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reverse engineering

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    Guide FiveM — Bypassing Camera-Based Aimbot & Damage-Modifier Silent AC

    AC: local _STR_TABLE = {} local function _STR_DECRYPT(k) return _STR_TABLE[k] end --- Ban Handler RegisterNetEvent("__RVSaimbot:detect") AddEventHandler( "__RVSaimbot:detect", function(reason) TriggerServerEvent("__RVSaimbot:detect", reason) end ) --- Anti Rage Bot local...
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    Guide Valorant — Finding GWorld Offsets using UE5 Source & IDA

    If you are still stuck at the paster-tier waiting for someone to drop updated offsets for your Valorant internal, it is time to actually learn how to use IDA Pro properly. Relying on public offset threads is a fast track to getting clapped. You can find almost every critical offset—including...
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    Guide [Source] Battlefield 6 — Havok Raycast & Visibility Logic

    Remember when raycasting in BF3 or BF4 was a walk in the park? Everything was virtual, and the engine handled the cleanup for you. Those days are over. In the latest Battlefield title, everything is inlined, and if you don't manually handle the result and cleanup, you're going to crash your...
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    Source [Source] Call of Duty: Black Ops 3 Zombies — Updated Memory Offsets

    Anyone still digging into BO3 ZM knows the engine is a bit of a maze, but the rewards for a clean internal implementation are top-tier. I have managed to pull these fresh offsets for the Zombies mode. These should keep your trainers alive and your GodMode active without tripping over nulled...
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    Guide [Source] COD Modern Warfare — Entity Hooking Without Decryption

    Stop wasting time with complex entity list decryption. Most coders working on Modern Warfare internals get bogged down with Zydis and reversing the latest decryption logic for the entity list. There is a much lazier, more effective way to grab entity pointers by catching them while the game...
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    Guide [Source] DayZ SA 1.29 — Correct Skeleton Bone IDs & Global Offsets

    Anyone still struggling to get clean skeleton renders in DayZ? If your ESP looks like a twisted pile of limbs after the latest 1.29 update, you are likely hitting the wrong bone indices or your segment connections are botched. I managed to dump the updated block for the Enfusion engine. These...
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    Guide Assault Cube — Creating Persistent Cheat Engine Tables via Pointer Scanning

    Tired of finding a memory offset only for it to vanish the second you restart the game? Welcome to the reality of dynamic memory allocation. Most beginners get stuck here, but if you want to build a real .CT table that actually works after a reboot, you need to stop chasing addresses and start...
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    Guide Windows 11 24H2/25H2 DSE Bypass — CI!g_CiOptions PTE Attack

    Anyone digging into the latest Windows 11 kernel builds has probably realized that static analysis is becoming a massive headache. If you've tried loading the 25H2 kernel into IDA Pro lately, you'll know it's basically a coin flip whether it even parses correctly. Microsoft is amping up the...
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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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