KEYSTORM Play Now

KEY ANALYTICS

The part that makes you faster

Most typing games give you a score. A score tells you that you improved, not where, and not what to practise next. KEYSTORM records every keystroke against the key that produced it, which turns a run into a map of your own hands.

What is recorded

Every key you press during a run is filed against the letter it was meant to be, with three things attached:

That third one matters more than people expect. A key can be perfectly accurate and still be costing you, because your hand pauses to find it every time. Accuracy alone would never show that.

The heatmap

Press R after a run, or type REPORT on the title screen, and the report draws your own keyboard with every letter shaded by how you actually perform on it. Strong keys read cyan, unproven ones stay dim, and the letters you keep missing go red.

Most people are surprised by which keys are red. Almost everyone guesses Q and Z, because those feel awkward. They are also rare, so they cost you nothing. The expensive keys are common letters your fingers reach badly, which are usually somewhere in the middle of the board and completely invisible until something counts them.

Weakest and slowest

The report separates two different problems that get confused with each other:

ReadingWhat it meansWhat to do
Weakest keys You get these wrong. Accuracy is genuinely low. Slow down on them deliberately. Accuracy comes back before speed does.
Slowest keys You get these right, but your hand hesitates first. Usually a finger assignment problem rather than a memory one.

A key that is both is the one worth working on first. A key that is only slow will often fix itself once the surrounding letters are automatic.

Drill mode

Knowing your weak keys is not much use unless you can practise them, and you cannot practise a letter in isolation because typing is about transitions between letters, not letters alone.

So drill mode weights word selection by your own per-key record. Words scoring higher on your weak letters appear more often, which means the run is built out of real words that happen to be loaded with the letters you fumble. Unproven keys sit slightly above baseline too, so letters you have barely typed still get sampled.

A drill runs on normal difficulty. The challenge is meant to be the letters, not the speed.

Lifetime versus this run

The report can show a single run or your whole history. A single run is noisy, since one unlucky word can make a letter look terrible. The lifetime view is the one to trust, and it is what drill mode reads from.

Confidence grows with attempts, so a letter you have pressed four times is not treated as firmly as one you have pressed four hundred. So the heatmap stays dim in places for a while, until there is enough data to colour those keys.

Progress over time

The Progress tab keeps one entry for each day you play and draws your words per minute for each of those days, up to the last fourteen. Above the chart it compares your latest days with your first ones, so you can see how far your speed and accuracy have moved since you started.

Beside the chart is a short list of keys that have improved, such as a letter that went from 81 percent accurate to 94, or one you now find 60 milliseconds sooner. A key only appears there once it has been pressed often enough at both ends to be sure the change is real. It compares days you actually played, not calendar weeks, so it works for someone who plays twice a week as well as someone who plays every day.

After every run

You do not have to open the report to get the headline. The results screen names up to three of your weakest keys from the run you just finished, with how often each one was missed or how long it took to find. If the run was too short to judge, it names your weakest keys across all your runs instead. Clicking it opens the full report.

None of this leaves your browser. The per-key table is stored locally on your own device and is never uploaded. There is no account to attach it to. Clearing your browser data deletes it, and it does not follow you to another computer.

How to use it

  1. Play three or four runs. One is not enough data to say anything.
  2. Open the report and read the lifetime view, not the single run.
  3. Note the two or three letters that are both red and slow.
  4. Run a drill. Those letters will now come up constantly.
  5. Come back in a week and look again. The colour is the progress bar.

It fills in as you play

Play a run, then press R.

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