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CURRENT TOOL REFERENCE
Astral
A panel-by-panel guide to the current release, including conditional game tabs, floating windows, configuration, and scripting.
6
Core Tabs
6
Game Profiles
7
Mesh Shaders
How the menu is organized
The standard header contains Aimbot, Visuals, Misc, World, Settings, and Lua. A supported game inserts its own tab before Lua. Debug is only present in Debug and PrivTest builds.
Conditional controls
Many child settings appear only after their parent toggle is enabled. If an option from this wiki is not visible, enable the feature above it first. Game tabs appear only while Astral recognizes the matching GameId or PlaceId.
Current menu notes
Flick Bot is intentionally unavailable and forced off. General-purpose bullet tracer controls are not in the Visuals tab; the currently exposed bullet-trail feature is the Criminality-specific local-shot tracer.

Launch & Requirements

What the current Windows client expects and the safest launch order.

Supported environment
ItemRequirement
Operating system64-bit Windows 10 or Windows 11.
GraphicsA DirectX 11-capable GPU and a current graphics driver.
RuntimeMicrosoft Visual C++ 2015-2022 Redistributable (x64). Install it if Windows reports a missing VCRUNTIME140 or related DLL.
ClientThe current Roblox Windows client. Keep the loader and Astral build current after Roblox updates.
Recommended launch order
  1. Download and run the current astral_loader.exe from the Astral website.
  2. Start Roblox and join the target experience.
  3. Launch the selected Astral channel and wait for Initialization complete.
  4. Open the menu with the configured Menu Key, then create or load a profile.
After a Roblox update
If attachment, instance discovery, or a game-specific feature suddenly stops working, update Astral before changing offsets or deleting configs. Roblox updates can make an older build incompatible even when the menu still opens.
Common startup blockers
A stale build, missing VC++ runtime, outdated GPU driver, another overlay hook, insufficient process access, or security software quarantining a required file can prevent startup. Use the console message as the first diagnostic signal.

Interface & Profiles

The main menu plus the floating windows controlled from Settings.

Main and floating windows
WindowPurpose
Main menuTwo-column, four-panel layout. The game tab is inserted only for the current supported game.
Keybind ListShows configured binds and their active state. It remains visible while the menu is closed.
Player ListShows avatar, display name, (@username), role, and player status controls.
AppearanceTheme colors and optional animated menu background shader.
ESP PreviewR15/R6 mannequin preview, element settings, colors, and placement.
ConfigurationLocal, personal-cloud, and marketplace configuration management.
Lua EditorScript editor, local/cloud script browser, execution controls, and console.
Appearance
ControlWhat it changes
Accent / Accent SecondaryPrimary and secondary highlights used throughout the menu.
TextNormal interface text color.
Main Border / Outer BorderPanel and outer-window border colors.
Enable ShaderEnables an animated shader behind the menu.
Shader TypeGalaxy, Endportal, Snow, Smoke, or Nebula.
Shader Tint / OpacityColors and blends the selected menu shader.
Configuration
ActionBehavior
CreateSaves the current settings as a new local profile.
Load / Save / DeleteLoads, overwrites, or removes the selected local profile. Marketplace entries are read-only.
Personal CloudLoads, saves, and deletes configs stored on the signed-in account.
Push Local to CloudUploads the selected local profile to personal cloud storage.
Marketplace configEntries prefixed with [Cloud by ...] can be loaded but not overwritten or deleted.
Refresh / Open FolderRefreshes all local and cloud lists, or opens the local profile directory.
Profile workflow
Create a local profile first, save after tuning, and then use Push Local to Cloud if you want the same setup on another machine. See Player ESP for the full Preview configuration.

Combat

Every control currently exposed by the Aimbot tab.

