Security/engineered from the CPU up
Every piece of it lives in the cloud. Every session, delivered fresh.
Nothing sits on your PC when you're not playing. The loader, the driver, the hypervisor, the game module, the seven mirrors — every piece is streamed from our infrastructure at launch and freed when you close.
Ten stages between the click and the game drawing. All of them, every time.
There is no installer. There is no service. There is nothing on your disk.
Cheat products typically live on your PC. They install services, drop registry keys, leave binaries, get discovered. We don't. Every component we run — the loader, hypervisor, kernel driver, mirror modules, game-specific adapter, overlay renderer — is decrypted directly into memory from our infrastructure and released when you close. A forensic image of your disk after a session would look identical to a machine that had never played.
What lives on your machine when you close
- No installer
- No service
- No scheduled task
- No registry key
- No on-disk binary
- No log
- Nothing
What lives on your machine when you close
- Installer + uninstaller entry
- Background service, auto-start
- Scheduled task for updates
- Registry autorun keys
- Binary sitting in Program Files
- Cached configs, tokens, logs
- All of it discoverable
Seven categories. About thirty individual identifiers.
Modern anti-cheat identifies a PC not with one serial number but with dozens: the MAC address of every network adapter, the serial and model of every drive, the endorsement key of the security chip, the machine GUID stored deep in Windows, the SMBIOS strings baked into the firmware, and many more. Every one of them is rewritten every session, live, in the kernel — and every one is different from your real machine and different from every other session on the platform.
B4:8C:9D:1F:22:E7 · freshly minted · consistent across all interfacesMSI MPG Z790 · consistent motherboard / chassis / BIOS answersSAMSUNG_990_PRO_2TB · matching serial · matching volume UUIDsRTX 4080 SUPER · matching VRAM signature · matching adapter LUIDKernel-level anti-cheats can enumerate every driver Windows knows about. Windows' driver enumeration APIs don't list us.
EAC, BattlEye, Vanguard — all live in the kernel. All can enumerate loaded drivers, walk PsLoadedModuleList, query the service control manager, hash memory ranges. That's the game they're supposed to win. We win it by not being in the list. Our driver never registered. Windows was never told it loaded. It's a set of pages in kernel memory that no OS-side directory has a pointer to. When anti-cheat asks Windows "what drivers are loaded?", the answer omits us. When it walks memory looking for suspicious pages, our pages are marked in ways that make them look ordinary. And when the hypervisor is running, the anti-cheat literally cannot see us because we're above the OS itself.
A CPU-level layer above the operating system. Ring -1, on Intel.
Modern CPUs have a mode called root operation — Ring -1, above the operating system. It's designed for hypervisors: VMware, Hyper-V, KVM. We install one there on every VMX-capable launch. From that vantage point, we see the OS the way the OS sees an application. Every instruction Windows executes goes through us; every memory read the game makes can be intercepted. When it's up, the deepest kernel-level anti-cheat measurements simply do not apply to what we're doing.
Six games. Six completely separate modules.
Games change every patch. A weapon gets nerfed, a class gets reworked, an internal data layout shifts. Our per-game modules track those changes because each one is a dedicated project — every entity, weapon, and enemy class is mapped, calibrated, and re-tested after every patch cycle. None of the six modules shares code with any other.
Every copy of the loader has a unique fingerprint.
Before your loader is delivered to you, it's rewritten. Instructions get reordered. Constants are swapped for equivalent math. Extra unused code is folded in. Whole basic blocks are wrapped in a custom-bytecode VM. The behaviour is identical — you get the same features, at the same speed, with the same interface. The bytes are not. If someone else's copy of the loader is ever picked apart by an anti-cheat, every fingerprint they extract from it applies to that one file only. Not yours. Not anyone else's.
