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ZeusMod

Internal trainer, native injector, Electron desktop companion and reflection-driven debug client for Icarus.
Patch-resilient · Reflection-driven · x64dbg-tier inspector · Windows x64

Features · Demo · Screenshots · Install · Usage · 📖 Wiki · Debug client · Build · Architecture · Changelog

Version Platform Engine Author License


Overview

ZeusMod is a research / single-player trainer for Icarus, built as a Windows-only internal module. It ships as four components:

Component Role
native/internal/IcarusInternal.dll Injected DLL — runtime hooks, UE reflection, ImGui overlay, IPC pipe
native/injector/IcarusInjector.exe Standalone CLI injector — attaches the DLL into a running Icarus
native/shared/Shared.lib IPC protocol and shared types used by both native components
app/ZeusMod.exe Electron desktop launcher — install detection, native koffi inject, auto-update
scripts/inspect.py x64dbg-style debug client (REPL + batch + watch + JSON)

The trainer favours Unreal reflection over hardcoded byte signatures: all UFunction entry points and UPROPERTY offsets are resolved at runtime by name via UObjectLookup. Most non-engine Icarus updates do not require a rebuild. See docs/ARCHITECTURE.md.


Features

In-game features

Feature Description
God Mode Health stays full and write-back to SetHealth is patched out
Infinite Stamina Stamina stays at max while sprinting / climbing
Infinite Armor Armor durability is held at max
Infinite Oxygen Oxygen stays at max underwater and at altitude
Infinite Food Hunger stays satisfied
Infinite Water Thirst stays satisfied
Stable Temperature Body temperature held at a configurable safe value
Speed Hack Configurable movement multiplier (walk / run / crouch / swim / fly)
No Weight (1.5) AddModifierState detoured — Overburdened is never applied
Free Craft Crafts any recipe — even 0 / N — without consuming materials
Infinite Items Pins consumables and clamps tools/armor to learned max durability
Mega XP Pumps TotalExperience so the character visibly levels up
Max Talent / Tech / Solo Unlocks every node in each progression tree
Time Lock Locks time of day to a configurable hour
Give Items Spawns any D_ItemTemplate row into the player's bag
In-game ImGui Menu Bind: N to toggle menu, F10 to unload the module

Desktop app features

  • Native in-process injector (koffi FFI) — no PowerShell, no child process, end-to-end inject in 50–150 ms.
  • Auto-detects your Icarus install through the Steam library folders.
  • Detects whether Icarus-Win64-Shipping.exe is currently running.
  • Live cheat toggles forwarded to the trainer over a named pipe (\\.\pipe\ZeusModPipe).
  • GitHub Releases auto-update with release-note display, progress bar and silent installer hand-off (electron-updater).
  • Self-contained: ships with the latest IcarusInternal.dll and IcarusInjector.exe inside the installer.
  • Polished sidebar UI with cyan/purple gradient theme and animated status dot.

Debug client (scripts/inspect.py) — new in 1.5.0

A command-line memory explorer + reflection inspector for the live game, talking to IcarusInternal.dll over the debug pipe.

  • Walk Unreal reflection (UClass, UScriptStruct, UFunction, UPROPERTY) on the live process — no SDK dump, no rebuild.
  • Typed reads (f32/f64/i32/i64/ASCII/UTF-16/FGuid/pointer arrays).
  • x64dbg-tier scanner: modules, memmap, strings, refs, search.
  • Persistent labels + bookmarks (overlaid on hex-dump output).
  • Snapshots + byte-level diff.
  • Struct viewer that decodes raw memory through reflected UPROPERTY offsets.
  • Optional disassembly via capstone.
  • REPL with readline history + tab completion. Batch / watch / JSON modes.

Full command catalog: docs/INSPECT.md.


Demo

Click to watch the ZeusMod 1.5.1 demo on YouTube
1.5.1 in action — DX12 overlay, freecraft + placement, multiplayer mirror, animated cards.
Watch on YouTube

Screenshots

ZeusMod desktop launcher
Desktop launcher (Electron) — install detection, native inject, auto-update

Runtime console and ImGui overlay
Runtime console + ImGui overlay attached to the game

Free Craft on a 0/N recipe
Free Craft accepting a recipe with zero materials in inventory


Install

Recommended (end users)

  1. Grab the latest ZeusMod-Setup-1.5.1.exe from the Releases page.
  2. Run the installer (silent one-click NSIS — no UAC, no wizard).
  3. Launch ZeusMod from the desktop shortcut or the Start Menu.
  4. Start Icarus, load into a prospect, then click Attach in ZeusMod.