Standard Aimbot
ControlOptions / rangePurpose
Aimbot Enabled + bindHold / Toggle / Always modes through the keybind widgetTurns standard aim assistance on and defines activation.
Aim ModeCamera, MouseSelects camera rotation or mouse movement output.
Target SelectionClosest to Crosshair, Closest Distance, Lowest HealthRanks eligible players.
Sticky AimToggleKeeps the current valid target instead of reranking every update.
Show Aimbot FOV CircleToggleDraws the configured targeting radius.
Aimbot FOV10-800Maximum screen-space acquisition radius.
Hitboxes17-part multi-selectChooses eligible body parts.
Hitbox PriorityClosest to Crosshair, First Visible (Fast), Nearest Point (Multipoint)Selects the hitbox resolver.
Multipoint Mode2D Screen-Space, 3D World-SpaceControls how nearest points are generated.
Point DensityLow 9, Medium 15, High 27, Ultra 1253D multipoint sample count.
Hitbox Scale0.10x-1.00xScales the multipoint sampling region.
Smooth / Smooth Value1.0-15.0Reduces abrupt aim movement.
Bezier SmoothingIntensity 0.1-5.0; Micro-Jitter 0.0-3.0Adds curved motion and optional micro variation.
PredictionAmount 0.000-1.000Leads moving targets by the configured amount.
Team Check (Combat)ToggleExcludes teammates from combat targeting.
Backtrack & Silent Aim
ControlOptions / rangePurpose
Enable Backtrack50-500 msUses a recent stored target state inside the selected time window.
Visualize GhostsToggleDisplays the stored backtrack states.
Silent Aim + bindToggle and keybind modeEnables the silent targeting path.
Silent ModeRotation, Viewport, UniversalSelects the silent-aim implementation.
Silent BoneHead, Upper Torso, Humanoid Root Part, Lower Torso, limbs, Closest Part, Closest PointChooses the silent target part.
Sticky AimToggleRetains the current silent target while valid.
FOV / Show FOV10-800Sets and optionally displays the silent acquisition radius.
Triggerbot, Anti-Aim & Spinbot
ControlOptions / rangePurpose
Triggerbot + bindSingle Click or HoldFires while an eligible target is under the trigger condition.
Use Delay / Cooldown0-300 msAdds time-on-target delay and shot cooldown.
Enable Anti-AimToggleEnables yaw and pitch manipulation controls.
YawNone, Backward, Left, Right, Jitter, 3-Way JitterSelects the yaw pattern.
Yaw BaseCamera, Velocity, WorldSets the yaw reference frame.
Directional Offset-180 to 180 degreesOffsets Backward, Left, or Right modes.
JitterAngle 10-180; Speed 0.1-10.0Controls the two-direction jitter pattern.
3-Way JitterSpeed 0.1-20.0; three angles -180 to 180Cycles through three configured yaw angles.
PitchNone, Up, Down, Upside Down, CustomSelects pitch behavior; Custom exposes -180 to 180 degrees.
Enable SpinbotSpeed 0.1-5.0Applies continuous spin at the chosen rate.
Unavailable control
Flick Bot is intentionally removed from the menu and forced disabled by the current build.

Player ESP

Open Settings → Show ESP Preview, then click Config in the preview window.

Preview and master control
ControlBehavior
Master SwitchEnables or disables the standard player ESP renderer.
R15 / R6Changes the preview rig so element placement can be checked against either body layout.
Element placementPreview elements can be positioned around the mannequin; the live ESP uses the matching placement.
Custom ElementsLists custom ESP flags registered by Lua scripts and lets each one be enabled.
Editing elements directly in the preview
ActionBehavior
Left-drag a text elementMoves it to the nearest Top, Bottom, Right, or Left anchor. Elements on the same side automatically restack and save their new order.
Right-click a text elementOpens its element-specific color/options popup and a Font choice of Default or Pixel.
Drag the HealthbarSnaps the bar to the nearest Top, Bottom, Right, or Left side. Right-click it to set HP Color.
Name popupName Color, optional brackets, Gradient Text, Gradient Start, and Gradient End.
Distance popupDistance Color, optional brackets, and Max Distance 0-1000.
Tool popupTool Color and Show Tool Icon.
Flag popupsTeam has separate Friendly/Enemy colors; Forcefield, Health %, Movement, Speed, Void Blink, and Lua custom flags each expose their own color.
Boxes & Lines
ControlOptionsBehavior
Bounding BoxCorner, Full Rect + colorDraws the selected 2D box style around a player.
Box FillColorAdds a translucent fill inside the player box.
Gradient Fill2, 3, or 4 colorsBlends the configured colors through the box fill.
SkeletonToggle + colorDraws rig limb connections. Marked as a heavier element in the UI.
Head DotToggle + colorDraws a marker over the head position.
Text, Info & Flags
ControlBehavior
NameShows either Display Name or Username, selected by Name Type.
DistanceShows player distance.
Tool NameShows the equipped tool or weapon.
ForcefieldAdds a color-configurable forcefield flag.
Team FlagShows the resolved team state.
Movement StateShows the current movement or humanoid state.
Speed / VelocityShows movement speed information.
Void Blink FlagShows a configurable-color flag for Void Blink state.
Health %Displays numeric health percentage. This is separate from the Healthbar and the screen Health Indicator.
Text OutlineOutline alpha 0-255 and thickness 0.5-5.0.
Bars and color routing
ControlOptions / behavior
HealthbarTop, Bottom, Right, or Left placement.
Team Check (Visuals)Filters visual rendering by team.
Use Team Color ESPUses the game-resolved team color for ESP.
Diff Enemy/FriendlyEnables separate Friendly Box, Friendly Fill, Enemy Box, and Enemy Fill colors.

