Battle-royale shooter
Apex Legends
Development“Read the ring, read the fight, close the gap.”
The Apex module ships a full aim stack, per-legend movement automation, per-attachment recoil control, and next-zone prediction as one overlay. Every legend’s weapon curves and movement quirks are calibrated server-side; you don’t tune, you play.
This module is under active development. Every feature listed below is a live snapshot of what’s currently in source — the page updates automatically on every deploy. Keys publish in the store the moment the module clears validation.
What the module does for the player.
Every category below is a live snapshot of what’s currently in source — each collapsible section holds the exact features, capability limits, and configurable knobs that ship with the module right now. The list updates automatically on every deploy.
Aim assistance
6 features
PSilent + standard aimbot, per-legend calibrated.
- Perfect Silent Aim (PSilent) — snap-locks at trigger, invisible on screen (configurable FOV 0–180°, per-legend smoothing, hold / toggle / free-look)
- Standard aimbot — arc-based, per-legend curves (target priority: nearest / lowest-shield / hostile-only / by-legend rank)
- Bone selection — head / neck / chest / weapon (disarm) / feet (kick)
- Aim prediction — per-weapon projectile drop + target-velocity + ping compensation
- Auto-scope on ADS + auto-reload-cancel + auto-heat-shield-pop on knockdown
- Trigger-bot with configurable delay and thirst-key modifier
Visibility (ESP)
7 features
Full stack including squad-state read.
- Enemy chams (5 modes) with squad-color coding
- Ping-count / crouch-state / shield-armor tier through walls
- Downed vs. finished with revive-timer countdown
- Third-party detection with ETA to your engagement
- Grenade + arc-star + thermite trajectory + impact-radius preview
- Loadout preview (weapons, attachments, tactical charges, ult%) for every enemy in vision
- Loot-tier chams on ground items filtered by min-rarity
Movement automation
5 features
Every legend’s tech, on tap.
- Tap-strafe assist calibrated per-legend movement inertia
- Slide-jump chain prompts with keypress timing
- Wall-bounce trajectory preview with landing marker
- Zip-line + jump-pad + Valk-ult timing indicators
- Auto-lurch / auto-neo-strafe with configurable direction lock
Recoil / spread control
4 features
Zero-recoil per weapon, per attachment.
- Per-weapon zero-recoil profiles — recalculated per attachment (barrel / stock / mag / hop-up)
- Recoil-scale slider (0–1.0) for tunable stealth
- No-spread on hip-fire
- Auto-burst mode with per-weapon RPM cap
Zone / rotation intel
4 features
The circle is predictable to you first.
- Next-zone prediction with confidence band (weighted from POI heat)
- Safe-path suggestion avoiding known squad contacts
- Beacon usage advisor (which one is worth the risk)
- Ring-damage timer with regen offset per shield tier
Configuration surface
4 features
Cloud-synced across every session.
- Multi-profile support, cloud-synced across sessions
- Per-legend loadout presets with auto-swap on select-legend
- Global hotkeys rebindable per feature (mouse + keyboard + gamepad)
- Every feature independently toggleable mid-match without reload
Apex Legends
AIM STACK 6 features
Marketing site opens with 'a full aim stack, per-legend calibrated'.
VISIBILITY / ESP 7 features
Marketing 'full stack including squad-state read'. Draws through IRenderProvider using EntitySnapshot (health, maxHealth for evo scaling, shield tier via mech read, teamId for squad color, distanceToLocal). Loadout preview reads WeaponSnapshot + AbilityState per remote entity.
MOVEMENT TECH 7 features
Adapter's movement_tech mechanic — the core Apex differentiator. Reads m_vecVelocityOff / boostTimerOff / wishDirOff, sets techFlags and writes perfect velocity vectors inside techWindow. Marketing calls it 'every legend's tech, on tap'.
RECOIL / SPREAD CONTROL 5 features
Marketing 'zero-recoil per weapon, per attachment'. Adapter recoil_override reads patternProgress/currentKick/timeSinceLastShot from WeaponX, zeroes kick and can hijack the pattern table inside laserOverrideWindow.
LEGEND ABILITY TIMING 5 features
Adapter's legend_ability mechanic — ApexAbilityState (tac/ult cooldowns, phaseWindow, ultCharge, abilityTargetOverride). Every action wired: force_tactical, phase_window_abuse, ult_ready, extend_active, stim_infinite. This is the section the marketing description calls 'every legend's ... quirks are calibrated server-side'.
SHIELD & INVENTORY WINDOWS 5 features
Adapter's shield_swap + inventory mechanics — ApexShieldSwapWindow (currentShieldTier, swapAnimTimeRemaining, fastSwapWindow, dupeShieldId)and Env.LocalInventory. Actions: fast_swap, bypass_anim_lock, evo_instant, swap_dupe, heal_dupe, stack_abuse, ammo_spoof.
ZONE / ROTATION INTEL 5 features
Marketing 'the circle is predictable to you first'. Adapter zone_timing mechanic wires ring_predict / banner_grab / deathbox_fastloot / ring_snipe. State ships as a ApexZoneState-shaped POD (radius, shrinkTime, safePos, APEX_ZONE_SHRINK_FORCE / APEX_ZONE_GOD)
CONFIG / TOKEN / MECH-PARAMS 5 features
Marketing 'cloud-synced across every session' + operator-tier backend gating. Reflects rip-token / rip-backend surface Live-toggle mid-match without reload is a core promise.