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Documentation

Every module, explained.

What each feature does, how to configure it, and what the settings actually change. Written for people who want to understand what they bought.

Getting started

What splatvik is

splatvik builds private cheat software for a small number of PC games. Each product is written against one title — its engine, its ballistics, its anti-cheat surface. Nothing is ported between games, because a ported build does every job badly.

Every product ships as a payload delivered by a shared loader. The loader authenticates your licence, checks the live product status, fetches your per-user signed build and maps it into the game process. Nothing is written to disk between sessions.

Account and licences

One account can hold any number of licences. Each licence covers one product and binds to one machine.

Licences appear in your dashboard with their key, expiry date and HWID state. Renewing does not issue a new key — the existing key's expiry extends.

The status gate

Every product has a live status: undetected, updating, maintenance, detected or offline.

The loader refuses to inject unless status reads undetected. This is enforced at the loader and has no override, deliberately. It exists so that nobody — including people who really want to — can run a build during a detection window.

Modules

ESP

ESP reads player, vehicle and object state out of the game's own memory and draws it on an overlay.

Key settings

SettingEffect
Box modefull draws a rectangle, corner draws brackets only
SkeletonBone lines. Expensive to read visually — limit by distance
HealthVertical bar beside the box
DistanceMetres, below the box
SnaplinesLine from screen bottom to target. Off by default
Max distancePer-element distance cut-off

Distance scaling is the setting that matters most. Drawing forty full skeletons is noise that makes you play worse.

Aimbot

Two modes:

  • Assisted moves your view towards the target over several frames. Feels natural, visible in your own recordings.
  • Silent corrects the shot vector at fire time without moving your camera. Invisible on recordings, harder to play with.

The pipeline is: target selection → FOV gate → visibility check → hitbox pick → ballistic solve → smoothing → apply.

The two settings that keep you safe

  • FOV — a cone around your crosshair. Anything outside is ignored. Keep it under 10°.
  • Smoothing — how many frames the correction spreads over. Keep it above 4.

Leave the visibility check on. Firing through a wall is the single most reportable thing a cheat can do.

Recoil and spread

Per-weapon tables measured in-game rather than derived from published stats, because the two do not always agree.

Reduction is a percentage rather than a toggle. Setting it to 100% produces a laser beam that is instantly obvious in a killcam; 60–75% is enough to be a real advantage while still looking like good recoil control.

Radar

A standalone 2D overlay showing player positions relative to you. Configurable zoom, size, position and squad colouring.

The radar is arguably the safest module in any product — it shows only information the ESP already has, in a form that never appears in a killcam.

Stream proof

Excludes the overlay from screen capture at the window composition layer, which covers OBS, Discord, ShadowPlay, Windows Game Bar and any capture tool that uses the standard paths.

Note the exception: in Dead by Daylight, aura ESP renders through the game's own path and is captured. Do not stream with aura ESP on.

Configs

Settings save to named profiles. Profiles sync to your account, so a fresh install or a new machine restores everything.

F1–F4 cycle the first four saved configs in-game without opening the menu — useful for switching between infantry and armour roles mid-match.

Loader

Authentication

Paste your key, press Authenticate. The loader validates against our API and displays HWID state, build version, expiry and live status.

Keys are never logged in plaintext and are transmitted over HTTPS only.

HWID binding

Your key binds to a one-way hash of three stable hardware identifiers on first use. We never store anything that identifies your actual hardware — only whether a machine matches.

Reset from your dashboard: one free reset every 14 days, instant, no ticket. Need more because you genuinely test across machines? Open a ticket and explain.

Keybinds

KeyAction
InsertOpen / close the menu
EndPanic key — unload everything
DeleteToggle overlay without unloading
F1–F4Cycle saved configs

All rebindable in the menu.

Errors

MessageCauseFix
Secure Boot must be disabledUnsigned driver blockedDisable in BIOS
Process not foundGame not running or launched lateLoader first, then game, then Inject
Key already boundHWID mismatchReset HWID in the dashboard
Status: updatingBuild being rebuiltWait — the status page is live
Licence expiredSubscription endedRenew from the dashboard
Billing

Payment methods

Card, Apple Pay and Google Pay through our checkout provider, plus crypto (BTC, ETH, LTC, USDT and others). Crypto is credited automatically after one network confirmation.

All prices are in USD.

Renewals

Renewing extends the expiry on your existing key. You do not receive a new key and you do not need to re-bind your hardware.

Renew early and the remaining days carry over — nothing is lost.

Downtime credit

If a build's status is anything other than undetected, active subscriptions accrue credit for the affected period. It is applied automatically when the build returns; you never need to ask.

Downtime over 48 hours qualifies for a refund on request under the refund policy.

Coupons

Enter a coupon at checkout. Codes may be limited to a specific product, a number of uses or an expiry date. Only one code applies per order.

API

Public endpoints

A small read-only API is available for status integrations.

GET /api/status              → all product statuses
GET /api/status/:game        → one product
GET /api/changelog?game=squad → changelog entries
GET /api/live                → server-sent event stream

No authentication is required and there is no rate limit beyond a generous per-IP throttle. If you build something with it, we would like to see it.

Live updates

/api/live is a Server-Sent Events stream. Every status change, changelog entry and notification is pushed as it happens.

const es = new EventSource('/api/live');
es.onmessage = (e) => {
  const { type, payload } = JSON.parse(e.data);
  if (type === 'status') console.log(payload.game, payload.status);
};

This is what makes the status page update without a refresh.