Version 1.0 · Current Game Build

DeadlockDMA Client

Read-only. External. Built as a real desktop application.

A full desktop instrument for Deadlock — multi-monitor fuser ESP, 2D and 3D map intelligence, humanized motor-profile aim assist, auto parry, live entity explorers, and a searchable in-app manual. Every surface is configurable, every colour is yours, and the whole thing saves to one file.

7ESP entity families
10Live explorer tables
60+Registry colours
240HzTrainer sample rate
Showcase reel · Fuser · Radar · 3D Map · Aim · Captured on the client PC
Fuser ESP 2D Radar 3D Collision Map Motor-Profile Aim Aim Trainer Auto Parry Camera Offset Hitbox Zones Entity Explorers Dual-PC Keybinds Colour Registry In-App Manual
01 — The Product

Eight Pillars

Every rail icon opens a full instrument, not a checkbox. Panels dock as tabs, split, stack, or tear out into their own windows across as many viewports as you have monitors.

I

Fuser ESP

Multi-monitor overlay: boxes, skeletons, hitboxes, ability bars, tracers and FOV arrows — configured independently per entity type.

II

2D Radar

Top-down map with hero portrait icons, FOV cone, image and live-geometry layers, plus an optional circular inset on the fuser.

III

3D Map

Perspective collision view with free-fly or locked camera, fog, height bands, per-material tinting and live entity markers.

IV

Aim Assist

Hardware or memory input, visible-only line of sight, dual triggerbots, per-hero hitbox zones and humanized motor profiles.

V

Aim Trainer

Flick, reaction and tracking scenarios recorded at up to 240 Hz, then exported as motor profiles the aimbot actually replays.

VI

Gated Exploits

Camera offset and auto parry sit behind a single Allow Memory Writes master, with honest status badges on every control.

VII

Explorers

Ten live sortable tables covering every major entity class in the match. Resize, reorder, hide columns, tear out, click to copy.

VIII

Polish

Dark and light themes, seasonal chrome, guided tour, unlockable tutorial achievements and a searchable in-app manual.

02 — Fuser

ESP, Per Entity Family

Seven entity families, each with its own draw style, filters, thickness and colour set. Pick a type from the master list and every control below it retargets — nothing is shared unless you want it shared.

Entity familyRoleDraw features available
PlayersHeroes — richest visualsBox (2D/3D), skeletons, hitboxes, bone numbers, health bar, ability bar, name tags, distance, tracers, FOV arrows, status tags
MonstersJungle & neutralsBox, health bar, distance, font size, dormant filter
TroopersLane creepsBox, health bar, distance, team-coloured boxes, hide friendly, dormant filter
XP OrbsSoul & XP pickupsBox, distance, ready-state colouring, dormant filter
SinnersSinner entitiesBox, health bar, distance, dormant filter
Mid BossObjectiveBox, health bar, name tag, distance, state
Shared GeometryGlobalVertical and horizontal health-bar widths shared across every type

Draw controls per type

  • Box type None / 2D / 3D
  • Health bar Vert / Horiz / None
  • Dynamic health colours
  • Skeletons players
  • Hitboxes players
  • Bone numbers debug
  • Team-coloured boxes
  • Name tags & distance readout
  • Font size per family
  • Box / skeleton / hitbox thickness

Ability bar players

Three signatures plus the ultimate, drawn under the box from a bundled icon set.

  • Cell size, spacing, bar padding
  • Cell shape Square / Round / Circle
  • Corner rounding, outline thickness
  • Show icons · cooldown text · charge text
  • Ready / charged / cooldown fills
  • Icon tint + cooldown tint
  • Background, outline and text colours
Ult readyNo parryUnsecured souls

Filters & overlays

  • Hide friendly players · troopers
  • Hide local player players
  • Hide dormant non-player types
  • Tracers — on/off, visible only, hide friendly
  • FOV arrows for off-screen heroes
  • FOV circle None / Static
  • Aim snapline
  • Watermark: brand, version, FPS, game time
  • Active-features list on the overlay
Display picker. The overlay targets a monitor by stable product name and resolution rather than a raw index — reorder your cables and the fuser still lands on the display you chose.
03 — Map Intelligence

Two Views of the City

A top-down radar built from real collision geometry, and a full perspective view of the map you can fly through. Both read the same baked map data that drives line-of-sight checks.

