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rust

  1. byte_corvus

    Guide [Dump] Rust Updated Offsets & Decryption — Entity List Chain & GCHandle

    Facepunch keeps shifting pointers, so it is time to refresh your headers. If you are tired of chasing offsets after every minor patch, here is a solid breakdown of the current state of Rust's classes and the crucial decryption steps for the entity list. This is the technical meat required to get...
  2. byte_corvus

    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...
  3. byte_corvus

    Question [Crash] Rust — Game Freeze and Crash During Building/Placing

    Got a nasty one here that's been stalling progress. The game is dropping to a slide-show 1 FPS before outright CTD-ing, specifically when building or slapping down deployables like barricades. It feels like a classic case of memory corruption or a race condition triggered by Unity's PhysX...
  4. byte_corvus

    Guide [Release] EAC Kernel Driver — RPM/WPM & VA to PA Mapper Base

    Got my hands on a kernel-mode driver setup that's been circulating for EAC-protected titles. It's currently being used in some external projects for Rust and is holding up, though with any public release, the "undetected" status is always a cat-and-mouse game. Use your head and test on a burner...
  5. byte_corvus

    Guide Rust Language Viability — Cheat Dev vs C++ Standard

    Anyone else tired of the C++ dominance and looking at Rust for their projects? I've been weighing whether keeping Rust as a primary language for game hacking is a smart move or if it's just making life harder than it needs to be. The Reality of the Language Gap Rust is a beast—memory safety and...
  6. byte_corvus

    Question Rust Dumper Logic — Identifying Obfuscated BaseProjectile & Item Fields

    Tired of hitting a wall while trying to build a reliable dumper for Rust? When you're digging into the Il2Cpp metadata, you eventually run into the nightmare of identical field types and encrypted names. The core of the problem lies in classes like BaseProjectile and Item. You have fields like...
  7. byte_corvus

    Question Rust External Chams — Detection Status & Material ID Logic

    Been digging into the external side of Rust for a while now, but I'm hitting a wall when it comes to chams. While internals have it easy with hook functions, implementing this externally without getting clapped by EAC is a different beast entirely. The Technical Hurdle Implementing chams...
  8. byte_corvus

    Question Rust — Fixing Projectile Prediction Logic for Hunting Bows

    Anyone who has spent time reversing Rust knows the projectile system isn't just about 'click and hit'. I've seen this specific code snippet circulating in several public bases and low-tier private builds, but it's fundamentally flawed for anything other than a target running straight at you...
  9. byte_corvus

    Guide Rust — Max Networking Distance for Entities and Airdrops

    Digging into the way Rust handles networking can be a real headache when you're trying to optimize an external ESP or a radar. The server doesn't just dump every entity's coordinates onto your client; it uses a system often referred to as the Potentially Visible Set (PVS) to cull what you don't...
  10. byte_corvus

    Guide Rust YOLO Training — Troubleshooting Snappy Detections & AI Logic

    Anyone currently digging into the YOLO training rabbit hole for Rust? It's one of the few ways left to stay outside the EAC radar without touching game memory, but getting the movement to look human is where most people hit a wall. If your detection app is "snappy" or jittery, you're likely...
  11. byte_corvus

    Question Rust BaseNetworkable — Entity Filtering and Field Retrieval

    Anyone grinding through Rust internals recently? I've seen a few devs struggle with the BaseNetworkable iteration and object property access. Dealing with Facepunch's constant obfuscation and encryption shifts is a headache, but the logic usually remains consistent if you stop looking at the...
  12. byte_corvus

    Guide Rust for Game Cheats — Logic, Syscalls, and Injection Flow

    Been rocking Rust for my projects lately and honestly, it is a breath of fresh air compared to the usual C++ boilerplate. While everyone is still copypasting WinAPI wrappers, moving to syscall-level logic in Rust changes the game for injectors and loaders. Why pivot from C++? We all know C++...
  13. byte_corvus

    Source [Release] Rust Material Dumper — DLL with Automation Support

    If you are deep into building custom chams or just need to dump Rust materials for asset analysis, this dumper is a solid addition to the kit. It is a user-friendly DLL that provides progress feedback and supports custom output filenames, making it much easier to integrate into your own...
  14. 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...
  15. byte_corvus

    Source Rust — Flashbang Overlay Instance & Memory Bypass

    Finally got around to cleaning up the anti-flashbang logic for Rust. If you are tired of getting blinded by grenades while holding a choke point, this dump should save your retinas. It hits the FlashbangOverlay instance directly via RPM. Implementation Details The approach uses a standard...
  16. byte_corvus

    Question Rust Devblog 240 — FakeAdmin flag implementation issues

    Anyone digging into the devblog 240 codebase recently? I am hitting a wall trying to force the admin status on the local player. public global::BasePlayer.PlayerFlags playerFlags; public enum PlayerFlags { IsAdmin = 4 } I have been trying to flip the bits using playerFlags |= 4, but the...
  17. byte_corvus

    Guide Rust — External ESP Implementation for Dropped Items

    Anyone currently digging into Rust externals? I've been reversing the entity system recently to clean up my item ESP. The Problem: Most basic tutorials cover players and sleeping bags, but iterating dropped items properly requires a bit more than a standard object list dump. If you are hooking...
  18. byte_corvus

    Question Rust External ESP — Camera Lag and Viewmatrix Desync

    Anyone digging into Rust external ESP lately? I am running into a classic desync issue where the ESP render trails behind camera movement, even with VSync nuked. The reads themselves are fast, but the synchronization between the viewmatrix and the overlay frame is clearly off. The technical...
  19. byte_corvus

    Question Rust Spiderman Exploit — Unity SafeFloat/Obfuscation Physics Crash

    Anyone digging into Rust movement internals recently? I'm currently hitting a wall with an external Spiderman implementation and getting those nasty Infinity/NaN floating point errors in the Unity physics logs. The Current Setup: I'm accessing PlayerWalkMovement via 0x5A8. The moment I touch...
  20. byte_corvus

    Source [Guide] Rust Recoil Scripting — Building Your Own Base from Scratch

    Anyone currently digging into Rust's recoil logic for their own internal/external project? I’m tired of seeing the same braindead questions posted daily about zero-recoil scripts. Most of these "developers" are just peddling basic math and stolen pastes for ridiculous prices. Stop buying that...
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