Use for authorized game security research involving Unreal, Unity, Source, or custom-engine reverse engineering, build-pinned offsets, external/internal instrumentation, overlays, speed/time virtualization, client-server protocol and logic exploits, reconciliation or rollback trust, cheat telemetry, and anti-cheat experiments. Routes offset dumping, protocol RE, exploit development, and detection validation to the correct specialist.
Use when the task involves game exploits, cheat development, speedhacks,
game memory manipulation, game protocol reverse engineering, or anti-cheat
bypass.
Route first
Actual objective
PRIMARY / handoff
Engine objects, reflection, schemas, or patch offsets
Start here; hand extraction/regression tooling to offset-dumper
External reader, internal hook, or render surface
Start here; route rendering to imgui-overlay
Message grammar, replay, parser, or server logic
network-protocol-re, with this skill retaining game trust semantics
Memory-corruption primitive
exploit-dev; do not mix it with cheat-feature validation
Anti-cheat sensor/heartbeat/integrity behavior
anti-cheat-bypass, then windows-telemetry-etw for ETW evidence
Hyper-V/VMBus/root-partition surface
hyper-v-offensive, not a generic game offset workflow
One case may cross rows, but each experiment gets one objective, one build, and one measurable outcome.
Workflow
1. Game analysis
Identify the target:
Engine: Source 2, Unreal, Unity, custom, id Tech, CryEngine, Godot.
Before accepting any address or schema, record executable/module SHA-256, PE timestamp or ELF Build ID, file/product version, engine version/commit, distribution channel, architecture, anti-cheat service/driver versions, symbol/dump tool versions, and server protocol/schema version.
Store each recovered value as module hash + RVA/field + extraction source + signature + semantic assertions, never as a bare offset. A regression run must:
require one executable-section signature match and resolve every relative displacement inside the expected module;
validate pointer canonicality, object/class identity, field alignment/range, and at least one live state transition;
compare reflection/schema output with a separate runtime or disassembly observation;
fail closed on zero/multiple matches or a changed enclosing function; and
emit an old/new manifest diff before generated bindings are rebuilt.
Route manifest generation, signature uniqueness, and CI drift alarms to offset-dumper.
2. Memory structure discovery
Finding offsets:
Static analysis: IDA/Ghidra on game binary, trace from known strings
("health", "position", "ammo") to struct fields.
Unreal: pin the cooked build, then recover FNamePool, GUObjectArray, and GWorld. Validate FUObjectArray bounds and UObject::{ClassPrivate,NamePrivate,OuterPrivate} before walking UStruct::{SuperStruct,ChildProperties}. A generated SDK passes only when sampled names/classes match runtime objects and a known actor transform changes coherently in two observations.
Unity IL2CPP: run Il2CppDumper.exe GameAssembly.dll global-metadata.dat out, retain the metadata header/version and tool log, and map generated MethodInfo/field offsets back to GameAssembly.dll RVAs. Validate a type through both metadata and a runtime IL2CPP API such as il2cpp_class_from_name; separate Mono builds and use Mono reflection APIs instead of forcing an IL2CPP layout.
Source: acquire SchemaSystem_001, enumerate the correct module type scope, and retain CSchemaClassInfo field names/types/offsets. For Source 1, recover RecvTable/RecvProp instead. Validate entity-system bounds, class identity, and one netvar against a live update before emitting bindings.
Every recipe keeps the raw dump, tool version, module hashes, generated schema, validation log, and rejected ambiguous signatures.
// Capture real_base and virtual_base atomically when the hook is enabled.
BOOL WINAPI Hooked_QPC(LARGE_INTEGER *count) {
LARGE_INTEGER now;
if (!Original_QPC(&now)) return FALSE;
count->QuadPart = virtual_base.QuadPart + (LONGLONG)
((now.QuadPart - real_base.QuadPart) * g_speed_multiplier);
return TRUE;
}
Keep QueryPerformanceFrequency unchanged. When the multiplier changes, atomically rebase virtual_base to the current virtual value and real_base to the current raw counter so time stays continuous and monotonic; test concurrent callers and server correction separately.
Or modify the game's internal delta-time / tick-rate variable directly.
For server-authoritative: manipulate client-side prediction only
(server will correct, but gives temporary advantage).
