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  1. byte_corvus

    Source [Release] NosTale PacketLogger — Qt/PolyHook Base with TCP Server

    Anyone still digging into NosTale knows the struggle with old, broken loggers that don't save filters or crash when things get spicy. I found a solid build that actually holds up, built on the Qt framework and PolyHook 2.0. This isn't just a basic logger—it includes a TCP server feature that...
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    Source HELLDIVERS 2 — Super Earth Tech: Crypto & API Request Base

    If you're tired of guessing how HELLDIVERS 2 handles its session signing and mission activity, here's the "Super Earth Technology" source. No hand-holding, no "vtable for dummies" basics, and no explanations on how to inject a DLL—just the technical meat. This is a framework for intercepting and...
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    Question Assault Cube 1.3.0.2 — Reversing Triggerbot Crosshair ID Logic

    Still messing with Assault Cube? It’s the classic sandbox for cutting your teeth on reverse engineering, but moving from v1.2.0.2 to the 1.3.0.2 build can be a headache if you’re just following old patterns. A common roadblock when building a triggerbot is getting stuck on the player name...
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    Guide [Crash] Day of Defeat — DrawModelExecute DME Hook Stability Issues

    Anyone still messing with the Source engine knows that DrawModelExecute (DME) is a fickle beast. One wrong check and you're staring at a desktop instead of a capture point. Recently ran into a specific crash where the game would dump to desktop during the loading screen if the cheat was already...
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    Question Day of Defeat — SetupBones Access Violation in ESP Render

    The classic Source Engine struggle — you drop a simple loop for your ESP and suddenly the client decides it's time to CTD. Usually, SetupBones is the culprit here, especially if you're calling it from a hook like PaintTraverse without the right synchronization or if your entity pointers are...
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    Source Valorant Agent Icon ESP — Dynamic Texture Fetching via K2

    If you are still bloating your internal builds with massive headers full of raw icon bytes like it's a decade ago, you're doing it wrong. Most Valorant pastes suffer from unnecessary memory overhead because people are too lazy to interface with the engine. The Logic — Native Texture Hooking...
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    Question OpenGL — wglSwapBuffers Hook Return Logic & Recursion Issues

    Anyone currently digging into OpenGL internals has probably hit this wall. You’re trying to hijack the render loop via wglSwapBuffers to draw your menu or ESP, but the moment you try to call the original function, the game either hangs or CTDs. The logic in the snippet provided is a textbook...
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    Question [Crash] Combat Arms D3D9 Hook — 1-Minute Disconnect & Memory Fixes

    Still messing with old bases for Combat Arms? If you're getting kicked exactly 60 seconds after injection, you're likely tripping a server-side heartbeat or hitting an integrity check on the LTClient memory segments. The Technical Breakdown The source provided is a classic D3D9 internal using...
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    Question Combat Arms — Fly Hack Pointer Chain & PlayerManager Offsets

    Anyone still messing with the CABR binaries? Trying to get the vertical movement logic back online but the old offsets for the fly hack are completely cooked after the recent changes. We're looking at the standard PlayerManager pointer chain—classic LithTech garbage—but finding the exact member...
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    Guide [Source] GTA 5 — Animal Riding System & Mount Logic

    Why stick to supercars when you can mount a Mountain Lion? Found this snippet for an animal riding system adapted for the latest builds. The original author was struggling with frozen entities, but the logic here handles it by ditching standard AI tasks in favor of manual velocity injection...
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    Question Apex Legends — MmCopyVirtualMemory + KDMapper for Kernel RPM

    Anyone currently digging into kernel-level memory reading for Apex? I’ve seen plenty of discussion regarding the classic MmCopyVirtualMemory approach combined with kdmapper for loading. The question is simple: does this setup actually hold up against EAC these days, or is it an instant flag on...
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    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...
  13. 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...
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    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...
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    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...
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    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...
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