SCHAOSFRAMEWORK
Build the tool you actually want to run.
HOT-RELOAD SCRIPTING • LIVE INTROSPECTION • AI COPILOT • MEMORY WORKBENCH
[Only registered and activated users can see links. Click Here To Register...] • [Only registered and activated users can see links. Click Here To Register...] • [Only registered and activated users can see links. Click Here To Register...]
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━
SChaosFramework is a Windows x64 scripting and reverse-engineering workbench for supported targets. It gives you the runtime underneath the menu: inspect what the target exposes, write a tool in SCS, save the file, and see the result without rebuilding, reattaching, or restarting.
This is not a single hard-locked menu. The Framework ships with Script Studio, live engine introspection, a CE/x64dbg-style memory tool, visual and trainer starter projects, an AI assistant grounded in the live target, and an extension SDK for building your own modules.
[Only registered and activated users can see links. Click Here To Register...]
Live overlay + Script Studio — build and iterate in the same runtime.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━
01 — SCRIPT STUDIO + HOT RELOAD
- Write SCS scripts directly inside the runtime: windows, tabs, panels, buttons, sliders, hotkeys, timers, callbacks, overlays, and custom render primitives.
- Save a .scs file and hot-reload it on the next frame. The directory watcher also picks up new files automatically.
- Use a full Studio workflow: script tree, code editor, live-metadata autocomplete, inline diagnostics, function-template insertion, validation console, health panel, fault counters, and persistent logs.
- Build in SCS with modules, functions, closures, coroutines, metatables, lists/maps/sets, JSON UI, multiple returns, and a bytecode VM with JIT support.
- Register your own SCS builtins or extend the runtime with native C/C++ plugins through the included SDK and sample plugin.
- Browse live classes, functions, properties, objects, values, parameters, and enums through a searchable reflection cache.
- Insert invocation templates with parameters already expanded from the target's metadata.
- Values update while the target runs. Compatibility snapshots and metadata-drift controls are built into the runtime.
- The shipped build contains engine integrations for Unreal, Unity (Mono / IL2CPP), RAGE / FiveM, id Tech, HeroEngine, and Tank/Overwatch targets.
- AOB/pattern scans, signature generation, snapshot-and-refine scans, value scans, pointer chains, pointer discovery, cross-reference lookup, module browser, memory map, and structure tools.
- Hex memory view, x86/x64 disassembly, register context, stack/call-stack views, watch lists, freeze controls, and imported Cheat Engine tables/forms/hotkeys.
- Conditional software and hardware breakpoints, step in/over/out, run-to-cursor, tracing, hooks, watchpoints, and function-call inspection.
- Assembly-style patches that can be compiled, installed, enabled, disabled, reverted, grouped, and kept as portable files.
- The in-app copilot receives the current script, screenshots, and live introspection context before it writes suggestions.
- It can create scripts in Studio, validate them, and work through multi-step jobs in the background.
- Autopilot tooling keeps target knowledge per game/build, verifies findings, records checkpoints, supports rollback, and can reuse saved knowledge after an update.
- Universal Unreal all-in-one starter: configurable visual, aim, and trainer modules using live reflection.
- Visual controls include boxes, corner boxes, heads, skeletons, names, distance, health bars, snaplines, team filtering, and line-of-sight state.
- Aim controls include hold/toggle/always activation, FOV, smoothing, aim point, bone selection, prediction, visibility checks, team filtering, FOV circle, and lock line.
- Trainer controls include health, ammo, movement speed, jump height, gravity, infinite jumps, fly mode, and game-speed controls where the target exposes the required data.
- Included project folders cover Marvel, The Outer Worlds 2, High on Life 2, a reusable Unreal template set, navigation references, console tooling, and the full SChaos Memory Tool.
- Reusable module library: UI helpers, layouts, memory recipes, timers, hotkey wiring, and project scaffolds. Community modules can be shared through Discord.
[Only registered and activated users can see links. Click Here To Register...]
RAGE showcase: assistant-authored panel running beside the live target.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━
1. Attach → 2. Inspect live metadata → 3. Build in Studio or ask the copilot → 4. Save and hot-reload
FRAMEWORK SPEC
- Platform: Windows x64
- Language: SCS bytecode VM + JIT, with 1,300+ builtins across roughly 70 namespaces
- Extensibility: SCS modules, custom builtins, signed bundles, and native C/C++ plugin SDK
- License: per-device HWID-bound entitlement; sign in and the runtime picks up your access automatically
- Delivery: card and crypto checkout; key is added to your account after payment confirmation
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━
ACCESSDAY — $5 • WEEK — $20 • MONTH — $50 • YEAR — $500
[Only registered and activated users can see links. Click Here To Register...]
[Only registered and activated users can see links. Click Here To Register...] for target questions, modules, support, and the latest framework status.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ━━━━━━━━━━
Check target availability with the team before purchase. Features depend on what the selected target exposes.