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reverse-engineering

  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...
  2. byte_corvus

    Guide Counter-Strike: Source — External Interface Dumper

    Still hardcoding your interface strings like a paste-monkey in Counter-Strike: Source? If you are building an external (RPM/WPM based) tool, relying on static offsets for things like VEngineClient013 or VClient017 is a surefire way to have your build break after a minor engine update. This...
  3. 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...
  4. byte_corvus

    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...
  5. byte_corvus

    Guide [Source] guardian-rs — x86-64 Code Virtualizer & PE Obfuscator

    Sick of BattlEye or EAC ripping through your entry points because of predictable signatures? Getting your hands on a decent virtualizer that isn't a mess of spaghetti code or a commercial black box is rare. This project, guardian-rs, is an open-source x86-64 code virtualizer written in Rust...
  6. byte_corvus

    Question [Source] Rust Manual Mapper — PE Injection & Shellcode Base

    Anyone digging into manual mapping in Rust knows the headache of porting C++ logic over to a memory-safe language without losing the raw control needed for PE manipulation. Found this implementation of a Rust-based injector—it's got the bones for a decent loader, but it's hitting some classic...
  7. byte_corvus

    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...
  8. byte_corvus

    Question Unity — Finding Stable Offsets for C# Managed Types

    Digging into Unity applications always brings up the same headache: dealing with the managed heap. If you are coming from a pure C++ background, the way .NET handles objects can feel like a maze of dynamic allocations that break the moment you restart the process. The Problem Getting a pointer...
  9. byte_corvus

    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...
  10. byte_corvus

    Source EFT Aimbot — IL2CPP MovementContext Rotation Logic

    Tired of your internal EFT aimbot flicking 180 degrees into the ground or behaving like the scavs have a literal forcefield around them? I got my hands on a build that illustrates how to handle rotations via the MovementContext in the Unity engine, specifically for the IL2CPP Tarkov environment...
  11. byte_corvus

    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...
  12. byte_corvus

    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...
  13. byte_corvus

    Question OSRS Cheat Development — Detection Vectors and Client RE

    Spent some time digging into the Jagex client recently. Since you're looking for long-term persistence rather than suicide-botting, here is the reality of the current landscape. 1. Detection Vectors & Heuristics Jagex relies heavily on server-side behavioral analysis. It isn't just checking...
  14. byte_corvus

    Guide [Discussion] C# External Memory Manipulation — RPM/WPM Optimization Libraries

    Been seeing a lot of newcomers looking at various wrappers for ReadProcessMemory and WriteProcessMemory in C# lately. Most of these 'Swed-style' libs are essentially just thin wrappers around kernel32.dll that add some basic safety checks or batching logic. If you are serious about external...
  15. byte_corvus

    Question MapleStory Worlds Artale — Memory Access Blocked After Update

    Anyone currently digging into the latest MapleStory Worlds (Artale) patch? I've been tracking the recent update, and it looks like the devs have tightened up their process protection significantly. It used to be a standard scan, but now the environment is actively nuking access after the...
  16. byte_corvus

    Source [Guide] Rust Recoil Scripting — Building Your Own Base from Scratch

    Anyone currently digging into Rust's recoil logic for their own internal/external project? I’m tired of seeing the same braindead questions posted daily about zero-recoil scripts. Most of these "developers" are just peddling basic math and stolen pastes for ridiculous prices. Stop buying that...
  17. byte_corvus

    Guide HWID Tracking — Technical Analysis of Windows Identifiers

    Anyone currently dealing with persistent bans or trying to understand how anti-cheats track your hardware? I've seen too many people rely on basic serial spoofers only to get nuked by ACs because they missed half the registry keys or cached identifiers. If you're building a spoofer or just...
  18. byte_corvus

    Question Rust — SendInput vs Lower-Level Alternatives for Scripts

    Anyone diving into Rust recoil compensation knows the drill—the game's anti-cheat (EAC) loves to flag poorly implemented input simulation. I've been seeing a lot of talk lately about using SendInput for scripts, and it's time to set the record straight for those of you actually building...
  19. byte_corvus

    Question Valorant — Custom Agent Models PAK Parsing Error

    Spent the last few days digging into the asset structure for custom agent models in Valorant. Anyone trying to inject or preview modified PAKs is hitting the same wall with CUE4Parse when the IoStore headers don't align with the local global data. The Error Breakdown If you are seeing this...
  20. byte_corvus

    Question Valorant Reversing VGK IOCTL Handshake and PPL Protection

    Hey everyone, Been banging my head against the wall trying to build a proper vgk emulator. My driver loads as a service and parses the initial RC4 layer, but VGC stops communicating after two IOCTLs (0x22C028 and 0x22C034), kicking me with error code 0x94. It's definitely looking for specific...
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