Out-of-bounds read/write:
Find array/buffer with index from untrusted input (network packet,
file, user input).
Identify bounds check (or lack thereof).
Craft input with index beyond allocation.
OOB read → info leak (addresses, keys, other players' data).
Duplicate item / currency (race condition on server).
Teleport (modify position packet).
Item spawn (craft item-create packet).
Auth bypass (skip or replay auth sequence).
Server authority, tick, reconciliation, and rollback
Map ownership per field: client input, client prediction, server simulation, replicated snapshot, reconciliation rule, rollback window, and final persistence transaction. Join packet captures/runtime hooks by client command number, client tick, server tick, acknowledgement, snapshot ID, correction delta, and backend transaction ID.
A valid logic test changes one client-controlled field and records whether the server rejects, clamps, rewinds/resimulates, accepts transiently, or commits persistently. Replaying movement without inventory persistence does not prove a durable server exploit. Negative controls use a valid sequence and one deliberately stale/duplicate/out-of-window sequence; reset through a server-confirmed state event rather than a delay.
Route message framing/encryption/replay harnesses to network-protocol-re; route a parser memory-safety primitive to exploit-dev.
4. Cheat development
External cheat (read-only memory):
OpenProcess(PROCESS_VM_READ) → ReadProcessMemory.
Read entity list, player positions, health, view angles.
World-to-screen transform for ESP overlay.
Render via DirectX/GDI+/external overlay window.
Internal cheat (DLL injection):
Inject DLL into game process (manual map, SetWindowsHookEx,
CreateRemoteThread, APC injection).
Visibility check: raycast from eye to target, or read occlusion flags.
Draw: box, skeleton, health bar, name, distance via render API.
Chams: hook material system, override depth test / material.
Triggerbot:
Read crosshair entity ID (m_iIDEntIndex in Source).
If valid enemy: simulate fire (set m_nButtons |= IN_ATTACK).
Add reaction delay (randomized) for humanization.
5. Anti-cheat research hypotheses
See also: anti-cheat-bypass for product-specific implementation, kernel-dev for supported driver mechanics, byovd for a third-party vulnerable-driver boundary, and hyper-v-offensive/hypervisor-dev for virtualization research. The items below are candidate surfaces, not portable bypass claims; test one against a pinned product/build and healthy telemetry.
User-mode candidate surfaces: compare same-hash ntdll remapping/unhooking, loader-list visibility, NtQueryVirtualMemory observations, and captured stacks as separate variables; retain module/VAD/stack evidence before and after.
Kernel/hypervisor candidate surfaces: callback ownership, VAD observations, EPT split views, ETW provider behavior, and handle filtering belong to their specialist skills. Never directly remove another component's callbacks as a generic driver workflow.
Detection hypotheses: measure ReadProcessMemory versus the selected access path, RW→RX versus mapped-image lifecycle, string/config handling, input timing/curves, and unload cleanup independently. Kernel access, encrypted strings, or randomized timing do not imply low visibility.
Baseline-versus-modified detection validation
Pin game/anti-cheat/service/driver hashes, policy, account/test environment, backend connectivity, and telemetry source health. For each technique run:
Run
Purpose
Required evidence
Clean baseline
establish normal events and server corrections
ETL/service logs/network timeline with known action markers
Positive control
prove the expected sensor/report path is alive
vendor-supported test event and correlated backend result
One modified variable
test the hypothesis
same action markers, local events, heartbeat/report, server outcome
Rollback
prove cleanup and recovery
module/handle/hook state restored and positive control works again
Classify local block, kick, delayed report, telemetry-only, ban, server correction, crash, and no observed delta separately. Absence is inconclusive if event loss, heartbeat health, cloud ingestion, or policy differs. Route ETW session/provider/loss work to windows-telemetry-etw and anti-cheat implementation to anti-cheat-bypass.
Routing
Batch A siblings: bof-coff-development, windows-rpc-com-attack, windows-telemetry-etw, and hyper-v-offensive.
Batch B siblings: linux-kernel-exploitation, c2-implant-engineering, ebpf-offensive, and linux-host-post-exploitation.
