👾 Cheat Bloodstrike External Cheat (PC STEAM)

game link:

bone-driven ESP • multi-bone aimbot • zero injection

I don't really play the game, nor do I like it, or have ever played it. But, I just saw that a lot of people liked the game and it was underperforming cheat-wise, so I decided to create this external cheat. Hope you guys like it.

Almost dropping 20+ kills every game with rage aimbot and 0–1 smoothing, and still not banned.


STATUS
  • Type : Fully external — separate process, no DLL injection, no hooks
  • Memory : Read-only via NtReadVirtualMemory (resolved from ntdll, never via RPM if avoidable)
  • Anti-cheat : HyperShield (NetEase kernel ObCallbacks) — handled by progressive-rights OpenProcess + admin manifest
  • Builds : Steam (verified)
  • Tested on : Training Range bots undetected You do not have permission to view the full content of this post. Log in or register now.
  • Real players : Has been tasted. undetected You do not have permission to view the full content of this post. Log in or register now.



FEATURES

» ESP
  • Player boxes — 2D rectangles wrapping the actor silhouette
  • Full skeleton — 18 bones, head ► neck ► spine ► limbs, drawn as line segments
  • Anatomical skull circle — filled + outlined, anchored on the spine axis so it sits dead-centre on the visible head
  • Snap lines — from the bottom of your screen to every enemy on screen
  • Distance text — metres, below each box
  • Customisable everything — per-feature colour pickers, thickness sliders, skull radius / skull lift / head padding
  • Out-of-FOV arrows — triangle indicators ring the crosshair pointing at enemies who are off-screen or behind you; angle computed in camera space so it stays correct in all 360°
  • Long-range visibility — projection scales with real distance + FOV, so enemies stay visible far past where most externals give up. No more "95 m wall"
  • Smart bone fallbacks — head ► neck for the box top, paired feet ► single foot ► pelvis for the bottom; partially-streamed distant actors still draw a clean box
  • Synthetic box fallback — if no bones stream at all, the entity transform is projected and the box is sized from real distance + camera FOV instead of the actor vanishing
  • Default palette — box green • skeleton white • snap purple

» AIMBOT
  • 8 target bones : Head / Neck / Chest / Pelvis / Hand L / Hand R / Foot / Nearest
  • Target selection : Closest to Crosshair (default — snaps to whoever's nearest your reticle) or Closest Distance (snaps to whichever enemy is physically nearest in metres). Both still gate on the FOV cone
  • True skull aim — "Head" lands on the visible skull, not the jaw bone (the head bone in Messiah sits at the chin — the aimbot lifts to the centre of the drawn skull circle)
  • "Nearest" mode — evaluates every key bone per entity, snaps to whichever is closest to your crosshair (lifted skull included)
  • Adjustable FOV — 1° to 90°, with on-screen FOV cone
  • Smoothing — 1.0 (instant) to 10.0 (silky)
  • LMB and/or RMB hold — both toggleable independently
  • Focus gate — only fires when the game (or our menu) is the foreground window. Alt-tab to #forbidden# / Task Manager / anything — cursor stays put
  • Menu-aware — clicking inside our own menu never triggers aim
  • Bone fallbacks — if the chosen bone fails to read this frame, falls back to the next most sensible one (Head → Neck, Chest → Spine1 → Spine3, etc.)

» HUD / VISUALS

  • Animated watermark — top-left, hue-cycles through the LianFlow violet band, always on
  • FPS counter — optional, lives inside the watermark
  • Build tag — optional, shows STEAM / GLOBAL
  • Live entity count — confidence that the chain is alive in-game
  • Radar minimap — circular top-right HUD, camera-relative so "up" is always your forward heading. Inner half-range ring + cardinal axis lines for depth sense. Dots clamp to the rim instead of dropping, so distant targets stay visible
  • Radar tuning — size (120-480 px), range (50-800 m, 300 m default), dot radius, background / ring / enemy colours — all live-editable

» UX / MENU
  • LianFlow sidebar UI — purple-accent dark palette, three tabs (ESP / Aimbot / Visuals)
  • Drag handle — grab the header strip to reposition the panel
  • Toggle on INSERT — closed by default so you can play un-cluttered
  • Click-through when closed — the overlay won't eat any of your in-game clicks
  • Click-receiving when open — we strip WS_EX_TRANSPARENT the instant the menu opens, restore it the instant you close it
  • Live tuning — every threshold (FOV, smoothing, head padding, skull radius, skull lift, all thicknesses, all colours) is editable mid-match


