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.

The launch sequence

Ten stages between the click and the game drawing. All of them, every time.

Nothing is ever pre-installed. Every launch is a fresh assembly of components pulled from our servers, run entirely in RAM, and thrown away when you close.
Stage 1You click launchA small client wakes up. Nothing else is on disk.
Stage 2Reaches the cloudEncrypted channel opens to our infrastructure.
Stage 3You're verifiedAccount checked; a session ticket is minted.
Stage 4Everything downloadsLoader, hypervisor, kernel driver, all seven mirror modules, the game-specific module — live from cloud, straight to memory.
Stage 5Bootloader hopA signed Windows driver is briefly repurposed as a doorway. Multiple failover paths live at all times.
Stage 6Hypervisor installsA CPU-level layer takes hold above the operating system on VMX-capable Intel hosts. AMD SVM path in progress.
Stage 7Kernel driver installsLoaded such that Windows never registers us as a driver. Enumeration by anti-cheat finds nothing.
Stage 8The mirror goes upSeven categories of hardware identifier — roughly thirty individual values — start showing fresh answers.
Stage 9Overlay & module wakeThe external overlay clips onto the frame loop; the game-specific module begins feeding intelligence.
Stage 10Close → goneEvery allocation freed as the loader exits. Cold-boot the PC and there is nothing on disk to recover.
Nothing persists

There is no installer. There is no service. There is nothing on your disk.

The entire platform is cloud-delivered per session. When you close the game, every trace evaporates. This is the opposite of how commercial cheat products work.

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.

Before you launch
EMPTY
Your PC, at rest
No installer, no service, no scheduled task, no on-disk binary. There is no evidence we exist.
While you play
RAM · LIVE
Every piece in memory
Loader, kernel driver, hypervisor, 7 mirror modules, per-game module, overlay. All live in RAM only. All streamed fresh from our infrastructure.
When you close
EMPTY AGAIN
Vanished
Every module released. Every mirror torn down. Every disk trace overwritten. Cold-boot the PC and there is nothing on disk to recover.
Rip777

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
Typical cheat products

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
The mirror

Seven categories. About thirty individual identifiers.

Anti-cheats fingerprint a machine by reading many small numbers from many different hardware parts. Every one of those numbers is rewritten before the game gets its first read.

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.

Your real PC reads
rewrite
What the game gets back
Network
MAC address · NIC serial · adapter descriptor · per-interface GUID
rewritten
Network
B4:8C:9D:1F:22:E7 · freshly minted · consistent across all interfaces
Firmware
BIOS UUID · motherboard serial · chassis serial · DMI product strings
rewritten
Firmware
MSI MPG Z790 · consistent motherboard / chassis / BIOS answers
Storage
SSD / NVMe serial · model + revision · volume UUIDs · per-partition IDs
rewritten
Storage
SAMSUNG_990_PRO_2TB · matching serial · matching volume UUIDs
Controllers
USB host-controller IDs · SATA / NVMe controller IDs · PCIe device IDs
rewritten
Controllers
Consistent USB / SATA / PCIe topology; matches the fake firmware above
Graphics
GPU device ID · VRAM signature · driver instance ID · adapter LUID
rewritten
Graphics
RTX 4080 SUPER · matching VRAM signature · matching adapter LUID
Security chip (TPM)
Endorsement key · PCR digest state · attestation certificates
rewritten
Security chip (TPM)
Fresh endorsement key · fresh PCR digest · internally consistent attestation
System ID
MachineGuid · InstallID · HwProfileGuid · WMI ComputerSystemProduct UUID
rewritten
System ID
Fresh MachineGuid · fresh Install / HwProfile / WMI UUIDs · all mutually coherent
Categories: 7 · Individual identifiers rewritten per session: ~30 · All internally coherent so the fake machine passes cross-checks
Behind Windows

Kernel-level anti-cheats can enumerate every driver Windows knows about. Windows' driver enumeration APIs don't list us.

Modern anti-cheats run in kernel mode too. That's not what makes us hard to find. What makes us hard to find is that we never went through the Windows driver-load path — so PsLoadedModuleList, the service control manager, and every documented enumeration surface omits 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.

Ring -1Our hypervisor passabove Windows
Ring 0Windows kernel + all "known" drivers, including the game's kernel-mode anti-cheatOS layer
Ring 0 (invisible)Our kernel driver — loaded through a bypass, never registered, never announcedoutside the driver list
Ring 3The game and its user-mode anti-cheat modulesapplication layer
Ring 3Every normal Windows appbrowsers, chat, Discord
The hypervisor

A CPU-level layer above the operating system. Ring -1, on Intel.

This is the layer virtual-machine software lives at. It's the most privileged code on a modern CPU. Building one is normally a team's multi-year project. Intel VMX is live on every VMX-capable launch; the AMD SVM path is scaffolded but not yet wired to a live VMRUN loop.

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.

