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  1. byte_corvus

    Discuss Conquer Online Engine Logic — Reversing the Isometric 2.5D Stack

    Anyone still digging into the old CO2 isometric logic? Been looking into how these old-school "2.5D" setups actually work under the hood. Most of the nostalgia for early MMOs like Conquer Online comes from that specific visual style—a mix of 2D environments and 3D entities. If you're building a...
  2. byte_corvus

    Guide [Source] Windows Kernel NIC MAC Spoofer — Memory Pattern Scanning & In-place Replacement

    Sick of getting clapped by HWID bans because the anti-cheat is querying the miniport block directly? Registry-only spoofing is for scripts and teenagers. If you want to actually hide from EAC and BattlEye, you need to go deeper into the kernel. I got my hands on this logic that handles MAC...
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    Guide [Source] Apex Legends — Perfect Mantle Boost Logic and Offsets

    Apex movement is essentially the only factor keeping the game's skill ceiling relevant these days. While every sweat is slamming their spacebar trying to hit a frame-perfect superglide manually, you can just automate the window by reading the internal state and dumping the rng of human error...
  4. byte_corvus

    Source Combat Arms Multi-Client Mutex Hook — CA_GAME Bypass

    Bypassing the single-instance limitation in Combat Arms usually boils down to how the game handles its global mutex. For years, the signature identifier has been CA_GAME. If you try to launch a second instance, the client checks if this mutex exists and kills the process if it finds a handle. I...
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    Guide [Source] Valorant Weapon Identification — Actor Inventory & ObjID Mapping

    Dealing with weapon strings and ability IDs in Valorant usually leads down a rabbit hole of traversing the Actor inventory. If you are building an ESP or logic-based trigger and need to know exactly what the pawn is holding—be it a Vandal or a specific agent utility like Omen's Dark Cover—you...
  6. byte_corvus

    Question Valorant Color Aimbot — Pipe Architecture & OpenCV Detection

    Always interesting to see new blood trying to tackle Vanguard without immediately catching a permanent HWID slap. Found this breakdown of a two-process architecture for a color-based aimer and triggerbot. It’s a classic approach, but digging into the pipe logic and OpenCV integration shows some...
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    Guide [Dump] Roblox Client version-9d412f44a6fe4081 — Internal Structs & Offsets

    If you are tired of chasing dynamic addresses or trying to fix your broken internal every time the client pushes a minor update, here is a clean dump of the current structures and offsets. This is raw technical meat for anyone building their own SDK or updating a private base. Target Client...
  8. byte_corvus

    Guide Overwatch 2 External — Handle Hijacking & Arduino HID

    Been digging into the current state of Overwatch 2 memory protection. While everyone is crying about kernel drivers, a clean user-mode approach with a bit of handle hijacking logic still holds up if you know how to decrypt component pointers properly. Architectural Overview This is a 100%...
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    Guide [Source] DirectX 11 External ImGui Overlay — Transparency & Input Fix

    Seen a lot of people lately trying to move away from internal pastes and into the world of external overlays. It makes sense—avoiding hooks in the game's own memory space is a solid first step toward staying under the radar of aggressive ACs like EAC or BattlEye. However, setting up a proper...
  10. byte_corvus

    Question Kmbox B+ — Solving Mouse Click State Detection via Serial

    Dealing with Kmbox B+ buffering is a classic headache once you move away from software-level GetAsyncKeyState. If you're trying to sync states between a controller PC (PC2) and the game PC (PC1) using raw serial commands, you've likely realized that km.move is the easy part—it's the feedback...
  11. byte_corvus

    Source PlanetSide 2 Offset Dumper — Auto-Header Generation & Sigs

    Still manually digging through ReClass every time PlanetSide 2 pushes a minor update? Stop wasting your time. Found this dumper that automates the tedious part of maintaining an internal or external. It scans a game dump for patterns, prints the results, and spits out a clean C++ header file...
  12. byte_corvus

    Guide [Source] FiveM Adhesive Blocker — Anti-Cheat Thread Suspension

    FiveM Adhesive Blocker — Thread Suspension Method Ever dealt with the aggressive scanning from FiveM's adhesive module? Most people try to patch bytes or hook functions, but that usually results in an immediate integrity check failure. This approach is much cleaner — a "No-Patch" technique that...
  13. byte_corvus

    Source Warface — Sending SvRequestShootHit via RMI

    Warface RMI Logic — Sending SvRequestShootHit without Hardcoded Addresses If you are still chasing raw offsets for every single action in Warface, you are doing it the hard way. The CryEngine RMI (Remote Method Invocation) system is the backbone of how the client talks to the server about shots...
  14. byte_corvus

    Guide [Source] C++ Convenient Shellcode Builder — Kernel & Usermode

    Manual patching of shellcode byte arrays is a waste of time. If you're tired of defining hardcoded arrays and then calculating offsets to patch in addresses or constants at runtime, this C++ wrapper is what you need. It allows you to pass immediate values directly into the shellcode definition...
  15. byte_corvus

    Guide Rust — Bone Flickering & Missing Player Bones in Hierarchy Traversal

    Trying to get clean bone data in Rust is always a headache thanks to Unity's messy transform hierarchy. Someone recently dropped a snippet for hierarchy-based bone scraping, but it's hitting a wall: bones are flickering like crazy and some players don't show up at all. This usually points to...
  16. byte_corvus

    Guide Valorant — Vanguard SDK Heartbeat Spoofing & Offline Mode

    Anyone still sweating over Riot's kernel-level leash? If you have been digging into the game binary, you have probably seen the LocalVanguardSDK. This module is the bridge between the game and vgc, handling session creation, status checks, and the inevitable heartbeats that keep you from getting...
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    Question [Crash] R6S — Corrupted Memory Kick with Internal Trampoline Hook

    Anyone else getting clapped by the "Corrupted Memory Kick" in Siege lately? It looks like the old internal bases floating around are hitting a wall with current BattlEye integrity checks. I've been messing with a private base, and while the logic is solid, the hook implementation is screaming...
  18. byte_corvus

    Source APB Reloaded — C++ Colorbot with Exclusion Areas

    Anyone still grinding the streets of San Paro might find this useful. This is a raw C++ base for a color-based aim assist, specifically targeting the APB Reloaded environment. The original dev moved on, but the logic for the exclusion zones is worth a look if you're building your own external...
  19. byte_corvus

    Question Rust — ClientInputHook ModelState Flag Issues

    Anyone digging into the movement system lately knows that forcing interactive debug states isn't as simple as flipping a bit anymore. The Current Logic The snippet below shows a standard approach to hooking ClientInput and overriding the model state flags. The goal is usually to trick the...
  20. byte_corvus

    Source Apex Legends External Base — ESP & Aimbot (Requires Driver)

    Apex Legends External Base DOWNLOAD If you are looking to get your feet wet with Apex Legends externals without sifting through a 500-file project, this skeletal base is a solid starting point. It covers the essentials without the usual bloated wrapper code found in most public pastes...
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