DATA YOU CAN UNDERSTAND
Clarity comes first.
Public gameplay data
Verified sign-in establishes your account identity. A separate, optional Steam client approval imports your own history and match details directly from Valve. Public lookups, game references and existing community data may also use the community-maintained Deadlock API. This is independent infrastructure with incomplete coverage and variable delays. Steam sign-in verifies identity; it does not grant access to missing or private game history. No desktop software, Steam files or manual uploads are used.
How we calculate performance
Win rate uses scored wins divided by scored wins and losses. Unscored, penalized and invalid outcomes are excluded from performance averages. KDA is total kills plus assists divided by total deaths, with a minimum denominator of one. Net worth/min is the mean of each match's final net worth divided by duration; it is not total souls earned per minute. Death rate is deaths per ten minutes. Rolling charts use up to ten scored matches and disclose each window's size.
Default dashboards select standard ranked and unranked games. Filters change the displayed sample. Personal records, hero averages and trends describe available recorded matches, not complete lifetime performance. A rank badge is an ordinal category, not a precise numerical measure of skill. Game-mode versions are supplied identifiers and may not correspond to a named balance patch.
Coaching and comparisons
Statistical calculations generate practice suggestions from at least five comparable games. Targets are proposed personal practice goals, not optimal population thresholds. Suggestions are correlations or hypotheses and do not establish causes. Saved goals keep their original baseline and cohort, and evaluate the first ten eligible scored matches started after acceptance. A closed game-version cohort can stop receiving games after an update; close that goal and create a new baseline when appropriate.
Population comparisons require at least five eligible personal matches and at least one hundred population hero matches. The cohort is standard ranked play on the same hero, within the current reported rank bracket and recent thirty-day period, with durations from ten to seventy minutes. Past opponent strength can differ. Quantile bands use the provider's approximate distribution values; exact percentiles are not inferred. Data availability and player selection may bias comparisons.
Temporary Steam history imports
Website sign-in uses Steam OpenID and does not grant game-history access. To import your own games, you separately consent to a Steam client login and approve a QR code through Steam’s mobile app. This grants broader Steam account access; Steam provides no permission limited to Deadlock history. Our code uses this connection only for your own game history and match details. We check the approved Steam identity against your verified website account before requesting games. No bot friendship is required.
The temporary session credential is held in server process memory, with Steam SDK disk storage disabled. It is not written to the application database, logs or backups. The QR expires after three minutes; approved imports expire within one hour. Completion, cancellation, website sign-out and account deletion close the connection and discard credential references. A service restart also loses the credential. Cleanup is retried if the bridge is temporarily unavailable; the page reports cleanup separately from saved progress. Steam may still list the authorised device: you can remove it in Steam’s device settings. This does not enable ongoing unattended collection. Importing newer games requires another approval.
Retrieved game statistics become public gameplay records. Checkpoints and source receipts remain available after cancellation. A finished scan means Valve’s returned cursor was exhausted, not that every lifetime game is retained. Match details may be unavailable even when a basic history row exists. The operator’s separately authorised collector account remains privately configured for legacy permitted imports; its persistent credential is separate from player approvals.
Direct Valve imports
A private operator tool can collect an operator-owned account’s match history from the Deadlock Game Coordinator and download metadata directly from Valve’s replay servers. The tool uses a Steam client login approved through Steam, separate from website sign-in. Its local reusable login token is removed after a one-off import unless the operator explicitly chooses to retain it. Imported records carry source receipts and are protected from replacement by community refreshes. These imports do not establish that Valve retained every lifetime game. Hero and item references and population comparisons may still originate from the community dataset unless identified otherwise.
Your private information
Signing in uses Steam OpenID. Authentication happens on steamcommunity.com. Deadlytics never asks you to type a Steam password, cookies, session token or Steam Guard code. The optional client import separately receives a temporary Steam session credential as described above. We store your Steam identity, an essential session cookie, preferences, private coaching goals and progress evaluations. Public profile lookup never establishes account ownership.
Optional AI wording is disabled by default. If you enable it and the operator configures the service, calculated observations without Steam identity are sent to OpenAI with storage disabled. Calculations continue without AI. You can disable this preference or delete your account from settings. Deletion removes your login, preferences, private goals and AI wording; it does not erase independent public gameplay records.
Operations and retention
Approved temporary imports process in the background, subject to Valve limits and queue length. They end after completion, cancellation or expiry. Valve can refuse requests or omit older matches. New games need another approval; website users do not need a bot friendship. Nonregistered community profiles normally refresh every two hours. Raw match payloads and acquisition timestamps are stored for validation and reprocessing. Transient caches expire; gameplay records and goal history persist until removed by the operator or account deletion as described above. Server access logs may contain IP addresses and request paths for operations. No advertising analytics are installed.
Upstream privacy controls are available at Deadlock API; removing data there does not automatically remove separately stored records here.
Independent fan project
Deadlytics is not affiliated with or endorsed by Valve Corporation. Deadlock, Steam and associated game art belong to their respective owners. Community API data and game assets are used to identify gameplay entities. Chart.js is distributed under the MIT licence. No paid subscriptions or commercial game-asset licence claims are made.