2D Radar left rail → radar

Scroll to zoom, drag to pan, right-drag to rotate, double-click to re-lock on yourself. Reset View snaps back to north-up origin framing.

Map layers
  • None blips only
  • Image pre-rendered top-down
  • Geometry live height slab
  • Image + Geometry composited
Geometry controls
Fill floorsDraw wallsSlab below / above Height stepMin feature sizeMax surfaces Slice 1024–8192
View & appearance
  • Follow local player · rotate with player · orient to team
  • Manual rotation and world-units-per-pixel zoom
  • FOV cone — length and angle in degrees
  • Hover tooltips, compass and zoom readout
  • Render on fuser size · margin X/Y
  • Circular on fuser · circular when undocked
  • Hero portrait icons, team colours, ultimate ring
  • Per-type icon size, padding and outline
  • Image opacity and world bounds min/max X/Y

3D Map left rail → 3d map

An interactive perspective render of map collision, entirely separate from the radar. Lock to a hero or cut the camera loose and fly.

Camera
  • Follow player view or lock to a specific hero
  • Free-fly with move speed and yaw control
  • Arm length, arm height, field of view
  • Reset View
Geometry & shading
  • Cut above camera + cut offset
  • Exclude ceilings · minimum surface size
  • Material tint and per-material colours
  • Fog — strength, start, end, colour
  • Height bands — strength and spacing
  • Ambient sky / ambient ground colours
Entities in 3D
  • Draw entities · hide friendly
  • Sinners, troopers, monsters toggles
  • Hover tooltips
  • Player icon size and marker size
Baked map data. Radar geometry, the 3D map and visible-only line-of-sight all read from the same pre-processed collision data — shipped ready to use, with no setup on your end.
04 — Aim Assist

Humanized By Design

Two input methods, three aim modes, per-hero body-zone selection, and motion driven by recorded motor profiles rather than a straight line to the head.

Master & targeting

  • Enable Aimbot kill-switch
  • Visible Only map LOS
  • Triggerbot — XP orbs
  • Triggerbot — players
  • FOV circle draw type & pixel radius
  • Separate target selection for players vs XP
  • Lead compensation from bullet velocity
  • XP vertical velocity estimate

Input method

  • Hardware mouse device
  • Memory needs memory writes
  • Auto ability index slot 0–3
  • Recoil compensation memory path
  • RCS scale
When the method is Memory but writes are off, the fuser draws a blocked indicator instead of failing silently.

Motor profile

  • Bundled presets Average / Good / Pro
  • Recorded profiles from the Aim Trainer
  • Active profile name display
  • Refresh motor profiles
  • Direct aim debug only
Onset latencyTracking lagPressure model

Keybinds defaults

BindDefaultPurpose
Player aimbotMouse 5 holdPrimary weapon aim on heroes
XP aimbotMouse 4 holdSoul & XP orb acquisition
Ability aimbotG holdAbility projectile aim, selected slot
Docs search/Focus the in-app manual search

Every bind can listen on the local PC, the target game PC, or both. The Keybinds panel captures keys or mouse buttons per row and shows a live connected-status badge for the target-PC input path.

Hitbox zones per hero

A hero picker with search, a clickable body-zone preview, and a searchable zone list by name or bone. Decide exactly where each hero gets shot.

  • Head Only bulk action
  • Select All bulk action
  • Clear bulk action
  • Zero zones selected → that hero is skipped entirely
  • Selections persist in your config
Pair narrow zones with a Pro motor profile for tight, plausible corrections — or open the whole silhouette on heroes you only need to track.
05 — Aim Trainer

Your Hand, Recorded

A practice range that samples how you actually move, then compiles those sessions into a motor profile the aimbot replays. This is the piece nothing else in the category ships.

Profile inputs

  • Profile name
  • Mouse DPI
  • Sensitivity
  • Horizontal FOV

Scenarios

  • Flick acquisition snap
  • Reaction timing timed
  • Continuous tracking follow
Session controls
10–180 sTarget radius Pace / pressure30–240 Hz

Live metrics

  • Elapsed time
  • Hits / shots
  • Click accuracy
  • On-target %
  • Mean reaction
  • Sample count

Profile pipeline

  • Generate profile from sessions
  • Summary: acquisitions, onset median, tracking lag
  • Pressure-model calibration
  • Profile replay vs bundled ghosts
  • Exports straight into the aimbot
  • Retry save if a write fails
06 — Control

One Master Switch

Everything that writes to game memory sits behind a single gate you own. Hardware-path actions stay available independently. Every gated control reports its real state instead of pretending.

