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esp

  1. byte_corvus

    Undetected [Release] CS: Source Claude's External Multihack — 64-Bit Steam

    Still playing CSS on the 64-bit Steam build? Claude just dropped the v4 update for his external. It is strictly read-only, uses a DX9 overlay, and relies on mouse-based movement for the aimbot instead of writing to memory. If you are looking for something that does not touch the game process...
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    Question Minecraft Badlion — Zeroed Projection, ModelView, and Viewport Matrices

    Ran into a weird roadblock while digging into recent Badlion builds. Most of the mappings and obf names are solid, but I'm hitting a wall with the view matrices. The problem is straightforward but annoying: Projection, ModelView, and the viewport are all dumping zeros. I've verified the...
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    Question Overwatch — External Entity List Linking & Component Decryption

    Struggling with entity linking in Overwatch? If you're dumping a raw list of 8k entries but your actual matched entity count is sitting at flat zero, you're likely hitting a wall with unique ID matching or component decryption. Updating an old external base requires more than just swapping the...
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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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    Guide Rust External ESP — IL2CPP GC Handle & EntityList Validation

    Rust updates always tend to break the most brittle parts of an external's chain, especially when you're dealing with IL2CPP's garbage collector handles and the entity realm. If you're seeing entity counts that don't match the server population or your W2S is returning zeros across the board...
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    Source Deadlock — Barebones External ESP Base (Box & Names)

    Deadlock External ESP Base Found a raw starting point for anyone digging into Valve's latest project. If you're tired of bloated internals that get clapped every other update and want a simple external setup to build upon, this is a decent foundation for Deadlock. It’s barebones, but it gets...
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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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    Source CS2 Internal ESP — In-game Function Hooking & Pattern Scan

    Stumbled upon a clean implementation for CS2 that skips the typical overhead of external libraries or massive SDKs. This approach focuses on hijacking the game's native drawing routines to render visuals, making it significantly more lightweight than your average internal paste. Inside the...
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    Source CS2 LabHub — External Kernel Read-Only Base (Valthrun Fork)

    If you are following the CS2 scene, you know that writing to memory is the fastest way to get flagged by VAC 3.0. LabHub is a clean fork of the Valthrun project, designed as a strictly external, read-only kernel-level helper. The logic here is simple: if you don't call WPM (WriteProcessMemory)...
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    Undetected [Release] Combat Arms Brasil — NX Chams DLL

    Anyone still digging into the Combat Arms Brasil server? Not many working builds left for the local server, but I got my hands on a functional NX Chams DLL. It is a lightweight D3D hook—clean, simple, and does exactly what it says on the tin. Features & Execution This isn't some bloated...
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    Source Lethal Company Project Apparatus — Internal Multi-Hack Base

    Found this internal base for Lethal Company. It is heavily based on Infinite Company logic and uses Harmony for patching. Since the original dev stopped maintaining it, this is primarily a solid foundation for those looking to update offsets or fix the current bugs yourself. It is a C# internal...
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    Guide [Source] Rust Material Chams — Internal Shader Collection

    Anyone digging into Rust visuals lately knows that finding the right shader to override is half the battle. If you're tired of basic flat colors and want something that actually sticks or possesses depth-ignoring properties without writing a custom shader from scratch, this list is for you...
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    Undetected [Release] Airport Security Sucks — Internal Menu with Money Spoofer & Physics Hacks

    Decided to mess around with Airport Security Sucks after a few requests. Since the game is apparently tied to some cringe YouTuber, might as well let the community run wild with a properly built internal menu. This build focuses on heavy physics overrides and server-side data spoofing to bypass...
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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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    Undetected [Release] Overwatch 2 Glep — External ESP & Aimbot

    Found this Glep external floating around for OW2. It's a straightforward package for anyone who needs basic visuals without the setup headache of a full DMA rig or high-end internal. https://i.imgur.com/0EOqsKr.mp4 Technical Composition ESP — Standard 2D boxes and snaplines for tracking...
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    Undetected [Release] My Hero Ultra Rumble — Damage Multi & Revive Hacks

    My Hero Ultra Rumble Internal — Damage Multi & Global Revive Exploit Digging back into the MHA universe with a solid internal build. It covers the basic visuals but the real value is in the game-breaking exploits like damage modifiers and the revive logic that manipulates the whole lobby...
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    Guide Minecraft — Reversing OpenGL Rendering for ESP with Nsight Graphics

    If you are tired of searching for offsets in Minecraft after every minor patch, it is time to stop playing with memory and start looking at what the GPU actually sees. NVIDIA Nsight Graphics is a beast for reversing render pipelines. It lets you fingerprint OpenGL functions, inspect buffers, and...
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    Guide External Overlay ImGui Lag Fix — Eliminating ESP Floating

    Floating ESP boxes making your external look like a laggy mess? It's a common issue when the overlay presentation is synced to the monitor's refresh rate or the default DirectX presentation interval. If you're using D3D9 for your external, the "trailing" effect usually happens because your...
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    Source Rainbow Six Siege AI Aim — C++ DirectML & ONNX Implementation

    Anyone still trying to outrun BattlEye with pixel-based or AI methods knows the struggle—input lag, model inference times, and the constant battle with detection vectors. This is a complete C++ source for an AI-based aimbot utilizing DirectML, which is a solid alternative to the usual TensorRT...
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    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...
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