WELCOME TO INFOCHEATS.NET

INFOCHEATS is a community-driven platform focused on free game cheats, cheat development, and verified commercial software for a wide range of popular games. We provide a large collection of free cheats shared by the community. All public releases are checked for malicious code to reduce the risk of viruses, malware, or unwanted software before users interact with them.

Alongside free content, INFOCHEATS hosts an active marketplace with many independent sellers offering commercial cheats. Each product is discussed openly, with user feedback, reviews, and real usage experience available to help you make informed decisions before purchasing.

Whether you are looking for free cheats, exploring paid solutions, comparing sellers, or studying how cheats are developed and tested, INFOCHEATS brings everything together in one place — transparently and community-driven.

networking

  1. byte_corvus

    Guide [Source] CS:S x64 — Cheat Communication via Voice Data Sub-Channel

    Ever wondered how to sniff out other users of your build on the same server without relying on obvious spinbotting? If you are reversing the current CS:S x64 build, there is a slick way to establish peer-to-peer data exchange right under the server's nose. The Source Engine server setup is...
  2. byte_corvus

    Source Conquer Online CoProxy_LH — Versatile Packet Proxy Base

    Anyone still messing with Conquer Online knows the headache of version-hopping between patches and private servers. The packet structures shift just enough to break your old scripts and bots. Found a solid starting point for those looking to build their own networking tools. CoProxy_LH is an...
  3. byte_corvus

    Discuss EFT — hwecho.dll Subnet Ban Analysis and Network Bypasses

    Tarkov is tightening the net, and your kernel spoofer might not be enough anymore. If you have been catching bans on fresh accounts despite cleaning your traces and spoofing your HWIDs, you are likely being caught in a subnet link. Recent analysis of the game's network modules reveals that BSG...
  4. byte_corvus

    Question Phasmophobia — RPC Crash during ForceDropPropsNetworked

    Ran into a brick wall with Phasmophobia network logic lately. The game micro-stutters and immediately shuts down whenever a Photon RPC target is set to All. Interestingly, setting it to Others doesn't trigger a crash, but it also doesn't seem to execute anything meaningful on the remote end...
  5. byte_corvus

    Question Warface — Sending RMI Packets for CoopClimb Actions

    Anyone else digging through the Warface network layer lately? Trying to automate coop mechanics and hitting a wall with RMI (Remote Method Invocation) packets. Here is the situation: sending eSMT_CoopAssist works fine—the packet hits the server and triggers the action. But trying to send...
  6. byte_corvus

    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...
Top