Chams & Visuals

Chams, mesh rendering, radar, screen indicators, hit feedback, and map visuals.

Chams
ControlOptions / rangeBehavior
TypeOff, Convex Hull, Block (Material), Mesh ChamsSelects the player-chams renderer.
Material TypeNeon, Glass, Metal, Galaxy, End Portal, Snow, Smoke, NebulaBlock-chams material or shader.
Material Transparency0.00-1.00Controls block-chams opacity.
Visible CheckOccluded Fill and Outline colorsUses separate colors for occluded geometry.
Outline Thickness0.5-5.0Sets outline width.
GradientVertical, Horizontal, Radial + second colorBlends two fill colors.
Fade EffectSpeed 0.1-5.0Animates opacity.
Pulse EffectSpeed 0.1-5.0Animates pulse intensity.
RainbowSpeed 0.1-5.0Cycles hue.
Liquid RGBSpeed and Scale 0.1-5.0Applies a flowing RGB effect.
Different Friendly ColorsFriendly Fill and Outline colorsSplits friendly and enemy chams colors.
Wallcheck Threshold0.01-2.00Tunes the visibility classification threshold.
Mesh Chams
ControlOptions / rangeBehavior
Render EngineCPU, GPUSelects the mesh-chams render path.
WireframeToggle + colorDraws cached character meshes as wireframes.
Glow OutlineThickness 0.1-5.0 + colorDraws the multi-pass outline glow.
FillToggle + fill colorRenders filled mesh surfaces.
Fill ShaderNone, Galaxy, Aurora, Snow, Plasma, Nebula, Hologram, IridescentApplies a GPU fill shader.
Shader TintColorTints the active shader without replacing its pattern.
Intensity0.10-2.00Overall shader strength.
Pattern Scale0.25-3.00Pattern size. Snow calls this Snow Density; Hologram uses Scanline Density; Iridescent uses Band Scale.
Animation Speed0.00-3.00Animation rate. Iridescent uses View Response, starting at 0.25.
DetailUsually 0.25-2.50Shader-specific detail: Star Density, Ribbon Sharpness, Flake Size, Arc Sharpness, Cloud Density, Glitch Amount, or Gloss.
Reset Shader SettingsButtonReturns intensity, scale, speed, and detail for the selected shader to 1.0.
Max Distance10-1000Stops mesh-chams rendering beyond the selected distance.
Iridescent is camera/view based: surface color responds to view angle and Gloss rather than using a fake automatic shine cycle.
Radar
ControlOptions / range
Enable RadarMaster toggle.
Range50-1000 world units.
Size100-400 pixels.
Background Alpha0.10-1.00.
Show FOV ConeDisplays the current viewing cone.
Rotate With PlayerRotates radar orientation with the local player.
ColorsBackground, Border, Local Player, Enemy, and Friendly.
HUD, Indicators & Feedback
FeatureControlsBehavior
Health IndicatorVertical, Width 50-400, Height 2-20, ColorDraws local health on-screen; it is not the ESP health bar.
Yaw IndicatorVertical, Width 50-400, Height 2-20, ColorDisplays current yaw state on-screen.
OOF ArrowsName, Distance, Radius 60-300, Size 5-25, ColorPoints toward off-screen players.
Damage IndicatorsShow Damage / Show Heal + separate colorsShows damage and healing feedback.
Hit NotificationsToggleDisplays hit notifications.
HitmarkerPredicted or Confirmed; Size 8-96; Duration 0.10-1.50 sDraws immediate predicted or delayed confirmed hit feedback.
HitsoundSound browserLoads choices from C:\astral\resources\sounds.
Sound ESPToggle + colorDisplays sound-origin visuals.
Map and Hit Chams
FeatureControls
Map WireframesColor and Scan Cap 100-10000. Scans world parts and is marked very heavy.
Hit ChamsDuration 0.05-2.00 s, Outline 0.5-5.0, Fade Out, Fill and Outline colors.
Hit Chams GradientVertical, Horizontal, or Radial with a second gradient color.
Hit Chams PulseSpeed 0.1-10.0.
Hit Chams RainbowSpeed 0.1-5.0.

