dinkem.gg Partner API
dinkem.gg is a clip rendering API for Counter-Strike 2. You send us a demo, a player's Steam ID, and the round you want — we load the demo inside a real CS2 instance, capture every frame, and hand back a finished MP4. No editing software, no manual work, no GPU on your end.
The whole service is driven by a single HTTP call:
Your platform (stats site, tournament tool, coaching app…)
│
│ POST /api/clips { demo_url, steam64_id, round }
▼
[ dinkem.gg ]
│ loads the demo in CS2, captures frames
│ ffmpeg encodes the clip
▼
Webhook notification → embed via iframe or download the MP4
You submit a render job, we queue it, and the clip is produced asynchronously. There is no dashboard to click through and no upload form — it is infrastructure you call from your own code.
Clips carry no dinkem.gg branding. Embed them via iframe or download the raw MP4 — they are your clips, on your platform, under your brand.
What you need to get started
- An active account. New accounts start inactive — we reach out and activate you before the API accepts requests. See Authentication.
- Your API keys. Two tokens tied to your account — a metered key for best-effort renders and a reserved key for priority renders — sent as a Bearer token on every request. See Authentication.
- A demo URL, a Steam ID, and a round number. The three inputs every render job requires.
The request lifecycle
| Step | Who does it | How |
|---|---|---|
| 1. Submit a job | You | POST /api/clips with demo_url, steam64_id, and round |
| 2. Render | dinkem.gg | We replay the demo in CS2 and encode the clip — no action needed from you |
| 3. Receive webhook | You | We notify your webhook URL when the clip is ready |
| 4. Embed or download | You | Insert an iframe on your page or download the MP4 |
The rest of these docs cover step 1 in detail: authenticating and submitting render jobs.
Pricing at a glance
There are two ways to buy. Best-effort rendering is metered per rendered hour — an hour of finished video (your clip's own length), not the wallclock time we spend producing it — with no subscriptions, seats, or minimums:
| 1080p30 | 1080p60 | 1440p30 | 1440p60 |
|---|---|---|---|
| $0.42/hr | $0.61/hr | $0.49/hr | $0.77/hr |
The same clip is the same number of rendered hours at any setting — higher fps and resolution simply cost more per rendered hour because they take more compute to produce.
For guaranteed throughput with an SLA, reserve dinks: one dink is a dedicated render node delivering ~30 rendered-minutes/hour for $415/month. Reserve as many dinks as your throughput needs — there's no cluster size cap.
Every rendered clip gets 14 days of free storage; pinned clips persist indefinitely.