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Elden Ring Overlay (offline, read-only)

A Rust overlay injected into an already-running eldenring.exe, read-only. It shows a customizable dashboard — IGT, a boss counter, Great Runes, deaths, NG+, key items — plus boss/loot checklists with item-randomizer support.

Elden Ring Overlay

Read-only, offline, no cheating. No memory writes, no anti-cheat bypass. Single-player, offline use only.

Note on development. This project was developed largely with the assistance of an LLM (code generation, refactoring, documentation). The code is reviewed and tested, but keep this in mind when reviewing or reusing it.

🇫🇷 Une version française de ce document est disponible : README.fr.md.


Table of contents

User guide

Technical reference


User guide

Quick start

You don't need to compile anything. Download a pre-built zip from GitHub Releases (er-overlay-vX.X.X.zip), extract it anywhere, and follow the four steps below.

1. Launch Elden Ring offline

The overlay does not work with EasyAntiCheat enabled. Start the game in offline mode, for example:

  • Launch eldenring.exe directly (not through the EAC launcher), with a steam_appid.txt containing 1245620 next to the exe, or
  • Use your usual offline / no-EAC method.

Keep the game running on the title screen or in a save — the injector attaches to an already-running process.

2. Run the overlay

After extracting the zip you get a single folder. Keep everything together — do not separate these files:

File / folder Role
er_overlay_injector.exe Launcher — double-click this
er_overlay.dll Overlay (injected into the game)
er_overlay.toml Settings (position, scale, hotkeys, layout file…)
layouts/ Dashboard layout files
tables/ Boss / checks lists per language
assets/ Item icons
companion/er_checks_extractor.exe Helper that reads a randomizer regulation.bin (see Checks panel)
layout_editor.html Visual layout editor (see Layout editor)
challenge_state.toml (runtime) Challenge PB / tries — created when [challenge] enabled = true
checks_flags.toml (runtime) Per-seed randomizer flags — created only when regulation_path is set

With Elden Ring already running offline, double-click er_overlay_injector.exe. The overlay appears in-game (default: top-right HUD only). Re-run the injector after each game restart — it is not persistent across launches.

Default hotkeys (defined in er_overlay.toml, hot-reloaded every 2 s):

Key Action
F8 Switch layout section (minimalistextendedchallenge, …)
F7 Toggle the boss checklist panel
F6 Toggle the checks panel (boss + loot checklist, randomizer-aware)
F9 Show / hide the entire overlay

The boss panel, the checks panel and the extended layout section are mutually exclusive: opening one closes the others.

If something goes wrong, check logs/er_injector.log and logs/er_overlay.log in the same folder.

3. Customize your dashboard

Everything shown is driven by a layout file — a grid of tiles. Edit it visually with the bundled layout_editor.html (no TOML to learn), then point layout_file at your file in er_overlay.toml. See Layout editor for the workflow and The dashboard for what each tile does.

4. Tweak appearance and behavior

Open er_overlay.toml in any text editor (hot-reloaded ~every 2 s). The most common options are anchor / offset_x / offset_y (position), icon_size (icon size), and the panel toggles. scale / text_size remain as fallbacks when the layout omits them. See Configuration for the full reference.

Warnings

  • Offline only — no multiplayer / online support.
  • Does not bypass EAC — launch the game without EasyAntiCheat (e.g. run eldenring.exe directly with steam_appid.txt).
  • Read-only — no memory writes, this is not a trainer.
  • Transparent, documented injection (LoadLibraryW via CreateRemoteThread), no stealth.

Installation

From a GitHub release (recommended)

See Quick start above. Requirements:

  • Windows x64
  • Elden Ring offline, a version supported by the release (currently 2.7.0.0 (WW) and 2.7.0.1 (JP) — see Troubleshooting if values show ---)

Build from source

For developers who want to compile locally:

  • Windows x64
  • An Elden Ring version supported by fromsoftware-rs (pinned to a git revision in Cargo.toml, e.g. 2.7.x)
  • Rust 1.85+
cd Overlay
cargo build --release

Artifacts land in target/release/: er_overlay_injector.exe (the injector) and er_overlay.dll (the overlay). The build also copies er_overlay.toml, layouts/, tables/<lang>/bosses.toml, tables/<lang>/checks.toml and assets/icons/ next to the binaries. To produce a release-style zip locally (including the randomizer helper): .\tools\bundle_release.ps1.

