I've been using Xerus for almost a month, and this has been my experience.
Man, this has been a rollercoaster. The first week I had optimism for this cheat; the second week culled that, and during the third week, things picked back up. It's been a road well-traveled, but now, as I'm approaching my fourth and final week, I can say Xerus is in a stable place.
A slew of the bugs that plagued the first and second week have been fixed for the most part. Not all of them, but there shouldn't be any noticeable issues. So, let me break down and focus on what's to offer and some things that are still missing.
Aimbot:
During this review, the smoothing bug still exists, and the developer is attempting to fix it. Bow prediction has been worked on as well, but I haven't had enough time to study it in-depth. As I stated previously, guns are perfect with this aimbot. You'll rarely miss a shot, and depending on what type of player you are, that may be what you're looking for.
No recoil has gotten a new menu that allows you to customize how much you're looking for and can be modified to have realistic recoil compensation, should you desire that — no sway and spread work as intended, as well as the full-auto option.
Aimbot officially works with scientists now. So that's a big plus. Visibility check is still missing, but one the developer assured me he's working on. I'm unaware if the aimbot works with the attack helicopter, but that should be added to the list.
ESP:
This one was rough during the first and second week but is starting to look up. A lot of the basic necessities Rust players are looking for are now implemented. Most crates have been added, with a subcategory to customize the distance of these things to your liking.
There are still a few small things that are missing, but nothing too crazy. Rhib and scrap helicopter being the two I can list off the top of my head. Radar is also a feature the developer informed me he's working on as I'm writing this review.
I'd still like a few more options to have distance sliders, such as players, but that's nitpicking on an overall great system that has been vastly improved upon. The invisible scientist bug has also been fixed.
Misc:
All the other features are still working as intended, and I can't add much as what you see is what you get. Debugcam works, but there is still the odd workbench issue. Some of the other features I mentioned have been removed and may return in the future, but I can't confirm that.
Projectile speed & Eoka one tap are two that I'd like to see return. As well as projectile thickness to help with the bow.
With that aside, the cheat itself is in a good place. I'd like to see some development for the loader next. A subscription timer being the most critical thing, possibly a spoofer, as the HWID lock is too intense, and most third-party spoofers will require you to reset your HWID for the cheat, even after a complete restart.
However, the developer will help with this when asked — speaking of the developer. He saw my review, reached out to me, solved all the bugs I had, and was adamant about improving on his cheat. That was a breath of fresh air compared to the second week, where I thought he up and left the project.
As for the support? I haven't had much interaction with them myself, but they seem to respond rather quickly to most questions.
So, would I recommend this cheat? At this current time, I'd say you're starting to get something that's worth the price. An internal cheat has vastly better performance than an external; it's still undetected at the time of writing this, and overall you'll get a cheat that will satisfy most Rust users.
EDIT:
Projectile speed and thickness have been added and are working.