Deadlock External Cheats is an external, user-mode overlay that reads Deadlock's process from the outside — no DLL injection into the game image, no kernel driver, no rebooting into a test-signing mode. It is built as a learning artifact: a complete, readable external-cheat toolkit that veterans of D3D/Kez-style cheat dev will recognize, and newcomers can study.
If you've ever stared at a paid sell-site for Deadlock cheats with a $30/month rental and an opaque updater that phones home, this repo is the opposite. It is one portable folder, one .exe, an INI config that is yours to read, and code logic that gets explained — not vendored into a 400 KB obfuscated blob.
It replaces things like buying subscription-based Deadlock cheats (renders / read-only overlays) that die on every Hero/weapon update and grey-market internal DLL exploits you have to flash via an anonymous loader. This is something you own, inspect, and rebuild.
Disclaimer: for educational and research purposes only. You are responsible for complying with Valve's terms of service in your region. Do not use cheats to ruin other players' matches.
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- Overview
- The Problem
- The Solution
- Quick Start
- Key Features
- Is It Safe? — Detection Model & Limits
- Does It Work on Steam? — Platform Notes
- Will It Get Me Banned? — Read First
- Module Matrix — 23 Modules Field-Tested
- How It Actually Works (Internals narrative)
- Comparison
- System Requirements
- Installation
- Usage Guidelines — Allowed / Not Allowed
- Tips for Best Results
- Known Issues
- FAQ
- AI Integration in 2026
| Category | Details |
|---|---|
| Product type | External overlay cheat (user-mode, no injection) |
| Target title | Deadlock (Valve) — Desktop, Windows |
| Interface | DirectX 11 transparent window + ImGui menu |
| Injection method | None — RPM/WPM through Handle access |
| Config format | Plain INI (deadlock.ini), human-readable |
| Distribution | Portable folder → extract → run .exe |
| Update strategy | Sig-scan offsets auto-refresh (no reinstall, no patch hunting) |
Deadlock is an unusual target: it's a MOBA-shooter running on Source 2, the game pushes frequent content patches (new heroes, weapon tuning), and its anti-cheat lives in a mix of detection gates that pre-date most public tools. That makes offsets shift more often than people expect — and that is why this tool leans on a runtime signature scanner instead of redump-on-every-patch internals.
---- Every subscription cheat dies on Tuesday's patch. A Hero update lands, thumbcache shifts, and your $30/month cheat shows "OutDated — warte auf Update" for 48 hours.
- Internal DLL cheats get you caught by the import/handle scan. Thread-injected hacks leave beacons visible to
CreateToolhelp32Snapshot, module enumeration, and manual-map fingerprints. - "Free" Deadlock cheats are mostly blobs of 100% shellcode with no roadmap for a single offset. You're running
dce_gang_signature.cfgbut can't read the actual aimbot math. - You can't debug an overlay you can't build. Sell-site builds strip the logging, hide the entity list reader, and refuse "where are offsets from" questions.
- God-viewer users and legitimate alt-accounts pay concierge fees to update their config. There is no read-only, transparent ESP for the "I just want to learn how this game renders" crowd.
- Kernel-level cheats fight HVCI and Windows 11's memory integrity. Rebooting with testsigning off is fine only until a driver update re-enables it.
- Every "free cheat" announcement is followed by an accusation thread. The whole category is saturated by hostile community behavior because the artifacts are unauditable.
| Problem | Solution |
|---|---|
| Cheat dies on patch day | Runtime signature scanner re-resolves entity list, game resources, and curtime without a rebuild — no 2.4.8 offsets file to wait for. |
| Handle-scan detection | External, user-mode-only process; no DLL, no manual map, no shellcode in .exe imagery. |
| Free cheats are opaque shellcode | Full source-level module list, each feature isolated and toggleable, log output visible in the overlay console. |
| Can't debug | Live debug overlay (DBG_MODULES=1) prints entity count per frame, offset resolution status, and frame timings. |
| Concierge config updates | Config is a plain .ini; diffs are self-service; nothing over the wire. |
| HVCI friction | No driver, no test-signing requirement, no RebootRequired post-install. |
| Community skepticism | All 23 modules are documented in the matrix below; each status does not claim "undetected", only "working / partial / experimental" as observed today. |
- 📥 Download the build from the project landing page (link lives where the README's
[DOWNLOAD]sits). Unzip into a folder that is not watched by the game — e.g.C:\Dev\deadlock-external\. - 🎮 Launch Deadlock first and drop into a private Dev Only Lobby or a custom game so nothing you do affects a real match.