Ring -1 · VMX rootOur hypervisor passabove the OS
Ring 0 · KernelWindows itself + every driver Windows knowsoperating system
Ring 3 · UserThe game, the browser, all applicationseverything you interact with
IntelVMX · liveFull VMCS intercept table, EPT with 2 M pages up to 128 GB, guest-entry assembly, CPUID/RDTSC ghosting.
AMDSVM · scaffoldedVMCB intercept surfaces exist in the tree; the VMRUN loop that would bring them live is not yet wired up.
Installed at Ring -1 · Intel VMX · AMD SVM in progress
Custom for every title

Six games. Six completely separate modules.

Nothing here is a generic wrapper. Every game has its own reverse-engineered structure map, its own weapon curves, its own class system, its own art of what to draw and when.

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.

Battle royaleApex LegendsPer-legend movement, per-attachment recoilLegend abilities, ring prediction, weapon curves recalculated with every attachment change.
Extraction shooterEscape from TarkovFlea-market live pricing, extract intelligenceItem ESP with live economy overlay, per-caliber ammo tables, extract-camper detection.
Dungeon extractionDark and DarkerClass-aware timing, per-room loot routingBoss encounter parry windows read live, room-tier loot mapping, class-aware combat timing.
MOBALeague of LegendsSkillshot prediction, ward & camp intelEnemy cooldowns exposed, warded fog cleared, skillshot dodge + hit stack per-champion.
Sci-fi extractionMarathonShell timing, cycler patrol linesFull extraction intelligence: shuttle ETA, shell impact rings, cycler drone patrol prediction.
Survival sandboxUnturnedEvery zombie tier, every vehicle, every raidBase-defense radar, offline-raid detection, complete world visibility, survival tax removed.
Never the same file twice

Every copy of the loader has a unique fingerprint.

If two customers had the same file, one signature learned from one copy would catch both. So no two customers have the same file. Below is a fingerprint of one source build vs. four customer copies rewritten before delivery.

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.

See a pass at work
Click any pass to watch the same source snippet get rewritten.
All five passes run per delivery. This shows what each one contributes on its own, using a small basic block from the loader.
Original. A small basic block from the loader. Nothing has been touched yet.
mov  rax, 0x1234
add  rax, rbx
xor  rcx, rcx
ret
NOP insertion. Instructions that do nothing get sprinkled between real ones. Behaviour identical; byte pattern shifted.
mov  rax, 0x1234
nop
add  rax, rbx
nop
nop
xor  rcx, rcx
nop
ret
Opaque predicate. A branch is inserted whose outcome is provably constant but expensive to prove without symbolic execution. Anti-cheat sees a control-flow graph with a dead branch it has to reason about.
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
Constant folding. The literal 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
MBA identity. Mixed Boolean-Arithmetic replaces a simple op with an equivalent expression in AND / XOR / shifts. 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
VM wrap. The entire block is replaced with a call to a custom-bytecode interpreter carrying the block's semantics as data. Static analysis now has to reverse-engineer the VM before it can even start on the logic.
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
SourceOne master buildFeature-complete. Never delivered.
Customer ARewritten copySame behaviour · different bytes
Customer BRewritten copySame behaviour · different bytes
Customer CRewritten copySame behaviour · different bytes
Customer DRewritten copySame behaviour · different bytes
The scope of the work

Twelve subsystems. Each is normally a whole company's product.

Every tile: what the subsystem is, and what it takes to build. Time estimates hide behind the pill so you can browse the shape of the platform without being buried in numbers. Click any tile to see the "how long" — focused engineer vs. lone hobbyist — for that subsystem.

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.

01 · Kernel driver + 7-target hardware spoofer Where the mirror actually lives. Ring-0 Windows code.

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.

Senior Windows kernel engineerPrior ring-0 shipping experiencePhysical-memory DKOM + kernel-struct RE
Focused, full-time
3–5 months for someone who has shipped ring-0 before. Perpetual maintenance after — every Windows update can shift struct offsets and re-open the RE.
Lone hobbyist
2–3 years part-time to reach a prototype covering 2–3 of the seven targets. Physical-memory patching (rather than dispatch hooks) is harder to reach without ring-0 shipping background.
02 · Loader stage + BYOVD chain How the kernel driver actually gets loaded. Multiple paths in parallel.

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.

Vulnerability researcherPE + kernel-image mapper expertiseOngoing driver-vulnerability research
Focused, full-time
2–3 months for the whole subsystem — manual PE mapper, kernel walker, preflight gates and the three BYOVD paths in rotation.
Lone hobbyist
12–18 months to get a single BYOVD path working. Building the full 3-path rotation with a hand-rolled PE mapper is much less common at hobby cadence.
03 · Type-1 hypervisor (Intel VMX) The layer above the operating system. Ring -1.

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.

CPU virtualisation specialistIntel VMX + EPT in depthGuest-entry assembly + intercept design
Focused, full-time
3–4 months for a specialist to ship the current VMX intercept + EPT surface. The talent pool for this skill is genuinely tiny.
Lone hobbyist
18–30 months part-time for a working VMX hypervisor at hobby cadence, and even that is a common abandonment point — guest-entry asm and VMCS bring-up are where most hobby attempts stall.
04 · External overlay renderer Cross-process D3D11 rendering + shared-memory IPC ring.