Misc & Movement

Movement implementations, camera tools, model changes, networking effects, and experimental extras.

Movement
FeatureControlsNotes
WalkspeedBind; Property (paired), Velocity (scale), or CFrame (teleport); Speed 16-200Changes movement using the selected implementation.
JumpPowerBind; Property (paired) or Velocity (impulse); Power 50-300Changes jump strength.
No Jump CooldownToggleRemoves the normal cooldown gate where supported.
FlyBind; Velocity (physics) or CFrame (teleport); Speed 10-500WASD moves, Space/Ctrl changes height, Shift boosts.
Infinite JumpToggle + bindAllows repeated jump activation.
NoclipToggle + bindDisables local world collision handling.
Player No-CollideToggle + bindDisables collision against other characters.
Viewmodel ModsFOV 30-120; X/Y/Z offsets -5.0 to 5.0Adjusts the first-person viewmodel.
Freecam & Tool Modifier
FeatureControls
FreecamEnable, activation bind, Active toggle, Camera Speed 10-300. WASD/QE moves and Shift boosts.
Tool ModifierMaterial, Transparency 0.00-1.00, and Tool Color.
MaterialsPlastic, SmoothPlastic, Neon, ForceField, Glass, CorrodedMetal, Foil, Ice, Brick, Wood.
Dump Tool InfoRequests equipped-tool information in the diagnostic output.
Desync & Extras
FeatureControlsBehavior
Desync / Fake LagEnable + bindActivates the desync state.
Interval Lag50-2000 msPulses desync and displays current send/desync progress.
Desync Ghost VisualizerGhost Color, Show Ghost TextDisplays the represented desync position.
Motion RibbonAnchor, Lifetime 0.10-2.50 s, Distance 1-40, Sample Distance 0.02-1.00, Width 1-24 px, Glow 0-3, ColorBuilds a camera-facing glowing ribbon from sampled character movement.
Ribbon AnchorRight Hand, Left Hand, Right Foot, Left Foot, RootSelects the sampled body point.
Proximity AuraDistance 5-100Enables the local proximity action inside the chosen range.
Void BlinkEnable + bind, Double Tap to Confirm, Targeting Mode, Distance 5-30Targets by Closest to Crosshair or Closest Distance and teleports with the selected distance.
Players & Group Match
ControlBehavior
Auto-WhitelistAutomatically marks players matching the configured Roblox Group ID.
Group ID / Apply IDSets the group used for automatic whitelisting and refreshes the group list.
Clear GroupClears the current group whitelist cache.
Client CheckEnables the client-detection check used by the player system.
Clear FriendliesRemoves manually assigned friendly statuses.

World

Lighting, atmosphere, terrain, and water overrides.

Lighting
ControlOptions / range
Time of Day0.0-24.0 hours.
Custom Brightness0.0-10.0.
Global ShadowsToggle the Lighting shadow property.
FullbrightEnables the fullbright override.
Dump Real World ValuesPrints current ClockTime, Brightness, and GlobalShadows to the console.
Atmosphere
ControlOptions / range
Ambient ColorColor and Intensity 0.00-3.00.
Outdoor AmbientColor and Intensity 0.00-3.00.
Fog ColorColor, Fog Start 0-1000, Fog End 0-100000.
No FogDisables visible fog.
Terrain & Water
ControlOptions / range
Water ColorColor override.
Water Transparency0.00-1.00.
Water Reflectance0.00-1.00.
Water WavesSize 0.0-2.0 and Speed 0.0-100.0.
World values can be replaced by the game
Some experiences continuously update Lighting or Terrain. If an override appears to reset on a map change, toggle it off and on after the new map is ready.

