01Updates

Every change, dated.

Every fix and every feature we ship, per game, newest first. A game that needed a new build after a patch says so here, with the date.

What is working right now is on the status page. Status

Arc Raiders DMA (Beta): new build

  • Beta channel: new build, updated for the October 27 game update (players, skeletons, loot, ARC, quests, visible check)
  • New in-game mini radar (Visuals > Radar): players, ARC and loot on the raid map
  • Aim: one mouse sensitivity setting (Auto learns it from your camera, or Manual) and an anti-overshoot
  • Aimbot and triggerbot share the same bullet prediction
  • Health, shields and downed state update every frame
  • ESP: text before / after each label
  • Stability fixes

Game update (October 27)

  • Updated for Arc Raiders' October 27 update: names, players, skeletons, loot, ARC and quests work again
  • Visible check and collision work again (the game now has its physics engine inside the executable)
  • Auto-update: the new pointer, object and property name encryptions are now found on their own

Game update

  • Updated for Rust's October 22 update: players, names, held items, belt and clothes, the world and the visible check work again

Game update

  • Updated for the latest Overwatch 2 patch: players, health, bones, objects and health packs show again
  • Visible check works again: players in sight and players behind cover are told apart again

Visible check fix

  • Visible check works again: players behind walls, rocks and buildings are hidden or drawn in the visible check color again
  • Aimbot "Visible only" skips players behind cover again

Game update 2.2

  • Updated for Arc Raiders' 2.2 update (October 20): names, players, skeletons, loot and quests work again
  • Auto-update: the new object, name and property encryptions are now found on their own

Bones fix

  • Fixed a player staying without bones until a Re-init: his skeleton is read again until every bone is found, so the ESP skeleton, the aimbot bones and the triggerbot hitboxes come back on their own

Bones fix

  • Fixed a player staying without bones until a Re-init: his skeleton is read again until every bone is found, so the ESP skeleton, the aimbot bones and the triggerbot hitboxes come back on their own
  • Fixed a player read while he was still spawning keeping no position and no bones for the rest of his life

Visible check fix

  • Visible check (Map collision): hills and terrain block the line of sight again. Since the October 15 patch the ground of the maps was not read, so players behind a hill showed as visible

Game update

  • Updated for the October 15 game patch: players, skeletons, health, weapons, ammo, factions, loot and vehicles work again
  • Vehicle ESP: emplacements (mortars and the other mounted weapons) shown, with their own toggle in Visuals > Vehicles > Emplacements
  • Lua: emplacements are vehicle type 4

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Loot: one Style choice (Dot, 2D box, Cornered box) with box thickness and rounding
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Health packs: one Style choice (Dot, 2D box, Cornered box) with box thickness and rounding
  • Objects: box thickness and rounding
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Lists rework

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • NPC ESP: box rounding option
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Halloween and Christmas menu themes redone

Lists rework and close players

  • Lists page reworked: categories, search, filters, sort, show / hide in bulk, category rules and the order of the texts
  • Lists: optional snapline per item (start, thickness, outline, color)
  • ARC machines and loot: one Style choice (Dot, 2D box, Cornered box) with box thickness and rounding
  • Close players: box, skeleton and off-screen arrow in their own color within a set distance
  • Off-screen arrows drawn cleaner and scaled with the screen resolution
  • Downed players show as downed faster
  • Halloween and Christmas menu themes redone

Bomb ESP

  • New bomb ESP (Visuals > Bomb): the planted C4 with its site, time left and defuse, as a dot or a box
  • New Bomb window (Interface > HUD): site, time left, defuse progress and whether the defuse ends in time
  • Weapons and bomb ESP: one Style choice (Dot, 2D box, Cornered box) with box thickness and rounding
  • Lists page reworked: categories, search, filters, per item ESP layout, max distance and snapline
  • Lists > Weapons grouped by weapon type (pistols, rifles, snipers...)
  • Fixed "build not supported" at startup and dropped weapons flickering after the game update
  • Lua: entity.get_entities("bomb") gives the planted bomb (site, time left, defuse)

Missing players fix

  • Players no longer go missing from the ESP until a Re-init
  • Loot and ARC machines no longer go missing after going from the lobby to a raid
  • Downed health bar keeps retrying until it can be read
  • Smoother overlay: lighter memory reads, no more periodic stalls