The randomizer helper (companion/er_checks_extractor) is a separate .NET project, published self-contained:

git submodule update --init companion/SoulsFormatsNEXT
dotnet publish companion/er_checks_extractor/er_checks_extractor.csproj -c Release

The release bundle publishes it to companion/er_checks_extractor.exe next to the DLL automatically (or point checks_extractor_path at a custom build).

Advanced injector (command line)

For specific cases you can run the injector from a terminal with flags:

# target a specific process id
.\er_overlay_injector.exe --pid 12345
# explicit DLL path
.\er_overlay_injector.exe --dll ".\er_overlay.dll"
# validate everything without injecting
.\er_overlay_injector.exe --dry-run

Configuration (er_overlay.toml)

Read next to the DLL and hot-reloaded every 2 seconds — you can edit it while the game runs. Out-of-range values are clamped to their default with a warning in the log.

Appearance & position

Option Type Default Description
layout_file path layouts/dashboard.toml Layout file to display (see The dashboard).
default_layout_section string Section shown at startup (overrides the layout's own default_section).
anchor enum top-right Anchor corner: top-left, top-right, bottom-left, bottom-right.
offset_x, offset_y px 16, 16 Offset from the anchor corner.
scale 0–4 1.0 Fallback HUD scale when the layout omits [style].scale.
text_size px (≤72) 18 Fallback base font size when the layout omits [style].text_size.
icon_size px (≤128) 24 Reference icon size.
background_opacity 0–1 0.65 Window background opacity.
gray_tint 0–1 0.40 Tint of unowned items (lower = darker).
use_item_icons bool true true = real PNG icons when present, otherwise colored dots.
icons_dir path assets/icons PNG folder (relative to the DLL).
show_debug bool false Shows a diagnostics window (backend, resolved pointers, loaded flags).

Hotkeys

Option Type Default Description
layout_section_hotkey string F8 Cycle through layout sections, e.g. "F8", "Ctrl+Shift+F1".
boss_panel_hotkey string F7 Toggle the boss checklist panel.
checks_panel_hotkey string F6 Toggle the checks panel (boss + loot checklist).
hide_all_hotkey string F9 Show / hide the entire overlay.

Boss & checks panels

Option Type Default Description
boss_panel_visible bool true* Show the boss panel at startup. At most one of boss / checks shows at startup; boss wins if both are true.
boss_panel_scope enum current-region current-region or all-regions.
boss_panel_layout string Panel x,y,width,height (pixels or %). Omit or auto = "-5, 10, 25%, 92%" (right-aligned), shifted below the minimalist HUD. Negative x/y = offset from right/bottom edge.
boss_locale string auto Boss table language (en, fr, …). auto reads the game language via Steam; falls back to en.
checks_panel_visible bool false Show the checks panel at startup. Mutually exclusive with the boss panel (boss wins if both are true).
checks_panel_scope enum current-region* current-region or all-regions.
checks_panel_layout string Panel x,y,width,height (pixels or %). Omit or auto = "5, 10, 25%, 92%" (left-aligned, mirrors the boss panel).
regulation_path path Path to the regulation.bin the game loads (your randomizer / ModEngine mod). Enables per-seed resolution of randomized loot flags. Empty/omitted = vanilla flags. See Checks panel.
checks_extractor_path path Override the helper exe location. Omit to auto-find companion/er_checks_extractor.exe (then er_checks_extractor.exe) next to the DLL.

* The bundled er_overlay.toml ships boss_panel_visible = false and checks_panel_scope = all-regions.

[challenge] block

The optional challenge ruleset (PB / failed runs) is configured under [challenge]. See Challenge mode for the full block, semantics and layout tiles.

The dashboard: tiles, tracking modes and metrics

Everything on screen is driven by the layout file (layout_file), not by the code. A layout is a grid of tiles; each tile occupies one or more cells. Edit it with the Layout editor or by hand (see Layout format).

Tile kinds

Kind Shows
metric A counter or time: IGT, deaths, NG+, bosses killed, challenge PB / TRIES, group progress, item quantity. See Available metrics.
item A single tracked item, with one or more tracking modes (below).
label Plain decorative text (heading, separator).

Item tracking modes

An item tile can track up to three independent aspects of an item. You can combine them on the same tile (e.g. a talisman that highlights when equipped and stays lit once acquired).

