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.
A native renderer that reads the game from the outside. Per-game modules, a Lua runtime, and configs that travel with you.
Architecture
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.
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.
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
Not a wrapper around a config file. The controls below are live, try them.
What ships today
All six ship in the same file. Turn on what you need and leave the rest cold.
Keep scrolling
Boxes, skeletons, chams and health, driven off a wall-occlusion cache instead of a raycast per frame.
Smoothing curves, target priority, field-of-view limits and prediction, configurable per profile.
Editor, output console and a drawing API. Scripts run on coroutines and never block the frame.
Walk the live object tree, search by name, read properties. The same view the modules are built against.
Named profiles saved next to the binary. Theme, keybinds and every module setting travel together.
Markers, sounds and an on-screen damage readout, so you can tell what landed without watching a replay.
Offsets are pinned to one client build. Before touching anything, the client compares the running version and refuses to install on a mismatch.
Account passwords hashed with a memory-hard function, never a plain digest.
The client trusts exactly one certificate. Credentials leave only after it checks out.
Windows 10 and 11 · x64 · DirectX 11 · Lua 5.4 · 21 MB, single file, no installer