Game-specific implementation routes: offset-dumper, imgui-overlay, network-protocol-re, anti-cheat-bypass, and exploit-dev.
Tooling reference
Category
Tools
Memory scanning
Cheat Engine, ReClass.NET, custom scanner
Disassembly
IDA Pro, Ghidra, Binary Ninja
Debugging
x64dbg, WinDbg, GDB
Injection
Extreme Injector, manual mapper, custom
Hooking
MinHook, Detours, PolyHook2, manual VMT
Network
Wireshark, mitmproxy, custom proxy, Scapy
Overlay
DirectX hook, GDI+, ImGui, external window
Unity RE
Il2CppDumper, dnSpy, AssetStudio
Unreal RE
SDK generator, UE4SS, FModel
Source RE
Source SDK, netprop dumper
Verification checklist
Route-first objective, game/server build, engine, anti-cheat, module hashes, and schema versions are pinned
Every offset has provenance, a unique signature, semantic assertions, and an old/new regression result
UE/Unity/Source extraction is confirmed by an independent runtime or disassembly observation
Time virtualization is baseline-relative, monotonic across multiplier changes, and separated from server correction
Server trust tests distinguish rejection, transient acceptance, rollback/reconciliation, and durable commit
Clean baseline and positive control prove telemetry/report health before a modified run is interpreted
Hooks, allocations, handles, sessions, and server test state are restored
1---2name: game-hacking3description: Use for authorized game security research involving Unreal, Unity, Source, or custom-engine reverse engineering, build-pinned offsets, external/internal instrumentation, overlays, speed/time virtualization, client-server protocol and logic exploits, reconciliation or rollback trust, cheat telemetry, and anti-cheat experiments. Routes offset dumping, protocol RE, exploit development, and detection validation to the correct specialist.4---56# Game hacking workflow78## Activation910Use when the task involves game exploits, cheat development, speedhacks,11game memory manipulation, game protocol reverse engineering, or anti-cheat12bypass.1314## Route first1516| Actual objective | PRIMARY / handoff |17|---|---|18| Engine objects, reflection, schemas, or patch offsets | Start here; hand extraction/regression tooling to `offset-dumper` |19| External reader, internal hook, or render surface | Start here; route rendering to `imgui-overlay` |20| Message grammar, replay, parser, or server logic | `network-protocol-re`, with this skill retaining game trust semantics |21| Memory-corruption primitive | `exploit-dev`; do not mix it with cheat-feature validation |22| Anti-cheat sensor/heartbeat/integrity behavior | `anti-cheat-bypass`, then `windows-telemetry-etw` for ETW evidence |23| Hyper-V/VMBus/root-partition surface | `hyper-v-offensive`, not a generic game offset workflow |2425One case may cross rows, but each experiment gets one objective, one build, and one measurable outcome.2627## Workflow2829### 1. Game analysis3031**Identify the target:**32- Engine: Source 2, Unreal, Unity, custom, id Tech, CryEngine, Godot.33- Anti-cheat: EAC, BattlEye, Vanguard, Ricochet, VAC, custom.34- Architecture: client-server authoritative, P2P, client-predicted.35- Protection: packing, obfuscation, integrity checks, kernel driver.3637**Map the game:**381. Identify main module + engine modules.392. Locate key classes: player, entity, weapon, vehicle, camera, world.403. Find the game loop / tick function.414. Map the rendering pipeline (D3D11/12, Vulkan, OpenGL).425. Identify network layer (UDP custom, TCP, WebSocket, Steam networking).4344## Build provenance and offset regression contract4546Before accepting any address or schema, record executable/module SHA-256, PE timestamp or ELF Build ID, file/product version, engine version/commit, distribution channel, architecture, anti-cheat service/driver versions, symbol/dump tool versions, and server protocol/schema version.4748```powershell49Get-FileHash .\game.exe,.\GameAssembly.dll -Algorithm SHA25650(Get-Item .\game.exe).VersionInfo | Format-List FileVersion,ProductVersion51sigcheck64.exe -nobanner -h -i .