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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 [Source] Apex Legends — Offset SDK Browser (Nested RecvTables)

    Had to get my hands on this SDK browser for Apex. If you are tired of manually digging through ReClass or hunting for strings in IDA after every minor patch, this might save you some time. It's basically a live Offset SDK browser specifically for Apex Legends. The logic here is decent — it...
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    Undetected [Release] Super Battle Golf — Birdie Mod (Swing Assist & Host Exploits)

    Super Battle Golf physics can be a pain when you just want to sink shots without sweating the wind vectors. Got my hands on a significant upgrade to the old MidTano foundations. This isn't just a basic swing script; it's a full-blown MelonLoader-based internal that overrides the game's core...
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    Source Warface — Sending SvRequestShootHit via RMI

    Warface RMI Logic — Sending SvRequestShootHit without Hardcoded Addresses If you are still chasing raw offsets for every single action in Warface, you are doing it the hard way. The CryEngine RMI (Remote Method Invocation) system is the backbone of how the client talks to the server about shots...
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    Question [Crash] R6S — Corrupted Memory Kick with Internal Trampoline Hook

    Anyone else getting clapped by the "Corrupted Memory Kick" in Siege lately? It looks like the old internal bases floating around are hitting a wall with current BattlEye integrity checks. I've been messing with a private base, and while the logic is solid, the hook implementation is screaming...
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    Question Rust — ClientInputHook ModelState Flag Issues

    Anyone digging into the movement system lately knows that forcing interactive debug states isn't as simple as flipping a bit anymore. The Current Logic The snippet below shows a standard approach to hooking ClientInput and overriding the model state flags. The goal is usually to trick the...
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    Question Deadlock — Magic Bullet Bullet Origin in CUserCmdPB (Source 2)

    Been digging into the Deadlock internals recently and hit a wall with bullet synchronization and position manipulation. While silent aim is trivial enough by hooking the prediction path camera setup and swapping pitch/yaw during the prediction tick, getting a proper magic bullet (position...
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    Undetected [Release] Phasmophobia Ext — Ghost Info & Cursed Hollow Event

    Phasmophobia Ext — a focused menu designed for ghost hunting without the usual fluff. It covers the basics for regular gameplay and adds specific utility for event-based grinding, like the Cursed Hollow rabbits. DOWNLOAD VIRUSTOTAL Core Features Ghost Information: Real-time data on the entity...
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    Guide [Source] C&C Generals — Bypassing GenTool Hooks & Checksums

    Tired of GenTool's d3d8.dll hooks clashing with your patches? For anyone digging into C&C: Generals or Zero Hour, GenTool is the main hurdle for internal cheats. It uses two primary methods to stop you from patching the .text section or applying VMT/IAT hooks: Inline hooks on VirtualProtect and...
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    Source Rust — Constexpr Prefab Name to ID Hashing

    Sick of manually updating your prefab headers every time Facepunch pushes a patch? Most of the guys over in the reversal scene are still sweating over prefab IDs when you can just hash them at compile time. This is a clean, constexpr MD5 implementation that allows you to convert a full prefab...
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    Question Rust — Internal il2cpp Runtime Offset Finding & Obfuscation

    Sick of manual dumping every time Facepunch pushes a minor patch? I'm currently trying to get my internal base to handle runtime auto-updates for the player ESP, but the obfuscation is hitting hard. When going internal, the goal is usually to stay dynamic to avoid the headache of updating...
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    Question Roblox Internal — TaskScheduler & lua_state Acquisition Logic

    Anyone still digging into Roblox internals since Bitdancer took over? Trying to map out a reliable execution flow for an internal project and looking for some verification on the job-loop logic. The Logic Flow The standard approach for a raw internal usually follows this chain: Inject DLL...
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    Guide Roblox — DX11 Internal ImGui Overlay Transparency Bug (Win11 24H2)

    Upgraded to Windows 11 24H2 and suddenly your internal overlay is a solid black void? You're not the only one. It looks like the latest Windows build is being picky about how DWM composition and alpha blending are handled for internal DX11 windows, especially when people are reworking their...
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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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    Question GTA 5 — Uthensia.lua script for YimMenu V2 fix

    Anyone else running into walls with the Uthensia.lua script on the updated YimMenu V2 build? I've been trying to get it stable, but it's throwing a massive fit with syntax errors that keep the script from even initializing. The main issue is a hard fail-to-load with the console spitting out...
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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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    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 Warface — Defining Enemies & Actor Filtering in CryEngine 3

    Anyone currently digging into legacy CryEngine 3 builds? Had to dump an older x86 build of Warface recently to practice some internal logic. The project is an internal silhouette implementation, but I've hit a wall with the enemy filtering logic. Standard actor systems in CryEngine can be a...
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