Every build of the Vivid client, newest first. Vivid is in closed beta, so builds ship often.
0.1.10
Latest
Changed1
Update
0.1.9
Changed1
Update
0.1.8
Changed1
Update
0.1.7
Changed10
Launcher: redesigned with the new menu look, including the sign-in, home, changelog and launching screens
Launcher: starts the game component more reliably
Auto kill orbits every player in turn, shoots, presses R to reload, then moves to the next one
Low health escape works without a target near the cursor and moves you away from the nearest player
Mouse position silent aim finds the game's real mouse position instead of writing to the wrong address
Keystrokes: the spinning border now runs around each key
Default heads use Roblox's own head mesh instead of a ball in mesh chams
Native chams look for a code cave in any Windows library, so they start on Windows 10
Fixed a random crash caused by avatar and album art textures being freed while still in use
Bullet tracers are hidden for now
Removed2
Mouse.Hit silent aim
Auto kill FOV radius, Teleport to target and Orbit teleport (auto kill always orbits now)
0.1.6
Added5
Brand new menu design with a soft animated silk background and smoother animations
Target bone is multi-select: Head, Torso, Left arm, Right arm, Left leg, Right leg and Root
Share code for this game's settings in Settings > Configs
Menu opacity and menu position settings
Assistant pane in the script editor
Changed8
Menu reorganized so related features sit together across Combat, Visuals, Movement and Settings
Each game keeps its own settings; loading a saved config or importing a code overwrites them
A new game starts with every feature off instead of carrying over the last game's toggles
Fixed settings sometimes not saving after ejecting or closing Roblox; failed cloud saves are retried
Aimbot and triggerbot max distance default to Unlimited
Spectre and Metal world chams reflect the custom sky
Fixed native chams cutting into your own body when you are a target
Crash logs include more detail to help track down crashes
Removed2
Menu style, skin and layout options (replaced by the new design)
Default config, place assignments, community config browser, rename, duplicate and file import/export
0.1.5
Added18
Flick bot: Flick time, an editable Flick curve, Click delay and Return after the flick (replaces Smoothing)
Spider and Reverse walk in Movement, each with its own key
Freecam: Lock position and Control character
Stretched resolution in Movement > Camera: 4:3, 5:4 or 16:10
Player list: Fling in each player's menu
Silent aim: One ray per shot for the Raycast method (on by default)
Silent aim: Ray length slider (1x to 10x) so Raycast shots reach further targets
First-run intro tour that ends with your layout, design and colour choices, shown once per account
Weather sounds: rain, wind, blizzard, sandstorm, ash and distance-aware thunder, with its own volume
Custom skies: Synthwave, Blood moon and Cotton candy
Hidden shader for native chams: pick the shader for hidden parts, or Invisible
Inventory ESP: the tools in each player's backpack
Keystrokes mouse buttons with clicks per second
Spinning gradient border on HUD panels
Replace game cursor option on the crosshair
Custom menu colour is back and works: choose the Custom style and pick an Accent color
Modular layout works with the Standard design too
Community configs in Settings > Configs: browse, download, copy and publish
Changed28
The menu and overlays scale with Windows display scaling above 100% and stay sharp
Death effect redone: eight glowing styles with an Intensity slider
New native and world cham shaders: Fresnel, Spectre, Water, Metal, Glass and Carbon, tinted by your colour or gradient
Unified menu: Aimbot, Silent aim and Triggerbot share one layout, and Visuals > Players is now Visuals > ESP
ESP cleanup: each label can sit on any side of the box, and the ESP preview matches the live layout and lets you drag labels
Slimmer health bar
Bullet tracers are drawn for every shot, not only damaging hits
Ambient and Outdoor ambient are separate rows in World
Thunder uses real recordings; weather has a fixed 400-stud far reach with denser near-to-far detail
ESP boxes hold steady when a character's parts stretch suddenly
Notifications redone: one cleaner card, repeats count up instead of stacking, at most four on screen
Fixed one kill being counted, notified and played several times
Silent aim's Raycast method only redirects your own shots, not other players' bullets