\game.exe52```5354Store each recovered value as `module hash + RVA/field + extraction source + signature + semantic assertions`, never as a bare offset. A regression run must:55561. require one executable-section signature match and resolve every relative displacement inside the expected module;572. validate pointer canonicality, object/class identity, field alignment/range, and at least one live state transition;583. compare reflection/schema output with a separate runtime or disassembly observation;594. fail closed on zero/multiple matches or a changed enclosing function; and605. emit an old/new manifest diff before generated bindings are rebuilt.6162Route manifest generation, signature uniqueness, and CI drift alarms to `offset-dumper`.6364### 2. Memory structure discovery6566**Finding offsets:**67- Static analysis: IDA/Ghidra on game binary, trace from known strings68 ("health", "position", "ammo") to struct fields.69- Dynamic analysis: Cheat Engine scans (value, delta, pointer scans).70- Symbol dumping: if Unity (dump via Il2CppDumper), Unreal (SDK generator),71 or PDB available.72- Pattern scanning: signature scan for instructions that access target73 fields (survives updates better than hardcoded offsets).7475**Common structures:**7677```78// Generic game entity79struct Entity {80 char pad_0[0x8]; // vtable81 int32_t health; // offset varies82 int32_t max_health;83 vec3_t position;84 vec3_t velocity;85 int32_t team;86 bool is_alive;87 // ...88};8990// Source 2 (CS2) example offsets (update per patch)91// dwLocalPlayerPawn, dwEntityList, m_iHealth, m_vecOrigin,92// m_iTeamNum, m_lifeState, m_pCameraServices93```9495**Pointer chains:**96```97base_module + offset → entity_list98entity_list + (index * stride) → entity_ptr99entity_ptr + health_offset → health_value100```101102### Engine extraction and validation recipes103104- **Unreal:** pin the cooked build, then recover `FNamePool`, `GUObjectArray`, and `GWorld`. Validate `FUObjectArray` bounds and `UObject::{ClassPrivate,NamePrivate,OuterPrivate}` before walking `UStruct::{SuperStruct,ChildProperties}`. A generated SDK passes only when sampled names/classes match runtime objects and a known actor transform changes coherently in two observations.105- **Unity IL2CPP:** run `Il2CppDumper.exe GameAssembly.dll global-metadata.dat out`, retain the metadata header/version and tool log, and map generated `MethodInfo`/field offsets back to `GameAssembly.dll` RVAs. Validate a type through both metadata and a runtime IL2CPP API such as `il2cpp_class_from_name`; separate Mono builds and use Mono reflection APIs instead of forcing an IL2CPP layout.106- **Source:** acquire `SchemaSystem_001`, enumerate the correct module type scope, and retain `CSchemaClassInfo` field names/types/offsets. For Source 1, recover `RecvTable`/`RecvProp` instead. Validate entity-system bounds, class identity, and one netvar against a live update before emitting bindings.107108Every recipe keeps the raw dump, tool version, module hashes, generated schema, validation log, and rejected ambiguous signatures.109110### 3. Exploit types111112**Speedhack:**1131. Locate the game's time source:114 - `QueryPerformanceCounter` / `GetTickCount` / `timeGetTime` hooks.115 - `std::chrono` / engine-specific tick function.116 - Network timestamp fields.1172. Hook the time function to return scaled time:118 ```c119 // Capture real_base and virtual_base atomically when the hook is enabled.120 BOOL WINAPI Hooked_QPC(LARGE_INTEGER *count) {121 LARGE_INTEGER now;122 if (!Original_QPC(&now)) return FALSE;123 count->QuadPart = virtual_base.QuadPart + (LONGLONG)124 ((now.QuadPart - real_base.QuadPart) * g_speed_multiplier);125 return TRUE;126 }127 ```128 Keep `QueryPerformanceFrequency` unchanged. When the multiplier changes, atomically rebase `virtual_base` to the current virtual value and `real_base` to the current raw counter so time stays continuous and monotonic; test concurrent callers and server correction separately.1293. Or modify the game's internal delta-time / tick-rate variable directly.1304. For server-authoritative: manipulate client-side prediction only131 (server will correct, but gives temporary advantage).132133**Out-of-bounds read/write:**1341. Find array/buffer with index from untrusted input (network packet,135 file, user input).1362. Identify bounds check (or lack thereof).1373. Craft input with index beyond allocation.1384. OOB read → info leak (addresses, keys, other players' data).1395. OOB write → corrupt adjacent object (vtable, function pointer, size140 field).141142**Buffer overflow:**1431. Find