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, direction. The skeleton shows whether the shape behind the wall is standing, crouched, prone, or walking away.

HOW IT IS DRAWN

2D box, 3D box, corner box or filled box, adjustable thickness, health bar and health readout. Separate colours for visible and occluded targets, so what you can shoot is never confused with what you only know about.

FILTERING

Tracers and snaplines to locate a target on screen, team check, 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: player positions and orientation, loot and extract markers, an optional map background, and a centre-on-player mode. For 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 flashbang white-out. Fullbright, night vision, thermal vision. Chams, with an optional x-ray mode, to see 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. This is the only handling change in the product: client-side animation that nothing outside your machine observes, and it's 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's in the product because you asked for it, and it's built to be as hard to identify as we can make it. No aim assist is invisible. If you can't afford to lose the account, leave it off. It ships disabled.

FOV-limited to a radius you set, 10 to 600 px. Smoothed over a configurable curve, never snapped. Gated behind a visibility check, so it does not track through walls. Maximum distance 10 to 800 m. Targets are set per type: PMC, Scav, player Scav, Raider, Rogue and Boss, each independently. The FOV circle can be drawn, so you can see exactly what it's allowed to consider.

WHAT WE DO NOT BUILD

These are missing on purpose. Not out of caution, and not behind a flag.

Weapon behaviour. No recoil control, no spread control. The game records what your weapon does, and a weapon that doesn't match its spec is what an analysis looks for.

Network manipulation. None of any kind. No packets, no timing, no position updates. A client that disagrees with the server is visible in ways a rendered box isn't.

Damage manipulation. No godmode, no damage reduction, no hit manipulation. The server keeps its own account of damage.

Player state. No stamina manipulation, no removal of fall damage. Both were in an earlier build and were cut, not tuned.

Also absent: shooting through walls, flight, speed, teleport. None of it available on request.

HOW IT IS DELIVERED

Secure Boot stays on. No test mode. No public exploit driver resident on your machine. The loader is a single executable, it runs once, and nothing it uses is left running once the game starts. Each licence gets a build assembled for it, so there is no shared file to be fingerprinted.

How that's done, we don't publish. What you can check yourself: 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