REQUIREMENTS
  • OS : Windows 10 / 11 x64
  • Permissions : Run as Administrator (UAC manifest is embedded — just right-click ► Run as administrator)
  • Runtime : VC++ 2022 redist (likely already installed)
  • Game : BloodStrike.exe (Steam or Global build)
  • Display : Run the game in Borderless / Windowed-Fullscreen. Exclusive fullscreen will swallow the overlay.


HOTKEYS

  • INSERT ► toggle menu
  • LMB / RMB ► engage aimbot (both customisable)
  • DELETE ► quit the cheat cleanly



DEFAULTS ON LAUNCH

everything below is live the moment the overlay reports "ready" — you don't need to open the menu to enable anything

  • ✓ ESP master switch
  • ✓ Player boxes (green)
  • ✓ Skeleton + skull (white)
  • ✓ Snap lines (purple)
  • ✓ Out-of-FOV arrows
  • ✓ Distance text
  • ✓ Aimbot, target = Head, select = Closest to Crosshair
  • ✓ FOV cone
  • ✓ Radar minimap (top-right, 300 m range)
  • ✓ Animated watermark + FPS + build tag
  • ✗ Menu (closed — press INSERT)


USAGE
  1. Boot up the game.
  2. Launch BloodStrike.exe and queue into Training Range
  3. Right-click Bloodstrike.exe (the cheat) ► Run as administrator
  4. Wait for the overlay window to spawn — you'll see the watermark in the top-left and the FOV cone in the middle
  5. Press INSERT to open the menu; tweak anything you want; press INSERT again to close
  6. Hold LMB or RMB in-game to engage the aimbot on the closest bone in your FOV cone


NOTES

  • No team filter yet. Until I find the team offset, every player-mask entity gets ESP'd — your teammates included. Don't go shooting bunnies.
  • No visibility check. Without a LoS raycast we can't hide occluded enemies. The skeleton draws even through walls.
  • No health bar yet. Health offset hasn't been mapped.
  • ρá†ch resilience: if a major game update breaks the chain, the pattern-scanner will re-locate the statics. The auto-discovery will re-find moved struct offsets within a small window. If the layout changes (new fields, removed components) you'll need an update.



CHANGE LOG ► v 0 . 3

Rolls up every feature, fix, and polish landed since v0.1. If you skipped v0.2, this is everything you missed plus everything new.

» NEW FEATURES

  • Multi-bone aimbot — the old single-bone dropdown is gone. The Aimbot tab now has 8 stackable bone checkboxes (Head / Neck / Chest / Pelvis / Hand L / Hand R / Foot L / Foot R); the aimbot snaps to whichever ENABLED bone is currently closest to the crosshair. Tick just Head for headshot-only, tick everything for full-body magnet, mix and match anything in between. CS:GO-style stacking.
  • Triggerbot — auto-clicks LMB whenever the head bone of an enemy falls inside trigger_fov_px of the crosshair. Rate-limited by trigger_delay_ms so it can't auto-spray. RMB-hold gate by default ("scoped trigger") so it only fires while you're actually aiming.
  • Aim modes — new combo in the Aimbot tab:
    Hold — fires while LMB/RMB held (default)
    Toggle — press to latch on, press again to latch off
    Always — no key needed (loud)
  • Auto-shoot (EXPERIMENTAL) — combined aim-snap + auto-fire. Whenever a player enters the FOV cone, the cursor snaps to their head and LMB clicks. Skips teammates (once team detection ships). Default OFF.
  • Radar minimap — circular top-right HUD, camera-relative so "up" is always your forward heading. Three labelled range rings at 25/50/75% so any dot's distance reads at a glance. Dots clamp to the rim instead of dropping, so distant targets stay visible. Size / range (20-800 m, 100 m default) / dot radius / colours / labels all live-editable. On by default.
  • Out-of-FOV arrows — triangle indicators ring the crosshair, pointing at enemies who are off-screen or behind the camera. Angle is computed in camera space, so it stays correct in all 360°. Adjustable radius + size. On by default.
  • Motion trails — fading polyline of each enemy's last ~1.5 s of screen positions. Reads as a motion vector at a glance. Stale entries swept every 3 s so the buffer can't grow unbounded across a long BR match.
  • Aimbot target selection mode — new combo:
    Closest to Crosshair — snaps to whoever's projected target bone is nearest the reticle in pixels
    Closest Distance (default) — snaps to whichever enemy is physically nearest in metres
    Both still gate on the FOV cone, so neither mode will snap to someone across the screen.
  • Skip teammates toggle scaffolding — UI is in place ("Filters" section in Aimbot tab) but the team check still needs offset research, so it's currently a no-op. Mentioned for completeness; nothing breaks without it.