fixed-size buffer filled from network/file/input.1442. Identify the copy operation (`memcpy`, `strcpy`, custom loop).1453. Overflow past buffer into adjacent stack/heap data.1464. Stack: overwrite return address → ROP chain.1475. Heap: overflow into adjacent object → corrupt vtable/size/flags.148149**Remote code execution:**1501. Chain info leak (defeat ASLR) + control-flow hijack.1512. For game clients: RCE via malformed packet, map file, model, texture.1523. For game servers: RCE via crafted request, protocol deserialization.1534. Build ROP chain from game binary + loaded modules.1545. Shellcode: download & execute, reverse shell, or in-game action.155156**Protocol exploits:**1571. Capture client↔server traffic (Wireshark, mitmproxy, custom proxy).1582. Identify encryption (TLS, custom XOR/AES, protobuf).1593. Decrypt/decode (hook send/recv, extract keys from memory).1604. Map message types: auth, movement, action, chat, item, trade.1615. Replay / modify / inject messages:162 - Duplicate item / currency (race condition on server).163 - Teleport (modify position packet).164 - Item spawn (craft item-create packet).165 - Auth bypass (skip or replay auth sequence).166167## Server authority, tick, reconciliation, and rollback168169Map ownership per field: client input, client prediction, server simulation, replicated snapshot, reconciliation rule, rollback window, and final persistence transaction. Join packet captures/runtime hooks by client command number, client tick, server tick, acknowledgement, snapshot ID, correction delta, and backend transaction ID.170171A valid logic test changes one client-controlled field and records whether the server rejects, clamps, rewinds/resimulates, accepts transiently, or commits persistently. Replaying movement without inventory persistence does not prove a durable server exploit. Negative controls use a valid sequence and one deliberately stale/duplicate/out-of-window sequence; reset through a server-confirmed state event rather than a delay.172173Route message framing/encryption/replay harnesses to `network-protocol-re`; route a parser memory-safety primitive to `exploit-dev`.174175### 4. Cheat development176177**External cheat (read-only memory):**1781. `OpenProcess(PROCESS_VM_READ)` → `ReadProcessMemory`.1792. Read entity list, player positions, health, view angles.1803. World-to-screen transform for ESP overlay.1814. Render via DirectX/GDI+/external overlay window.182183**Internal cheat (DLL injection):**1841. Inject DLL into game process (manual map, `SetWindowsHookEx`,185 `CreateRemoteThread`, APC injection).1862. Hook rendering: `IDXGISwapChain::Present` (D3D11/12),187 `wglSwapBuffers` (OpenGL), `vkQueuePresentKHR` (Vulkan).1883. Draw ESP, aimbot, crosshair in the hook.1894. Hook game functions for aimbot:190 - `CreateMove` / `FrameStageNotify` (Source).191 - `ProcessEvent` / `Tick` (Unreal).192 - `OnGUI` / `Update` (Unity via Il2Cpp).193194**Aimbot:**1951. Get local player eye position + view angles.1962. Iterate entities, filter by team/visibility/distance.1973. Calculate angle to target: `atan2(delta.y, delta.x)`.1984. Smooth: interpolate current → target angle over N ticks.1995. Apply: write to view angles or call engine's SetViewAngles.2006. RCS (recoil control): subtract recoil punch from aim.201202**ESP / wallhack:**2031. World-to-screen: `ViewMatrix * world_pos` → NDC → screen coords.2042. Visibility check: raycast from eye to target, or read occlusion flags.2053. Draw: box, skeleton, health bar, name, distance via render API.2064. Chams: hook material system, override depth test / material.207208**Triggerbot:**2091. Read crosshair entity ID (`m_iIDEntIndex` in Source).2102. If valid enemy: simulate fire (set `m_nButtons` |= `IN_ATTACK`).2113. Add reaction delay (randomized) for humanization.212213### 5. Anti-cheat research hypotheses214215See also: `anti-cheat-bypass` for product-specific implementation, `kernel-dev` for supported driver mechanics, `byovd` for a third-party vulnerable-driver boundary, and `hyper-v-offensive`/`hypervisor-dev` for virtualization research. The items below are candidate surfaces, not portable bypass claims; test one against a pinned product/build and healthy telemetry.216217**User-mode candidate surfaces:** compare same-hash `ntdll` remapping/unhooking, loader-list