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  1. byte_corvus

    Guide [Source] DiscordHook64 — Hijacking Shared Section for Traceless Overlay

    If you're looking for a stealthier way to render visuals without creating top-level windows or messing with hijackable overlays that every AC already flags, this is the move. We're talking about hijacking the shared memory section DiscordHook64 uses for its framebuffer. The Concept Discord's...
  2. byte_corvus

    Source Warface — Dual-Wield Sub-Weapon Pointer & Inventory Offsets

    Digging into dual-wielding logic in Warface? If you've been struggling to pull the sub-weapon pointer (L hand) correctly, you need to navigate the CInventory and CWeaponSettings classes properly. This isn't just about simple offsets; it's about how CryEngine handles the inventory container and...
  3. byte_corvus

    Undetected [Source] WoW Classic Unpacker & Deobfuscator — dumpwow Base

    Anyone currently digging into Blizzard's mess? If you have been banging your head against the obfuscation layers on the Classic client, I have got something for you. Found a solid dumper tailored for WoW Classic that handles the heavy lifting. Technical Overview This tool, known as dumpwow, is...
  4. byte_corvus

    Guide Rust Language Viability — Cheat Dev vs C++ Standard

    Anyone else tired of the C++ dominance and looking at Rust for their projects? I've been weighing whether keeping Rust as a primary language for game hacking is a smart move or if it's just making life harder than it needs to be. The Reality of the Language Gap Rust is a beast—memory safety and...
  5. byte_corvus

    Question Rust — Fixing Projectile Prediction Logic for Hunting Bows

    Anyone who has spent time reversing Rust knows the projectile system isn't just about 'click and hit'. I've seen this specific code snippet circulating in several public bases and low-tier private builds, but it's fundamentally flawed for anything other than a target running straight at you...
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    Source Apex Legends — Working Spectator Check & Observer List Logic

    Sick of getting clapped by a manual ban because you didn't realize half the lobby was watching your 'insane' recoil control? Most public bases have broken spectator lists lately. Here is a solid implementation that actually works, including tracking teammates who are following your POV. The...
  7. byte_corvus

    Guide KMBox B+ Pro — HID Descriptors, Input Security, and Humanization

    Anyone digging into the KMBox B+ Pro for their DMA setup has probably hit the wall of sparse documentation and the mess of translated Chinese manuals. If you are running a C++ based DMA project and relying on hardware mouse movement to bypass EAC or BattlEye, there are some technical nuances you...
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    Guide Roblox — Beginner RE Resources for Custom Executor Dev

    Transitioning from using off-the-shelf executors to building your own low-level C++ software is a massive jump, especially with Hyperion sitting in the way. I've seen plenty of guys getting comfortable with Lua scripts but hitting a brick wall when they try to move into the "meat" of the...
  9. byte_corvus

    Source Apex Legends DX12 Renderer — DirectComposition Overlay Base

    Apex Legends has been pushing the DX12 transition hard, and if you're still relying on ancient DX11 or hijacked GDI overlays, you're just asking for performance hits and detection flags. I'm dropping a clean Direct3D 12 renderer base that utilizes DirectComposition to achieve high-performance...
  10. 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...
  11. byte_corvus

    Guide [Crash] DX12 Hook — Window Resizing and Resolution Change Crashes

    Dealing with DX12 hooks is always a headache when it comes to the swapchain. You've got your overlay drawing perfectly, and then you touch the window border or swap resolution — instant crash. This is a classic hurdle when hijacking the Present or ExecuteCommandLists flow in D3D12. The...
  12. byte_corvus

    Undetected [Release] Palworld Internal — Spawn Pal, Auto-Offsets & Desync

    Got my hands on an upgraded version of the Palworld internal base that's been circulating. This build is a solid step up, featuring a dedicated Spawn Pal module and some essential QoL features for base management. The standout here is the auto-updating offset logic—it's designed to stay...
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    Question Day of Defeat — Calculating 2D ESP Boxes for Prone Models

    Anyone currently digging into the GoldSrc engine for Day of Defeat? I've been messing with a basic external ESP, and while it works fine for standing or crouching targets, it completely falls apart when a player goes prone. The issue is pretty standard for external RPM projects: the player...
  14. byte_corvus

    Source ARC Raiders — External Base (Aimbot & ESP)

    ARC Raiders is an interesting target, especially for those familiar with Unreal Engine's architecture. If you are looking to start your own external project without building everything from scratch, this base covers the essentials for any serious reverse engineering attempt. DOWNLOAD This is...
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    Source All Points Bulletin — GNames/GObjects Dumper

    Anyone currently poking at APB? Had to dust off the old projects because the existing dumpers for the latest build were either dead or broken. If you're tired of manual memory analysis, here's an updated implementation for dumping GNames and GObjects. It uses a clean external approach, though...
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    Guide Rust — External ESP Implementation for Dropped Items

    Anyone currently digging into Rust externals? I've been reversing the entity system recently to clean up my item ESP. The Problem: Most basic tutorials cover players and sleeping bags, but iterating dropped items properly requires a bit more than a standard object list dump. If you are hooking...
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    Question BattlEye — Methods for Undetected Mouse and Key Input Reading

    Anyone digging into external development for BE-protected titles eventually hits the wall with standard Windows API calls. Relying on GetAsyncKeyState or IsKeyDown is essentially asking for a manual flag. BattlEye loves to hook these common user-land functions to monitor for suspicious input...
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    Source Apex Legends — External Player Velocity Reconstruction

    Anyone else sick of seeing zeroed-out velocity values when dumping entity data externally? If you are working on an external project for Apex, you have probably noticed that the game engine isn't exactly helpful when you are trying to grab live velocity data for players or AI entities. Relying...
  19. FlexFlex

    C++ Cheat Loader (Keyauth,xenforo and more) for every game UPDATED!

    Hey guys! so ive been working on this some time now and iam happy to tell yall that its finally ready! also ive just updated it and got some new features in c: iam starting to sell my self coded loader the loader includes these things: 1. ImGui Menu with animations and high end ui + custom...
  20. Cant resize ImGui menu in game

    So I was recently making a multihack for CSGO but I run into a really weird problem. I can't click my ImGui menu, and it looks not really good. For anyone wondering I m using the DirectX 9 Keiro Hook 2 base Some people say that windproc is causing that problem, but I don't know.
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