Game update 2.01

  • Updated for Arc Raiders' 2.01 update (October 13): names, players, skeletons, loot, quests and the visible check work again
  • Auto-update: the new name and object encryptions are now found on their own
  • No more overlay stutter while the map loads (lighter collision reads)

Game update of October 13

  • Updated for Rust's October 13 update: players, held weapons, inventories, item durability and teams work again
  • Auto-update: the held item is now found on its own after a game update, like the rest of the entity chain

Game update, rocket trajectory, item durability

  • Updated for Rust's October 12 update: players, items, teams and the visible check work again
  • New: rocket launcher trajectory (Visuals > Launchers): see where your rocket lands from your aim, with its blast radius, distance and flight time
  • New: players caught in the blast are listed under the impact (damage %, direct hit, behind cover, and a warning when you are in it yourself)
  • New: rockets and 40mm grenades in flight show where and when they land, other players' ones too
  • New: item durability in the Target window, for the belt and the clothes (percent or bar)
  • Aimbot: a launcher now uses its rocket's real speed and drop
  • ESP preview: the flags label (ADS, crouch, unarmed...) can now be moved on its own
  • Performance: much lighter memory reads (entity list, collision, inventory)

Bones fix, web radar NPCs and animals

  • Fixed peds and players sometimes stuck without bones (a tiny box, no skeleton) until Misc > Re-init
  • Web radar: peds now send the weapon they hold
  • Web radar page: NPCs and animals each get a "..." in the NPCs tab to set their size, health (ring, bar or %), name side (top, bottom, left, right), distance and the peds' weapon; the Animals section is always there

Smoother overlay while the map loads

  • The visible check reads the server's map in small steps: no more overlay stutter while joining a server or when lots of new objects load

Overlay stutter fix

  • Fixed the overlay stuttering since today's update: the map collision visible check now reads the map in small steps, the overlay never waits for it
  • With Misc > Visibility check on Render and memory writes on, the map collision is no longer read at all

Korean text

  • Korean characters now show everywhere: player names, the menu, the ESP and your scripts' text

Web radar, map collision visible check, weapon names

  • Web radar: share a live map of your game at elusive.is/r/<code> (Webradar tab), on the game's own map; viewers need no account, the password is optional
  • Players with their heading, health and weapon, NPCs, and animals named by their species
  • New visible check, read only: the map's own collision tells who is behind a wall (Misc > Visibility check, Map collision by default); glass, fences, bushes and foliage let it through, no memory write needed
  • Visible check and Visible only now work with memory writes off
  • Weapon names: the game's own weapon names (RV_CATTLEMAN, SN_BOW...), on RedM too, no more hex codes
  • Animals: their species in the ESP name and in Lua get_name() ("Deer", "Horse (Arabian)")

Aimbot weapon range

  • Aimbot: respects the weapon's max range, like silent aim (Max range is in the Respect max weapon range popup)

Memory writes switch, Lists max distance, Lua radar

  • Settings > Misc > Allow memory writes: off by default, nothing is written to the game until it is on; the features that need it are greyed out with a message
  • Lists: a max distance per item in its gear, with the slider or typed in
  • Lua: radar.status() and radar.mark() / unmark() / clear() to put your own marks on the web radar
  • Lua: entity.get_catalog(), everything the game has (every item in Rust)

Web radar, items on the ground

  • Web radar: a live map of your server at elusive.is/r/<code> (Webradar tab), with the server's own map generated in game, players, scientists, vehicles, bases and monuments
  • Every item around on the web radar, each with its own look (shape, size, color, label, max distance), set per item, per category or for all
  • Items on the ground: their name and amount ("Wood x1000"), every skin under its base item; Loot > Dropped items with the kinds to show and weapons in their own color
  • Lists > World > Every game item: every item of the game as a tile, to set its color, visibility and max distance before it drops
  • Lua: entity.get_catalog() (every item of the game) and the "dropped" entity kind

Automatic game update support

  • Automatic game update support: after a Rust update the tool finds the game's new encryption keys and hidden statics by itself, in a few seconds, and remembers them for that game version
  • Started from the main menu on a new game version, it finishes adapting on its own as soon as you join a server
  • Raid path: the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style) (coming later)

Lua editor and Lists fixes

  • Lua editor: closing a tab with its cross no longer freezes or crashes the tool
  • Lists: the style panel now fades out with the menu when the menu closes