Aim no longer passes over a far target under your crosshair for a nearer one at Unlimited max distance
Fixed Load config not applying the config; the Configs page shows whether a load worked and why not
Fixed per-place settings and export codes not saving for larger configs
The default or assigned config is applied on join even when the first fetch fails
With unsafe mode, weather is drawn in the game's frame and hides behind walls and players
Rain reaches out to the Radius slider, now up to 400 studs
Custom sky fully hides the game's sun, moon and sun rays
Fixed Time of day, Fog and Ambient not applying
Hit sound volume goes up to 300%
Fixed Hide under map crashing the game; it now parks you just under the ground
Crash guards for movement: impossible speeds, heights and teleport targets are refused
Fixed a crash with silent aim or the raycast hook together with native chams
Native chams are lighter in games with many shared-rig characters
Team detection no longer guesses teams in games with a built-in profile
Security and integrity hardening
Removed4
The old animated cham and world cham shaders; saved configs switch to the closest remaining one
Fewer ESP options: cosmetic knobs like box thickness, corner length, rounding, glow and per-element fonts
Game pages are switched off for now, so the Blade Ball page no longer shows
In-game browser in Beta
0.1.4
Changes44
Player list is its own page in the sidebar again instead of a tab inside Movement[~] Fixed Roblox crashing when its window is minimised, maximised, resized or hidden with Win+D while Native visuals, internal boxes, native chams or glow are on: the visuals now share one cached view of the back buffer that is released and flushed just before the game resizes its swap chain
Fixed Native visuals staying frozen on screen at their last position when Roblox loses focus (Windows key, Alt+Tab, clicking another window): they now disappear at once and come back when you return to the game
Weather in Visuals > World: rain, snow, storm, blizzard, ash, sandstorm and fog with lightning bolts and flashes, view-filling mist that drifts in a direction you set, and fireflies or embers. It is drawn on the overlay, stays out from under roofs and indoors, stops at the first surface it hits with splashes, hides behind walls and hills, and has wind, intensity, size, opacity and radius settings (off by default)
The crosshair moved from Visuals > World to Visuals > HUD, next to the other on-screen overlays
Field of view, Third person and Freecam now live in a new Camera tab under Movement instead of Visuals > World
Face target moved from Movement > Character to Combat > Rage, Target aura moved next to Target highlight and Target line, and the teleport rows on Rage joined Auto kill
The Script editor and Explorer keys now sit on their rows in Settings > Tools, the Menu key moved into Hotkeys, and ESP fonts moved from Settings > Game to Visuals > Players
Beta sections renamed (Physics, Visuals) and the Flick bot field of view slider is now called FOV radius
Removed the Active config card from Settings > Configs; use the per-config menu to save over a config or assign it
On feature rows the colour box now sits next to the switch, with the three-dot button and the key button further left
Selected sidebar icons are now white like the text instead of tinted with the accent colour
In the Standard design, switches that are on and selected tabs are white instead of blue, and the knob turns dark on a white switch so it stays visible
Fixed the three-dot menu flashing in the middle of the menu when you scroll (especially up) while it is open: it now closes at once instead of fading while sliding with the scrolled rows
The ESP preview now shows the selected native cham shader with your colours, gradient, opacity and outer glow, drawn by the same shader as in game; Occlusion colors show the hidden colour when the preview wall is on
Menu reorganised so every row works the same way: on the right of each feature you now always see, in this order, its colour box, its key button, the three-dot button (only when the feature has extra options) and then the switch. The main key and main colour are never hidden in the three-dot menu any more; extra colours (hidden, outline, glow) and tuning stay inside it