Settings & HUD

Application behavior, floating windows, screen information, cursor indicators, and session status.

Application Settings
ControlOptions / behavior
StreamproofUses the stream-proof window behavior supported by the current overlay path.
VSyncSynchronizes overlay presentation.
Max FPS30-360 FPS overlay cap.
Menu KeyChanges the key used to open and close the menu; saved immediately.
Show Keybind ListToggles the active-bind overlay.
Show Player ListToggles the avatar/display-name player window.
Show AppearanceToggles theme and menu shader configuration.
Show ESP PreviewToggles the R15/R6 ESP preview and its Config popup.
Show Config WindowToggles local/cloud profile management.
On-Screen Info
ControlOptions
StyleLined or List.
Scale0.5x-2.5x.
ColorsText Color and BG Color.
Identity / performance fieldsName, FPS, Frametime, Ping, Players, CPU, GPU, RAM, Network, Status, Time.
Player / game fieldsHealth, Speed, Weapon, Position, Shiftlock, Place ID, Game ID.
Cursor Indicators
ControlOptions
Enable Cursor IndicatorsShows up to three feature-state slots near the cursor.
Slot 1 / 2 / 3None, Aimbot, Silent Aim, Flickbot, Triggerbot, Anti-Aim. Flickbot remains unavailable even though the legacy indicator label exists.
Performance WarningsFPS Warning, Memory Warning, and GPU Warning.
Session Info
Displays the current GameId, PlaceId, and mesh-cache progress as Parsed X/Y Meshes. A waiting state is shown until Roblox context is available.

Debug (PrivTest)

Diagnostics shown only in Debug or Release_PrivTest builds.

PanelContents
Performance GraphsFPS, frametime, and memory graph toggles.
Aimbot DebugShow Multipoint Points and Show Overlay Diagnostics.
Window InfoMenu position/size, display size, and mouse position.
All WindowsScrollable list of active ImGui windows with position and size.
PerformanceLive FPS, 90-frame FPS history, frame time, delta-time histogram, and frame count.
Weapon Icon PreviewAll weapon-font glyphs with character code and mapped weapon tooltip.
Memory & CachePlayer, friendly, group whitelist, and cached entity counts.
Release builds
The Debug tab is intentionally absent from normal Release and Nightly menus. Its absence does not mean the build is incomplete.

Phantom Forces

Appears when the Phantom Forces detector recognizes the current experience.

ControlBehavior
PF ModeEnables PF model decryption for targeting and ESP.
PF ESPEnables the PF-specific player renderer with Enemy and Friendly colors.
Team CheckFilters same-team PF players.
Show WeaponDisplays the resolved weapon.
Resolve NamesResolves PF models back to player names.
Body Part ColorsSeparate Head and Torso colors.

Criminality

Dealer, crate, stock, highlight, and local-shot trail systems.

World ESP
ControlBehavior
Dealer ESPDisplays detected dealers.
Mystery Boxes ESPDisplays mystery boxes.
Crates ESPDisplays crate locations.
Crates HighlightHighlights detected crates.
Highlighted Item / ClearShows or clears the currently selected stock item.
Stock Manager
ControlBehavior
Auto-Refresh Stock (10m)Refreshes cached dealer stock every ten minutes.
Refresh StockRequests an immediate stock refresh.
Select DealerChooses from dealers found in the current cache.
Stock ListShows item quantity; selecting an entry sets it as the highlighted item. Out-of-stock items can be watched for a refresh.
Bullet Trails
ControlBehavior
EnabledEnables local Criminality shot trails.
FirePos locationShows a green Found: path when the held tool's WeaponHandle.FirePos is resolved, otherwise an orange diagnostic status.
Lifetime0.10-2.50 seconds.
Width1.0-12.0 pixels.
Glow0.00-3.00.
Trail ColorColor picker for the trail and glow.
Shot endpointMatches a local ammo drop to a new Workspace.Debris.BulletHole.

Murder Mystery 2

Role-aware highlighting for GameId 66654135.

ControlBehavior
Murderer ESPHighlights the detected murderer with a configurable Murderer Color.
Sheriff ESPHighlights the detected sheriff with a configurable Sheriff Color.

