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Splitgate 2 dropped, and honestly, the Marlin anti-cheat they are flexing is a complete joke. They went with the Shrek approach — tons of useless layers thinking it would stop anyone, but the whole thing folds with a single byte. If you are digging into the binary, here is the technical breakdown to get you started.
Marlin Anti-Cheat Bypass
This is about as entry-level as it gets for a game this size. You can essentially kill the AC check by forcing the game to register through Steam and patching the entry point.
Rendering & DrawTransition
If you are working on an internal and need canvas rendering, you will notice DrawTransition is stubborn. You need to manually flip a boolean in the ViewportClient to get it to behave.
SDK Info
The full SDK was dumped using Dumper-7. It covers the entire PortalWars2Client classes. Since the game is built on Unreal, the structure is standard. If you've worked on any recent UE4/5 titles, you'll feel right at home with these headers.
Anyone else found some interesting offsets for the portals or players yet?
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Marlin Anti-Cheat Bypass
This is about as entry-level as it gets for a game this size. You can essentially kill the AC check by forcing the game to register through Steam and patching the entry point.
- Create a steam_appid.txt file in the same directory as the game binary.
- Inside the text file, put the AppID: 2918300. This forces Steam to recognize the process.
- Launch the game directly from the binary: PortalWars2Client-Win64-Shipping.exe.
- Find the offset
and patch the start toCode:
0x9F8D700(RET) using HxD or your preferred debugger.Code:0xC3
Rendering & DrawTransition
If you are working on an internal and need canvas rendering, you will notice DrawTransition is stubborn. You need to manually flip a boolean in the ViewportClient to get it to behave.
Code:
SDK::UGameViewportClient* ViewPortClient = LocalPlayer->ViewportClient;
*reinterpret_cast<bool*>(reinterpret_cast<uintptr_t>(ViewPortClient) + 0x79) = false;
SDK Info
The full SDK was dumped using Dumper-7. It covers the entire PortalWars2Client classes. Since the game is built on Unreal, the structure is standard. If you've worked on any recent UE4/5 titles, you'll feel right at home with these headers.
The binary name is PortalWars2Client-Win64-Shipping.exe. The Marlin AC attempts to hook several entry points, but the 1-byte patch effectively bypasses the initialization check. I tested this on a clean install and the game runs without the AC heartbeat kicking in. Use this for research purposes and don't be surprised if they try to obfuscate this specific offset in a future minor patch.
Anyone else found some interesting offsets for the portals or players yet?