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esp

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    Question Assault Cube Internal C# NativeAOT — ImGui & Dependency Issues

    Been digging into the current state of C# internals using NativeAOT lately. If you've ever tried to move away from messy externals and into the game process, you know the struggle of keeping that output clean. I’ve got a basic internal base running for Assault Cube. Finding offsets and...
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    Undetected [Source] GTFO Internal — Silent Aim, ESP & Godmode

    Digging into the depths of GTFO and tired of the grind? I’ve been messing with this internal project for a while. It's a comprehensive internal base that handles everything from combat automation to world visualization. Since it's internal, you'll need a decent injector to map it into the...
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    Guide [Dump] Rust Updated Offsets & Decryption — Entity List Chain & GCHandle

    Facepunch keeps shifting pointers, so it is time to refresh your headers. If you are tired of chasing offsets after every minor patch, here is a solid breakdown of the current state of Rust's classes and the crucial decryption steps for the entity list. This is the technical meat required to get...
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    Source Palworld Post Nuclear — Internal DX11 Menu Base

    If you were digging around for the original PalworldInternal-NetCrack source before it got nuked, here is the refined base I was maintaining. This build is built on a custom DX11-Base and covers Steam, Xbox/GamePass, and even Steam Deck. It is currently marked as outdated in terms of public...
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    Guide [Source] Far Cry Series — Havok Engine Entity Reversing & ESP Base

    Most of the Far Cry titles since the third installment rely heavily on the Havok Engine. If you are tired of chasing obfuscated game-specific arrays, digging into the physics engine's RTTI and structured layout is a goldmine for entity-based features like ESP or teleportation hacks. The...
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    Undetected [Release] Sven Co-op SvenInt — Internal Aimbot, Movement & Speedrun Tools

    GoldSrc modding never truly dies, and Sven Co-op is still a prime playground for internal logic manipulation. I've been looking at the updated build of SvenInt (version 3.2.1), also known as sven_internal or simply 'int'. This is a solid piece of work by sw1ft747 that integrates directly into...
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    Question Warsow — Reversing nvoglv64.dll for ViewMatrix Pointers

    Anyone here digging into Nvidia's OpenGL implementation lately? I've been messing around with Warsow, which is built on a modified Quake engine (the source is out there, making the initial reversing pretty straightforward). I've successfully mapped out most of the structures, including a...
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    Undetected [Release] Sons Of The Forest Gibson Menu — ESP, Spawner & World Hacks

    Sons of the Forest isn't exactly a competitive sweat-fest, but surviving the late-game cannibal raids and managing stamina can be a chore if you're just looking to build. I got my hands on the Gibson Menu — a straightforward IL2CPP-based internal for those who want to skip the survival grind...
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    Question Apex Legends Glow Offsets — Steam Build Dumping & Highlight Logic

    Anyone currently digging into the latest Steam build for Apex? I'm trying to update my external and need to dump the glow offsets manually. EAC is being a pain as usual, but the glow logic usually stays consistent between patches unless Respawn does a major refactor. I'm specifically looking...
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    Guide DMA Fuser Alternatives — Low Latency Overlay Methods

    Let's be real—hardware fusers are becoming a massive money sink. Between the HDMI 2.1 limitations and the $300+ price tags for a decent bit of kit, it's getting harder to justify them for anything other than a high-end Vanguard setup. If you are digging into a DMA project and want to skip the...
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    Guide Rust — Max Networking Distance for Entities and Airdrops

    Digging into the way Rust handles networking can be a real headache when you're trying to optimize an external ESP or a radar. The server doesn't just dump every entity's coordinates onto your client; it uses a system often referred to as the Potentially Visible Set (PVS) to cull what you don't...
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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...
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    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...
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    Undetected [Release] Heartopia Helper — Automation, Movement & ESP

    Got my hands on a pretty comprehensive helper for Heartopia. If you are looking to nuke the tedious gathering and movement restrictions, this is probably the most complete public tool out there right now. It relies on MelonLoader, so it is a standard internal mod setup that handles everything...
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    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...
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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 Rust External ESP — Camera Lag and Viewmatrix Desync

    Anyone digging into Rust external ESP lately? I am running into a classic desync issue where the ESP render trails behind camera movement, even with VSync nuked. The reads themselves are fast, but the synchronization between the viewmatrix and the overlay frame is clearly off. The technical...
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    Source All Points Bulletin — ESP Actor Loop and Bone Logic

    Tired of wasting time re-reversing the same Unreal-based garbage? Here is a basic ESP template for APB to keep your external base from crusting over. It covers the essential actor iteration and basic actor structure reading—the rest is up to you. Technical Breakdown Identify your UWorld offset...
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    Undetected [Release] Overwatch 2 Jawsnow Internal — Linux Vulkan Layer ESP

    Finally finished porting the internal build for Linux. If you're tired of Windows and its constant AC headaches, this is a clean alternative, provided your setup isn't a mess. This is a Vulkan-based injection layer that hooks into the render pipeline. It works only on Linux, and I've built it...
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    Source Apex Legends — Skeleton ESP Drawing Logic

    Finally decided to dump this since I haven't seen a decent skeleton ESP implementation for Apex in ages. This was my personal work-in-progress, and since I moved on from Apex reversing, keeping it in the stash is just wasted space. Technical Overview This implementation handles bone matrix...
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