mov rax, 0x1234 add rax, rbx xor rcx, rcx ret
mov rax, 0x1234 nop add rax, rbx nop nop xor rcx, rcx nop ret
mov rax, 0x1234
; x*(x+1) is always even, so this branch is never taken
push rdx
mov rdx, rax
imul rdx, rdx
add rdx, rax
test rdx, 1
jnz .never
pop rdx
.never:
add rax, rbx
xor rcx, rcx
ret
0x1234 is replaced with an arithmetic expression that evaluates to the same value. Now string-searching for 0x1234 in the binary finds nothing.mov rax, 0x1234 mov rax, 0x0800 add rax, 0x0A34 ; 0x800 + 0xA34 == 0x1234 add rax, rbx xor rcx, rcx ret
add a, b becomes (a ⊕ b) + 2 · (a ∧ b), which produces the same result on every input but looks unrelated to a matcher.mov rax, 0x1234 add rax, rbx ; add rax, rbx == (rax XOR rbx) + 2 * (rax AND rbx) push rdx push rsi mov rdx, rax xor rdx, rbx mov rsi, rax and rsi, rbx shl rsi, 1 add rdx, rsi mov rax, rdx pop rsi pop rdx xor rcx, rcx ret
mov rax, 0x1234 add rax, rbx xor rcx, rcx ret push_ctx lea rdi, [rip + block_bc] call vm_dispatch pop_ctx ret block_bc: db 0x01, 0x00, 0x12, 0x34 ; LOAD reg0, imm 0x1234 db 0x02, 0x00, 0x01 ; ADD reg0, reg1 db 0x03, 0x02, 0x02 ; XOR reg2, reg2 db 0xFF ; RET
Twelve subsystems. Each is normally a whole company's product.
Any one of these subsystems, in isolation, is a full company's product. A seven-target kernel-mode hardware spoofer is the class of engineering that ships inside commercial endpoint-security products. A Type-1 hypervisor is what VMware, Hyper-V, and open-source projects like Xen invest whole teams in. A three-path BYOVD driver-load pipeline is what security vendors dedicate research budgets to hunting for. A six-title live-supported game-adapter portfolio is a full studio's ongoing work. All of it lives in one repo, all of it built here, all of it maintained together.
A ring-0 driver that rewrites kernel memory directly — physical-memory DKOM into NDIS miniport/filter structs, storport RAID unit extensions, SMBIOS DMTF tables, GPU PNP data and registry artifacts. Seven hardware targets: MAC, SMBIOS, disk, USB HCID, GPU, TPM, registry. Snapshot/restore for safe teardown.
A manual PE mapper and page-safe kernel walker, plus a substantial preflight (HVCI/VBS gates), fronted by three failover BYOVD paths (iqvw, WinFlash, cpuz). Blocklisting any one still leaves two live.
A thin Intel VMX hypervisor installed at Ring -1. VMCS intercept table, EPT with 2 M pages up to 128 GB, guest-entry assembly, CPUID/RDTSC ghosting. An AMD SVM path exists in the tree as scaffolding but is not yet wired to a live VMRUN loop.
A dedicated renderer running in its own process. D3D11 immediate mode with DirectWrite text; per-slot VirtualProtect hook on the DWM Present vtable; a shared-memory IPC ring for draw commands. No ImGui — the render path is bespoke.
A runtime PE rewriter (not LLVM). Five seed-driven passes at load time — NOP insertion, opaque predicates, constant folding, nested MBA identity, custom-bytecode VM wrapping — with basic-block-start insertion and full RIP-relative + absolute relocation tracking. Behaviour identical; bytes unique per delivery.
A single C CLI with fourteen sub-commands — attach, structured dump, scan, chain, hv-diag, plus eight SDK diagnostics. Runs live against a kernel handle. Operator-invoked, not a scheduled diff harness — comparison across builds is a manual pass, not automation.
Six per-title modules, each implementing all seven provider interfaces with bespoke IMechanics — Apex superglide, Tarkov orb-walk, Dark and Darker ritual parry, Marathon shell PvP, LoL extract dupes, Unturned zombie/fire logic. Not shared ESP; every title has its own tactical layer.
Seven provider interfaces — Entities, Combat, Packets, Environment, Mechanics, Render, Input — with about seventy-four virtual methods total. One stable contract that all six adapters implement without modifying.
A Go backend serving fifty-nine HTTP routes — auth, per-user licensing, orders, per-customer binary generation, ed25519-signed live update channel, live event ingest, plus a full operator control plane at /admin/dev. SQLite storage, bcrypt sessions. One deployable.
Two csprojs across six views plus an admin window, backed by eleven services — HWID probe, preflight, incident collector, manifest verifier, loader gate. Every backend endpoint the platform exposes is reachable from here.
A C# sim harness — SimBackend, SimLoader, SimSpoofer, SimSdk — with matrix and any-hardware runners, plus a substantial PowerShell orchestration layer (Build-RipCore, Prep-Soak-Raptor-HV, Test-E2E-Pipeline, SimHarnessMatrix, regenerate-seed) for reproducible, code-signed releases.
A single-VPS deploy: Caddy auto-TLS in front of a Docker Compose stack, multi-stage Dockerfile, four operator scripts for ed25519-signed push and recovery. Deliberately small — no orchestration beyond 'docker compose up'.