Enable ESP
Show visuals for entities supplied by the host.
Explore infected and pickup ESP, chams, Rage and Legit, triggerbot, movement, world visuals, Lua and settings. Free for free-key and paid accounts.
239 features across 6 sections
Show visuals for entities supplied by the host.
Draw full or corner boxes around entity bounds.
Connect the bone pairs supplied by the host.
Display the entity name above its bounds.
Display health as a bar next to the entity.
Show distance in the host's world units.
Draw lines from the top, bottom or center of the screen to entity feet.
Top-down positions from the shared entity data.
Show survivors in the entity snapshot.
Show infected and special infected.
Fit actor boxes to animated body hitboxes. Independent of the Skeleton switch.
Extra space around the fitted body box.
Adjust actor ESP bounds; pickups keep their original size.
Adjust actor ESP bounds; pickups keep their original size.
Show the seven special infected types, including Tanks.
Use per-type ESP colors; disable to use the global ESP appearance.
Type selected in the Infected page dropdown.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show this infected type in ESP and radar.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Override this element's global ESP color for the selected infected type. Untick to inherit the global color.
Show unowned world pickups independently of player ESP.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Unowned pickups only; change this category's color here.
Bounding boxes for world pickups.
Readable weapon and item names.
Distance from your view in metres.
Lines from screen bottom to pickups.
Enable materials for the selected player, infected and equipment targets.
Additional colored pass to inspect model placement through map geometry.
Render the debug model material as a wireframe.
Apply chams to other survivors.
Enable the individual special-infected targets.
Uses individual model draws; can cost FPS in large hordes.
Apply chams to unowned firearms and melee weapons.
Apply chams to unowned supplies and carryable items.
Apply chams to your hands and arms.
Apply chams to your first-person weapon or held item.
Category selected in the Chams page.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Material and color on visible model surfaces.
Apply chams to your own player model in third person.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Enable chams for this target.
Material and color on visible model surfaces.
Through-wall material and color for occluded surfaces.
Draw the original model beneath the material; costs one extra draw.
Animate the material opacity.
Cycle visible and occluded colors; preserves configured opacity.
Copy this target's visible color and material to its invisible pass.
Swap this target's visible and invisible colors and materials.
Show the project name, frame rate and renderer.
Show assigned keys; enabled features light up and actions flash.
Show currently active features as compact labels. Drag them while the menu is open.
Assist aiming at selected targets in your local session.
Keep the selected target while it remains valid and inside the FOV.
Activate aim assistance while holding primary fire.
Require a clear shot to the target.
Aim at common and uncommon infected.
Aim at special infected including Tank.
Include witches in target selection.
Include survivors for local mod testing.
Aim settings
Aim settings
Aim settings
Aim settings
Aim settings
Aim settings
Aim settings
Remove local camera recoil and compensate weapon punch in your firing commands.
Remove bullet dispersion for your predicted player in the local client and server, including shotgun pellets. Other shooters are excluded.
Fire at the enabled target under your crosshair. Supports hold and toggle hotkeys.
Require a trace hit on the head hitgroup.
Include common and uncommon infected.
Include special infected and Tank.
Include witches.
Include survivors for local mod testing.
Trigger response settings
Trigger response settings
Fire at the enabled target under your crosshair. Supports hold and toggle hotkeys.
Require a trace hit on the head hitgroup.
Include common and uncommon infected.
Include special infected and Tank.
Include witches.
Include survivors for local mod testing.
Trigger response settings
Trigger response settings
Assist aiming at selected targets in your local session.
Keep the selected target while it remains valid and inside the FOV.
Activate aim assistance while holding primary fire.
Require a clear shot to the target.
Aim at common and uncommon infected.
Aim at special infected including Tank.
Include witches in target selection.
Include survivors for local mod testing.
Aim settings
Aim settings
Aim settings
Aim settings
Remove local camera recoil and compensate weapon punch in your firing commands.
Remove bullet dispersion for your predicted player in the local client and server, including shotgun pellets. Other shooters are excluded.
Hold jump to jump on landing. Disabled while swimming or climbing.
Air movement assistance while holding jump; preserves view angles.
Tint map surface materials; restores their original colors when disabled.
Tint skybox materials; restores their original colors when disabled.
Tint static prop materials independently of map surfaces and sky.
Apply coordinated colors to the world, props and sky.
Apply coordinated colors to the world, props and sky.
Apply coordinated colors to the world, props and sky.
Disable world, prop and sky tint and restore the game materials.
Use the native shoulder camera with world collision. Returns to your previous view when disabled.
Native third-person camera position in Source units.
Native third-person camera position in Source units.
Native third-person camera position in Source units.
Override your local camera field of view.
Adjust the field of view used for your held weapon and hands.
Move your held weapon relative to the camera.
Keep the game's camera FOV while using a weapon scope.
Camera-relative offset in Source units.
Camera-relative offset in Source units.
Camera-relative offset in Source units.
Move the third-person camera to the opposite shoulder.
Center the third-person camera behind your character.
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