfterCoach suggestion (not measured)Goal — 2 kills · 0 deaths
Mirage · T sideRamp held with a teammate close
800 unitsR412nd2K13K2T SPAWNA RAMPPALACEA SITEJUNGLECONNECTORCT SPAWNTICKETMIDWINDOWAPARTMENTSB SITEKITCHENMARKETSHORTUNDERPASS1000 units
YouYour killTeammateFacingShotSmokeRevenge-kill range

You enter second, stop at the ramp exit, and pre-aim the angle before you take a step — through your own smoke rather than around it. The second man is six metres behind you, inside the ring, so the fight below is winnable even if you lose it.

  • 1R4: you stopped at the exit and put your crosshair on the angle before entering it. The cone is the direction your view was actually pointing.
  • 2The second man, roughly 330 units behind you — comfortably inside the ring, which is the whole reason the site gets taken.
  • 3Both kills came from the same position, down your own smoke. No death, because every duel was taken from a spot your teammate could see.
What changed, measured
  • First deaths on A Ramp3 in one half0We count rounds where you were the first player on your team to die, and the death happened inside the A Ramp area of the map.
  • Deaths facing away from the angle3 of 30 of 2At the tick you died we read your view angle, then the direction to whoever killed you. If he was outside your view cone, that death counts as facing away.
  • Fights with a teammate close enough to help02For each duel we measure the distance from you to your nearest living teammate. 800 units is roughly how far a player can run in the time it takes to kill that enemy back — inside that ring your death can be answered, outside it cannot.
  • Rounds you walked into enemy smoke30We read every smoke detonation, its position and its radius, then check whether you crossed inside that radius during the round.

Next: Ramp hold — 30 reps

Enter second, stop at the exit, pre-aim the site angle. If your second man is not behind you, you do not walk out.

See the drills

On your own account this section shows nothing until your data supports it. With fewer than two analysed matches, or when a change sits inside normal match-to-match variance, the progress view says INSUFFICIENT DATA rather than dressing up noise as improvement.

Working principles

The rules this product runs on

Anyone can put a number on a screen. These are the constraints that decide which numbers we are allowed to show you, and what we do when the data isn't there.

Confirmed by data

Read directly from your demo file.

Visually observed

Reconstructed from tick and position data.

Coach interpretation

A pattern we noticed. An opinion, labelled as one.

Insufficient data

Not enough rounds yet. We will not fill the gap.

We parse the file, we don't guess from it

Every number comes from decompressing and reading your .dem through a real CS2 parser — positions, view angles, damage events, grenade trajectories, bomb timers and round outcomes. Nothing is estimated from a killfeed screenshot or inferred from your rank.

Every metric has a written definition

ADR is damage dealt divided by rounds played. KAST counts rounds where you got a kill, an assist, survived, or a teammate killed the enemy who killed you. Each formula is documented and unit-tested, so when a finding says your revenge-kill rate is low you can check exactly what we measured.

A rule only fires when there's enough evidence

The grenade rule needs at least five grenades thrown in the match. The first-fight rule needs at least five first fights taken. Below the sample threshold the rule stays silent rather than firing a weak version of itself.

Every claim is labelled with how much we know

Nothing on screen is stated with more certainty than the data supports. A hard fact, a reconstruction, an opinion and a gap are four visually distinct things — and we never let them blur into one confident-sounding paragraph.

Missing data says so. It never becomes a zero

If a demo doesn't record a field, that field is null — not 0, not an average, not a dash. A missing value rendered as zero would quietly ruin every comparison built on top of it.

Nothing completes because you said it did

Missions, XP and progress are decided server-side. You cannot submit a completed mission, claim XP, or mark a weakness fixed. The only things you can do are upload a demo and let the analysis run.

Duplicate demos are rejected at the hash

Every upload is SHA-256 hashed. Re-uploading the same file returns the existing analysis instead of creating a new one — so nobody can farm XP or leaderboard rank by replaying an old demo.

Your demos and your history are yours

We never ask for your Steam password. Your account is an email and a password, nothing more. Deleting your account deletes your matches, findings, missions and history — not just your login.

Plans

Free gets you the whole loop

Both plans run the identical analyser. The only difference is how many demos you can put through it each day — nothing is held back from the free tier.

Free

$0forever

Enough to see exactly what the analyser does with your real demo.

  • 2 demo analyses per day
  • Full findings report — every problem, with evidence
  • Radar reconstruction of every positional mistake
  • Daily missions board (Fix Missions + daily drills)
  • Practice recommendations per problem
  • Leaderboard access — you appear once you earn XP

Pro

20 demos / day
$9per month

For players grinding ranked and tracking every session.

  • 20 demo analyses per day
  • Everything in Free
  • Priority analysis queue during peak hours
  • Full match history retention and trend charts
  • Long-range progress comparison across 30-day seasons
  • Early access to the Steam share-code auto-import

Checkout isn't wired up yet. We'd rather show you that than take a payment we can't process.

Demo limits are enforced on the server against a rolling 24-hour window — the counter is not stored in your browser and cannot be reset by clearing cookies or opening a private tab.

Stop guessing. Start climbing.

Every competitive match you've played is still sitting in your CS2 replays folder. Upload one and you'll have a real report in about a minute — or an honest INSUFFICIENT DATA if the file genuinely can't support the analysis.

2 demos free every dayNo Steam password requiredDelete your account and data anytime