Menu pages regrouped. Combat keeps Aimbot, Silent aim, Triggerbot, Rage and Hit feedback; Visuals now has Players (box, health bar, name, weapon, distance, flags, velocity, avatar, team colors, outline), Model (chams, skeleton, head circle, look direction, trail, target aura, China hat, death effect), Tracers (player and bullet tracers, off-screen arrows, target highlight and line), World and HUD; the old Misc page is now Movement (Movement, Character, Waypoints, Player list); Settings has General, Game, Tools and Configs
Moved: Anti-aim and Spinbot to Combat > Rage; Damage numbers to Combat > Hit feedback; Hitbox expander to Combat > Triggerbot; field of view, third person and freecam to Visuals > World > View together with the crosshair, lighting, time, fog, custom sky and world chams; watermark, hotkey list, keystrokes and music player (and its online lyrics switch) from Settings > Overlays to Visuals > HUD, next to target HUD, radar, sonar and awareness; waypoints to Movement > Waypoints; Anti-AFK to Movement > Character; Visibility display to Visuals > Players > Appearance; the global checks, NPC and team source options to Settings > Game
Keys that used to sit inside a three-dot menu are now key buttons on the row: Blink, Click teleport, Auto clicker (hold key), Flick bot, and the waypoint add and teleport keys. Settings > General now lists the menu key, panic key, unload key, editor key and explorer key as plain rows, and the menu design, layout, blur and accent colour as plain rows instead of one hidden menu
Renamed for clarity (search still finds the old names): Field of view (aim circle) is now FOV circle, Fill is Box fill, Tracer is Player tracers, Outline is Element outline, Hotkeys is split into Panic key, Unload key, Script editor key and Explorer key, Reset panel layout is Panel layout
Death effect: the Show for list no longer repeats an Off entry; use the switch on the row to turn it off. Fog now shows its colour box next to the three-dot button while Custom mode is on
Visuals > Model > Effects: the separate Local aura toggle is gone. Target aura now also draws around you whenever the self check is off for ESP, with the same style, colour, radius, speed and tint (old saved configs still load; the old local aura keys are ignored)
Fixed Roblox crashing now and then after Vivid is closed or killed and started again while Roblox keeps running: every killed session left its hook code in a system DLL page, so after a few restarts the next one landed in a page Roblox treats as non-executable at times. The new session now removes a dead session's leftover hook and code first (and waits a quarter of a second before rewriting code it used), and no longer uses user32 for hook code
Native chams no longer flicker on your own character, your hands or other players' guns in games where many players share one model: a part that the game briefly reports as detached or without a cluster keeps its last known look for 0.6 s instead of dropping out for a frame, a body part hidden behind a nearer one is only blanked after it has stayed hidden for 0.12 s, and when more than the row limit is needed the nearest and in-view players keep their rows (the limit is now 1024 rows instead of 512, and rows are ordered by distance instead of by whatever order the game listed them in)
Native chams no longer colour characters that only share a model with a target: the game's own record of each body is now read, so a body that is not a target keeps the game's look even when it uses the same mesh as one (new switch in Visuals > Model > Chams > Native options > Exact attribution, on by default; falls back to the old matching by itself if anything does not line up)
Combat > Triggerbot > Clicker: an auto clicker (hold a key, clicks per second and jitter) and a flick bot (press a key to snap to the nearest target inside its own field of view, then release or keep tracking while held)
Visuals > World > View: field of view changer, third person (pulls the camera back by a set distance), and freecam (WASD, E and Q to move, right mouse to look) that leaves your character in place; all three put the camera back when turned off or on unload
Movement > Character: click teleport (press a key to jump to the point under the cursor, with a max distance and a line-of-sight check) and face target (turns your character toward the aim target)
Beta > Freeze players: holds nearby or targeted players still on your screen only (needs unsafe mode)
Beta > Anti fling: holds you in place while your speed is above a limit and can pass through nearby players (needs unsafe mode for the pass-through)
Visuals > Model > Chams > Mesh > Accessories: choose whether hats, hair and other accessories are drawn with the mesh chams