Allow Memory Writes

The master gate for every path that writes game memory. Off by default, one toggle, no hidden sub-switches. Hardware-only actions — such as hardware auto parry — are deliberately not gated by it.

Status badges
UnavailableMemory off ReadyActive

Camera Config

  • Enable free third-person offset
  • Offset X / Y / Z in world space
  • Reset to last known good offset
  • Persists with the rest of your settings
Reads unavailable after a game patch until the product is updated — the badge tells you, the feature doesn't misfire.

Auto Ability — Auto Parry

  • None disabled
  • Hardware device path
  • Memory needs writes on
  • Range in meters for incoming melee

Hardware mode pairs well with parry bound to middle mouse.

07 — Explorers

The Whole Match, In Tables

Ten live tables in a nested dock host. Each stays docked or tears out as its own window. Scroll, resize, reorder and hide columns; click any address to copy it.

WindowTypical columns
Pawn ListAddress · position · velocity · team · unspent & unsecured souls · item value · controller · yaw · box height · vec min/max · meleeing · ult CD · parry CD · abilities
Controller ListAddress · pawn handle · level · hero ID and name · health · max health · dead · local
Monster ListAddress · position · health · type · type ID · dormant · VData
Trooper ListAddress · position · health · team · dormant · friendly
Sinner ListAddress · position · health · dormant
XP ListAddress · position · attackable time · attackable · dormant
MidBoss ListAddress · position · health · state · dormant · root component
Prop ListAddress · position · dormant
Ability ListAddress · name · my type · ability type · slot · charges · CD start/end/left · custom data · VData
Entity ListAddress · class · chunk · slot · class pointer
08 — The Shell

A Real Desktop App

Not a floating menu bolted onto a game. Docking, themes, a colour registry, onboarding, a searchable manual and a debug log — all persisted to a single config file.

Docking & navigation

  • Left activity rail — six primary docks
  • Panels dock as tabs in the central area
  • Drag to split, stack or tear out
  • Multi-viewport across monitors
  • Loading panel hands off to Radar when ready
  • File · Windows · System menus

Colour Picker

A searchable registry of every colour in the product. Edits land live on the fuser and radar and save with your config.

  • Fuser / HUD & aimbot
  • ESP teams, entities, players
  • Status bars — health, ability, text
  • Overlays — boxes, tracers, FOV arrows, XP
  • Radar general, geometry, players, entities
  • Radar overlay — cone, compass, zoom

Themes & chrome

  • Dark and Light palettes
  • Custom widget kit — toggles, sliders, combos, badges
  • IBM Plex Mono / Sans typography
  • CJK and Korean glyph merge
  • Seasonal title-bar decorations + twinkle
  • Force a season or follow the calendar
13 seasonsAutoTwinkle

Onboarding & docs

  • First-run welcome card
  • Guided coach-mark tour of the shell
  • Unlockable tutorial achievements
  • Searchable full product manual in-app
  • TOC, categories, on-this-page nav
  • Debug log — levels, filter, flush to file

Config & persistence

One file, written to %APPDATA%\.cynickal\deadlock_config.json. Save, load, or open the folder straight from the File menu. Toasts confirm success or failure.

Aimbot + hitbox zonesESP per typeRadar 3D mapAuto abilityMemory master Camera offsetsKeybindsFuser Colour registryTheme + decorationsTutorial progress

Bundled assets

  • Per-hero loading backgrounds
  • Full ability icon set for the ESP ability bar
  • Map image and packaged map data
  • Sample aim-train sessions and profiles
  • Bundled motor profiles — Average, Good, Pro
09 — Architecture & Performance

Nothing Runs On The Game PC

DMA means the client lives on a second machine, reading over the bus. No injected UI, no overlay hooked into the game process, no renderer sitting on your frames.

0 fps
Game-PC cost

The client, the overlay and every panel render on your second machine. Your game PC keeps every frame it had before.