The installer ships the trainer DLL and the native injector — no separate downloads required. Existing 1.5.0 installs will pick up 1.5.1 fully automatically through the in-app updater.

Developers (build from source)

See docs/BUILD.md for the native solution + Electron app build steps. The third-party fetch step (ImGui, MinHook) is documented there as well.


Usage

Desktop UI

  1. Launch Icarus and load into a prospect.
  2. Open ZeusMod — the status strip turns green ("ready to attach") once the game is detected.
  3. Click ATTACH TO ICARUS — the koffi injector fires LoadLibraryW in the target process. End-to-end ≈ 50–150 ms.
  4. Toggle features either:
    • from the desktop UI (live IPC over the pipe), or
    • from the in-game ImGui overlay (N to open).
  5. Press F10 in-game to unload the module cleanly.

Debug client

# REPL
python scripts/inspect.py

# Single command
python scripts/inspect.py -c "character"

# Watch mode (1 s tick, color-diffs the output)
python scripts/inspect.py --watch "playerinv"

# Find every pointer to the player pawn in a 4 KiB window
python scripts/inspect.py -c "character = char; refs \$char \$char 0x1000"

Full reference: docs/INSPECT.md.

ZeusMod is intended for single-player / private play and reverse engineering research only. Do not use it on official multiplayer servers.


Repository layout

ZeusMod/
├── .github/
│   ├── ISSUE_TEMPLATE/         Bug + feature templates
│   ├── PULL_REQUEST_TEMPLATE.md
│   └── workflows/release.yml   CI: tag push → GitHub Release
├── app/                        Electron desktop launcher + auto-updater
│   ├── src/main/               main.js, preload.js, injector.js (koffi)
│   ├── src/renderer/           index.html + js/ + styles/ (sidebar UI)
│   ├── src/assets/             icon.ico
│   └── bin/                    Bundled IcarusInternal.dll + IcarusInjector.exe
├── docs/
│   ├── ARCHITECTURE.md         How the four components fit together
│   ├── BUILD.md                Native + Electron build steps
│   ├── DEV_KIT.md              Pipe protocol, wire format, hook layout
│   ├── INSPECT.md              inspect.py command reference
│   └── assets/                 Screenshots
├── native/
│   ├── shared/                 Static lib (IPC protocol + shared types)
│   ├── injector/               IcarusInjector.exe
│   ├── internal/               IcarusInternal.dll (UE reflection + hooks)
│   └── third_party/            ImGui + MinHook (fetched by CI, gitignored)
├── scripts/
│   ├── inspect.py              x64dbg-style debug client
│   └── requirements.txt        Optional: rich + pyreadline3
├── CHANGELOG.md
├── CONTRIBUTING.md
├── LICENSE
├── README.md
└── ZeusMod.sln

Patch resilience

ZeusMod is designed to survive most Icarus content updates without a rebuild:

  • UFunction lookup by nameCanQueueItem, HasSufficientResource, Process, AddProcessingRecipe, AddModifierState, ConsumeItem, GetItemCount, FindItemCountByType, SetHealth, … all resolved by their UE reflection name. The thunks are walked to their C++ impls at runtime via UObjectLookup::FindNativeFunction.
  • UPROPERTY offsets by nameHealth, MaxHealth, Stamina, Oxygen, Food, Water, MaxWalkSpeed, TimeOfDay, InventoryComponent, … all resolved through the FField chain.
  • UClass pointers cached at runtime by class name.
  • DeployableTickSubsystem instance located through a runtime GObjects scan.
  • Patch addresses are validated to lie inside the module code range before any byte write.

A few low-level UE 4.27 layout assumptions remain (e.g. FUObjectItem serial-number offset, UStruct.Children offset, the unreflected +0x60 active-processor TArray inside DeployableTickSubsystem). These are stable on every patch within UE 4.27 but would need re-validation if Icarus moved to UE5.

See CHANGELOG.md for the full per-version notes.


Author

Made by CyberSnake.

License

MIT — see LICENSE.

Disclaimer

This project is provided strictly for educational and reverse-engineering research purposes. It is not affiliated with, endorsed by, or sponsored by RocketWerkz or Dean Hall. Use it only in single-player or private sessions you control. You are solely responsible for how you use it.

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