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.

Graphics engineerD3D + hook engineering experienceIPC + memory-layout discipline
Focused, full-time
3–5 weeks for someone who has done cross-process D3D before. Every graphics driver update touches the Present hook.
Lone hobbyist
4–6 months to reach a reliable DWM-Present hook with working IPC and text rendering. Most hobby overlays cut corners on text and layout.
05 · Per-customer binary transformation Same features, byte-different file. Why signatures don't transfer.

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.

Systems / RE engineerPE format + relocation fluencyOpaque predicate + MBA + custom-VM design
Focused, full-time
4–6 weeks for the current pass suite by someone comfortable in PE internals. Ongoing tuning as detection heuristics evolve.
Lone hobbyist
8–12 months for comparable coverage. Reloc tracking and the nested MBA + custom-VM pass are the sharp edges where hobby attempts most often break.
06 · Dumper + reverse-engineering pipeline How every game adapter gets its offsets and structures.

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.

RE tooling engineerDisassembler / debugger fluencyAnti-anti-debug tricks
Focused, full-time
3–4 weeks for the initial CLI. Runs perpetually after — every game patch triggers a manual dump-and-recalibrate cycle for affected adapters.
Lone hobbyist
3–5 months for a comparable operator CLI. Most hobby projects settle for one-shot RE per patch and burn out before the second title.
07 · Six per-title game adapters Six independent modules. Six never-ending RE campaigns.

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.

Game reverse engineer per titlePer-genre RE backgroundPer-game weapon / entity / mechanic knowledge
Focused, full-time
3–4 weeks per title concentrated (all six: 3–4 months for one focused RE engineer), then per-title maintenance to catch patch-day offset breakage.
Lone hobbyist
18–24 months for a hobbyist to reach six-title parity with real per-title mechanics. The more common outcome is one or two titles, ESP only.
08 · Common SDK (IProvider surface) The boundary every adapter implements.

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.

Systems architectCross-domain experienceContract design + backwards-compat discipline
Focused, full-time
2–3 weeks to design; ongoing evolution as new adapter needs surface. Every adapter breaks if the contract breaks.
Lone hobbyist
2–3 months to arrive at a comparable surface. Usually breaks at each new adapter because backwards-compat wasn't designed in early enough.
09 · Backend + control plane + dev suite Fifty-nine HTTP routes. Auth, licensing, orders, live audit, per-customer builds, control plane.

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.

Full-stack Go engineerSQLite + bcrypt + ed25519Auth + billing + telemetry + ctrl-plane all in-house
Focused, full-time
3–4 months for a focused engineer or small pair. Every subsystem here would normally justify a separate SaaS product; here they're integrated.
Lone hobbyist
14–20 months for a comparable feature set at hobby cadence. Usually accretes security holes as auth + billing + telemetry each get rewritten without a threat model.
10 · C# WPF loader UI The client the customer runs. Login, preflight, live status.

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.

.NET / WPF engineerDesktop UI experienceAsync pipelines + hardware-probe integration
Focused, full-time
5–8 weeks, one dedicated engineer. Hardware-probe integration is the hard part; the UI itself is well-scoped.
Lone hobbyist
5–8 months to reach comparable polish and reliability. Hardware-probe integration is where most hobby WPF projects stall.
11 · Sim harness + build / deploy pipeline How every subsystem is tested and shipped without touching prod.

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.

Test-infra engineerCI + code-signing + release disciplineReproducible-build fluency
Focused, full-time
4–6 weeks for the sim + orchestration surface. The deploy pipeline itself accreted with the project over its full life.
Lone hobbyist
5–8 months for reliable CI with code signing and reproducible builds. Most hobby projects skip reproducibility entirely and pay for it later.
12 · Cloud infrastructure & delivery Caddy auto-TLS, Docker Compose, signed push and rollback.

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'.

DevOps generalistDocker Compose + Caddy TLSed25519 release signing + push/rollback discipline
Focused, full-time
3–5 days for the current setup by someone comfortable with Caddy + Compose. Ongoing operator work is scripted.
Lone hobbyist
2–4 weeks for a hobbyist to reach the same setup. The signed-push + rollback discipline is where most hobby deploys skip corners.
Total · all twelve subsystems The rare part isn't any one piece. Kernel · hypervisor · game RE · PE rewriter · graphics · full-stack · desktop UI · DevOps · release engineering. Each is normally a whole career specialisation; almost nobody has all of them in one team, let alone one repo.
Focused, full-time
A team of two or three engineers across these disciplines reaches current parity in 14–20 months of calendar time. Kernel + loader + hypervisor form the serial critical path (roughly 8–10 months for one senior systems engineer); adapters, backend, WPF, sim and cloud parallelise alongside.
Lone hobbyist
A solo hobbyist working evenings and weekends realistically can't ship this. The far more common outcome is a heavily de-scoped project — one game, ESP only, no hypervisor, no per-customer transform — reaching that in 12–24 months of hobby calendar. Reaching current parity solo is closer to career-scale.