Changelog
What changed
Every build that reached your download. Fixes are written plainly, including the ones that took several tries — if something was broken for you, you deserve to know what it was and when it stopped being broken.
-
Silent aim and magic bullet are back
Latest6 September 2026 · build e7d81637
-
Fixed
Silent aim and magic bullet are back
These two were held back since 26 August, waiting on an address that no offset feed publishes: it has to be measured against a running client of exactly the version we ship for. That measurement has been redone on the current client and checked by shape before shipping, so the feature only turns on when the number it depends on really points at the code it is supposed to point at. If Roblox moves it again, both features switch themselves off instead of writing to the wrong place, which is the same behaviour you saw for the last two weeks.
-
Fixed
Rebuilt against the live Roblox client
This build matches the Roblox client that is live right now. If you were on the previous build, download this one from your dashboard: an older build does not load against a newer client, on purpose.
-
Fixed
Keybind boxes showed the wrong key
Binding a key showed a different one back: space came out as "2", delete as "f", and plain letters and digits as things like "k70". The arrow keys, home, end, page up and down, insert and print screen were all affected too. Only the label was wrong — the bind itself always fired on the key you actually pressed — but there was no way to tell from the menu what you had bound. The name table had a set of key codes written in the wrong number base, so a handful of entries were overwriting each other. Every key now reports itself correctly.
-
Changed
Engine chams are still off
Chams depend on a second measured address, and that one has not been redone yet — it is still pinned to a client from several versions ago. Rather than let it run against numbers that no longer describe this client, the feature stays off and simply does not appear. It comes back the same way silent aim just did, once the measurement is redone and checked.
-
Fixed
-
Rebuilt for today's Roblox client
26 August 2026 · build 87d75adb
-
Fixed
Rebuilt against the live Roblox client
Roblox pushed a new client this week and the previous build stopped matching. This one is rebuilt against the version that clientsettings.roblox.com reports as live right now. All the offsets the loader consumes were reconciled with the current dump; three actually moved (the game's data model root pointer, its visual engine root pointer, and its scheduler pointer) and are already served from our side per session, so no further download is needed if this piece of the picture moves again on its own.
-
Changed
Silent aim and magic bullet paused until the RVA is re-measured
Silent aim and magic bullet reach a piece of the game engine whose address is not published by any offset feed — it has to be found by measurement against a running client of exactly the version we ship for. The engine build the previous measurement was made against no longer matches this release, so those two features are held off in this build to prevent writing to the wrong memory. Everything else — regular aimbot, ESP with the new wall check, tickrate, desync, movement mods — is untouched. A follow-up will re-enable them as soon as the new measurement is made.
-
Added
Internal offset dumper (developer tool, not shipped)
A private tool that runs against a live Roblox client and produces the offsets file this project consumes. Reduces our reliance on external offset feeds when the game updates: the last few times a new client came out we had to wait for a third-party publisher to dump it before we could ship. The dumper is not part of what you download — it lives with the source so future updates can be turned around faster.
-
Fixed
-
Crash-report visibility and version guards
25 August 2026 · build 98064f09
-
Fixed
Crash reports finally identify the real build
The version string every crash report sent us was the date the report module was last compiled, not the date the loader was — so incremental builds all reported the same stale timestamp for weeks, making 'is this a fresh crash on the new build?' impossible to answer. The report now reads the linker's own timestamp from the file's PE header, which updates on every link. From this release onward, crash logs identify their build correctly.
-
Improved
Console shows which toggles are on
The periodic status the loader writes to its own log now includes one line listing which features are currently on: silent, force magic and its method, tickrate, desync, wallcheck, fly, bhop. When a crash is reported, this line goes with the log, so we can see what was actually running when the process died instead of guessing from feature names.
-
Fixed
New writers refuse to run against a mismatched client
Three features from the last release write to addresses that only exist at specific Roblox client versions: tickrate, desync, and the TP-blink magic-bullet method. If the loader is built for one client and Roblox is running another, the same offset points at unrelated bytes — for a boolean flag that can be code or a pointer, and writing to it is one of the ways the game process can die on the spot. Each of those three now checks the running client version against the one the loader was built for, and if they disagree, it stays off for the whole session and logs a clear reason. Desync additionally verifies the target byte actually looks like a boolean before writing — if not, it stops too.
