Changelog
Everything moving across KFIRE.
- Server
PUBG: BATTLEGROUNDS, an archive of matches the publisher deletes
PUBG’s API keeps a match for fourteen days and then deletes it, publisher included, so a match nobody collected in that fortnight is gone for everyone, for good. KFIRE now passes over every linked member once a day and keeps what it finds: finishing place, kills, assists, headshots, revives, damage dealt, time survived, mode and map. A member links the module by entering their in-game name and platform on their account page, and the name is resolved once into a stable account id so a rename cannot break the link. Unlinking stops the collection and keeps the history, because with that retention a deletion could never be undone. A PUBG match holds a hundred players and names the teams; none of that is stored, and the table has no column able to hold another player’s name. There is no live view for PUBG and there will not be one: the API exposes nothing about a match in progress. Training rounds, tutorials and custom games are recognised and left out, so they cannot skew anyone’s average placement.
- •A daily pass keeps matches the publisher erases after fourteen days
- •Link it from your account page with your in-game name and platform
- •Unlinking stops the collection and keeps what was already saved
- •Admins can switch the module off like any other, and a server without a PUBG key simply never shows it
- Clientv0.6.0
Client v0.6.0: Rocket League, League of Legends and games in progress
KFIRE now records your Rocket League matches. The game has no player API, so the client reads the statistics socket the game opens on your own machine and sends a summary only: the result, both team scores, and your own goals, assists, saves, shots, score and demolitions. The game only opens that socket if it is told to, so the client writes one block into a file in the install directory, showing you the exact path and contents before you agree; the game reads that file at startup only, so restart it afterwards. This version also feeds the portal’s Live games page for three titles. Rocket League’s scoresheet names every team-mate and opponent, League’s API names all ten players, Hearthstone’s log carries your opponent’s name and every card played: none of it leaves your machine, not even to be displayed, and each game carries a test that pins the exact list of fields allowed out. Rocket League is Windows and macOS only.
- •Rocket League matches: result, both team scores, goals, assists, saves, shots, score and demolitions
- •Live games page: Rocket League scores and clock, League champion, level, KDA, creep score and gold, Hearthstone mode, turn and Battlegrounds placement
- •That live state is never stored: it is broadcast while you play, then forgotten
- •League of Legends needs no setup: the game says which player you are, so there is no name to type
- Server
Live games page
A Live games page shows who in the guild is playing right now and what is happening in their game: both scores and the clock for Rocket League, champion, level, KDA, creep score and gold for League of Legends, mode, current turn and Battlegrounds placement for Hearthstone. This state is broadcast, never stored: it lives in memory for the length of the game and disappears with it.
- Server
Session recap
Pick a range of dates and times and get what the guild did during it: who played, for how long, and the detail of every match recorded along the way. The recap has a shareable link, so an evening can be read back later.
- Server
League of Legends module
Members who link their Riot ID get their ranked tiers, champion masteries and match history on their profile, walked back through the whole history rather than the last handful of games. Riot names all ten players in a match; only the facts about the member are kept.
- Clientv0.5.0
Client v0.5.0: Hearthstone matches
KFIRE records your Hearthstone matches. The game has no player API, so the client reads the game’s own logs on your machine and sends nothing but a summary: the mode, the result, the number of turns, your finishing place and the hero you played. Your opponent’s name and the cards played never leave your machine; they are in the log, the client deliberately does not carry them, and the server has no column that could hold them. Tracking is off until you turn it on: Hearthstone only writes detailed logs when a configuration file exists, and KFIRE shows you the exact path and contents before writing it. Battlegrounds reports a finishing place, never a rating, because the rating appears nowhere in the logs: standing is measured by average placement and top-four rate instead. Windows and macOS only.
Release notes↗ - Clientv0.4.0
Client v0.4.0: around 470 more games detected
Games whose binary has a generic name (game.exe, hl2.exe and friends) were invisible, because that name could belong to any of hundreds of titles. KFIRE now recognizes them by their install folder as well, which covers around 470 games including Counter-Strike: Source, Day of Defeat: Source, Alien: Isolation, Football Manager and Total War: Warhammer. Install paths are read and compared on your machine only: a server still learns nothing but which game started or stopped.
Release notes↗ - Server
Games catalog stays up to date on its own
The catalog used to be imported once, when an instance was first installed, so games released afterwards never detected. It now refreshes weekly in the background, and admins can force a sync from the new Catalogue screen. Three games members reported as missing (Warhammer 40,000: Battlesector, Heroes of Might and Magic: Olden Era, Subnautica 2) ship with a curated executable: upstream lists them without one.
- Clientv0.3.3
Client v0.3.3: version and update indicator
The tray window now shows the installed version and, when online, whether a newer release is available, with a link to the releases page. The check is lightweight: it only runs when the window opens and the result is cached.
Release notes↗ - Clientv0.3.2
Client v0.3.2: single instance
KFIRE now runs as a single instance: launching it again brings the running app to the front instead of starting another copy, so you no longer end up with several tray icons.
Release notes↗ - Clientv0.3.1
Client v0.3.1: anti-cheat game detection fix
Fixes anti-cheat titles (PUBG and other BattlEye/EAC games) being reported as a burst of very short sessions. Idle detection no longer flaps a running game on and off.
Release notes↗ - Clientv0.3.0
Client v0.3.0: live status and detection controls
Your Online / Invisible / Offline status now applies live, with controls to correct a wrong game detection and to stop idle launchers being counted as play.
- •Invisible keeps recording your playtime while showing you offline to others
- •Stop / Always ignore controls to fix a wrong detection
- •Idle launchers left open no longer keep you in game
- Server
Public API and invitations
A key-authenticated public API (/api/public/v1) exposing presence, members and libraries, plus invite-link generation to onboard new members.
- Server
Presence status (online / invisible / offline)
Server-side presence status: members can appear Online, Invisible or Offline; invisible still records playtime.
- Server
Game-detection accuracy
Filtered anti-cheat bootstrappers and generic shared executables that caused false in-game detections.
- Clientv0.2.0
Client v0.2.0: launch at startup
An optional Launch at startup toggle so KFIRE runs in the background and shares your presence from boot.
Release notes↗ - Clientv0.1.0
Client v0.1.0: first release
The first KFIRE desktop client: browser pairing, tray presence, and game detection.
Release notes↗