Combat > Hit feedback > Hit sound: drop your own .wav files (PCM, up to 2 MB and 5 seconds) into %LOCALAPPDATA%\Xk9m\sounds and pick them from the Sound list next to the built-in sounds; the pick previews as you select it and the chosen file is saved with the config
Visuals > Players > Effects: a local-player aura, and six aura styles (Orbits, Halo, Pulse, Helix, Globe, Column) for both the target aura and your own aura
Visuals > Players > Effects: China hat, a spinning or swaying cone drawn above players' heads (and optionally yours) with colour, size, height, lift, style and opacity controls
Visuals > Players > Effects: death effect, a ring, particle burst or fading silhouette where a player dies, for your own kills or for any player
The Standard design is now the new dark card look: rounded sidebar with the Vivid logo and expandable subtabs, config selector toolbar, uppercase captions over hairline cards, 34x20 switches, thumb sliders, flat popups and menus, and matching overlays and tool windows; the old Standard look is gone (the launcher keeps its own look), Pearl, Midnight, Rose and Custom have matching Standard colours, and a saved third design falls back to Standard
The modular layout is now macOS only: choosing Standard switches back to the classic layout and hides the Layout setting
Settings > App > VSync (on by default): on paces the overlay to your display and uses little CPU, off draws a frame for every game frame
Bridge counters overlay_fps, overlay_present_ms, overlay_frame_age_ms and overlay_game_sync_ms to measure how far the overlay is from the game
Dropdowns, option menus, the profile and config menus, search results, the colour picker, tooltips, toasts and dialogs are now see-through frosted glass in both designs: they blur the menu and the game behind them, and turn back into solid panels when Background blur is off
ESP boxes and text no longer run ahead of the game at low FPS: the overlay now shows each frame together with the game's own present of that frame instead of one frame early
Still camera no longer falls back to a blind refresh timer: the game's frame counter is found without moving the camera
Native chams, internal boxes and world chams are now fed after the game starts its frame, so internal boxes no longer trail the player at low FPS
Unloading Vivid no longer crashes Roblox now and then: patched game code stays executable while it is restored, and Vivid waits for in-flight hook calls to finish before releasing anything
Launching Roblox from the launcher no longer leaves Vivid stuck on "not in a game yet": it now waits for Roblox's main module to load, follows a Bloxstrap, Fishstrap or Voidstrap restart, and gives up with a clear message instead of waiting forever
Removed1
The Custom menu style and the Accent color box in Settings, which did not work
0.1.3
Added5
Beta: In-game browser, a real web page shown as a screen inside the game that you can look at, click and type into, with address, navigation, size, opacity and focus controls
Settings > Configs: save your settings under a name and use it in any game; load, overwrite, rename, duplicate and delete named configs
Default config: applied automatically in every game that has no assignment and no saved settings of its own
Assign a config to a place or to a whole game, or keep a game on its own settings; joining a game picks the right one automatically and the tab shows which config is active and why
Export a config as a text code or a .vivid file and import it back; imports are range-checked and cannot change unsafe mode or the panic and eject keys
Changed14
Body parts you share with a cham'd player are redrawn with the game's own shader again instead of the cham shader, so they no longer flicker or hollow out
Aimbot smoothing now has a real effect across the whole slider: 1 is instant and 100 is a slow, heavy glide, on both camera lock and mouse move
The Standard menu now shows the real Vivid logo in the sidebar instead of a plain drawn star
Public builds now enforce TLS certificate pinning, rejecting any intercepted or tampered connection to the Vivid server
Config names can no longer collide with Vivid's internal entries
Damage numbers show only damage you dealt (damage tag, aimbot hit or a click on the player under your crosshair), never other players' fights, yourself or teammates
Turning ESP or native visuals off clears the game-side layer the same frame, so no frozen boxes or text stay on screen