-
Fixed
-
Wall check, tickrate, desync, magic bullet variants
23 August 2026 · build dc329304
-
Added
ESP dims players behind walls
The engine that already told the aimbot which players were behind cover was not being used by the ESP — an enemy in the open and one behind a wall looked identical. Now the ESP fades occluded players by a slider you control, and turning that slider all the way down hides them entirely, which becomes 'only show what I can actually see' without needing a second toggle. Colors still carry the meaning they always did, an orange bot behind a wall stays orange, only faded — so team and target are still readable at a glance. Off by default.
-
Added
Client physics tickrate slider
New toggle in misc that overwrites the local physics steps-per-second. Default 240; slider goes 1 to 1000. Higher runs the local simulation faster (falls harder, slides further), lower puts everything in slow motion. It is client physics, not server truth — the server keeps its own pace, so movement that comes out of this may or may not be accepted. Restores the original value on toggle off and when the cheat closes.
-
Added
Client-server desync toggle
New toggle in misc labeled risky, and it is: it disables the client's main state-reporting path, so the server freezes at your last synced position while you keep moving locally. Other players see you standing still, you see everyone in the right place. This is deliberately opening the gap between what your client shows and what the server believes — anti-cheat systems are built to look at exactly that gap, so it is a per-match risk decision. Reverts to the game default on toggle off and on close, so a session cannot get stuck desynced after closing the loader.
-
Added
Experimental magic bullet method: TP blink
A second magic bullet method, chosen from a new dropdown that appears when force magic is on. The default stays the current implementation, which is the most robust of the three approaches that exist in the wild. TP blink teleports you a few studs from the target on click, holds for a few milliseconds so the shot registers, then teleports you back — a much cruder mechanism that always works, but the server literally sees the position jump. Useful in games where nobody is watching the position log; risky otherwise. Distance, hold time, and write repeats are all sliders.
-
Fixed
Tickrate no longer drifts under network hiccups
A ground-level correctness fix in how the tickrate feature backs up the original value. If the game paused reporting the world for a single cycle — a possible outcome of a stutter or a bad memory read — the previous code would forget the backup and, on the next successful read, capture whatever value happened to be there. In that specific window, the value it captured was the one we wrote — meaning restore-on-disable would restore our value instead of the game's original. Now it preserves the backup across single-cycle blips exactly the way the fly's gravity handler already did.
-
Added
-
Roblox reverted to an older client
23 August 2026 · build cec87a20
-
Fixed
Rebuilt after Roblox rolled back its client
This time Roblox did not ship a new client, it reverted to the one before last — the version live right now is actually older than the one this loader was built for previously. That looked at first like the public offset feed had simply stopped being updated, since it was reporting an older version than expected. It had not: the game moved backward, and the feed was reporting it correctly. This build matches the client that is live now. Silent aim and magic bullet were re-verified directly against it, and both work.
-
Fixed
-
Roblox client update, and a game picker
20 August 2026 · build 28a173d1
-
Fixed
Rebuilt for the 20 August Roblox client
Roblox shipped a new client and the previous build stopped finding the game: menu opens, nothing else works. This one is rebuilt against it. Silent aim and magic bullet needed more than a rebuild again — the piece they hook is not published anywhere, so it was found again in the running client and checked against the shape it is supposed to have before being trusted. Both work on this version. One small bonus from the new dump: two movement values that the previous dump had reported wrong, and that we had flagged as suspicious at the time, came back corrected.
-
Added
Pick what you want to run
After signing in there is now a screen listing what your account can launch, instead of dropping you straight into the status view. With one product it is a short screen, but it is where the build's target client version is shown — which is the thing that tells you whether this copy will work today or whether Roblox moved under it. It is also the shape the loader needs before it can serve more than one game.
-
Improved
Roblox updates get fixed without a new download
The two numbers the loader uses to find the game inside Roblox no longer live in the binary. They come from the server when you sign in, which means the next time Roblox updates and only those move, the fix is applied on our side and your existing loader picks it up on the next launch. No new download, no waiting for a release. It also means a copy of the loader taken away from an account stops working within days on its own, since those numbers change with every client update.
