One overlay.
Every game.

A native renderer that reads the game from the outside. Per-game modules, a Lua runtime, and configs that travel with you.

entity visualsaim assistancelua runtimeinstance explorerconfig profileshit reportingwall occlusionhit markers

Architecture

Built to outlive the game it runs on.

01

Outside the process

The overlay is its own window with its own DirectX device. It reads state and draws on top. Nothing in that pipeline is tied to one title.

game.exe untouched pipeline
Antilopy own swapchain
readout of process
drawtopmost layer
02

Modules per title

Everything a specific game needs lives in its own module. The core stays generic, so a new title is a module and not a rewrite.

Robloxshipping
Second titlein progress
Your requestopen
03

Scriptable at runtime

A full Lua 5.4 VM with a drawing API and an instance explorer. Write it, run it, see it on screen without restarting anything.

-- marker over every tracked entity
for _, e in pairs(world.entities()) do
  local p = camera.project(e.position)
  if p.visible then
    draw.circle(p.x, p.y, 4, 0x8CD933)
  end
end

The interface is the product.

Not a wrapper around a config file. The controls below are live, try them.

AIM DELETE

What ships today

Six systems, one binary.

All six ship in the same file. Turn on what you need and leave the rest cold.

Keep scrolling

Renderer01

Entity visuals

Boxes, skeletons, chams and health, driven off a wall-occlusion cache instead of a raycast per frame.

Input02

Aim assistance

Smoothing curves, target priority, field-of-view limits and prediction, configurable per profile.

Runtime03

Lua executor

Editor, output console and a drawing API. Scripts run on coroutines and never block the frame.

Inspection04

Instance explorer

Walk the live object tree, search by name, read properties. The same view the modules are built against.

State05

Config profiles

Named profiles saved next to the binary. Theme, keybinds and every module setting travel together.

Feedback06

Hit reporting

Markers, sounds and an on-screen damage readout, so you can tell what landed without watching a replay.

The boring parts, done properly.

Version gating

Offsets are pinned to one client build. Before touching anything, the client compares the running version and refuses to install on a mismatch.

client versionmatch
handler in module codeverified

Argon2id

Account passwords hashed with a memory-hard function, never a plain digest.

Pinned TLS

The client trusts exactly one certificate. Credentials leave only after it checks out.

Run it once. You will know.

Windows 10 and 11 · x64 · DirectX 11 · Lua 5.4 · 21 MB, single file, no installer