





The project started from a personal need: understanding why I was losing rounds, beyond the generic stats of existing sites. A demo analysis grew into a full tool in three moments - prepare before playing, get guided during the match, review after the session - now in public alpha (0.0.1-alpha) for Windows and Linux.



The challenge is making dense data (positions, duels, grenades, economy) readable in one second, mid-match, on a second screen: what to buy this round and the next, where the Ts are likely to go given the clock, which grenades to throw now. And earning players' trust for a tool that runs next to the game.

Wily only uses what Valve provides: Game State Integration, the CS2 console log, the Steam API and match demos - never the game's memory, so no anti-cheat risk. The player's demos are compared with a base of thousands of anonymized matches and pro demos. The local training server, driven by a plugin, recreates lost situations and grenade drills from the spots actually played.

A local Python app (demo analysis with demoparser2, a web interface served locally), plus a C# CounterStrikeSharp plugin for the training server. Distribution is built to be verifiable: public code under the Apache 2.0 license, updates signed with Ed25519 and checked by SHA-256 before installing, the same checksums on the website and the GitHub releases.