» ESP — RANGE + STABILITY
  • No more 95 m wall. Boxes / skeleton / snap lines render all the way out to wherever the engine streams the actor — easily 4× the previous range. The old pixel-height cutoff was throwing distant boxes (3-5 px tall) straight out of the draw loop while the aimbot could still see them. Cutoff lowered from 6 px to 1 px.
  • Smart bone fallbacks — box top: head ► neck. Box bottom: paired feet ► single foot ► pelvis. An entity only gets dropped if both anchors fail — partially-streamed distant actors still draw a clean box.
  • Synthetic box fallback — if no bones stream at all, the entity transform is projected and the box is sized from real distance + camera FOV. Distant enemies stay visible even before their biped pose ticks in. Guarded against drawing screen-filling phantoms for actors at the camera's own position.
  • Bone-read hysteresis — Bloodstrike streams pose data on-demand and skips frames. The old "0 bones this frame = drop" gate caused some strikers to ESP-flicker (detach + reattach every frame). Now we remember the last time each entity had a successful bone read; within a 1.5 s window we keep the box via the synthetic fallback. Real phantoms still drop because they NEVER have bones.
  • Striker coverage — mask filter widened from strict mask==2 to mask 1..4, paired with an ActorInstance-based duplicate-self filter so non-default agent classes ESP properly without your own character or weapon-rig proxy slipping in as an enemy.
  • 2 px minimum box width — distant boxes don't collapse into a vertical line any more.
  • Battle Royale entity capacity — entity-list walker cap bumped from 1024 to 16384. 100-player BR lobbies were getting truncated; now they don't.

» FIXES + POLISH
  • Scoped-FOV blackout fixed. When you ADS'd with a sniper, the game dropped the vertical FOV to ~4-7° and our camera-validity gate (>10°) silently disabled the entire ESP / aimbot / radar pipeline for the whole zoomed window. Floor lowered to 2°, so every optic Blood Strike ships passes it. Snipes feel right now.
  • Face-to-face ESP works. Earlier we had a duplicate-self filter that mis-flagged any enemy who walked within ~1 m as a self proxy (the filter sat at ground level, the enemy's body fell inside the radius). Replaced with an ActorInstance-based filter that doesn't care about distance at all — two real players can't share an ActorInstance, so it's false-positive-proof.
  • Aimbot flicker / cursor drift killed. When the self proxy slipped through, the aimbot would lock onto your own head bone at the camera origin every frame and drag the cursor down/right. ActorInstance filter ends that.
  • Radar scale rebuilt. 300 m default range made every dot pile up near centre (a 20 m enemy was 8 px from centre, a 50 m enemy was 20 px — visually identical). Default now 100 m with 25 m / 50 m / 75 m / 100 m labelled rings. Slider lower bound dropped to 20 m for CQB. Distance labels toggleable.
  • Skeleton skull anchored on the spine axis — Messiah's head bone is at the jaw and offset sideways from the visible skull. Skull circle now anchors on the neck X position with a configurable lift so it sits dead-centre on the actual head.
  • True skull aim — "Head" aim point lifts to the centre of the drawn skull circle (head bone + lift + radius). No more chin shots.

» DEFAULTS UPDATED
  • ✓ Radar — on
  • ✓ Out-of-FOV arrows — on
  • ✓ Motion trails — on
  • ✓ Aimbot target = Head (single bone ticked)
  • ✓ Aimbot select = Closest Distance
  • ✓ Aim mode = Hold
  • ✓ Skip teammates — on (no-op until offset is wired)
  • ✗ Triggerbot — off
  • ✗ Auto-shoot — off

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