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  1. byte_corvus

    Question UE5 Platform Spoofing — PC to Console Logo Spoof

    Anyone else noticing the surge of PC ragers sporting PlayStation or Xbox logos in UE5 lobbies? It’s becoming a common flex for internal builds to mask as a console player, likely to dodge platform-specific reports or just to troll. If you're digging into this for your own internal client, here...
  2. byte_corvus

    Question MapleStory World — Reversing xlua.dll and il2cpp Offsets

    Anyone currently digging into the MapleStory World internals? I've been messing with the engine and finally got a decent workflow going, but I've hit a bit of a crossroads regarding the architecture of the automation script. Current Progress: Right now, I've got the data collection side sorted...
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    Guide [Discussion] Kernel Loading — Manual Mapping vs DSE Bypass (NtLoadDriver)

    Been digging into kernel loading methods lately and the results between standard manual mapping and DSE patching with NtLoadDriver are interesting, to say the least. Most people just grab kdmapper and call it a day, but that's a one-way ticket to a delayed ban on any decent anti-cheat (EAC/BE)...
  4. byte_corvus

    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...
  5. byte_corvus

    Question DX12 Internal Overlay — Locating SwapChain VTable Hook

    Anyone currently digging into DX12 internals for a clean overlay? I'm trying to move away from lazy wrappers and noisy system-wide detours. The goal is to hook the game's actual Present function — specifically the one used internally by the game’s own swapchain instance, rather than just...
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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...
  7. byte_corvus

    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...
  10. byte_corvus

    Question [Discussion] Paladins — Finding Loading Frame Pointer and Border ID Offset

    Anyone currently digging into the Paladins cosmetic structs? Trying to track down the pointer or specific offset for the default loading frame. The headache is that having only one border unlocked makes it a pain to narrow down the IDs through standard memory scans or pointer maps. In my...
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    Question Rainbow Six Siege — Reversing Query Bus Offsets and Executables

    Anyone digging deep into the R6 internal architecture lately? Dealing with the Query Bus (QB) in Siege is always a headache since the structure isn't exactly standardized across every build, and plenty of public or private QBs are just dead on arrival depending on your current project base. I...
  12. byte_corvus

    Question D3D9 Model Recognition — Stride 52 and Outline Dependency Issues

    Anyone digging into D3D9 hooks lately? I've run into a bizarre wall with an internal project. I'm targeting models with Stride 52, but the detection logic is behaving like a ghost. It only picks up the models if I flip the in-game "enemy outline" setting on, which is basically a death sentence...
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    Question Valorant External — Visible Check & Render Time Offsets

    Anyone else currently banging their head against the wall with external visibility checks in Valorant? Trying to stay away from memory writes is the play for longevity against Vanguard, but the standard UE heuristics are acting up lately. I've been digging through my latest dump and testing the...
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    Source Palworld Offset Dumper — AOB Pattern Scraper

    Tired of manual signature hunting every time the game updates? Ran across this small Python-based utility that automates the heavy lifting for Palworld offsets. It is not exactly revolutionary, but it saves a decent amount of time if you are building your own tools or just trying to keep your...
  15. byte_corvus

    Source APB Reloaded — Deprecated Gun Spread Prediction Logic

    Spent some time digging through old repo scraps. It seems the devs finally addressed the spread system after long denying it was ever broken, forcing a return to the old 100% RNG model which is just peak design, right? Since the implementation is now deprecated due to backend changes, I am...
  16. byte_corvus

    Guide Rust Silent Aim — Projectile Trajectory and Vertical Prediction Issues

    Anyone digging into Rust's projectile system lately? Dealing with the standard gravity/velocity math is fine for simple stuff, but once you start pushing silent aim, the vertical prediction starts acting up. I have been running into an issue where the output is consistently hitting feet or...
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    Question IL2CPP Unity Dumper — Version 2022.3.22f1 and higher

    Anyone digging into the later builds of Unity games? I am currently hitting a wall with games running on 2022.3.22f1 and higher using the IL2CPP backend. Most of the standard public dumpers are failing to map the metadata correctly or throwing exceptions during the dump process due to the...
  18. byte_corvus

    Question Kernel Security — DSE Bypassing vs BYOVD Persistence

    Anyone digging into current kernel-mode persistence lately? The landscape is getting progressively tighter with HVCI and KPP (PatchGuard) constantly evolving. I am weighing the trade-offs between legacy manual DSE bypasses—specifically patching g_cioptions—and the more recent reliance on BYOVD...
  19. byte_corvus

    Source Simple Manual Map Injector — Handle and Thread Hijacking Logic

    Spent some time digging into this manual map injector today. It uses a fairly straightforward approach to handle and thread hijacking, which is a decent starting point if you are looking to understand how to bypass basic kernel callbacks without relying on the standard CreateRemoteThread or...
  20. byte_corvus

    Guide Kernel HWID Spoofer — Bypassing Stornvme Cache and NDIS Virtual Leaks

    Working on a kernel-mode spoofer and hit the wall with native API leaks? You're not alone. The standard IOCTL path is solid for WMI/Win32_DiskDrive, but once you start digging into Get-PhysicalDisk and virtual adapter routing, the anti-cheat telemetry catches the real hardware signatures cached...
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