Lists: per-item ESP style

  • Lists: a gear on every item tile opens a style panel that slides in beside the tiles, with a live preview of how the item will show
  • Per item: dot on/off, name on/off, distance hidden, in the name ("Crate (41m)") or apart, and the side of each text (left, right, top, bottom)
  • Dot on an item that has a box: the item is drawn as a dot instead of its box
  • Auto everywhere keeps the page's settings; one click resets an item to them
  • Saved with your configs (older configs load unchanged)
  • Available on Rust (World, Vehicles, Monuments), Arc Raiders (Loot, ARC, Points), Wardogs (Loot, Vehicles, Points), Call of Duty (Loot), Counter-Strike 2 (Weapons), Overwatch (Objects), Halloween (Objects, NPCs) and Deadlock (NPCs)

First release

  • Players: box, skeleton, name, distance, weapon in hand, visible check through the map's collision, flags (aiming, crouching, unarmed, night vision, team), teammates, sleepers, wounded players and scientists
  • Target window: the hotbar (slots 1 to 6) and the clothes of the player nearest your crosshair
  • World: ores and collectibles colored by type, crates by tier, locked crate state (locked / hacking / hacked), barrels, corpses, backpacks, stashes, animals with their health, vehicles
  • Airdrops: drop zone, cargo plane with the time before the drop, the crate's landing point and time
  • Bases: tool cupboards, workbenches, boxes, doors, traps, every building block with its grade and health
  • Turrets: weapon inside, health, on / off / booting, peacekeeper or attack all, sight range drawn in front of them
  • Raid path (coming later): the cheapest way in to the nearest tool cupboard, counted in sulfur, with the explosives per block (3D, 2D or dot style)
  • Monuments: name, distance and the radiation protection they need, colored by yours; radiation window (your protection, rads taken, the monument you are in)
  • Aimbot: bullet drop, drag and movement prediction, your weapon's real range, settings per weapon type
  • Recoil control from each weapon's recoil pattern (strength, vertical, horizontal, ADS only), settings per weapon type
  • Lua: players, world entities, turrets and monuments

Arc Raiders: more weak points, steadier ammo

  • Turret, Pop and Fireball now have a weak point too (Turret: its head, Pop: its hull, Fireball: its scanner), for the ESP, the aimbot and the triggerbot
  • Weapon ammo no longer disappears while the player reloads: the last count stays shown
  • ARC weak points ESP is off by default (new configs and Reset all settings)

Arc Raiders: updated for today's game patch

  • Works with the October 9 game update: names, objects and every offset found again and checked in game
  • Quest ESP fixed for the new patch: active quests, their objectives and the quest markers show again
  • The automatic offset finder now follows more of the game's protection changes by itself, for faster updates next time
  • Player Gear and Squad number flags are off by default (new configs and Reset all settings)

Arc Raiders: cleaner Visuals, raider bodies, HUD windows and fixes

  • Visuals reorganized: ARC / Traps & grenades / Loot / Raid tabs, with Box, Name and Distance laid out like the player ESP (2D or cornered box, name and distance on any side). The settings of these tabs are back to their defaults once
  • New look without a box: a dot on the object with "Name (41m)" just over it, on ARC, loot, traps, grenades, exfils and quest markers
  • Raider bodies in the loot ESP, marked "(looted)" once someone searched them
  • ARC weak points now include the drones' thrusters (Wasp, Hornet, Rocketeer, Snitch...), for the ESP, the aimbot and the triggerbot
  • Raid timer, lobby counter and quest objectives are HUD windows: drag them anywhere while the menu is open, saved with your config
  • Weapon ammo shows the rounds left and the magazine size ([12/20]), with a Show ammo option
  • Fixed: ARC machines (Hornets...) freezing for a moment every 2 seconds
  • Fixed: the grenade in your own hand shown as a thrown one
  • Fixed: trap range rings drawn mid-air for charges stuck on a wall
  • Fixed: offsets not found on some game launches when no cache was saved yet

Wardogs: Visuals reorganized

  • The World tab is split into Loot, Vehicles and Map tabs
  • Loot and vehicles laid out like the player ESP: 2D or cornered box, name and distance on any side
  • New look without a box: a dot on the object with "Name (41m)" just over it
  • The settings of these tabs are back to their defaults once

