TORN CITY // PRODUCT TOUR
Walkthrough · every panel, every column, and where the numbers come from
A Torn ranked war is decided by a few hundred small timing decisions. Who is out of hospital right now, who is about to be, which of their people you can actually beat, and whether your chain survives the next ten minutes. Most factions run that on a Discord channel, a spreadsheet and somebody shouting. This page walks through what the tracker shows instead, panel by panel, so you can decide whether it is worth connecting an API key before you hand one over.
Everything below is real: the column names, the badges and the maths are the ones the live app uses. You can also click through the whole thing yourself with fabricated data and no key at all — the interactive demo runs entirely in your browser.
The tracker is one page with four tabs. They share a single roster load, so switching between them costs nothing and never re-hits the Torn API.
| Tab | What it answers | When you live in it |
|---|---|---|
| 🏥 Hospital | Who is in hospital, and exactly when they leave | Constantly, during a war |
| 👥 Full Roster | Everyone on both sides, sortable, with stat estimates | Planning before a hit |
| 🎯 War Intel | Which targets are worth your energy | Choosing who to attack |
| ⚡ Chain Planner | Who attacks whom, in what order, to hold a chain | Mid-chain, under pressure |
The default view, and the one most factions leave open on a second monitor. It lists every member currently in hospital with a live countdown to the second, sorted by who gets out first. Countdowns tick against an absolute server timestamp rather than a cached age, so a tab left open for an hour is still accurate to the second when you look back at it.
A toggle switches the same board between your faction and the enemy. Your own side tells you who is available to hit; the enemy side tells you who is about to become a target, and who is about to become a threat. Anyone past their release time shows briefly as OUT NOW before dropping off the list, so you are not staring at a stale row wondering whether it has already happened.
| # | Player | Status | Time Left | Online Activity | War Stats | Potential Respect |
|---|---|---|---|---|---|---|
| 1 | NyxShade | Hospital | 00:41 | Online now | VERIFIED 1.42b | 18.4 |
| 2 | Brawler99 | Hospital | 04:12 | Usually on now | SPY 880m | 14.1 |
| 3 | GhostByte | Hospital | 11:58 | Rarely on now | FF EST ~2.1b | 21.7 |
| 4 | RedQueen | Hospital | 27:03 | Offline 6h | RANK bracket | — |
Online Activity is the column people underestimate. It is not “are they online now” — it is a read of when this player is habitually online, built from months of observed activity and shown as a small band of colour across the day. A target who leaves hospital at 04:00 their time and has never once been seen at that hour is a free hit. One who leaves at their usual peak is a fight. Same countdown, completely different decision.
The complete member list for whichever faction you have selected, hospitalised or not, with the same stat estimates and activity read. Every column sorts. In practice this is where you go before a war rather than during one: sort the enemy by estimated stats to see the shape of what you are facing, or by activity to work out which timezone they actually live in.
Three sections, in the order you tend to want them.
Priority Targets ranks the enemy by a blend of what you can realistically beat and what pays. A target you would lose to is worth nothing regardless of respect; a target you flatten is worth almost nothing because Fair Fight collapses the payout. The list surfaces the band in between — the fights that are close enough to pay properly and winnable enough to be worth the energy. If you want the mechanics behind that trade-off, the Fair Fight guide covers the curve in detail.
Growth Projections — Top Threats looks at the enemy members whose stats are climbing fastest and projects them forward. Over a long war, the person who was an easy target in week one is not necessarily an easy target in week three. The projection is fitted from repeated observations over time rather than a single snapshot, so a member who has trained hard since you last fought them shows up before you find out the hard way.
Historical Encounters is the rematch memory. If your faction has fought this enemy before, the old data is still there — every estimate recorded during the previous war, however stale. On the first minute of a rematch you are not starting from an empty board; you are starting from where you left off, with a freshness note on each figure and a background refresh already running.
A chain collapses when nobody lands a hit inside the timer, and the usual cause is not lack of people, it is lack of coordination: four attackers all pile onto the same convenient target while nobody covers the next thirty seconds. The planner assigns attackers to targets and puts them in an order.
| # | Attacker | Target | Ratio | Available | Attack In | Potential Respect |
|---|---|---|---|---|---|---|
| 1 | Vortex | Maelstrom | 1.8× | Now | 00:00 | 19.2 |
| 2 | IronWolf | NyxShade | 1.3× | 00:41 | 00:38 | 18.4 |
| 3 | Vortex | Brawler99 | 2.4× | 04:12 | 04:09 | 14.1 |
Ratio is the attacker's estimated stats against the target's — the higher it is, the safer the hit and the lower the respect. Attack In counts down to the moment that pairing becomes live, which is usually the target's hospital release. Two supporting sections sit underneath: Unmatched Targets lists enemies nobody currently on your roster can safely take, and Reserve Attackers lists your people with no assignment yet — the slack you have left if the chain gets into trouble.
No stat estimate is presented as fact. Each one carries a badge naming its source, and the tracker always shows the best source it has for that player rather than averaging incompatible things together.
| Badge | Source | Confidence |
|---|---|---|
| VERIFIED | Our highest-confidence figure, and the benchmark every other source is measured against | High |
| SPY | A spy report, giving the individual strength, speed, dexterity and defence split | High |
| FF OWN | Inverted from Fair Fight values in your own faction's attack logs | Medium |
| FF EST | A third-party Fair Fight estimate, corrected by our own calibration model | Medium |
| WAR EST | Two-hop: derived from how an enemy performed against someone we do have a figure for | Low |
| RANK | Nothing but the public rank bracket — a range, shown as a range | Low |
How many observations sit behind all this, where they come from, and how the corrections are tested is published in full on the dataset statistics page.
The estimates are continuously checked against reality. Whenever a player with an estimate later turns out to have a verified figure, that pair becomes a training point, and the correction applied to each source is refitted from those pairs and cross-validated. A correction is only applied at all if it measurably beats the raw number on data it was not trained on. Each figure also shows how old it is, because a three-week-old estimate of an actively training player is a guess and the interface says so rather than hiding it behind a confident-looking number. There is more on the method in the stat estimates guide.
The tracker reads. It never writes to your Torn account, never attacks, never sends mail, and never automates play — it shows you information faster so you decide better. A Limited or Full Access key is used only to read faction data you can already see in game.
Reads are scoped: you can see your own faction and any faction you currently have a ranked or pending war with, and nothing else. That boundary exists deliberately so the tracker cannot be used to browse arbitrary factions, and it is enforced on the server rather than hidden in the interface. The API keys guide explains which permission level does what, and the privacy policy covers retention and deletion.
Every panel described here is clickable in the demo, populated with fabricated players and timers. No account, no key, nothing stored. When you want it pointed at a real war, connect a key — and you can revoke it in game at any time.