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    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...
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    Question Valorant — USceneComponent ComponentToWorld Offset and Bone Conversion

    Anyone currently digging into the bone conversion logic for Valorant? If you are trying to map bone transforms to world space for an external ESP and getting zeroed-out results, you are likely hitting a wall with the ComponentToWorld offset. When your debug logs show c2w_s=(0.00, 0.00, 0.00) it...
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    Source [Dump] Rust Material ID List — Forge Reversing

    Been digging into the latest update for the Forge system. If you're building internals or working with overlays that require precise material filtering, these IDs are essential. Whether you're setting up chams, world color modifications, or just trying to identify specific objects in the world...
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    Source Combat Arms Classic — Updated GameClass & Weapon Offsets

    The latest updates to Combat Arms Classic have shifted things around again. If you've been hitting walls with your old structures, here is the updated GameClass data. These are the raw offsets and member layouts needed to get your internals or externals back on track. Technical Overview This...
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    Guide [Dump] Roblox Latest Offsets — DataModel, VisualEngine & ViewMatrix

    Time for another update. Just pulled the latest offsets from the current Roblox client build. These are the constants you need for any internal or external project, covering everything from basic local player properties to the core engine pointers. The Technical Meat This dump includes the...
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    Question Rust — Internal il2cpp Runtime Offset Finding & Obfuscation

    Sick of manual dumping every time Facepunch pushes a minor patch? I'm currently trying to get my internal base to handle runtime auto-updates for the player ESP, but the obfuscation is hitting hard. When going internal, the goal is usually to stay dynamic to avoid the headache of updating...
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    Question Roblox Internal — TaskScheduler & lua_state Acquisition Logic

    Anyone still digging into Roblox internals since Bitdancer took over? Trying to map out a reliable execution flow for an internal project and looking for some verification on the job-loop logic. The Logic Flow The standard approach for a raw internal usually follows this chain: Inject DLL...
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    Question Rust — Dumping Decryption Routines and Function Patterns

    The Wall: Moving Beyond Static Offsets Anyone else tired of their dumper hitting a wall because the game updated its decryption logic? We've all been there—you've got your offsets pouring in, but the moment you try to read a networked property, it's just garbled junk. In the current state of...
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    Question DXGI Desktop Duplication — Capturing Empty Black/Transparent Frames

    Digging into the DXGI API for a screen capture module and I've hit a wall that's likely familiar to anyone messing with the Desktop Duplication API. I'm trying to pull frames for an external project, and while the code executes without a single HRESULT error, the actual output is a void. The...
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    Question PlanetSide 2 — Finding Offsets for DMA ESP (BattlEye Bypass & IDA)

    Been digging into PlanetSide 2 lately and hit the classic wall that most newcomers face when moving from simple memory scanning to actual development. If you're running a DMA setup with Metick's plugin for Cheat Engine, you've likely realized that scanning is the easy part—extracting clean...
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    Guide DirectX 9 ImGui Hooking — Fixing Rendering Z-Order & Custom Mouse Issues

    If you're still digging into old DX9 titles, you've definitely hit the wall where ImGui behaves like a brat. A common headache being discussed lately involves custom UI windows rendering inside the game's native windows instead of as a clean overlay, coupled with mouse input being hijacked by...
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    Source TF2 Killfeed Funnies — CTFHudDeathNotice_OnGameEvent Hook

    If you are looking to mess with how kills appear in the feed or just want to add some custom flavor to your TF2 internal, here is a clean way to hook the death notices. This snippet allows you to hijack the killfeed event, swap out icons (like the bumper kart), and even modify the info text...
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    Source Palworld Post Nuclear — Internal DX11 Menu Base

    If you were digging around for the original PalworldInternal-NetCrack source before it got nuked, here is the refined base I was maintaining. This build is built on a custom DX11-Base and covers Steam, Xbox/GamePass, and even Steam Deck. It is currently marked as outdated in terms of public...
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    Guide [Source] Far Cry Series — Havok Engine Entity Reversing & ESP Base

    Most of the Far Cry titles since the third installment rely heavily on the Havok Engine. If you are tired of chasing obfuscated game-specific arrays, digging into the physics engine's RTTI and structured layout is a goldmine for entity-based features like ESP or teleportation hacks. The...
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    Question CS2 C# ImGui.NET — Menu Visibility Stuck in Top-Left Corner

    Anyone who's messed with C# external bases for CS2 knows the 'invisible box' struggle. You get your ImGui.NET menu up, the features work, but the second you drag it past a tiny square in the top-left, it vanishes. This usually comes down to how ClickableTransparentOverlay or your specific...
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    Question [Discussion] Rust — EAC Integrity Checks on GameAssembly.dll .text Section

    Anyone currently digging into Rust's IL2CPP assembly? I've been spending some time reversing GameAssembly.dll, specifically looking at how weapon fire and aimcone logic is handled. The goal is to find clean endpoints for external patching to kill the cone, but the big question is always the EAC...
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    Guide SCP: SL Anti-Cheat Analysis — Reversing SLAC & HWID Spoofing

    Anyone else bored enough to look at SLAC (SCP: Secret Laboratory Anti-Cheat) lately? It is basically a Themida wrapper with some of the most primitive logic I have seen in a while. If you are digging into the binaries, here is the technical breakdown of how they handle (or fail to handle)...
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    Guide Easy Anti-Cheat — Why Your DSE Bypass and Driver Traces Get Caught

    Still think patching g_CiOptions and unlinking your module is a golden ticket to being UD? I’ve been digging into EasyAntiCheat_EOS.sys lately, and the reality is that the old-school flow of "patch ci.dll -> load -> restore" is basically a neon sign for manual bans or instant flags these days...
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    Question Warface — Defining Enemies & Actor Filtering in CryEngine 3

    Anyone currently digging into legacy CryEngine 3 builds? Had to dump an older x86 build of Warface recently to practice some internal logic. The project is an internal silhouette implementation, but I've hit a wall with the enemy filtering logic. Standard actor systems in CryEngine can be a...
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    Guide THE FINALS — Reversing AES Encryption and .ucas Files

    Digging into THE FINALS file structure? If you're trying to dump 3D models or audio from the latest builds, you've probably hit the AES wall. THE FINALS uses Unreal Engine 5's IO Store system, which is a bit more sophisticated than the old .pak files we're used to messing with. I've seen some...
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