Loot ESP: dot style

  • Without a box, loot and objects now show a dot on the object with "Name (12m)" just over it: Call of Duty (loot), Counter-Strike 2 (weapons on the ground), Halloween (items and map), Overwatch (health packs)
  • On by default, "Dot without box" (or Item dot / Map dot) turns it off

Arc Raiders: items on the ground, real blast ranges, ESP layout and fixes

  • Items on the ground are shown: dropped weapons and gear (marked "dropped") and items placed in the map, with their name, value and rarity
  • Placed mines, remote charges and other traps are shown, including your squad's ("Hide my squad's" is now off by default)
  • Traps and grenades show their real blast range from the game (7.5 m for a remote charge or a jump mine) as a ring on the ground
  • ARC and loot labels can be laid out like the player ESP: name and distance on any side, 2D or cornered box
  • Settings per weapon type now use a profile bar at the top of the Aimbot and Triggerbot tabs, like the other products
  • Fixed: the Practice Range grenade case showed as a thrown grenade with a blast ring
  • More reliable startup after a game update: offsets are only cached once all of them were read

Free week: Arc Raiders DMA & Wardogs DMA

  • Every member with an active subscription (any product) gets Arc Raiders DMA and Wardogs DMA for free until Wednesday, October 14, 05:30 CEST
  • Nothing to do: open the loader, both products are already in your list
  • Your own subscriptions are not touched: no days used, nothing to pause

Arc Raiders: incoming grenades, enemy gear, settings per weapon type and fixes

  • Incoming grenades, missiles and ARC mortar shells: a line to where they land (through the map's collision), a blast ring there and a warning over the crosshair when one lands near you
  • Enemy gear, when the game sends it: the weapons on their back, their shield, their augment
  • Shield bar colored by shield type (Light / Medium / Heavy)
  • Aimbot and triggerbot settings per weapon type (Aim assist > Weapon types): FOV, bones, smoothing, prediction, timings, hitbox, fire mode, delay
  • Item rarity now matches the game's (items were shown one rarity too low); ascension modules get their own color
  • ARC husks, raider caches, cargo ships and crashed ARC probes are named properly
  • "TARGETING YOU" only shows once the ARC is actually alerted
  • Labels now sit on top of the 2D boxes
  • Recoil control removed: it could not be made accurate enough

Arc Raiders: game update, player actions, ARC targeting, traps, loot rarity and more

  • Updated for the latest game patch. Offsets and the game's encryption are now found automatically at startup (then cached), so most future patches need no new build
  • Player ESP: what each raider is doing (reloading with the seconds left, healing / using an item, looting, aiming down sights, sprinting as an option), "TALKING" in proximity chat, and "AIMING AT YOU" with the box in its own color
  • Downed raiders: bleed-out time as a bar or a timer; health and shield bars hidden at 0
  • Squads: one color per squad (option), squad flag with the members still up ("T3 (2)")
  • Held weapon with the game's own name and tier ("RATTLER III")
  • ARC machines: 2D box, every weak point (reactors and weak spots), "TARGETING YOU" when an ARC is after you
  • Aimbot and triggerbot can target ARC weak points (after the players or like them), with lead and bullet drop
  • Traps: mines, tripwires, Tesla coils, flare traps, firework boxes... with who placed them (your squad's hidden by default)
  • Loot: items colored by rarity with a minimum rarity filter, quest items always shown with their progress ("[Quest 2/6]"), rare and top-tier containers highlighted (or only them), opened containers hidden or faded, 2D boxes
  • ARC husks, raider caches and crashed ARC probes, with "breaching" while someone opens one
  • Lobby counter under the raid timer: raiders up, downed, extracted, dead, squads still in
  • Quests: the quests you took from the traders, with their objectives
  • Faster loading: item names and world lists read in batches
  • Menu: Visuals split into Players, ARC & traps, Loot, Exfil and Quests tabs
  • Lua: the new player data as props (m_bADS, m_bReloading, m_flReloadLeft, m_bAimingAtYou...) and the world through entity.get_entities

