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reverse engineering

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    Source Black Ops 7 External Base — Advanced Aimbot Prediction & ESP

    Found a decent external skeleton for Black Ops 7. While Ricochet is breathing down everyone's necks, this base leaked out, focusing strictly on performance and clean logic. It’s an external setup, so it’s less intrusive than an internal hook, but keep in mind you’ll need your own kernel...
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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 NosTale NosCore DeveloperTools — Packet Logger & Client Patcher

    If you're still digging into NosTale internals and tired of messy hooks or manual IP hunting in a hex editor, this toolset is worth a look. NosCore.DeveloperTools is a self-contained package that combines a high-performance packet logger with a direct client patcher...
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    Source Rust DMA Source — Raw Code Base

    Got my hands on a raw Rust DMA source. The story behind this one is the usual dev team drama — someone tried to slip a stealer into the project, so the clean source code is now out in the wild for everyone to gut and use. The Technical State This isn't a "plug and play" solution for the average...
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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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    Guide CS 1.6 — GoldSource Simulation Fix for Speedhacks

    Tired of seeing the scene stagnate with the same old movement logic. If you're working on rage features for GoldSource, you've likely run into the simulation issues when pushing the engine limits. I'm dropping some logic I've been sitting on that addresses how the client handles ignored...
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    Source [Release] NosTale PacketLogger — Qt/PolyHook Base with TCP Server

    Anyone still digging into NosTale knows the struggle with old, broken loggers that don't save filters or crash when things get spicy. I found a solid build that actually holds up, built on the Qt framework and PolyHook 2.0. This isn't just a basic logger—it includes a TCP server feature that...
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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 Genshin Impact — Bypassing mhyprot2 to Attach x64dbg/CE

    Dealing with the mhyprot2 kernel driver in certain anime-centric RPGs is always a tedious game of cat and mouse. While the driver is basically a textbook implementation of kernel-level protection, it still effectively bricks most standard debugging attempts. I’ve been reversing the OS version...
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    Guide Halo CE — Analysis of BCrypt RSA Signature Verification

    Diving into the Halo CE binaries again—specifically looking at how the engine handles its integrity and signature checks via the Windows BCrypt (CNG) API. I've been poking around the subroutines in the more recent builds and found a clean implementation of RSA signature verification. If you're...
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    Guide Aimbot Detection Bypass — Mouse Input Quantization

    Tired of getting clapped by server-side sanity checks while your memory aimbot is supposedly "UD"? Most paster-tier internal and external cheats compute target angles and slam them into the view rotation without a second thought. What gets missed is that legitimate mouse input is quantized...
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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 Assault Cube 1.3.0.2 — Reversing Triggerbot Crosshair ID Logic

    Still messing with Assault Cube? It’s the classic sandbox for cutting your teeth on reverse engineering, but moving from v1.2.0.2 to the 1.3.0.2 build can be a headache if you’re just following old patterns. A common roadblock when building a triggerbot is getting stuck on the player name...
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    Guide Conquer Online — Window Commands and NPC Shop IDs

    Digging into a Conquer Online source and hit the wall with shop windows? We've all been there—trying to add a custom Quest Point NPC or a unique shop without nuking the Horse Racing or Warehouse functionality. If you're tired of guessing packet IDs for UI elements, you need a solid list of...
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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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    Guide [Source] MemWar — Windows Memory Hacking Library in Rust

    Tired of the usual C++ boilerplate for every memory project? Rust is moving into the scene fast, and it's not just for safe web apps anymore. MemWar is a specialized library designed specifically for memory-related tasks on Windows, making it a solid foundation for anyone building external...
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    Question ARC Raiders — Dumping Xbox App Build (XOR Key/Runtime)

    Anyone currently digging into the ARC Raiders Xbox App build? Trying to get a clean dump for this version is becoming a massive headache. Standard methods aren't cutting it, and the environment feels significantly more locked down than the usual Steam releases. I've been attempting to dump the...
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    Question Apex Legends — MmCopyVirtualMemory + KDMapper for Kernel RPM

    Anyone currently digging into kernel-level memory reading for Apex? I’ve seen plenty of discussion regarding the classic MmCopyVirtualMemory approach combined with kdmapper for loading. The question is simple: does this setup actually hold up against EAC these days, or is it an instant flag on...
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    Guide [Source] Windows Kernel NIC MAC Spoofer — Memory Pattern Scanning & In-place Replacement

    Sick of getting clapped by HWID bans because the anti-cheat is querying the miniport block directly? Registry-only spoofing is for scripts and teenagers. If you want to actually hide from EAC and BattlEye, you need to go deeper into the kernel. I got my hands on this logic that handles MAC...
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    Question Apex Legends Kernel RCS — Memory Write Flickering & Offset Analysis

    Trying to implement a stable RCS via kernel memory writes in Apex is becoming a massive headache, especially with how EAC monitors viewangle consistency now. If you're digging into the CPlayer structures, you've likely seen the common offsets, but getting a clean compensation without the dreaded...
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