CS2 Stats
Every CS2 stat,
and where it
comes from
Some Counter-Strike stats are public, some need the game's own service, and some exist only inside a replay file. This page is the honest map of which is which — and how to unlock the last group for your own account. Everything here applies to CS2; the CS:GO statistics people still search for are the same lifetime counters, carried forward into the current game.
Connect your matches
Cover your lobbies
Connect your CS2 match history and your last matches get measured from the demos themselves — crosshair placement, reaction time, counter-strafing. Every match covers all ten players in it, so the people you queue with become measurable too.
What is measurable
Three sources, one wall
Most CS2 statistics sites do not say where their numbers come from. Here is ours, including the part we cannot do without your help.
Kills, deaths, headshot share, accuracy, ADR
Lifetime totals. Every account has them, and they average an entire history.
Recent form — the last ~20 matches alone
Steam's counters are cumulative, so the difference between two readings is a window. Builds forward from the first time an account is looked up.
Premier rating, competitive rank, medals, cooldowns
No Steam Web API exposes any of these. They come from the game's own service.
Crosshair placement, reaction time, counter-strafing, spray accuracy
Only exist inside a replay file, and a replay can only be found with the account holder's permission.
Why it works this way
Valve closed the door on purpose
There is no public way to list another player's CS2 matches. Not through the Steam Web API, not through the game's own service, not by deriving it from a match code. Every route is either restricted to the account itself or requires the account holder's permission.
The clearest evidence that this is a decision rather than an oversight: Dota 2 — same company, same API key — publishes exactly the match-history endpoint CS2 withholds.
So every CS2 statistics site you have used is built on players handing over an authentication code, and the coverage you see is the accumulated result. Nobody has a shortcut, including us.
Questions
Why do you need a code at all?
Valve does not expose anyone's match history publicly. A Game Authentication Code is the mechanism they built for handing that access to a third party, and it is the only route there is — the same one every CS2 stats site uses. Dota 2 has a public match-history API; CS2 deliberately does not.
What can you do with the code?
Read which matches an account played, and download the public replay for each one. It cannot be used to log in, to change anything, to see your friends list, or to spend anything. It is read-only and scoped to match history.
Can you read my code?
No. It is encrypted with a public key before it is stored, and the matching private key lives only on the machine that walks match histories. This site holds the bytes and is structurally unable to decrypt them.
How do I disconnect?
Disconnect here, or regenerate the code in Steam. Regenerating invalidates the old one, so ours stops working immediately whether or not you tell us — the next time we try to read your history, Steam refuses and we stop asking.
What happens to matches you already collected?
Disconnecting stops any further collection and deletes your authentication code. Matches already recorded stay, because a match record covers all ten players in it — removing it would erase data about nine people who did not disconnect. Nothing new is added once you disconnect.
Why does connecting help other players?
A match record covers all ten players, not just you. So connecting one account makes every lobby it plays in measurable — which is why coverage in this category grows sideways rather than one account at a time.
Look up an account
Check any player
Everything on this page that does not need a code is already available for any public Steam profile — lifetime statistics, Premier rating, rank, medals, ban record and community reports.