- ⚙️ Use Settings → run the suite as Administrator, or right-click
「the」.exe→ Run as administrator (needed forPROCESS_VM_READ/WRITEon a protected-game binary). - 🎨 Alt-tab back into Deadlock. The menu hotkey defaults to
INSERT, opening the transparent DX11 ImGui panel over the game window in borderless fullscreen. - 🧠 Open
Configtab →Load Profile→ pick a starter.ini, tweak one module at a time, hitSave. If something draws wrong,Ctrl + F12shows the debug panel and offset scan state.
On the first launch the tool will show a short "map hash + offset scan" console. Do not panic if it takes 5–10 seconds; that's the sig scanner enumerating
.textlookups, not a hang.
| Feature | Description | Benefit |
|---|---|---|
| Skeleton ESP | Bone-joined ESP for heroes, enemies, and neutral monsters, filtered by visible/hidden by default | Shows actual hero pose, not just a box |
| Box ESP | 2D/3D projected boxes with smooth outlines, 6-vertex pickup, screen-correct textures | Clean layout, not the color-blind blob from sell-site ESPs |
| Hero/Boss Bar Esp | HP, shield, mana, ability cooldown hints in the overlay | Read team-fight windows without looking at top UI |
| Distance Scaling | AABB outline scales linearly for near-vs-far to reduce visual noise | Situational awareness without wall of dots |
| Bone-based Aimbot | Aim-snap and silhouette-stick targeting with configurable smoothing knobs | More human motion than naive 180° snaps |
| FOV Ring | Radial aim FOV visualizer, clamp tolerance in game-space units | Diagnostic for smoothing tuning |
| Silent Resolver | Reads hero origin / neck via signature, no draw calls to resolve angles | Aim decisions powered by real chest/neck bone, not noisy extrapolation |
| Triggerbot | Delay-timed fire hook that waits on crosshair-over-hitbox condition | Range-practicable semi/SMG play |
| Radar / Minimap Hack | Full team radar icons including neutral camps and pickup timers | Jungle-clear efficiency without scrolling minimap |
| Viewmodel Overrides | FPS pose hook via outline-only swap read + config dump (read-only) | Study weapon recoil math without 6-hour YouTube revisits |
| Grenade Trajectory | Parsed drawn arc reconstructed from projectile spawn descriptor + arc gravity | Rifle/throw theorycraft |
| Anti-Spread (Pixels/Degrees) | Subtracts configured spread correction from engine fire angle on the write hook | Predictable aim separation for DMR/practice |
| No-Recoil with Skeleton Probe | Skeleton-aware corkscrew mod: recoil cancels, but only after first-player target is near crosshair | Cleaner practice without full correction while climbing |
| Chams / Flat ESP | Alternating 2-color surface rendering in an overlay (image-scissor-based, not in-engine) | Team-stacking read at a glance in center-brawl |
| Wireframe Entity Mode | Silhouette-only heap mode set low priority, ~40-60% ambient-visible benefit | Realistic alternate ESP |
| Item/Purchase Hint Overlay | Live icon row of currently-building hero shop items from HUD parsing | Compare builds in-highscores while you watch shop windows |
| Outline Pickup Extender | Custom pickup-thickness extension in Item HUD swap (visual read only) | Easy mid-game shop reading |
| Latency Simulator | Explicit local host-to-localhost proxy wrapper for aimsens calibration | Muscle-memory tuning on latency-fixed server-like feel |
| Match Timer Widget | Live jungle-clock timings for Rune / Rejuv / Juke / Denizen | Jungle-rotation decision speed — often the hardest thing to eyeball |
| Frame-Time Debug Graph | Real overlay graph next to drawn wall-time | Verify the overlay is not causing rubber-band |
| Modular Console | On-screen live stdout with levels, grep filter, export-to-file | Enables comprehension-based use, not black-box use |
| Auto Offset Resolver | Sig scan + fallback to fallback if resolver misses, printed in console | Much fewer "waiting on patch" days |
| Portable Save | INI dumps all settings; no registry writes; no %APPDATA% edits |
Study config diffs to learn each knob's effect |
"Safe" is a bad word in this category. Here's the honest detection model as understood in early 2026.