Lua: entity.get_entities, the world's things in every game

  • entity.get_entities([kind], [max_distance]) gives the things the ESP lists besides the players, as plain tables: kind, id, name, origin, distance and the game's own fields. entity.get_entity_kinds() lists the categories
  • Counter-Strike 2: weapons on the ground. Deadlock: troopers, neutrals, bosses. Overwatch 2: deployables (turrets, barriers, domes) and health / ult packs. Call of Duty: loot. Wardogs: vehicles, loot, points. Arc Raiders: ARC machines, loot, traps, extractions, quest markers, the raid itself. GTA V Enhanced / Legacy: vehicles. Halloween: every map object (13 kinds). EA SPORTS FC 27: the ball. Red Dead Redemption 2: none (every ped, animal and horse is already a player)
  • Built from the data the products already keep, and only when a script asks: no extra reads from the game
  • Documented at elusive.is/lua/docs: each game's section lists its kinds and their fields

Halloween: stability fix

  • Fixed a rare crash in the item ESP and the "items" label (a list could be read after it was released)

Line-of-sight visible check through the map's collision

  • Visible check: a player now counts as visible only when a clear line goes from your camera to their head, chest or pelvis through the map's own collision (walls, buildings, terrain, fences, props), like the game's line of sight
  • It drives the ESP visible check and the "Visible only" of the aimbot and the triggerbot
  • Misc > Visibility check: "Map collision" (default) or the previous "Render time". The collision is ready a few seconds after you enter a map; the previous method is used until then

Lua: one switch for script permissions, API introspection, stability fixes

  • "Allow unsafe scripts" (Configs & scripts > Lua) is now the only switch: once it is on, every script gets the permissions it declares at its top (--@permissions memory, files...). The per-script "Allow ..." checkboxes are gone, and a script still never gets a permission it does not declare
  • elusive.list() / elusive.dump(): explore the whole API from a script
  • Stability fixes in the Lua runtime: threads, script reloads, menu elements, HUD windows

Lua API v2: events, real menu elements, ESP hook, sandboxed scripts

  • Lua API v2 replaces v1 in every product (Counter-Strike 2, Deadlock, Overwatch 2, Call of Duty, Wardogs, GTA V Enhanced and Legacy, Red Dead Redemption 2, Halloween, EA Sports FC 27). It is a clean break: OnDraw / OnMenu / OnThread and ui.get / ui.set are gone. The reference at elusive.is/lua/docs is rewritten for v2 and its "migrating from v1" section gives the replacement of every old function
  • Scripts: one Lua state per script, so a script can no longer break another one. Events instead of entry points (events.render, events.update, events.key_down, events.unload, events.custom between scripts...), several callbacks per event
  • Menu: elements are made once (ui.create, tab:group, then group:checkbox / slider / combo / multi / color / hotkey / input / button / label) and become real menu settings: drawn like the cheat's own under Scripts, saved with your configs, editable on /live, with change callbacks, dependencies (show a setting only while another is on) and tooltips
  • ESP: scripts take part in the player ESP (events.esp_player): hide or recolor a player, rewrite its labels, add texts and bars next to the ESP's own. esp.flag adds real ESP flags, each with its toggle, color and position in the ESP preview
  • Game data: game.* and entity.* give the players (health, team, weapon, position, hitboxes, the box the ESP drew, every field of the snapshot through get_prop) from what the cheat already reads: no extra memory read, no cost per call
  • Drawing: vector and color types everywhere, render.* with fonts and images, and HUD windows (hud.window) in the style of the keybinds / spectators lists, saved with your config
  • Background work: thread.spawn workers, and long calls that take a callback (network, memory scans, device connects, os.execute): the overlay never waits for a script
  • Permissions: a script declares what it needs at its top (--@permissions network, files, memory, device, os, clipboard, configs) and you allow each permission once per script. "Allow unsafe scripts" stays the master switch
  • Safety: a memory cap and a time budget per script; a script that loops or keeps failing is stopped on its own; no bytecode, no io / debug; a linear regex engine that can't freeze; every patch a script makes in the game is undone when it unloads
  • Libraries: json, base64, crypto (hashes, XSalsa20-Poly1305, Ed25519), regex, files (a private data folder per script), network, clipboard, os.execute, memory / shellcode, serial (MAKCU, KMBox B...) and kmbox (KMBox Net)
  • Docs: elusive.is/lua/docs has a "Per game" section with what each product gives (players listed, ESP elements, hitbox names, get_prop fields) and an example per game. The editor's sample script and the marketplace quick start are v2 too