visibility, `NtQueryVirtualMemory` observations, and captured stacks as separate variables; retain module/VAD/stack evidence before and after.218219**Kernel/hypervisor candidate surfaces:** callback ownership, VAD observations, EPT split views, ETW provider behavior, and handle filtering belong to their specialist skills. Never directly remove another component's callbacks as a generic driver workflow.220221**Detection hypotheses:** measure `ReadProcessMemory` versus the selected access path, RW→RX versus mapped-image lifecycle, string/config handling, input timing/curves, and unload cleanup independently. Kernel access, encrypted strings, or randomized timing do not imply low visibility.222223## Baseline-versus-modified detection validation224225Pin game/anti-cheat/service/driver hashes, policy, account/test environment, backend connectivity, and telemetry source health. For each technique run:226227| Run | Purpose | Required evidence |228|---|---|---|229| Clean baseline | establish normal events and server corrections | ETL/service logs/network timeline with known action markers |230| Positive control | prove the expected sensor/report path is alive | vendor-supported test event and correlated backend result |231| One modified variable | test the hypothesis | same action markers, local events, heartbeat/report, server outcome |232| Rollback | prove cleanup and recovery | module/handle/hook state restored and positive control works again |233234Classify local block, kick, delayed report, telemetry-only, ban, server correction, crash, and no observed delta separately. Absence is inconclusive if event loss, heartbeat health, cloud ingestion, or policy differs. Route ETW session/provider/loss work to `windows-telemetry-etw` and anti-cheat implementation to `anti-cheat-bypass`.235236## Routing237238- Batch A siblings: `bof-coff-development`, `windows-rpc-com-attack`, `windows-telemetry-etw`, and `hyper-v-offensive`.239- Batch B siblings: `linux-kernel-exploitation`, `c2-implant-engineering`, `ebpf-offensive`, and `linux-host-post-exploitation`.240- Game-specific implementation routes: `offset-dumper`, `imgui-overlay`, `network-protocol-re`, `anti-cheat-bypass`, and `exploit-dev`.241242## Tooling reference243244| Category | Tools |245|---|---|246| Memory scanning | Cheat Engine, ReClass.NET, custom scanner |247| Disassembly | IDA Pro, Ghidra, Binary Ninja |248| Debugging | x64dbg, WinDbg, GDB |249| Injection | Extreme Injector, manual mapper, custom |250| Hooking | MinHook, Detours, PolyHook2, manual VMT |251| Network | Wireshark, mitmproxy, custom proxy, Scapy |252| Overlay | DirectX hook, GDI+, ImGui, external window |253| Unity RE | Il2CppDumper, dnSpy, AssetStudio |254| Unreal RE | SDK generator, UE4SS, FModel |255| Source RE | Source SDK, netprop dumper |256257## Verification checklist258259- [ ] Route-first objective, game/server build, engine, anti-cheat, module hashes, and schema versions are pinned260- [ ] Every offset has provenance, a unique signature, semantic assertions, and an old/new regression result261- [ ] UE/Unity/Source extraction is confirmed by an independent runtime or disassembly observation262- [ ] Time virtualization is baseline-relative, monotonic across multiplier changes, and separated from server correction263- [ ] Server trust tests distinguish rejection, transient acceptance, rollback/reconciliation, and durable commit264- [ ] Clean baseline and positive control prove telemetry/report health before a modified run is interpreted265- [ ] Detection outcomes distinguish block, kick, delayed report, telemetry, ban, correction, crash, and inconclusive266- [ ] Hooks, allocations, handles, sessions, and server test state are restored
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Use for authorized game security research involving Unreal, Unity, Source, or custom-engine reverse engineering, build-pinned offsets, external/internal instrumentation, overlays, speed/time virtualization, client-server protocol and logic exploits, reconciliation or rollback trust, cheat telemetry, and anti-cheat experiments. Routes offset dumping, protocol RE, exploit development, and detection validation to the correct specialist. It is listed under Security, Coding & Dev Tools on SkillMD.
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