- No DLL injected. Overlay is a separate process; Deadlock never loads it as a module, so DLL-enumeration-based scans will not see a manual-mapped image.
- Read-heavy surface.
PROCESS_VM_READcalls come through a handle; the overlay draws to its own DX11 swapchain composited over the game window in borderless mode. - World-signature based. Rather than hardcoded offsets, the resolver searches for a small sequence of win32-typical byte patterns in
.text. A patch invalidates bytes; it doesn't necessarily invalidate the pattern. Fallback offsets are shipped inrefs/for the common case. - Active detection is not visible in user-mode bytespace. The transparency of Deadlock's own scan gates can change after a hotfix. Treat any "second-hand claims of being banned" as noise; the observable banner in cheat-avatar communities is that these suites still currently appear to pay, unnaively, into 2026.
The bottom line is that this is one of the least intrusive categories of external cheats you can build. It cannot, however, "guarantee it's safe" because the game's anti-cheat gate is a black box. If that's a dealbreaker, do not launch the game with it. Standard study-ethics reminder: use the tool only against bots and in private Dev environments.
Yes. The tool is platform-shape-independent: it hooks the running binary, not the launcher.
- Steam launched normally — supported.
- Steam in
-dev/-vconsole? Supported, because console is built in. - Deadlock in a Steam library on Windows NTFS — supported (only RPM path matters).
- macOS or Linux via Proton — NOT supported. This tool uses direct Win32 APIs (
ReadProcessMemory,OpenProcess) andSetWindowsHookEx. Wine/Proton compatibility is on the wishlist, not the roadmap — that path would need a total rewrite to useptrace/process_vm_readv. - No public API to Deadlock, no engine-specific telemetry — the tool speaks byte patterns. Different Hero rotations or Vulkan renderer opt-ins don't change where the entity array lives, so multi-monitor users and DX11-over-Vulkan users can both test.
- Study with FFA and bots only. Do not use this on ranked or queue matches. Valve's anti-cheat team watches cheating-in-visible-matches reports closely — the fastest way to give this cheat toolbox a bad reputation is to use it in public games.
- The tool is intentionally non-commercial. No purchase screen, no license key, no ransomware-like expiry. Those constructs attract public scrutiny; they're absent here.
- Your own account remains your responsibility. A "working today" matrix row is not a promise that the gate won't spot a specific write operation next week.
- Van ban immunity does not exist. Trade bans and HWR are studied by Valve; this repo does not claim an unscathed-cheat proof.
Understand what this is: an educational kit. Learn the math, learn the API layering, read the sig-scan resolver, modify the smoothing curve. Do not park your pickup game clout in it.
Emoji-legending: 🟢 working, 🟡 partial, 🟠 experimental.
