Changelog

What changed.

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
  • Native cham hidden color, glow included
  • Native chams only on the characters you target
  • Custom skies: Clear day, Sunset, Overcast, Storm, Dawn, Starry night, Deep space, Eclipse
  • Event horizon sky: animated black hole
  • Animated skies: drifting clouds, shooting stars, comets, orbiting moons
  • Terrain on the 3D radar with the game's real colors
  • 3D radar layers things correctly above and below each other
  • Grass and smoke count as cover for the visible check
  • Speed with modes: Velocity, WalkSpeed, CFrame
  • Target line in Visuals with thickness, origin, end dot and outline
  • Spectate target toggle
  • No Sleep toggle
  • Menu accent supports Gradient, Cycle and Flow
  • Background blur behind the menu and every panel
  • Smooth fade in and out on ESP, arrows, radar, chams and FOV circles
  • Skeleton caps, glow, gradient along bones, distance falloff and joint shapes
  • Tracer styles: Dashed, Dotted, Fade, Tapered
  • Tracer target point, end caps, distance falloff and max distance
  • Box rounding and glow
  • Health bar segments and background
  • Filled head circle
  • Look direction arrow and dot ends
  • Trail dots, fade curves and taper
  • ESP preview wall toggle
  • Triggerbot head only toggle
  • Rise hit sound
  • New notification and load sounds

Changed56

  • Players behind you now render behind your character instead of over it
  • Your own body no longer counts as cover for occlusion colors
  • Chams on accessories added after joining now work without respawning
  • Camera lock is smooth and sticks tighter, even up close
  • Access, offsets and downloads are verified by the server
  • A session that can't reach the server for 20 minutes signs out
  • Menu blur no longer stutters when panels move
  • Native chams: skip yourself and team filter now exclude cleanly
  • Native chams cover accessories, hair, clothing and tools
  • Native chams only show the nearest surface, no inside or joint overlap
  • Native chams apply to everyone in the server
  • Native chams appear right after a respawn
  • Native chams always show through walls
  • Glow uses the cham color
  • Custom sky works in every game, including ones with an atmosphere
  • Custom sky and world chams keep working after relaunching Vivid
  • World chams moved to the World page
  • Mesh chams support unions
  • Visible check uses the game's exact terrain and union shapes
  • Brick and wood plank terrain handled as blocks
  • Walk speed and speed boost merged into one Speed toggle
  • Smooth orbit that holds position
  • Target lock and spectate are separate toggles
  • Infinite jump works mid air everywhere
  • Target line follows the same target as target highlight and respects FOV
  • No more target highlight and target line flicker
  • Crisp ESP text and cleaner tag cards
  • Prediction now in seconds
  • FOV circle and targeting use the same point and shape
  • Silent aim target lock respects FOV, visibility and distance
  • Triggerbot hit chance works
  • Only while aiming requires aim to be engaged
  • Target lock lets go when the target dies
  • Auto kill picks the target nearest your cursor
  • Panic also hides native chams, world chams, custom sky, movement and hitbox
  • Lighting controls apply properly
  • Noclip restores your original collisions
  • Fly, speed, float, air stall, low gravity and blink work properly
  • Anti AFK keeps you connected
  • Movement, hitbox and lighting hold steadier
  • Radar team colors work
  • Draw hidden players does what it says
  • ESP status flags show the right state
  • Server region shows the real server
  • Keybinds no longer fire while typing
  • Unload restores everything it changed
  • Configs save on unload and the newer copy wins
  • Overlay positions and page choices no longer reset
  • Lua scripts cannot enable unsafe mode and their changes are undone when they stop
  • Lua stop button works on long scripts
  • Config list no longer shows internal per place entries
  • You stay signed in between launches
  • ESP preview redesigned and opens instantly
  • Lower CPU usage and no more periodic stutter
  • Overlay capped at 1000 FPS with VSync off
  • UI consistency pass across the menu, tools and launcher

