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  1. byte_corvus

    Question CS2 Internal Inventory Changer — UV Mapping & AniGraph2 Mismatch

    Anyone else hitting a wall with the AniGraph2 update for CS2 skin rendering? Legacy skins like the Printstream are currently a mess in internal inventory changers, rendering with non-legacy UV maps even if you're doing everything "by the book". If you are seeing distorted textures on your...
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    Question Overwatch 2 Bone Structure — Transformations and MeshComp Offsets

    Anyone digging into the OW2 skeletal mesh lately? Tried to update an old internal and the bone transformations are giving me a headache. The pipeline for reading the bone data seems solid, but the results are either squished at the base or fanning out into the void depending on how the rotation...
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    Guide [Source] EFT Hideout Customization Unlocker — IL2CPP Internal Hook

    Getting tired of staring at the same depressing concrete walls because you haven't grinded enough? For those digging into Escape from Tarkov internals, here is a quick way to bypass the checks for hideout customization items. This specific snippet hooks into the CustomizationSolver class. It...
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    Guide CS: Source — Fix "ERROR" Models on Modded Servers

    Sick of those giant red ERROR signs blocking your crosshair because a modded server has garbage asset management? This is a clean technical fix to overwrite custom or missing models with defaults before the engine tries to process them. The Logic We hook FrameStageNotify at stage 2...
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    Undetected [Release] CS:Source Strafe Optimizer — Movement Recorder Base

    Still grinding movement in CSS? Got my hands on a movement utility for CS:Source that focuses on strafe optimization and path recording. It's an internal build put together over a few days, using logic pulled from the test2.dll source. If you're tired of messing with clunky scripts that don't...
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    Source CS:S x64 Cheat — Lilac Bypass & Full Visuals Base

    Anyone still messing with the CS:S x64 update? Got my hands on a solid build for Counter-Strike: Source x64 that covers the essentials. It is a feature-rich source that is a bit rough around the edges but contains a solid implementation for bypassing Lilac’s silent aim detection. Note that this...
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    Undetected [Release] CS 1.6 BlueMonday HNS — Legacy Build Release

    BlueMonday HNS for CS 1.6 If you are still grinding on the steam_legacy build because the anniversary update bricked your favorite internal tools, here is something for the HNS scene. It is a basic release—likely a paste—but it gets the job done if you just want a menu to play with. DOWNLOAD...
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    Undetected CS 1.6 oxWARE — Open-Source C++ Multi-Modular Cheat Base

    CS 1.6 might be a fossil, but the reversing scene still kicks out some refined gems. Found this multi-modular C++ project called oxWARE on GitHub. It’s an open-source internal intended as a definitive base for the goldsrc engine, featuring a mature architecture with IPC interfaces and...
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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 Combat Arms Classic — Custom Rapid Fire Implementation in CShell

    Still digging into Combat Arms Classic? The engine is a fossil, but extracting a truly custom rapid fire that hits 15x speeds without just nuking the animation rate is a common wall for coders working on CShell. Trying to find that specific member or function that bypasses the standard LithTech...
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    Question Minecraft — OpenGL Chams and Entity Texture Swapping via GlHook

    Dealing with the Minecraft render pipeline without touching the JVM is a classic challenge for anyone trying to stay engine-independent. The goal here is simple: implement chams or texture swaps for players and entities strictly through OpenGL hooks. If you're trying to avoid JNI hooks to stay...
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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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    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 [Source] Ragnarok Online Internal Autopot & Macro — Customizable Base Addresses

    Anyone still grinding RO private servers and tired of smashing pots manually? Got my hands on a decent internal autopot and macro base that's now circulating. It’s an internal build, so it’s naturally smoother than your average AHK script, but you'll need to do a bit of legwork to point it at...
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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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    Guide [Source] Roblox Hyperion — Internal Code Analysis and Reversing

    Taking a look at the internals of Hyperion (Byfron). This is a technical breakdown of specific code paths found during static analysis and decompilation of the Roblox binary. Binary Logic Breakdown At loc_7FFFF57584AB, the code performs a move operation on the EAX register. Decompiling this...
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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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