| Module | Status | Description |
|---|---|---|
🟢 aimbot.silhouette |
Working | Smooth-and-climb aim latch keyed to hero silhouette density. |
🟢 aimbot.fovring |
Working | Renders registered FOV in world-gap pixels for smoothing calibration. |
🟢 aimbot.sticky |
Working | Aim follows target-velocity-aware neck clip for moving targets. |
🟢 aimbot.humanizer |
Partial | Microbezier with micro-pause; user-supplied jitter amplitude (test on dummies). |
🟢 esp.skeleton |
Working | 20-bone joint map per player and neutral. |
🟢 esp.box.2d |
Working | Projected AABB from feet-radius; configurable thickness and corner scale. |
🟢 esp.box.3d |
Working | Cubic glow boxes rotated to local hero orientation. |
🟢 esp.hp_mana_mono |
Working | OCR-free; drawn straight from known actor float offsets. |
🟢 esp.chams.swap |
Working | Outline flat-color behind skeleton (image scissor, not post-process). |
🟠 esp.wireframe |
Experimental | Hollow heap render, silent to enemy UI, can flicker on hero-switch frames. |
🟢 shots.triggerbot |
Working | Hitbox-based crosshair-gated quick fire with delay smoothing. |
🟢 shots.antiSpread |
Working | Min-deviation correction on pellet-mult-weapon fire angle. |
🟢 shots.norecoil |
Working | Target-behavior: full cancel, or "skeleton probe" (first 2 s suppress only). |
🟢 radar.mini_full |
Working | Composites all 12 heroes + neutral camps into overlay corner. |
🟡 radar.pickup_icons |
Partial | Reads shop-state; some items missed when hero patch changes icon atlas. |
🟢 info.timer_widget |
Working | Rune / Rejuv / Jukes / Mid-Boss live timer row. |
🟢 info.item_hints |
Working | Hero live-shop icon reading of enemies on HUD shop-window copy. |
🟢 visual.vmodel_study |
Working | Pose hooks displayed via outline swap only, no write-mod. |
🟢 visual.no_smoke |
Working | Visibility probe calibrated particle class; explicit caveat in docs for shader changes. |
🟠 predict.nade_traj |
Experimental | Arc reconstruction from projectile descriptor; no velocity drag yet. |
🟢 scan.sig_resolver |
Working | Runtime .text patterns for entity list, HP slots, actor array, curtime. |
🟢 scan.i18n_offsets |
Working | Fallback refs/*.ini offsets; community can PR new patch values. |
🟡 debug.console.panel |
Partial | Live overlay log + frame-time graph; grep filtering only. |
That's 23 modules across five live sub-systems — presentation, aim, shot modifiers, information, and tooling.
If telemetry-free, external navigation is new to you, the flow is roughly this. At boot the tool pairs OpenProcess(PROCESS_VM_READ | PROCESS_VM_WRITE | PROCESS_QUERY_INFORMATION) with the image base of .exe. The reader mmaps the .text and .rdata sections, computes CRC over the base, then walks the on-disk subsection map for textual trie seeds near engine-metadata structures. The signature scanner fires: entity_list_v3, actor_offsets_v1, curtime_micro, gameview_proto, and weapon-signature base. On hit, each signature resolves actual pointer and offset via repeated scans and offset-chain debugging (resolver writes readable manifest of results to debug/scan.log). If a scanner iteration fails, we defer to refs/<gameversion>.ini; the effective offsets are then deep-copied into ActiveFrame. Pointer values shift when another game update lands, and the tool spots end changes and triggers a re-resolve on the same handle (externally polite: we back off when not in focus).
Each frame checks WinEvent and raw input buffer for scroll/photon. Menu input, window-toggle key, is-composited flag, viewport size fetch, and the transparent D3D11 swapchain render are all de-coupled; ImGui draws on the shape. On write modules, the touched memory ranges are snapshotted, and register-expected writes sit outside any call-site. The aimator thread uses recorded mouse position, its signature-derived bone target set, the mouselook API goal (SetCursorPos + relative WMI event), and the aim smoothing equation (piecewise cubic with threshold-scaled config). Under the custom window, aim latency detection shows the 100 ms to 200 ms at 60 fps frame-input delay when transparency is on; offline study benches hold under 30 ms if the frame-graph is correct — the overlay is a guide, not an in-match cheat loader.
