Nothing here is a guess at how these games work. The ballistics, the hit routing and the
anti-cheat handling were each read out of the decompiled client and then written against
what it actually does.
HOW WE WORK
Open about it, and easy to actually use
Most scripts tell you nothing and hand you a wall of toggles. We didn’t.
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We build in the open
What’s being worked on, what broke, what got fixed. Posted as it
happens, so you hear it from us first.
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The list is real
Everything on it exists and works. If it didn’t survive testing, it
isn’t on there.
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Tickets get answered
Open one in the Discord. Keys, resets, setup, all in one place instead of
lost in general chat.
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Easy on purpose
Sensible defaults, one switch per system, drag-to-arrange ESP, configs that
save themselves. No guide needed.
If something isn’t done yet, we say so. That’s the whole policy.
AIM
Three aim modes, one target scan
Aim assist pulls your camera toward the target and stays deniable:
FOV, smoothing and which body part it favours are all yours to set.
Silent aim never moves your camera at all: your crosshair stays where
you put it, and the shot still counts as a normal one to the server rather than getting
thrown out.
Ragebot is the same targeting without the manners, and it picks the
same way every time, so it never sprays a wall the way a jittery one does.
Aim assistSilent aim
RagebotTriggerbot
FOV limitedHitbox priority
Wallbang check
BALLISTICS
Prediction that actually lands
Bullets don't fly straight. They fall, and the further out your target is, the more
they fall by the time they get there. Aim assist and silent aim both account for that
on their own, and lead a target that's still running.
Nothing to tune. No holding above someone's head and hoping.
Per-weaponLeads moving targets
WEAPON MODS
Recoil editor, multibullet, hitbox
Every gun's real recoil pattern, plotted: drag the control points, scale it by
percent, or zero it. Plus multibullet, force hitbox and fire-mode control.
LOADOUT
Weapon editor & skins
Attachment mounting, model skins with an image picker, and unlock modification, built off the real attachment rules, grips included.
LOOT
See inside containers
Contents and rarity before you walk over. Player inventory value, KDR, and a wishlist that flags what you're hunting.
RESOLVERS
Four resolvers, one switch
Desync drags an enemy back to where the server really has them.
Pitch flattens the tilt they use to throw your aim off. Underground
and Peek move you instead. All four sit behind one master toggle.
CONFIGS
Save a setup, load it anywhere
Name a config, save it, and set it to autoload on execute. Every toggle, colour,
slider and keybind persists, the ESP layout you dragged together included.
PERFORMANCE
Optimisation was the first decision, not the last
Most scripts cost you frames the second you turn them on, and the more you enable the
worse it gets. This one was built the other way round: performance first, features on
top of it. A full lobby with everything switched on still runs like the game did before
you loaded anything.
There's a performance readout built into the menu, so you don't have to take our word for it.
WORLD
Map, radar and world control
Markers on the in-game map, a standalone radar, plus weather, lighting, terrain colour,
freecam, third person and zoom, with write latches that hold your values when the
server tries to overwrite them.