240 Hz
Motion sampling ceiling

Trainer sessions record up to 240 samples a second, so the motor profile the aimbot replays is built from real high-rate input.

8192 px
Geometry slice resolution

Radar collision slabs bake at 1024 up to 8192, with min-feature-size and max-surface caps so you tune detail against cost.

How it works

  • DMA architecture external read path
  • Not an injected in-game cheat UI
  • Multi-monitor fuser, picked by display name
  • Map LOS drives visible-only aim and tracers
  • Map image + collision geometry bundled

Dual-PC input

  • Keybinds listen on overlay PC, game PC, or both
  • Optional hardware mouse device for aim
  • Hardware auto parry independent of memory writes
  • Live connected-status badge for the input path

Patch resilience

  • Features tied to a game build report unavailable
  • No silent failures — badges tell you the truth
  • Updates restore availability after game patches
  • Version badge stays in sync with the title bar
Updates included in every plan
10 — Access

Two Terms, One Product

No tiers of features, no locked panels, no upsells. Weekly and monthly buy exactly the same client — the only difference is how long the key runs.

Weekly
7-day key
$10/ week
Full client. Cancel by simply not renewing.
  • Complete feature set — identical to monthly
  • Fuser ESP across all seven entity families
  • 2D radar, 3D map and baked collision data
  • Aim assist, triggerbots and hitbox zones
  • Aim Trainer and motor-profile export
  • Auto parry and camera config
  • All ten entity explorers
  • Colour registry, themes and in-app manual
  • Game-patch updates for the key's duration
  • Support channel access
Buy Weekly Key — $10
Best value · save 54%
Monthly
30-day key
$20/ month
Works out to $4.62 a week — the same client, less admin.
  • Complete feature set — identical to weekly
  • Fuser ESP across all seven entity families
  • 2D radar, 3D map and baked collision data
  • Aim assist, triggerbots and hitbox zones
  • Aim Trainer and motor-profile export
  • Auto parry and camera config
  • All ten entity explorers
  • Colour registry, themes and in-app manual
  • Game-patch updates for the key's duration
  • Support channel access
Buy Monthly Key — $20
Feature parity is the point. Both plans unlock the same build, the same panels and the same updates. We would rather you pick a term than pick a feature list.

Requirements

  • DMA-capable hardware setup
  • Second PC for the client and overlay
  • Optional hardware mouse device
  • Windows on the client machine

What arrives

  • Licence key and loader
  • Bundled map, icon and profile assets
  • In-app searchable manual and guided tour
  • Setup walkthrough on first run

Ongoing

  • Updates pushed after game patches
  • Status badges flag anything pending an update
  • Config carries across every update
  • Support channel for setup and issues
11 — Questions

Before You Buy

Where does my configuration live?
Everything writes to %APPDATA%\.cynickal\deadlock_config.json. Use File → Open Config Folder to jump straight there. Tutorial progress also keeps an authoritative side file in the same directory.
My ESP is empty — what now?
Wait for the Loading panel to finish and hand off to Radar, then run System → Refresh World to reload nearby entities from the live session.
The aimbot does nothing when I hold the bind.
Check three things: Enable Aimbot is on, the keybind's Active On column includes the PC you're actually pressing the key on, and there is a target inside your FOV radius. If a hero has zero hitbox zones selected, they are skipped by design.
Memory aim is showing as blocked.
Turn on Allow Memory Writes under Exploits. The fuser draws a blocked indicator whenever the input method is set to Memory but the master gate is off — that's the overlay telling you, not a bug.
Camera Config says "unavailable".
That badge means the product needs an update for the current game build. Features tied to a specific build report their real state rather than firing blind. Updates are included with every active key.
Can I run keybinds on the game PC instead of the overlay PC?
Yes — every bind row has Local PC and Target PC checkboxes and can listen on either or both. A connected-status badge shows whether the target-PC input path is live.
What is a motor profile, exactly?
A recorded model of how your hand moves — onset latency, tracking lag and a calibrated pressure model, built from Aim Trainer sessions sampled at up to 240 Hz. The aimbot replays that motion instead of snapping in a straight line. Three profiles ship bundled (Average, Good, Pro) if you'd rather not record your own.
Is there any difference between the weekly and monthly plan?
Only the duration of the key. Same build, same panels, same updates, same support.