If Vivid crashes or is killed, the game now takes its own hooks back within about five seconds, so ESP, boxes and chams stop and relaunching no longer crashes Roblox; unload, sign-out and a lost game window restore everything first
Overlay repairs itself when its window is hidden, buried under the game or its buffer is the wrong size, exposes overlay_* counters, and unloads cleanly if its loop ever ends
Overlay finds the Roblox window by the attached process instead of its title, so the menu shows under Bloxstrap, Voidstrap, Fishstrap, the Store and the official install
Overlay: the menu and widgets can no longer leave Roblox without keyboard focus, so you keep moving after using the keybind list, watermark, music player and keystrokes
Anti-aim now turns your character instead of shifting it, so the camera no longer jitters, and your rotation is put back when it is turned off or on unload
Menu: a three-dot options popup now closes when you scroll the page or move the window instead of sliding under the panels
Launcher: Launch Roblox now starts Roblox through your own install (official, Bloxstrap, Voidstrap, Fishstrap or Store) if it isn't running, instead of only opening Vivid
0.1.2
Added7
Beta: Internal boxes, a 3D box around each player drawn by the game itself, with visible and hidden colours, fill, corner-bracket style, max distance, back-edge modes (Hidden, Faded, Solid) and a switch to show the box instead of chams
Beta: Native visuals, the ESP, hit marker, damage numbers and script drawings rendered by the game's own GPU instead of the overlay window, falling back to the overlay on its own when needed
Team check in games that don't use Roblox teams: the side is read from the game's scoreboard or radar (Counter Blox) or found automatically from attributes, values and folders
Team source selector in Settings: Auto, Roblox Teams, Attribute, Value object, Parent folder, Off
Players keep their side for a moment through respawns and round changes instead of flipping to unknown
Spectre native style rebuilt as a real reflection: sky gradient, horizon band, sun highlight and fresnel rim
Launcher: animated brand backdrop with a still version when Windows animations are off, cleaner sign-in and launch screens
Changed13
Standard design restyled to match the launcher and site: near-black ground, one lavender accent, round-knob switches with a pearl sheen when on, thinner sliders, hairline fields, a brand mark in the sidebar, section titles instead of caps captions
Native chams use the game's real smooth normals, so hats, hair and bodies no longer show their triangles
Native chams now cover heads, helmets, vests, belts and gloves, and those parts take the hidden colour behind walls
Your own body, your first-person hands and your teammates no longer pick up chams when other players wear the same avatar parts
Everything applies within about half a second of injecting instead of up to 30 seconds
Triggerbot fires only while the crosshair is over a target's body part
Mesh chams fit the body correctly and every head gets a cham, with a plain box when a mesh can't be loaded
ESP boxes are pixel exact: crisp 1 px outlines, no jitter when a player stands still, equal corners, aligned health bars, labels and flags laid out with a fixed gap from the box
ESP boxes include every limb segment and hats that load after joining, and no longer collapse at the left or top edge of the screen
Aim and triggerbot no longer skip targets in games with custom health, and a lock is dropped when the target respawns
Silent aim's Raycast method no longer disturbs the camera zoom
Mesh chams and the visible check share one mesh fit
Fewer memory reads and copies per frame on the ESP, cache and native chams paths
Removed2
Triggerbot field of view setting, replaced by the body hit test
Unused Blade Ball tuning settings
0.1.1
Added38
Modular layout: the menu as floating panels with a status bar and search
Standard design: a flat, sharper style for the menu, overlays, tools, script windows and launcher
Switch layout and design live from Settings or the profile menu
Region lookup and lyrics lookup toggles
Native cham outer glow around the whole silhouette
Outer glow scales with distance and fades smoothly
Glow width slider
Glow native style: only lit edges show
Outline glow native style: normal avatar with a glow around it
Circuit native style
Occlusion colors: hidden parts cut pixel perfect behind walls, fences and rails