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rust

  1. byte_corvus

    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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    Source Rust Simple External Base — WinAPI Memory Framework (RPM/WPM)

    Rust for externals—it is about time more people moved away from C++ boilerplate. https://mega.nz/file/vBpX3JwR#ZTXp23_xU_7f5aSNSK2qK4bd-if008CgLMb_efF2KRE I have been digging into the Rust language for the last few days, coming from a heavy C++ background. I decided to share a simple external...
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    Guide Rust — Finding BaseNetworkable Chain & Entity Decryptions

    If you're still relying on outdated dumps or waiting for someone to leak offsets every update, you're doing it wrong. Reversing Rust's entity list isn't rocket science if you know how to follow the chain in IDA. Stop being a script kiddie and learn how to pull these yourself. Locating the Entry...
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    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...
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    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...
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    Guide Rust External ESP — IL2CPP GC Handle & EntityList Validation

    Rust updates always tend to break the most brittle parts of an external's chain, especially when you're dealing with IL2CPP's garbage collector handles and the entity realm. If you're seeing entity counts that don't match the server population or your W2S is returning zeros across the board...
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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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    Guide [Source] Rust Material Chams — Internal Shader Collection

    Anyone digging into Rust visuals lately knows that finding the right shader to override is half the battle. If you're tired of basic flat colors and want something that actually sticks or possesses depth-ignoring properties without writing a custom shader from scratch, this list is for you...
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    Guide Fortnite & Rust — EAC Update Nuking SVM Hypervisors (0xd1 BSOD)

    Lately, the EAC-EOS branch used in Fortnite and Rust has been hitting back hard against custom virtualization. If you are rolling your own SVM hypervisor — especially a Type 1 build — you might have noticed a hard crash during the "Waiting for game" sequence. The behavior is consistent: the HV...
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    Guide Rust Internal Silent Aim — pSilent vs. Prediction Logic

    Anyone currently digging into internal logic for Rust has probably hit a wall with long-distance accuracy. 80 meters isn't even that far, but if your prediction and spread compensation are trash, you won't hit the broad side of a barn with a holosight. The debate between standard silent and...
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    Guide Rust — Telemetry Hidden Bans & Analytics Breakdown

    Stop snitching on yourself. I've been intercepting Rust's HTTP traffic, and the amount of data the client phones home to Facepunch — independent of EAC — is enough to flag any lazy external user or paster. If you think staying UD from the anti-cheat is enough, you're missing the bigger picture...
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    [Source] Rust Language OLLVM Pass — LLVM 19.1.4 Obfuscation Plugin

    If you are tired of your Rust-based projects being a breeze to reverse-engineer, it's time to move beyond standard compilation. This is an OLLVM (Obfuscation-LLVM) pass plugin specifically for the Rust language, built on LLVM 19.1.4, which adds a decent layer of protection against static...
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    Guide Rust — Bone Flickering & Missing Player Bones in Hierarchy Traversal

    Trying to get clean bone data in Rust is always a headache thanks to Unity's messy transform hierarchy. Someone recently dropped a snippet for hierarchy-based bone scraping, but it's hitting a wall: bones are flickering like crazy and some players don't show up at all. This usually points to...
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    Question Rust — ClientInputHook ModelState Flag Issues

    Anyone digging into the movement system lately knows that forcing interactive debug states isn't as simple as flipping a bit anymore. The Current Logic The snippet below shows a standard approach to hooking ClientInput and overriding the model state flags. The goal is usually to trick the...
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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 Rust — Constexpr Prefab Name to ID Hashing

    Sick of manually updating your prefab headers every time Facepunch pushes a patch? Most of the guys over in the reversal scene are still sweating over prefab IDs when you can just hash them at compile time. This is a clean, constexpr MD5 implementation that allows you to convert a full prefab...
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    Guide Rust EasyAntiCheat.sys — Kernel Driver RE & Detection Vectors

    EAC's kernel component is a mess of encrypted imports and stack-walking traps designed to catch anything that isn't a perfectly signed, legitimate module. If you are trying to map a driver or spoof HWIDs on Rust, you need to see what's actually happening under the hood. We dumped 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 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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    Guide Rust projectileVelocityScale 0.00 — Bullet Prediction Logic

    Anyone digging into Rust's internal structures likely hit this wall. When your projectVelocityScale reads 0.00, it basically kills your bullet drop prediction because your multiplier logic goes to hell. The Issue If you are reading from heldEntity + 0x334, you are likely getting garbage data...
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