-
Fixed
-
Roblox client update, teamcheck fixes and orbit
12 August 2026 · build c07842e7
-
Fixed
Rebuilt for the Roblox client update
Roblox shipped a new client on 11 August and the addresses the cheat reads moved with it. On the previous build that shows up as an empty menu, no ESP and no aim: everything is looking in the right places for a layout that is no longer there. This build is rebuilt against the new client. Silent aim and magic bullet needed more than a rebuild — the piece they hook is not published anywhere and had to be found again in the running client, then checked against the shape it is supposed to have before being trusted. Both are working on this version.
-
Fixed
Ignore teammates switched itself off during a round
In games where teams are worked out from where your character sits in the world, dying takes that information away with the body. At the end of a round everybody dies at once, so the whole room lost it at the same moment, the check decided no method was working, and your own team started showing up as enemies. Your teammates' last known side now survives their death and is replaced the instant they respawn. The check also stopped giving up just because half the room is dead — few players resolved never meant the reading was wrong, only that it was incomplete, and anyone unresolved is already treated as an enemy, which is the safe direction. Small rooms are the other half of this: with three people, any field with two values looks exactly like a real team split, so it now waits for a big enough room before committing instead of guessing and hiding someone.
-
Added
Orbit
Lock a target, hold the orbit key, and you circle them at a fixed distance and height while facing them the whole way round. Radius, spin speed and height are yours to set, and spectate points the camera at them instead of you. It holds the target you locked until they die or you let go, so it will not jump to whoever happens to walk across your crosshair mid-turn. Found under aim.
-
Improved
Rivals: only the people in your match
Rivals keeps the lobby crowd and your arena in the same world, so ESP was drawing everyone on the server — a screen full of silhouettes across the map who cannot hit you and cannot be hit. Only the fighters in your current match are drawn and targeted now. If it cannot work out who is in the match it shows everybody rather than risk hiding someone real. Worth saying plainly: ignore teammates has no effect in Rivals, and that is not a bug we can fix from here. The game keeps no team information anywhere the cheat can read, so the honest behaviour is to treat everyone as an enemy and show them all.
-
Improved
The loader stays signed in for 12 hours
The loader forgot your login the moment you closed it, even though the session it was handed lasts 12 hours — the same one the website keeps. It remembers now, and checks with the server on startup rather than asking for your password again. If the session has expired you get the normal sign-in screen with no error, because nothing went wrong. There is a sign out button on the status screen when you want to clear it, and the saved session is tied to your Windows account, so the file is useless on another machine.
-
Fixed
-
Aimbot fix after the client update
9 August 2026 · build ad646106
-
Fixed
Aimbot swung past players instead of settling on them
Yesterday’s build moved to the new Roblox client version, and that threw off the calibration the aim uses to turn what it sees on screen into mouse movement. With that number reading too low, every correction was larger than it needed to be: the aim shot past the target and then hunted back and forth across it. The higher you had smoothing set, the worse it got, because the part of the aim that keeps up with running players leans on that same calibration and was pushing in the wrong direction. Mouse mode took the worst of it and camera mode was affected in some games. If you updated on 8 August, this is what you were fighting.
-
Improved
The aim now corrects its own overshoot
Rather than trusting that calibration blindly, the aim now watches for the specific pattern of repeatedly swinging past a target and retunes itself when it sees it, so a future client update cannot throw it off the same way. It deliberately ignores a single crossing, because a player strafing sideways runs across your aim on their own all the time and that is not a mistake worth correcting. Only sustained hunting counts.
-
Fixed
-
Movement: bunny hop, new fly and speed modes
8 August 2026 · build 9b215a82
-
Added
Bunny hop
Hold jump and it keeps you hopping, carrying your speed between jumps instead of losing it on every landing. It works out whether you are on the ground by watching your height and vertical motion, so ramps, moving platforms and lifts do not confuse it into thinking you are mid-air. If you already have walk speed switched on, bunny hop leaves your speed alone and lets that setting win, so the two never fight each other. Marked as testing while it gets mileage.
-
Added
Two more ways to fly
Some games cancel or cap the motion the old fly relied on, and in those you simply did not move. There are now two extra modes that move you a different way, so if flying does nothing in a game, switch mode and try again. The second of them also holds your body still, which stops the tumbling and spinning some games give you in the air. The original mode is still the default and behaves exactly as before. Both new ones are marked as testing.