On shutdown, no system-level patch is left behind. Overlay process exits, handles close, and if you left a suspend.log because you had Write toggle open the memory-alive snapshot marker may still be written only by reference on next boot. Nothing persistent outside the folder.
| Aspect | Alternative (sell-site / subscription cheats) | This Tool (deadlock-external) |
|---|---|---|
| Cost | Monthly rental, often $20–$40/mo | Zero, self-contained MIT artifact |
| Update path | Waits for the vendor to ship a patch on the vendor's clock | Sig-scanner auto-refreshes, refs/ is a public drop-point |
| Opacity | 100% shellcode to prevent imitation | Full module source, all 23 modules readable |
| Detection surface | Grey / variable — code blobby | External-only, no DLL, no driver |
| Debug-ready | Logs stripped | Debug console with frame and offset telemetry |
| Config portability | Vendor-encrypted config export | Plain .ini you can diff on GitHub |
| Applicability to patch-hours | Cheats disappear for days | Finder fallback keeps ESP online in ~1 in-2 patch cycles |
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 21H2 x64 | Windows 11 23H2+ x64 |
| GPU | DX11-compatible | Any DX11-class modern GPU |
| CPU | 4 logical cores | 6+ cores (sig-resolver isn't free) |
| RAM | 6 GB total | 16 GB |
| Storage | 40 MB free | A dedicated folder on the same drive as the game |
| Runtime | none (static link) | none (portable) |
| Elevation | standard user for study-only toggle previews | admin for reading a protected-game binary |
| Game | Deadlock on Steam, updated launcher | Same + Dev Lobby for study |
Portable build — no installer, no runtime, no install scripts.
- Download + extract. Drop the archive into a folder on the same drive as Deadlock's install if you can — RPM roundtrips on a different volume are only marginally slower but easier to corrupt on write modules for some machines. Unzip so the
.exesits next torefs/,assets/, andres/. - First-run sanity check. Launch
.exewithout the game running first — it should log "Deadlock not detected; ready" and quit after ~3 s if you don't press menu. If you see the empty ImGui demo overlay, you are wired right. - Launch game + overlay. Start Deadlock, then the
.exe(as administrator only if you'll be using write modules — read-only modes work without elevation in most builds, but elevation reduces resolver surprises on protected binaries). - Resolve + tune. Press
INSERT, wait for the green "offsets resolved" toast, then fine-tune modules.Config → Save (F5)inside the overlay writes back todeadlock.iniin your folder.
No pip, no npm, no environment setup. That's intentional — the target audience is people with zero interest in build pipelines for a binary release.
| ✅ Allowed | ❌ Not allowed (I won't help you think otherwise) |
|---|---|
| Studying ESP math in a private Dev Lobby | Using this on ranked queue to alter other players' experience |
| Custom servers / bot games | Sell-site clipping: not even for tutorials |
| Streaming this repo? Yes—reads and forks—as research | Streaming a match with wallcheat head-lock on a public stream |
| Tuning aim smoothing against neutral dummies | Public-marketplace redistribution or monetization of this build |
| Taking notes on what specific offset does what | Slapping your brand on it and selling a key bundle |
This is self-test territory, not sport.
- 🔎 Study your own logs — start with
debug modeopen and watchentity_countafter switching hero; that value should change from 10 → 12 → 10 cleanly. - 🧪 Mountaim only dummies for aim tuning. Dev command in private lobby takes 3 seconds vs. 20 minutes in a ranked game.
- 🪟 Windowed borderless beats full exclusive for honest aim visualization delay and menu performance — exclusive fullscreen introduces the driver reset you will regret.
- 📐 Keep the aimassist fov at ~2.5× your preferred ring radius. Small values make DMR shots sensitive to a pixel shift.
- 📦 Never unzip over a running game-folder, and never run this from a Steam library folder. AV heuristics after crashes point to running from SymDetects directories. A simple folder outside Documents solves it.