Mode Enable with What it does
Owned (default) (always on) Icon in color when the item is currently in your inventory (or its pickup flag is set), greyed out otherwise. Consumables (count = true) show their quantity instead.
Equipped track_equipped = true Adds a green border while the item is currently equipped — talismans, Great Runes, quick-slot consumables, pouch. Ideal for seeing your active loadout at a glance.
Historic historic = true Keeps the item marked as owned even after you no longer hold it (consumed, sold, discarded). Instead of only reading your current inventory, it also checks the item's acquisition flag, so "did I ever pick this up?" stays true. Randomizer-aware: it resolves the seed-specific flag from the item's lot metadata when regulation_path is set.

Why they matter

  • Equipped answers "is this talisman/rune slotted right now?" — great for build/loadout HUDs.
  • Historic answers "have I obtained this at least once this run?" — essential for one-time or consumable items (e.g. scarseals/soreseals, scorpion charms) that you might swap out, so the tile doesn't go dark the moment the item leaves your inventory.

Example tile combining both:

[[section.tile]]
kind = "item"
key = "fire_scorpion_charm"
track_equipped = true   # green border while worn
historic = true         # stays lit once obtained
col = 0
row = 0

Sections

A layout can contain multiple sections; only one is visible at a time. Switch between them with layout_section_hotkey (F8 by default) — handy for keeping a "minimalist" and a "full" view on the same key.

The bundled layouts/dashboard.toml ships three sections: minimalist, extended, and challenge (with pb / nbtries). An invalid layout (overlapping tiles, grid overflow, empty section…) is rejected on load and reported in the log.

Checks panel (randomizer-aware)

The checks panel is a single checklist of everything worth completing in a run. A check is one thing to do: a boss to kill or an important item to grab. Think of it as the boss panel, but it also lists key loot — and it can follow the item randomizer.

How to use it (the basics)

  1. Start Elden Ring and run the overlay (see Quick start).
  2. Press F6 to open or close the panel.
  3. Play normally. Each line ticks itself off the moment you kill the boss or pick up the item — you don't click anything.

What you see:

  • Checks are grouped by region (Limgrave, Liurnia, …), so you can see what's left where you are.
  • A check you've completed is ticked / highlighted; one you haven't is dim.
  • Hover a line to see a location hint (where to find it).
  • By default the panel shows the region you're currently in. To list every region at once, set checks_panel_scope = "all-regions" in er_overlay.toml.

That's all most people need. The rest of this section is only for randomizer players.

Vanilla (no mods): nothing to do

If you play normal Elden Ring, you're done — the checklist is built in and works out of the box. Leave regulation_path empty in er_overlay.toml and just press F6.

With the item randomizer (thefifthmatt, Nexus #428)

The randomizer shuffles where items are, so a given spot on the ground holds a different item every seed. To tick those off correctly, the overlay has to read the same regulation.bin your game is actually loading (the modded one, not the vanilla game file).

Do this once per setup:

  1. Find your modded regulation.bin. It's the file the randomizer generated for your seed — usually inside the mod folder you launch the game with, for example:

    • ModEngine 2: …\ModEngine2\mod\regulation.bin
    • Randomizer output folder: wherever you told the randomizer to write, next to its other files.

    If you're not sure, it's the regulation.bin your launch profile / ModEngine config points at — not the one in your Steam Game\ install.

  2. Tell the overlay where it is. Open er_overlay.toml and set regulation_path to that full path. Use single quotes so you don't have to double your backslashes:

regulation_path = 'C:\Games\ModEngine2\mod\regulation.bin'
  1. Save the file. Within ~2 seconds the overlay reads the modded regulation on its own (via the bundled companion/er_checks_extractor.exe) and starts tracking the right items for your seed.

  2. Check it worked: the panel header shows a [seed] tag when the seed mapping is active. No tag = it didn't load (see below).

You only do this once. When you change seed, just point regulation_path at the new regulation.bin (or replace the file at the same path) and save — the overlay re-reads it automatically. You never run the helper by hand.

If the [seed] tag doesn't appear:

  • Double-check the path is the modded regulation.bin and that the file exists (typos, wrong folder).
  • Make sure companion/er_checks_extractor.exe is present next to er_overlay.dll (don't move files out of the extracted folder).
  • Look at logs/er_overlay.log — it logs whether the extractor ran and wrote checks_flags.toml.