-
Added
Fly smoothing and vertical control
Two new sliders. Damping eases the start and stop instead of snapping to full speed the instant you press a key, which makes lining up on something much easier. Vertical multiplier sets how fast you rise and fall relative to your forward speed, so you can climb gently while still moving quickly. Both default to the old behaviour, so nothing changes until you touch them. There is also an option that switches off your character's walking logic while airborne, which removes the running animation in mid-air and gives you a steadier hover.
-
Added
A third speed mode
It sits between the two you already had: smoother than the position mode, and it works in games that check or cap your walk speed, because it never touches that value. Your falling and jumping stay untouched, so you keep normal gravity while moving faster. Marked as testing.
-
Fixed
Flying diagonally was faster than flying straight
Holding two directions at once added both at full strength, so any diagonal came out about 41% quicker than going straight. Overshooting where you meant to stop was the usual result. Diagonals now travel at the speed you set, the same as every other direction.
-
Fixed
Typing in chat moved you while flying
The keys you were typing were also read as flight controls, so writing a message sent you drifting. Flying now ignores the keyboard while a text box has your focus, and instead of dropping you it holds the speed you already had, so you glide level until you are done typing rather than falling out of the sky mid-sentence.
-
Added
-
Aimbot accuracy and crash fixes
5 August 2026 · build 6c451912
-
Fixed
Aimbot in mouse mode aimed beside the player
It measured its correction from the mouse cursor instead of the crosshair, so it settled wherever the cursor happened to be rather than on the target. In first person those two are normally the same point — but the overlay was breaking the game's own cursor lock, which pulled them apart. Camera mode was never affected, which is why the two modes disagreed on the same target.
-
Fixed
Game crashed on modified Windows builds
Silent could not find a safe place to live on debloated Windows installs (Atlas, ReviOS, Ghost Spectre, tiny11) because those strip the system libraries it used, so it fell back to memory owned by something else — which then overwrote it and took the game down seconds later. It now only uses locations that cannot be reclaimed, and refuses to install rather than risk your session. Stock Windows was never affected.
-
Improved
Aimbot calibrates itself to your sensitivity
It now learns how far the view turns per unit of mouse movement by watching the camera, instead of guessing from what happens on screen. Scoping in no longer throws it off: a change in field of view is applied instantly rather than relearned over the next second.
-
Improved
Keeps up with strafing targets
Smoothing used to leave the aim trailing a moving player by a fixed distance, which read as the aim lagging behind and looked like a mistimed prediction. It now accounts for that delay, so it lands on the target instead of just behind it. Most noticeable at higher smoothing values.
-
Changed
Quieter diagnostics
Automatic reports send the tail of your log. Debug lines were writing often enough to push the useful part out of it, so they now write far less. Nothing about what gets collected changed.
-
Fixed
-
Automatic reports, and the paperwork
5 August 2026
-
Added
Crashes report themselves
When the loader or the game stops unexpectedly, the log and the details of what happened are sent to us automatically, with your Windows version and GPU. You no longer have to find a log file and paste it to anyone. This is what let us find both bugs above.
- Added
-
Fixed
Log files arrived empty
The log was opened in a mode that locked out every other reader, including the part of the loader meant to read it back. Every report sent before this fix carried nothing useful.
-
Fixed
Reports lost on the way out
A report sent as the loader was closing usually did not survive long enough to be delivered — exactly the reports that mattered most. The loader now waits for the upload before it exits.
-
Fixed
Account changes not applying
Removing a subscription or lifting a ban silently failed on the staff side. If your access looked wrong for a while around this date, this was why.
-
Added
-
Faster downloads, steadier hosting
Early August 2026
-
Improved
Download cut from 21.9 MB to 9.5 MB
More than half the file was uncompressed hitsound audio. Re-encoding it removed 12 MB without touching a single feature — same sounds, same behaviour, less than half the wait on a slow connection.
-
Changed
Loader connects by domain, not by address
It used to have a server address baked into it, so moving servers meant everyone needed a fresh download. It now resolves the name at runtime, and future moves are invisible to you.
-
Changed
New hosting
Login and downloads moved to different infrastructure. Accounts, subscriptions and remaining time carried over untouched.
-
Improved
This log starts on 5 August 2026, when we began keeping one. Changes shipped before that date are not listed here — not because there were none, but because we were not writing them down. Found something broken? support@antilopy.xyz.