Player lists, ESP preview, menu animations and visible check fix

  • Visible check: fixed after the October 1 CS2 update, walls and map geometry are detected again
  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: Weapons (dropped weapons) tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Player and object lists, ESP preview, menu animations and Dynamic FOV

  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: Objects (deployables, health and ult charge packs) tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows; it also shows armor, shield, ult charge and hero
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Player and NPC lists, ESP preview, menu animations and Dynamic FOV

  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: NPCs tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Player list, ESP preview, menu animations and Dynamic FOV

  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot, silent aim and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Vehicle and point ESP, lists, ESP preview and menu animations

  • ESP: vehicles (helicopters and ground vehicles, teammate vehicles in their own color, health, fuel, distance)
  • ESP: points of interest (equipment vendors, vehicle vendors, garages, fuel refills, control zone)
  • Misc: Camera sync (Previous frame by default), the ESP is drawn with the camera of the frame on screen and no longer runs ahead of players when you turn fast
  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the aimbot and triggerbot never target them, target them as usual or target them first, and the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: Loot, Vehicles and Points tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • Aimbot: Dynamic FOV, the FOV grows for close targets and shrinks for far ones (reference distance, min and max in its options). Draw FOV also shows the circle used for the nearest target
  • Menu: boxes can be moved, resized and popped out as their own window (turn off Interface > Lock menu layout first). The layout is saved with your config, Interface > Reset menu layout puts it back
  • Menu: animations (opening zoom, boxes cascading in, click ripples, light following the mouse, elastic tab bar, animated accent color) and new styles for checkboxes, sliders, dropdowns, color pickers, buttons, hotkeys and text fields, all in Interface > Animations
  • Menu: seasonal themes (Halloween, Christmas, Easter, Summer) with animated decorations, in Interface > Theme
  • Menu: right-click a tab to reset its settings or its colors
  • Menu: smooth transition when you change the menu scale, and the menu fits its content height until you resize it
  • Notifications redesigned to match the menu, with a close button
  • Lua: scripts can add their own HUD windows (hud.window), color pickers (ui.color), multi-selects (ui.multi), tabs with icons (ui.begin_tab), tooltips (ui.tooltip) and key callbacks (input.on_key, on_release, off_key). Script HUD windows are saved with your config, script sections look like the other boxes

Halloween DMA - Initial release

  • Player ESP for the killer, survivors, bots, NPCs and teammates, each with its own toggle and color: box (2D or cornered), health, name, type, carried items, distance, skeleton, snapline, off-screen arrows
  • Visible check (draw visible only or recolor)
  • Item ESP: guns, ammo, melee weapons, healing, throwables, tools and lights, objective items, also inside containers
  • Map ESP: escapes and their status, escape locks, phones and power, vehicles, hiding spots, loot containers
  • Match timers: police and van escape
  • Misc: Camera sync (Previous frame by default), the ESP is drawn with the camera of the frame on screen and no longer runs ahead of players when you turn fast
  • Lists: new Lists section in the menu. Players: put players in groups (Friends and Targets to start, up to 8, your own names and colors). Per group, the ESP draws them as usual, in the group color or not at all. Saved with your config
  • Lists: NPCs and Objects tabs, every type on its own tile: turn it on or off and pick its color. Saved with your config
  • ESP preview: a live preview of your ESP beside the menu on the ESP pages. Drag a label or a bar to another side of the box, or before / after the others, and the in-game ESP follows
  • New in-game menu with animations, seasonal themes and configs

Wardogs DMA - Initial release

  • Player ESP: box, skeleton, health, name, held weapon, money and level, distance
  • Visible check (draw visible only or recolor)
  • Loot ESP for dropped items: weapons, bags, medical and ammo, each with its own toggle and color, name and distance
  • Aimbot with bullet velocity and drop prediction read from your weapon, humanization and fluid bone switch
  • Triggerbot on the real hitboxes (head only or full body), bullet flight predicted, fire mode Auto / Tap / Hold from the weapon
  • Recoil control
  • New in-game menu, configs and Lua scripts