Good to know

  • Bosses and chest loot use fixed flags, so they tick off the same with or without the randomizer. Only ground loot needs the seed step above.
  • If your seed puts an item with no tracking flag on a randomized spot, that line is greyed out and labelled "Untraceable this seed". This is normal, not a bug — the game simply gives the overlay nothing to watch for that pickup.
  • To go back to vanilla tracking, empty or remove regulation_path and save.

Challenge mode

Track a personal best (most bosses killed on a run within your death budget) and how many times the run failed, without editing game saves. Inspired by the boss challenge mode of EROverlay. Disabled by default.

Configuration ([challenge])

Option Type Default Description
enabled bool false When false, challenge metrics show --- and no progress is tracked.
max_deaths u32 0 Deaths allowed per run (inclusive). The run fails when run deaths exceed this value. 0 = deathless.
start_flag u32 101 Event flag that marks the start of a run (flag 101 = left the Cave of Knowledge / Stranded Graveyard, same as EROverlay).
[challenge]
enabled = true
max_deaths = 0      # deathless: one death ends the run
start_flag = 101

Metrics

Add these as kind = "metric" tiles (the bundled layouts/dashboard.toml includes a challenge section with both):

Metric Label idea Meaning
pb PB Highest boss kill count recorded while the current run is still within the death budget.
nbtries TRIES Number of failed runs (increments once when deaths exceed max_deaths, not once per extra death).

When [challenge].enabled = false, both show ---.

Typical deathless run (max_deaths = 0)

Event PB TRIES
Kill 1 boss, no deaths 1 0
First death (run failed) 1 (frozen) 1
Kill another boss on the same save 1 1

After a failed run, PB stays frozen until you start a new game (flag 101 clears with zero deaths on the character). You can keep playing on the same save; the overlay just stops counting a new PB for that failed run.

Enabling in-game

  1. Set enabled = true under [challenge] in er_overlay.toml (hot-reloaded ~every 2 s).
  2. Press F8 until the challenge layout section is visible, or add pb / nbtries tiles to your own layout.
  3. Leave the tutorial cave — run tracking starts when flag 101 becomes active.

Notes

  • Progress file: challenge_state.toml (next to er_overlay.dll, created at runtime) stores personal best (pb), failed run count (nbtries / tries), and internal run state. Delete it to reset PB and tries.
  • Boss count uses the same 207-boss table as the main bosses metric (save-wide kill flags).
  • Challenge updates are paused during loading screens / when in-game time is not running (same idea as EROverlay), so respawn fades do not corrupt run state.
  • Compatible with boss_panel_scope and the rest of the HUD; challenge is independent of the boss checklist panel.

Layout editor

The release zip includes a visual editor — no TOML syntax to learn. It ships as layout_editor.html at the root (with layout_editor_assets/); when building from source the same files live under tools/layout_editor/.

Layout editor

  1. Open layout_editor.html from the extracted folder in your browser (Chrome, Edge, Firefox…).
    • If import/export is blocked, serve the folder instead: open a terminal in the folder and run python -m http.server, then go to http://localhost:8000/layout_editor.html.
  2. Drag metrics, labels, and items from the left palette onto the grid.
  3. Tune the grid (columns, rows, cell size, gap) and each tile in the right panel — including the track_equipped and historic toggles for item tiles (see Item tracking modes).
  4. Use Import layout file to edit the bundled layouts/dashboard.toml, or start from New.
  5. Click Export layout file and save the .toml into the layouts/ folder (e.g. layouts/my_run.toml).
  6. Edit er_overlay.toml and set layout_file = "layouts/my_run.toml". The overlay reloads the file automatically within ~2 seconds (even while the game is running).

Tip: create multiple sections in one file (e.g. a compact view and a full view) and switch between them with F8.

Developers: the item palette is generated from goods.toml; after edits run python tools/goods/gen_catalog.py (see Goods toolkit).

