Monthly
—/ month
- Full feature set
- Automatic updates
- Hardware reset on request
Hero tracking, ESP and aim assist, drawn in our own window through DirectComposition. The game is read, never written to, and nothing of ours runs inside it.
There is no checkout and no contact channel live. Everything below describes the build as it stands.
Three processes, three jobs. The split is the point: the part that touches the kernel never draws, and the part that draws never touches the game.
| Reads | A signed kernel driver walks the game's world state and returns a snapshot. The client never opens a handle to Overwatch.exe. |
|---|---|
| Thinking | Target selection, smoothing and layout run in user space, on the snapshot. No game memory is mapped into our process. |
| Drawing | Direct2D into a swapchain attached to a DirectComposition visual, in a borderless topmost window that tracks the game's client area. |
| Input | Mouse movement is injected at the OS input layer, not into the game process. The overlay never takes focus. |
Each of these is a mechanism, not a promise. Open one for the detail.
Every player in the match is identified by hero, team and live health, read from the world state each frame rather than inferred from screen pixels. That is why it holds through smoke, particle effects and fast camera movement, where a pixel-based reader loses the target.
Dead players drop out of the list immediately. Respawns re-enter it with the correct team colour, without a frame of stale data.
Targets are selected on the skeleton, not a bounding box. Hitpoints are head, chest and neck, resolved from bone transforms, so a crouching or strafing target is tracked at the point that matters rather than the centre of a rectangle.
Smoothing and field of view are configurable. Movement is applied through the OS input path, so the game receives ordinary mouse deltas.
Boxes, corner ticks, skeletons, distance and ult status are drawn with Direct2D primitives into one DirectComposition visual at the game's client resolution. Nothing is a prefab image, and text uses a real font stack rather than a bitmap font.
Every element toggles independently and is colour-coded by team.
At startup the client reads the game's code section and runs a signature table over it, so offsets are resolved against the build actually running, not hardcoded into the binary. A patch that moves a structure usually resolves on its own.
When the game ships a structural change that a signature cannot cover, the client ships an update rather than failing silently at launch.
No injection step, no DLL to load, no game files modified on disk. The overlay is its own window, so it adds a second present rather than inserting work into the game's frame.
The window is WS_EX_TOOLWINDOW and WS_EX_NOACTIVATE: no taskbar entry, no alt-tab entry, and it never steals focus, which would pause the game.
Each key binds to your hardware ID on first launch. No sharing, no resale. If you change hardware, a self-serve reset unbinds the key so it can claim the new machine.
Licences are checked against our server and signed, so the client can verify a key without trusting the local clock.
This is a kernel-assisted tool. It will not run on a locked-down machine, and no amount of support can change that.
| OS | Windows 10 or 11, 64-bit |
|---|---|
| Game | Overwatch 2, borderless windowed. Exclusive fullscreen has no overlay, because it bypasses the desktop compositor. |
| Rights | Administrator for first-run driver setup |
| Must be off | Core Isolation / Memory Integrity (HVCI), and the Microsoft vulnerable driver blocklist. Both need a reboot. |
| GPU | Any Direct3D 11 capable card. The overlay does not render the game. |
The setup wizard checks all of this before it installs anything and tells you exactly what to change. If HVCI is on, the driver will not load, and the wizard says so instead of failing at launch.
Nothing here is tiered. A term changes how long the key lasts, not what the build does.
Two terms are planned. Neither is on sale yet, and there is no checkout to send you to.
—/ month
—once
No tool can promise that forever. The loudest signal is the kernel driver, not the drawing: anti-cheat enumerates loaded drivers and runs server-side analytics over match data. Nothing here injects into the game, which removes the noisiest user-mode trace, but the driver footprint is what you should be weighing.
Reading another process from user space is either slow or blocked outright. The driver does the reads; all the logic and drawing stay in user space.
The overlay presents its own window alongside the game's, so it does not add work to the game's frame. The reads happen on a separate thread against a snapshot, not synchronously in a render callback.
Yes. A hardware reset unbinds the key, and it claims the new machine on next launch.
No. Exclusive fullscreen bypasses the desktop compositor, so no overlay can draw over it. Borderless windowed works and costs a frame or two at most.
Offsets are recovered by signature scan, so most patches are handled without a client update. If one is needed, it ships automatically.
Keys will be issued by hand, bound to your machine on first launch. A hardware change will be a self-serve reset, not a support ticket.