FEATURES

WHAT IT DOES, AND WHAT IT WON'T
PLAYER ESP

WHO AND WHERE

Everyone alive in the raid, on your overlay, whether or not you can see them. Name, distance, weapon, and direction — the skeleton tells you whether the shape behind the wall is standing, crouched, prone, or walking away from you.

HOW IT IS DRAWN

2D box, 3D box, corner box or filled box, at adjustable thickness, with a health bar and health readout. Colours are set separately for visible and occluded targets, so what you can actually shoot is never confused with what you merely know about.

FILTERING

Tracers and snaplines for locating a target on screen, team check, an engine visibility check, and a distance limit from 50 to 1500 m. Extract points can be drawn alongside players.

LOOT ESP

Fourteen independent categories — weapons, ammo, armour, helmets, headsets, rigs, backpacks, meds, food, valuables, keys, containers, grenades, and barter or quest items — each with its own colour, its own distance limit, and value text. A minimum-value filter clears the floor clutter so only what you came for is drawn.

2D RADAR

A separate radar pane with player positions and orientation, loot and extract markers, an optional map background and a centre-on-player mode. Useful in the parts of a map where an on-screen overlay is nothing but clutter.

VISUAL CORRECTIONS

Remove the visor, gas-mask and scope vignette obstructions, distance fog, and the white-out from a flashbang. Fullbright, night vision and thermal vision. Chams, with an optional x-ray mode, for seeing a body through the geometry that would normally hide it.

WEAPON HANDLING

No weapon sway — the idle drift on your own weapon and optic is removed. It is the only handling change in the product: client-side animation that nothing outside your machine observes, and off by default.

AIM ASSIST — READ THIS BEFORE ENABLING IT
Using the aim assist carries a materially higher chance of losing the account than using the overlay alone. It is in the product because enough of you asked for it, and it is built to be as difficult to identify as we can make it — but no aim assist is invisible, and we would rather tell you that plainly than sell you a story. If you are not prepared to lose the account, leave it off. It ships disabled.

FOV-limited to a radius you set from 10 to 600 px, smoothed over a configurable curve rather than snapped, gated behind a visibility check so it does not track through walls, and limited to a maximum distance of 10 to 800 m. Targets are selected per type: PMC, Scav, player Scav, Raider, Rogue and Boss, each independently. The FOV circle can be drawn so you know exactly what it is allowed to consider.

WHAT WE DO NOT BUILD, AND WHY

Three families of feature are absent on purpose, and this is the security section of this page rather than a disclaimer:

Weapon behaviour — no recoil control and no spread control. Recoil and spread are consequences of firing that the game's own logic produces and records. Removing them is not an overlay problem, it is a weapon-statistic problem, and a weapon that behaves unlike its own specification is exactly what an analysis is looking for.

Network manipulation — none of any kind. We do not touch packets, timing, position updates or anything else between your machine and the server. Every time this has been done by anybody, it has been the shortest path to a ban wave, because it makes the client and the server disagree about what happened — and disagreement is visible in ways a rendered box simply is not.

Damage manipulation — no godmode, no damage reduction, no hit manipulation. The server keeps its own account of damage; arguing with it is detectable by definition.

Player state — no stamina manipulation and no removal of fall damage. Both are values the game's own logic produces and the server keeps its own account of, so changing them locally is the same disagreement as the two families above. They existed in earlier builds and were removed rather than tuned.

No shooting through walls, and no flight, speed or teleport, for the same reason: they change what the game believes happened rather than what you can see. These are not behind a flag, they are not on a branch, and asking will not change it.

HOW IT IS DELIVERED

We do not require you to disable Secure Boot, turn on test mode, or leave a public exploit driver resident on your machine. The loader is a single executable, it runs once, and it restores the system state it displaced before the game starts. Each licence gets a build assembled for it, so there is no shared file to be fingerprinted.

How that is done is not something we publish. The only claim worth making here is the one you can check yourself: your Secure Boot stays on, and nothing on your desktop says otherwise.

Security questions →

IF YOU WANT MORE

The manual covers install, keybinds and the failure cases. The forum covers everything else.

MANUAL FORUM