Troubleshooting

Problem Hint
Injector: "process not found" Launch Elden Ring first.
Injection fails EAC is active → run the game offline; try running the injector as administrator.
"LoadLibraryW returned NULL" DLL missing / missing dependency / wrong architecture — check the DLL path.
All values show --- Game version unsupported — check logs/er_overlay.log for Unsupported game executable or set show_debug = true. Supported builds: 2.7.0.0 (WW), 2.7.0.1 (JP) (eldenring 0.14).
Game crashes on inject Check logs/er_overlay.log: last line before crash pinpoints the step (Hudhook::apply, build_view_model, etc.). Update the game if the log says unsupported executable.
No icons (only dots) PNGs missing from assets/icons — see Icons.
Overlay crash Conflict with another DX12 hook (RTSS, etc.).
Item tile never lights up Wrong key, or the item leaves your inventory — add historic = true to keep it lit after acquisition (see Item tracking modes).
Equipped highlight never shows track_equipped = true only lights up while the item is actually equipped (talismans, runes, quick slots, pouch).
Challenge metrics always --- Set [challenge] enabled = true in er_overlay.toml.
PB / tries look wrong after testing Delete challenge_state.toml next to the DLL and retry on a clean run.
Randomized ground loot not tracked Set regulation_path to the regulation.bin the game loads; check logs/er_overlay.log for the extractor result and that checks_flags.toml was written.
Checks header has no [seed] tag No seed mapping active — regulation_path is unset/wrong, or er_checks_extractor.exe is missing next to the DLL.

Logs and diagnostics

All runtime output goes to logs/ next to er_overlay.dll:

File Contents
er_overlay.log DLL init, game version probe, Hudhook, pointer resolution, errors
er_injector.log Process lookup, EAC warning, injection result

Enable show_debug = true in er_overlay.toml for an in-game window (backend, game exe version, resolved pointers). For verbose logging, set env RUST_LOG=debug before launching the injector. Supported game builds are logged at startup (Game executable supported vs Unsupported game executable).


Technical reference

Architecture

A Cargo workspace of 5 crates:

Crate Role
er_overlay_common TOML config, layout format, hotkeys, logging, shared types.
er_game_state Game reads via fromsoftware-rs (GameDataMan, CSEventFlagMan, WorldChrMan) + data tables. GameStateSource trait (live impl + testable mock).
er_overlay_ui View model + ImGui rendering (tiles, icons, text).
er_overlay_dll Injected DLL, DX12 hook via hudhook.
er_overlay_injector Documented LoadLibraryW injector.

Loop: er_overlay_dll polls er_game_state (throttled to ~250 ms), builds an OverlayViewModel, and er_overlay_ui renders it according to the active layout.

Layout format (reference)

[grid]
columns = 8          # max placement width (validation)
unit_size = 64       # side of one square cell, in px
gap = 4              # spacing between cells
border_radius = 6
window_padding = 8

[style]
border_default  = [100, 100, 110, 200]  # RGBA
border_complete = [60, 200, 90, 255]     # border when a metric is "complete" / an item is equipped
tile_bg         = [12, 12, 18, 180]
text_size = 18       # base font size (else er_overlay.toml)
scale = 1.0          # HUD scale (else er_overlay.toml)
label_scale = 0.65   # label size relative to text
value_scale = 1.15   # value size relative to text

default_section = "minimalist"   # optional

Then either a flat list of tiles:

[[tile]]
kind = "metric"
metric = "igt"
col = 0
row = 0
w = 2       # alias of col_span
h = 1       # alias of row_span
label = "IGT"

…or sections:

[[section]]
name = "minimalist"

[[section.tile]]
kind = "label"
col = 0
row = 0
w = 2
h = 1
label = "RUN"

Fields per tile kind (all: col, row, w/col_span, h/row_span, optional id):

  • metric: metric (metric id, see Available metrics), label, show_max (bool, shows N/total), icon (optional PNG key shown above the text).
  • item: key (a good key from goods.toml). Optional track_equipped = true (green border while equipped) and historic = true (stay owned after the item leaves the inventory). See Item tracking modes for behavior.
  • label: label (text).

Validation rules: columns > 0, spans > 0, no overlapping tiles within the same section, col + col_span ≤ columns, unique and non-empty section names, non-empty sections. The file is re-validated on every reload (every 2 s).

Available metrics (reference)

The metric field of a metric tile accepts:

Metric Meaning
igt In-game time (HH:MM:SS).
deaths Death count.
ng_cycle New Game cycle (NG+N).
bosses Bosses killed out of 207.
pb Challenge personal best (requires [challenge] enabled = true).
nbtries Challenge failed run count (aliases: tries, challenge_pb, challenge_tries).
scadutree_blessing Scadutree Blessing level spent at Sites of Grace (N/20). Distinct from the scadutree good key (fragment inventory count).
group name owned/total progress of an aggregate group from goods.toml (e.g. great_runes).
good key Quantity (consumable count = true) or 0/1 owned state for a unique item.