Projectile prediction, ult charge packs and resizable menu

  • Aimbot: projectile prediction for every projectile hero. Your shots are measured in game (speed and drop, per hero), no table to keep up to date
  • Aimbot: Hanzo's arrow speed follows how long you draw
  • Aimbot: per-hero "Projectile speed" override in the Prediction options (0 = measured)
  • Aimbot: fixed no target with Junkrat and Torbjorn (their lead aimed out of the FOV)
  • Aimbot: steadier prediction on moving targets (no more flicks at the start)
  • Aimbot: smoother humanized flick, no more wobble on the first aim
  • Aimbot: "In-game sensitivity" now defaults to 6, the game's default; set it to your own sensitivity
  • ESP: ult charge packs are shown as "Ult Charge" with their own toggle and color, no longer as health packs
  • Menu: resize it like a window, drag any edge or corner; the size is saved with your config

Resizable menu and smoother aimbot flick

  • Menu: resize it like a window, drag any edge or corner; the size is saved with your config
  • Aimbot: smoother humanized flick, no more wobble on the first aim
  • Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a long lead no longer pushes the target out of the FOV)

Resizable menu and aimbot target fix

  • Menu: resize it like a window, drag any edge or corner; the size is saved with your config
  • Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a long lead no longer pushes the target out of the FOV)

Resizable menu and aimbot target fix

  • Menu: resize it like a window, drag any edge or corner; the size is saved with your config
  • Aimbot: targets are picked where they are on screen, the prediction only moves the point aimed at (a fast horse's lead no longer pushes the target out of the FOV)

Deadzone and menu polish

  • Lock deadzone is now a checkbox, its size goes up to the aimbot FOV
  • While the menu is open, the FOV circle is shown with the deadzone preview
  • Menu: the multi-select check mark no longer slides out of the row
  • Menu: hovering an item in a dropdown no longer looks like selecting it

Deadzone and menu polish

  • Lock deadzone is now a checkbox, its size goes up to the aimbot FOV
  • While the menu is open, the FOV circle is shown with the deadzone preview
  • Menu: the multi-select check mark no longer slides out of the row
  • Menu: hovering an item in a dropdown no longer looks like selecting it

Deadzone and menu polish

  • Lock deadzone is now a checkbox, its size goes up to the aimbot FOV
  • While the menu is open, the FOV circle is shown with the deadzone preview
  • Menu: the multi-select check mark no longer slides out of the row
  • Menu: hovering an item in a dropdown no longer looks like selecting it

Re-init button and Lua API additions

  • New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
  • Lua: config.* to list / save / load / delete / reset the local configs from a script
  • Lua: render.text_ex (outline + alignment), render.polyline, render.polygon_filled, render.arc, render.arc_filled
  • Lua: host.product() to write one script for several games
  • Lua: mem.modules() re-reads the module list, modules loaded after the start show up
  • The loader can be started before the game: it waits for the game modules to be loaded before scanning
  • Model bone names are looked for again while a model is still streaming in (no more bones on the root for a hero that just loaded)

Re-init button and Lua API additions

  • New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
  • Lua: config.* to list / save / load / delete / reset the local configs from a script
  • Lua: render.text_ex (outline + alignment), render.polyline, render.polygon_filled, render.arc, render.arc_filled
  • Lua: host.product() to write one script for several games
  • Lua: mem.modules() re-reads the module list, modules loaded after the start show up
  • The loader can be started before the game: it waits for the game modules to be loaded before scanning
  • Model bone names are looked for again while a model is still streaming in (no more bones on the root for a hero that just loaded)

Re-init button and Lua API additions

  • New Misc > Re-init: reconnects to the game without relaunching the loader (game restarted or crashed); the features stop, the offsets are resolved again and everything restarts
  • Lua: config.* to list / save / load / delete / reset the local configs from a script
  • Lua: render.text_ex (outline + alignment), render.polyline, render.polygon_filled, render.arc, render.arc_filled
  • Lua: host.product() to write one script for several games
  • Lua: mem.modules() re-reads the module list, modules loaded after the start show up
  • The loader can be started before the game: it waits for the game modules to be loaded before scanning

Red Dead Redemption 2 DMA - Initial release

  • Works on Red Dead Redemption 2 and RedM
  • ESP: box, skeleton (players, peds and horses), health, name, weapon, godmode / invisible flags, distance, snaplines, off-screen arrows
  • Visible check (draw visible only or recolor)
  • Real player names on RedM and in the base game, "Show peds" option with its own color
  • Aimbot with prediction, humanization and fluid bone switch
  • Silent aim: prediction, hit chance, magic bullet, max range, rainbow target
  • Triggerbot on lock-on, only when the weapon is ready (not while reloading)
  • New in-game menu, configs and Lua scripts

