It's invite-only for now. Join the waitlist and we'll email you a signup link the moment a place opens up.
Every figure on this site is read out of one file the game writes on your own machine. This is which lines are read, which ones the game stopped writing, and which ones have never appeared at all.
The desktop app reads Game.log — the file Star Citizen writes into its own install folder, one per channel (LIVE, PTU, EPTU and the rest). That is the only game file it reads. Not your saves, not your screenshots, not your network traffic.
A line whose shape the parser recognises becomes an event. A line it does not recognise is kept on your machine as a candidate — the raw line, the five lines either side of it for context, and a flag on anything that looks like a handle, a shard id, a GEID or an IP address. Candidates are never uploaded on their own. You open one, see what it contains, and decide.
Keeping the failures matters more than it sounds. CIG changes the log without announcing it, and every entry in the two sections below was found by noticing that something we used to read had gone quiet — never by being told.
Session and shard. The game starting, your handle from the login response, the shard you joined, server transitions, the solar system being seeded, and the session ending. This is what makes a play session a session rather than a heap of timestamps.
Where you are. Spawn resolution, terrain loads, and inventory requests at a location — three different lines that each name a place, stitched together into the one location you see on the topbar and in the travel timeline.
Travel. Quantum target selected, the route, arrival, and the two contract-specific destination lines. This is where the journey map comes from.
Survival. Your death, your incapacitation, and being ejected from a vehicle that has come apart around you. Only your own deaths reach the log this way, so a match is unambiguous.
Contracts. Mission start, mission end with its outcome, and objective changes in between.
Shops and commodities. Buy requests, the shop flow response — which says whether it went through, on the occasions the game bothers to say — and requests that timed out.
Gear. Attachments received, equipment changes, vehicles stowed, and the burst summary that turns a spray of individual attachment lines into one loadout.
Odds and ends. HUD notifications, and remote_match — the catch-all for a parser rule the server published after your copy of the app was built.
Some of those are read but no longer arrive, because the game stopped writing them. Which ones is the next section, and it is the honest half of this list.
Kills, 19 November 2025. <Actor Death> was the line that named who killed whom. It accounted for 49,542 events across four accounts and then stopped, on that date, for everyone. That is why the NPC kill count shows nothing for almost anybody — not your play, and not a bug we introduced. The parser stays, because the rows it already produced are still real.
Hull losses. <Vehicle Destruction> has never produced a single event, and there is no trace of it anywhere in the unparsed lines either. What survives is an ejection line that names the ship you were thrown out of and says why: due to previous zone being in a destroyed vehicle with detached interior. One tray database was carrying 371 of those, naming a Scythe, a Nox and a Tiburon, while the hull-loss figure sat at zero. It has been read since 20 September 2026.
That ejection is deliberately not recorded as a death, even though the engine tags the line [ActorState] Dead. In a sample, only about 60% of them sat near a death already recorded from its own line — counting them would double up the majority and invent the rest. Losing the ship is the part the line proves, so that is the only part taken from it.
Commodity buy and sell, September 2023. Trade figures dated before then are real. Nothing has been recorded since, on any account in the census.
A retired line and a quiet week look identical from the outside: a confident 0 in a tile. A reader cannot tell them apart, so the site no longer asks them to. Where a figure is structurally unavailable the row is left out rather than drawn as zero, and a genuine zero — the line arriving, the count being none — still shows.
The rule comes from being caught by it. Contracts started read zero on every account, beside 1,238 contracts ended, because the pattern expected missionId[ and the game writes missionId [ with a space. Ten thousand lines on a single machine went unread over one character, and the tile reported that as a fact about the player.
The dates and counts above come from one census across 13 accounts, run on 21 September 2026; the per-machine figures are called out as such where they appear, and they are one machine. They will drift as CIG changes the log. That is the nature of reading someone else's log file, and pretending otherwise is the thing this page exists not to do.
/trust covers what leaves your machine and what StarStats sees about other players. The RSI cookie is the other half of what the desktop app touches. Back to the quickstart.