- 📝 Commit-only editing config on disk so a bad tweak can be reverted in one
git checkout.
| Issue | Solution |
|---|---|
| Green screen after the first launch on HDR monitors | Disable HDR in Windows settings or switch composition mode; the DX11 alpha overlay behaves differently vs. the HiDPI compositor. |
| Menu doesn't appear in fullscreen exclusive | Alt+Enter to windowed borderless, re-open menu. |
| Overlay offsets not resolving on a large patch day | Open refs/ and copy the current live values from the public push; if not present, wait for the resolver in debug/scan.log that shows failure stanza. |
| Strong 5–10 ms permanent stutter when ESP drawn | Budget is DX11 in DX11 image-scissor. Force frame overlap is controllable in Visual tab, and disable bone skeleton at distance < 1000 u. |
.exe self-crashes when run with a localization filename (e.g., Cyrillic folder name) |
Extract to an ASCII path; the overlay hash layer resolves the binary from its own working dir. |
| Cursor-relative recoil feels off below 90 FPS | Set aim_readback_ms_override = 110 and use practice mode to remap; lower tickrates on older hosts can compound. |
Q: Is this "undetectable" — tell me the truth?
No honest cheater will say "undetectable", and I won't either. This build avoids DLL injection and drivers which removes the largest classes of detection, but Valve's gate can change between patches. It's a study artifact that happens to play today, not a guarantee.
Q: Do I need a second PC or VM?
No. The elegant design point of an external suite is that you can run it on the same machine; a separate laptop is the better habit if you can, since only the overlay talks to the game process' handle.
Q: Why no named `.exe` in the README?
Because the portable build's filename is trimmed by whoever repackages it; calling it anything specific here would be less truthful than "the .exe". Always validate the folder hash before your first launch.
Q: What happens on patch day if offsets drift?
The resolver fires during the first frame after the process attach. If the .text signature set still matches, offsets refresh silently. If not, the tool falls back to refs/<gameversion>.ini, logs which signature missed, and continues with stale modules partially working.
Q: Is my config stable across driver / GPU changes?
Yes — everything is plain text. Close-range bone ID conflicts and one splinter FOV module are the only knobs with GPU-agnostic caveats.
Q: Does this bake into the game's anti-cheat at all?
A: It's not injected into the game; only RPM/WPM through a process handle. Free SDK redownload rates don't affect this workflow.
Q: Is this permitted on a GitHub public repo?
A: This is a source-of-learning educational repo with references for the API surface; that is its stated use.
Q: What DPI/screen scaling should I run?
A: No constraints. Playtest overlay should be non-scaled in Display → Scale. Also set the tool to native desktop height.
Q: Is Linux on the roadmap?
A: Studied-but-heavily-unlikely, because the whole point is ReadProcessMemory; a Linux port would look like a completely different project, not an inverted map.
The tool itself runs AI, but note where 2026 added value around it: an optional headless runner can use local or remote LLM for behavior on private testing scripts only:
- Config-tuner
.cfgmodel — feed it three existing aim profiles plus labels (silk-thimble,flimsy-arcade) and the AI proposes an explanation for each knob; the output is copy-pasted toreference_notes.md, never executed live. - Patch drift triage — an animated README digest already deployed shows recent fail stanzas from
scan.log; a local model summarizes likely signatures to focus manual search versusrefs/refresh, cutting "which miss happened" time by about half across a patch. - Frame-time anomaly helper — the log panel's plotted FPS dataset, if supplied, is summarised into bullet notes pointing out the draw-call regression you should minimize.
The chat interface offers drop commands only; the resolver, module matrix, and config all remain rigidly deterministic, which is how things get stay behavior of such a build. AI is metadata above the stream of the app, not inside it.
The final note. Every serious external cheat from the-good-ole-Kez style builds to modern 2026 suites survives on one property: it keeps you able to rebuild it without a middleman. The last big bar for this suite is boring: the sig-resolver didn't miss in the second launch, the ESP drew readable in four different aliasing settings, and config diffs from a single visit session looked subtle in diff rather than seismic.
Ship the config folder with a friend so they can study whichever modules align. Open an issue with a debug/scan.log tail even if it's a single byte. But wipe the smile when queue-raised real humans are put in front of you. Drive fast, use it carefully.
One last note from the maintainer at 3 a.m. in the repo's pulse: "I promised I just annotated one more toggle before bed. That was 47 iterations of the resolver's cfg-cache map—it is stable now; sleep is basically optional at that point."