Lua improvements

  • Scripts now run only once when loaded or reloaded (no more double execution); OnThread gets a copy of the script values
  • New ui.begin_section / ui.end_section to group settings in a titled box
  • New ui.slider_range: two-handle slider (min / max)
  • Sliders take an optional unit and step ("ms", 5 or { unit, step })
  • A script stuck in a callback (1 s, 5 s while loading) is unloaded instead of freezing the overlay
  • Patches applied by a script are undone when it is unloaded or reloaded
  • Script settings (lua.*) can no longer be changed by scripts or loaded configs

Lua improvements

  • Scripts now run only once when loaded or reloaded (no more double execution); OnThread gets a copy of the script values
  • New ui.begin_section / ui.end_section to group settings in a titled box
  • New ui.slider_range: two-handle slider (min / max)
  • Sliders take an optional unit and step ("ms", 5 or { unit, step })
  • A script stuck in a callback (1 s, 5 s while loading) is unloaded instead of freezing the overlay
  • Patches applied by a script are undone when it is unloaded or reloaded
  • Script settings (lua.*) can no longer be changed by scripts or loaded configs

HUD, menu and connection

  • Watermark, keybind list and spectator list stack instead of overlapping, in the order you placed them
  • Site logo at the top of the menu sidebar
  • Skeleton thickness 2 by default
  • The connection survives short network drops and server rechecks instead of disconnecting you
  • More reliable DMA start: an outdated memory map is regenerated automatically
  • Skeleton bones read by name from the player model, weapon data found by signature

HUD, menu and connection

  • Watermark, keybind list and spectator list stack instead of overlapping, in the order you placed them
  • Site logo at the top of the menu sidebar
  • Skeleton thickness 2 by default
  • The connection survives short network drops and server rechecks instead of disconnecting you
  • More reliable DMA start: an outdated memory map is regenerated automatically
  • Skeleton bones read by name from the hero model: every hero, new ones included, without an update

Spectator list and Lua keybinds

  • Spectator list: shows who is watching you, and who watches the same player as you while dead
  • Lua: new ui.hotkey() and checkbox hotkeys (ui.checkbox(..., { hotkey = vk })), with hold / toggle / always modes
  • Script keybinds show in the keybind list and are saved with your configs
  • The keybind list no longer shows the key of a feature that is turned off
  • "Allow unsafe scripts" shows again what it unlocks

Spectator list and Lua keybinds

  • Spectator list: shows who is watching you
  • Lua: new ui.hotkey() and checkbox hotkeys (ui.checkbox(..., { hotkey = vk })), with hold / toggle / always modes
  • Script keybinds show in the keybind list and are saved with your configs
  • The keybind list no longer shows the key of a feature that is turned off
  • "Allow unsafe scripts" shows again what it unlocks

New menu and HUD

  • New Aim assist tab: Aimbot / Triggerbot / Recoil as sub-tabs
  • Brand new in-game menu (Insert): categories, sub-tabs, search, dark / light theme, accent color and 75 / 100 / 125 / 150 % scale
  • Sub-settings moved into "..." popups next to each feature, lighter pages
  • Watermark, keybind list and spectator list: drag them anywhere, they snap to the edges and to each other, and their position is saved in your config
  • Your account name is shown in the menu and the watermark
  • Configs and Lua pages reworked: name + Create on top, list, Load / Save / Delete
  • Cleaner ESP defaults: 1 px lines, snaplines off, red visible check
  • ESP text follows the menu scale when left at the default size
  • The lock deadzone is drawn in red while the menu is open

New menu and HUD

  • New Aim assist tab
  • Flags and world filters are now multi-select lists
  • Brand new in-game menu (Insert): categories, sub-tabs, search, dark / light theme, accent color and 75 / 100 / 125 / 150 % scale
  • Sub-settings moved into "..." popups next to each feature, lighter pages
  • Watermark, keybind list and spectator list: drag them anywhere, they snap to the edges and to each other, and their position is saved in your config
  • Your account name is shown in the menu and the watermark
  • Configs and Lua pages reworked: name + Create on top, list, Load / Save / Delete
  • Cleaner ESP defaults: 1 px lines, snaplines off, red visible check
  • ESP text follows the menu scale when left at the default size
  • The lock deadzone is drawn in red while the menu is open
Updates & Changelog, elusive