Any unknown key renders --- (unavailable).

Game data (tables)

Bosses — tables/<lang>/bosses.toml

One complete boss table per language (tables/en/bosses.toml, tables/fr/bosses.toml, …): 207 entries (165 base + 42 Shadow of the Erdtree), regions, display order, flags, icons. Copied next to the DLL at build time. Hot-reloaded when the file changes (same 2 s poll as er_overlay.toml); if the locale file is missing, falls back to tables/en/bosses.toml (embedded in the DLL). Set boss_locale = "auto" to match the in-game language, or override with fr. Regenerate a locale with python tools/gen_boss_locale_toml.py fr (from en/bosses.toml + ER_boss_checklist_R JSON).

Checks — tables/<lang>/checks.toml

The checklist behind the checks panel. One [[check]] per entry; each declares whether it is dynamic (randomizer-sensitive ground loot) or not. Embedded in the DLL (en) and copied next to it at build time; hot-reloaded like the boss table.

Field Required Description
region yes Region the check belongs to (groups the panel).
name yes Display name (boss or item).
place Location hint (shown as a tooltip).
dlc true to tag the entry [DLC].
dynamic yes false = fixed flag. true = randomizer-sensitive ground loot resolved per seed.
flag for static Event flag checked when dynamic = false.
vanilla_flag for dynamic Vanilla acquisition flag; used as fallback when no seed mapping is loaded.
lot_id for dynamic Stable ItemLotParam_map row id used to look up the current flag in a randomizer regulation.

When regulation_path is set, the companion writes a checks_flags.toml (lot_id → current flag + regulation hash) that the overlay hot-reloads to resolve dynamic checks for the active seed.

Goods — crates/er_game_state/tables/goods.toml

One [[good]] row per tracked item. Fields:

Field Required Description
key yes Unique id (and default PNG name {key}.png).
item_id yes The item's param_id (EquipParamGoods or EquipParamAccessory).
name Display name.
category goods (default) or accessory (talismans). Avoids param_id collisions between categories.
count true = stackable consumable → shows the inventory quantity.
max Display cap for a counter (e.g. scadutree → N/50).
historic_lot_table / historic_lot_id / historic_vanilla_flag Vanilla item-lot metadata used by the historic tracking mode (see Item tracking modes). Lets a tile resolve an acquisition flag — seed-aware with the randomizer.
file Custom PNG name.
icon_id Used only by the icon-fetching scripts.

Aggregate groups: declared via a [groups.<name>] table listing members (good keys). The overlay then exposes a <name> metric = number of owned members / total. Example:

[groups.great_runes]
members = ["godrick_rune", "radahn_rune", "morgott_rune", "rykard_rune", "mohg_rune", "malenia_rune"]

Talismans (category accessory) live in a delimited block (# --- talismans ---# --- end talismans ---).

Adding a new good: edit goods.toml, then run the generators (full checklist in tools/goods/README.md):

python tools/goods/fetch_goods_icons.py --out assets/icons
python tools/goods/gen_catalog.py
cargo test -p er_game_state

Icons

Tiles can display real in-game icons (PNG) instead of colored dots.

Place PNG files in assets/icons/, one per good, named after its key (e.g. godrick_rune.png) or the good's file field. Keep use_item_icons = true (default) in er_overlay.toml. Any missing icon falls back to a colored dot.

PNGs are gitignored (assets/icons/*.png). When deploying, copy assets/icons/ next to er_overlay.dll. Generate missing PNGs with python tools/goods/fetch_goods_icons.py --out assets/icons (see tools/goods/README.md).

Development

cargo test --workspace      # tests
cargo clippy --workspace    # lints
cargo fmt --all             # formatting

CI (.github/workflows/ci.yml) runs fmt --check, clippy -D warnings and test on every push/PR. er_game_state exposes a mock feature (MockGameState) for testing the UI without the game.

References

License

GNU Affero General Public License v3.0 (AGPL-3.0-only) — see LICENSE.

This is a strong copyleft license. In short: anyone who distributes this software, a modified version, or a derivative work — including merely making it available over a network — must release the complete corresponding source code under the same AGPL-3.0 license. In other words: if you reuse this code, your project must stay open source.

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Yet another overlay for Eldenring

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