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offsets

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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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    Source Apex Legends — Working Spectator Check & Observer List Logic

    Sick of getting clapped by a manual ban because you didn't realize half the lobby was watching your 'insane' recoil control? Most public bases have broken spectator lists lately. Here is a solid implementation that actually works, including tracking teammates who are following your POV. The...
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    Question Genshin Impact — Problems Dumping libIl2cpp.so & UnityPlayer.dll

    Anyone else hitting a wall trying to dump the current Genshin build? It looks like the standard tools are tripping over Hoyoverse's custom implementation again. If you are looking for libIl2cpp.so, you are likely looking at the Android/Mobile binary, whereas the PC version relies on the...
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    Question Palworld PalSpawn Function — Debugging SpawnIndividualActor_ServerInternal

    Anyone still digging into the Palworld internals? I've been looking at the old PalSpawn logic that used to be public, and it's clear the devs have been doing some heavy renaming to mess with our hooks. The current issue many are hitting: you update your offsets, call the function, you hear the...
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    Question APB Reloaded — Issues Finding Valid GWorld Offset

    Anyone still messing with the ancient engine of APB? I have seen a few people struggling lately while trying to pull the GWorld pointer from the game's memory. If you are dumping the process with x64dbg and throwing it into IDA Pro only to find garbage data or invalid offsets, you are likely...
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    Guide 8 Ball Pool — Reversing WASM for Ball & Table Data

    Anyone currently digging into the web version of 8 Ball Pool? If you are trying to extract ball positions, table states, or physics info, you have probably realized that standard JS hooking won't get you far. The core game logic is packed into a WASM (WebAssembly) binary, which acts as a black...
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    Question Roblox External Development — Reversing Game-Specific Logic for Rivals

    Roblox's engine is a chaotic landscape of Luau structures and massive object trees, but once you've stabilized a solid external base, the real challenge is moving past universal ESP and flight into game-specific features. If you're looking at something like Rivals, the logic shifts from generic...
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    Question League of Legends — Finding DrawCircle Offset and Rendering Patterns

    Anyone currently digging into the rendering logic for League? I am trying to track down a reliable DrawCircle offset or a solid pattern for the current build. Since the transition to Vanguard, a lot of the old signatures for the render manager have been shifted or obfuscated, making it a pain to...
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    Source [Dump] Roblox version-695a88dd8425491f — Internal Offsets (278 Entries)

    Dropped a bit late today, but the dump is clean. If you are still mapping out the current build, here is the full namespace breakdown. This covers the essentials — Humanoid properties for your movement mods, Camera structures for ESP/Aim logic, and the core DataModel pointers. Target Version...
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    Guide Zula — Blackbone Kernel Mapping & BitBlt Screenshot Bypass

    Struggling with Zula's manual bans or just can't get your driver mapping right? I've been digging into the kernel side of things for this title and wanted to drop a proper breakdown on setting up Blackbone and handling their screenshot-based reporting system. Blackbone Driver Configuration If...
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    Source [Dump] Apex Legends — Updated Glow and Spectator Offsets

    Always a pain when these shift after a patch. I've been digging through the latest dump to find where the glow logic and observer lists landed. If you're building an external or working on a legacy internal base, these should get your visuals and spectator warnings back online. Glow & Highlight...
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    Question The Hunter Call of the Wild — AOB Signature Update Assistance

    Spent the last few hours messing with some outdated tables for The Hunter: Call of the Wild, and I'm hitting a wall with the AOB signature injection. Seems like the recent updates shifted the memory layout or obfuscated the specific module pointers I was relying on. The Current Script...
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    Guide CS2 Cheat Engine Pointermaps — Unexpected result count

    Moving from Assault Cube to CS2 is a jump, especially when you start hitting walls with Cheat Engine's pointer scanner. If you're seeing your pointer map count explode after a comparison, you aren't alone. It's a common misconception that the scanner performs a simple intersection when you're...
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    Question Rust BaseNetworkable — Entity Filtering and Field Retrieval

    Anyone grinding through Rust internals recently? I've seen a few devs struggle with the BaseNetworkable iteration and object property access. Dealing with Facepunch's constant obfuscation and encryption shifts is a headache, but the logic usually remains consistent if you stop looking at the...
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    Guide [Source] BloodStrike NetEase Messiah Engine — Internal Aimbot Implementation

    Been messing around with BloodStrike lately and decided to dump some of the engine internals for those struggling with the NetEase Messiah architecture. It can be a headache if you haven't worked with this specific mess of pointers before. 1. Module Base Everything stems from here. Standard...
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    Undetected [Release] Palworld Internal — Spawn Pal, Auto-Offsets & Desync

    Got my hands on an upgraded version of the Palworld internal base that's been circulating. This build is a solid step up, featuring a dedicated Spawn Pal module and some essential QoL features for base management. The standout here is the auto-updating offset logic—it's designed to stay...
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    Source Splitgate 2 — Full SDK Dump & Marlin AC Bypass

    Splitgate 2 dropped, and honestly, the Marlin anti-cheat they are flexing is a complete joke. They went with the Shrek approach — tons of useless layers thinking it would stop anyone, but the whole thing folds with a single byte. If you are digging into the binary, here is the technical...
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    Guide [Source] Zydis Example — PE Pattern Scanning & x64 Disassembly

    Sick of manual offset hunting in a bloated disassembler every time a game updates? If you're digging into dumps or reversing drivers, you need something fast and lightweight. Found this clean implementation for Zydis—the gold standard for fast x86/x64 decoding. This project is a solid starting...
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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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    Source ARC Raiders — External Base (Aimbot & ESP)

    ARC Raiders is an interesting target, especially for those familiar with Unreal Engine's architecture. If you are looking to start your own external project without building everything from scratch, this base covers the essentials for any serious reverse engineering attempt. DOWNLOAD This is...
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