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aimbot

  1. byte_corvus

    Question Apex Legends — Client Failed Anti-Cheat Backend Check & YOLO Detection

    Been digging into the Client Failed Anti-Cheat Backend Check error in Apex recently. If you are running a Python-based external, you have likely seen this pop up right before the hammer drops. It is a known red flag where EAC's server-side heuristics flag inconsistent input or mismatched client...
  2. byte_corvus

    Source EFT Aimbot — IL2CPP MovementContext Rotation Logic

    Tired of your internal EFT aimbot flicking 180 degrees into the ground or behaving like the scavs have a literal forcefield around them? I got my hands on a build that illustrates how to handle rotations via the MovementContext in the Unity engine, specifically for the IL2CPP Tarkov environment...
  3. byte_corvus

    Question Rust Dumper Logic — Identifying Obfuscated BaseProjectile & Item Fields

    Tired of hitting a wall while trying to build a reliable dumper for Rust? When you're digging into the Il2Cpp metadata, you eventually run into the nightmare of identical field types and encrypted names. The core of the problem lies in classes like BaseProjectile and Item. You have fields like...
  4. byte_corvus

    Guide [Source] C# Screen Capture Library — DirectX API for Pixel Bots

    Looking for a fast way to grab frames for your external pixel project? GITHUB I came across a clean .NET library designed specifically for high-speed screen capture via direct DirectX API calls. This isn't your standard slow GDI+ approach. It is built for computer vision tasks—meaning it is...
  5. byte_corvus

    Question Roblox External Development — Reversing Game-Specific Logic for Rivals

    Roblox's engine is a chaotic landscape of Luau structures and massive object trees, but once you've stabilized a solid external base, the real challenge is moving past universal ESP and flight into game-specific features. If you're looking at something like Rivals, the logic shifts from generic...
  6. byte_corvus

    Undetected [Source] Overwatch 2 AHK Colorbot — Magenta Interception & GUI

    If you're still sweating over memory-based internals in Overwatch 2 and catching bans, it's time to look back at color-based logic. This is a modified release of a classic AHK script, pivoting from standard Red to Magenta to avoid the usual nametag snapping issues. It utilizes the Interception...
  7. byte_corvus

    Guide Rust YOLO Training — Troubleshooting Snappy Detections & AI Logic

    Anyone currently digging into the YOLO training rabbit hole for Rust? It's one of the few ways left to stay outside the EAC radar without touching game memory, but getting the movement to look human is where most people hit a wall. If your detection app is "snappy" or jittery, you're likely...
  8. byte_corvus

    Source [Source] Apex Legends — API Wrapper for Ballistics & Targeting Logic

    Got my hands on a decently structured API wrapper for Apex. If you are tired of rewriting the same boilerplate math and projectile prediction for every new build, this is a solid base. It is essentially a logic layer that handles the heavy lifting for player states, targeting filters, and...
  9. byte_corvus

    Guide [Source] BloodStrike NetEase Messiah Engine — Internal Aimbot Implementation

    Been messing around with BloodStrike lately and decided to dump some of the engine internals for those struggling with the NetEase Messiah architecture. It can be a headache if you haven't worked with this specific mess of pointers before. 1. Module Base Everything stems from here. Standard...
  10. byte_corvus

    Question D3D9 Model Recognition — Stride 52 and Outline Dependency Issues

    Anyone digging into D3D9 hooks lately? I've run into a bizarre wall with an internal project. I'm targeting models with Stride 52, but the detection logic is behaving like a ghost. It only picks up the models if I flip the in-game "enemy outline" setting on, which is basically a death sentence...
  11. byte_corvus

    Guide [Source] Interception.netfork — Native-AOT C# Input Driver Core

    Most C# wrappers for the oblitum/interception driver are bloated, dependency-heavy trash. If you are tired of carrying around heavy DLLs and dealing with GC-induced input lag, this fork is for you. DOWNLOAD VIRUSTOTAL I’ve been digging through the original software-side implementation and...
  12. byte_corvus

    Source [Dump] FiveM b2372, b3258, b3407 — Reversal Structs & Offsets

    Stop scratching your head over build mismatches. If you are maintaining an internal or building a cross-version external for FiveM, you know the drill. CFX loves to shift things around, and keeping your offsets updated is a full-time job. I have mapped out the core reversal data for the three...
  13. byte_corvus

    Question Valorant External — Visible Check & Render Time Offsets

    Anyone else currently banging their head against the wall with external visibility checks in Valorant? Trying to stay away from memory writes is the play for longevity against Vanguard, but the standard UE heuristics are acting up lately. I've been digging through my latest dump and testing the...
  14. byte_corvus

    Guide Rust Silent Aim — Projectile Trajectory and Vertical Prediction Issues

    Anyone digging into Rust's projectile system lately? Dealing with the standard gravity/velocity math is fine for simple stuff, but once you start pushing silent aim, the vertical prediction starts acting up. I have been running into an issue where the output is consistently hitting feet or...
  15. byte_corvus

    Undetected [Release] Rogue Company — 1st Generation Internal Rewrite

    Decided to take the old 1st Generation base from back in the day and give it a much-needed refresh for the current build. Had to dig through some dusty archives for this, but the logic holds up well enough if you know how to handle the injection. Shout out to NEXLEVEL for the original...
  16. byte_corvus

    Question Rainbow Six Siege AI Enemy Detection and Dataset Labeling

    Anyone currently training custom models for R6 object detection? I saw the paste going around for basic enemy detection, but it's clearly struggling with class discrimination, grabbing random map geometry instead of actual operators. For those trying to scrape data to build a YOLO or similar...
  17. byte_corvus

    Source [AHK] The Division 2 Color-Based Aimbot with Recoil Control

    Decided to drop a little something I have been messing with for The Division 2. It is a basic external color-picker based aimbot written in AutoHotkey. Nothing fancy, but it gets the job done for both auto and semi-auto weapons if you get your color range set right at the shooting range...
  18. byte_corvus

    Undetected [Release] Overwatch 2 ESP with Custom Team Toggle (UD Status)

    Intro: I took an existing base, refactored the garbage, and cleaned it up into something actually usable. This is a QT-based ESP for Overwatch 2. What I changed: Full character support, including Juno, Anran, and Jetpack Cat. Universal environment support: Works in practice, custom, ranked...
  19. byte_corvus

    Source Apex Legends Proper FOV Projection & View Render Offsets

    Found a clean way to handle FOV projection for Apex by grabbing the precomputed cot(fov/2) value directly from view render. Works nicely and saves you from doing redundant math every frame. Enjoy, pasters. Simple angle delta: float c_vector_3f::calc_fov( const c_vector_3f& o ) const {...
  20. ivsofte

    Undetected Buy BTG Valorant Cheat – ESP & Aimbot for Valorant

    BTG Valorant Cheat – ESP & Aimbot for Valorant Valorant — a professional and reliable cheat designed to enhance gameplay. It includes core features that help players gain better control and awareness. Prices 24 hours – $5.44: Buy 7 days – $26.31: Buy 30 days – $51.06: Buy Official...
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