Fixed14

  • Players vanishing behind walls with native chams
  • Cham glow showing through your own character
  • Crash from out of range values in shared configs
  • Native chams randomly breaking or cutting parts off
  • UI and chat flashing on respawn with native chams
  • Native chams after reinjecting
  • ESP and aim dying after a teleport
  • Random crashes during fights
  • Crash when teleporting mid scan
  • Hitbox expander writing to players who left
  • Triggerbot hold leaving the mouse held down
  • Auto kill teleporting to the map origin
  • Crash on corrupt mesh files
  • Security hardening across sign in, updates and downloads

Removed4

  • Lightning native style (replaced by Circuit)
  • Glow color, glow toggle and glow strength
  • Through walls toggle for native chams
  • Water, Flame, Smoke, Lightning and Liquid skies

0.1.0

Added37

  • Native chams
  • Native cham styles: Fresnel, Flame, Smoke, Lightning, Water, Glow, Hologram, Galaxy, Crystal
  • Native chams through walls
  • Native cham per player colour, gradients and glow
  • World chams
  • World cham styles: Solid, Grid, Water, Flame, Smoke, Lightning, Hologram
  • World cham intensity, speed and scale
  • Custom sky
  • Sky styles: Aurora, Water, Flame, Smoke, Lightning, Nebula, Liquid
  • Sky colour, gradient, speed and intensity
  • Terrain visible check
  • Raycast silent aim
  • Mouse.Hit silent aim
  • Flow colour mode
  • Flow, Gradient and Cycle on ESP, mesh chams, native chams and world chams
  • Redesigned out of view arrows
  • Arrow styles: Triangle, Chevron, Teardrop, Avatar
  • Arrow size, spread, opacity, outline, distance fade and shrink
  • Avatar radar blips
  • Avatar shape, ring colour, ring thickness, shadow, opacity and full body
  • Rebuilt crosshair with per arm gradients, glow, styled outer ring and dynamic spread
  • Crosshair dashed and dotted ring patterns
  • Rebuilt damage numbers with font, size, eased rise, spawn pop, spread and outline
  • Stacking damage numbers
  • Hitmarker size, gap, thickness and duration
  • Awareness styles: Bars, Corner wedges, Full vignette, Directional arc
  • Awareness per watcher bands
  • Radar grid and self marker colours, grid style, ring count, sizes and tilt
  • Hidden colours for box, health, name, distance and tracer
  • Corner box leg length, skeleton thickness and joint size
  • Head circle size and thickness, look direction length and thickness
  • Trail length, thickness and spacing
  • Lua AI assistant
  • Bring your own Anthropic API key, Opus or Sonnet
  • Lua API grew from 21 to 54 functions
  • Lua VM restart, stop script, status pill, reload from disk and API reference
  • Detachable Lua output window

Changed29

  • No more sway
  • More accurate mouse move aim
  • Aim no longer drifts off the bone
  • Camera aim recovers when a game fights the camera
  • Aim no longer flickers between nearby bones
  • Custom sky and world chams apply near instantly
  • World geometry builds off the render thread, no hitch while moving
  • Vivid restores the game render path after a crash, no Roblox restart needed
  • Native chams recover on their own instead of flickering off until a rejoin
  • Glass and forcefield count as see through for the visible check
  • Terrain blocks line of sight
  • Meshes at the detail cap used as real cover
  • Pyramids and corner wedges bake as their real shape
  • Part materials read correctly
  • Through walls chams work again
  • Colours respect every colour stop instead of only the first
  • Awareness accepts Cycle and Flow
  • Lower idle CPU
  • Weapon name ESP optimized
  • Overlay FPS uncapped
  • Memory no longer grows while meshes load
  • Shader copies reused instead of leaked
  • Config list no longer shows internal per place entries
  • Launcher and sign in screens restyled
  • Lua cannot write memory without unsafe mode
  • Runaway Lua script can no longer freeze the overlay
  • Client hardened against tampering and cracking
  • Offsets fetched and verified from the server
  • Downloads authenticated and checksum verified