Counter Blox

Dropped item and smoke controls for GameId 115797356.

ControlBehavior
Dropped Items ESPDisplays dropped weapons/items using the ESP Color.
Highlight ItemsMulti-selects specific weapons and uses a separate Highlight Color.
Smoke ModifierOverrides smoke Transparency 0.00-1.00 and Smoke Color.
Smoke VisualizerDisplays a configurable Visualizer Color and Size 1.0-20.0.

Blackout

NPC, tool, and airdrop ESP exposed when Blackout is detected.

ControlBehavior
NPC ESPHighlights NPCs using separate Military Guard, Rebel Guard, Vulture Guard, and Default NPC colors.
Custom Tool ESPEnables Blackout-specific tool discovery and display.
Airdrop ESPDisplays airdrops with a configurable Airdrop Color.

Defuse / Division

Conditional support for GameId or PlaceId 112757576021097.

ControlBehavior
Wallbang (Ignore Parts)Exposes the game-specific wallbang control group.
EnableActivates the Defuse / Division ignore-parts wallbang path.

Lua Editor & API

The current editor workflow and every registered top-level namespace.

Editor & Script Storage
ControlBehavior
Save ScriptSaves the editor text under the entered local script name.
Script List / LoadLoads local scripts or read-only marketplace scripts prefixed with [Cloud by ...].
Refresh CloudRefreshes marketplace Lua scripts.
ExecuteRuns the current editor text.
ClearRestores the starter script in the editor.
Clear ConsoleRemoves captured print and error output.
ConsoleUpdates every frame so output from spawned and delayed tasks is captured.
Core namespaces
NamespaceRegistered API
memoryread, write, read_string, read_ptr, write_ptr, deref, chain, read_struct, write_struct. Primitive types: byte, int, float, double, uint64, int64.
offsetsGenerated class/field tables, for example offsets.Humanoid.Health.
astralon, off, bind, version, tick, spawn, delay, cancel, sleep, wait, notify.
astral.timenow, delta, since.
astral.mathclamp, lerp, round, sign, angle_between.
astral.tablemap, filter, find, index_by.
astral.logdebug, info, warn, error.
astral.storeset, get, delete, keys. Persists string, number, and boolean values.
astral.espregister_flag(id, name, default_color) and add_player_flag(userid, id, text).
NamespaceRegistered API
drawtext, text_pixel, animated_text, animated_text_pixel, get_text_size, get_text_size_pixel, line, rect, rect_filled, circle, circle_filled, world_to_screen.
gamelocal_player, camera, workspace, place_id, is_alive.
playersall, me, count, get, find, closest, filtered, query.
inputis_key_down, is_key_pressed, get_mouse_pos, plus the VK constants table.
httpget.
Constructorsvec2(x, y) and vec3(x, y, z).
Lua UI
GroupRegistered API
Windowsui.begin, ui.finish, ui.window, ui.begin_child, ui.end_child, ui.set_next_window_pos, ui.set_next_window_size.
Widgetsui.text, ui.button, ui.checkbox, ui.combo, ui.color_edit, ui.drag_int, ui.drag_float, ui.slider_int, ui.slider_float, ui.input_text.
Layoutui.separator, ui.same_line, ui.spacing, ui.tooltip, ui.collapsing_header.
Persistent stateui.state, ui.bind_checkbox, ui.bind_slider_int, ui.bind_slider_float, ui.bind_input_text.
ui.* calls are only valid inside an astral.on("ui", ...) handler. Prefer ui.window(name, fn) because it always balances Begin/End.
Examples
-- draw every frame local id = astral.on("render", function() local me = players.me() if me then draw.text(24, 80, "Health: " .. tostring(me.health), 0xFFFFFFFF) end end) -- later: astral.off("render", id)
astral.on("ui", function() ui.window("My Script", function() local enabled, changed = ui.bind_checkbox("demo.enabled", "Enabled", false) ui.text(enabled and "active" or "inactive") end) end)

Keybinds

Current bindable features and how their activation modes behave.

Bind modes
ModeBehavior
HoldActive only while the configured key is held.
ToggleEach key press switches the feature between active and inactive.
AlwaysActive while the parent feature is enabled, without requiring a held key.
FeatureWhereList overlay
Menu KeySettings → Application SettingsNo
AimbotAimbot → Standard AimbotYes
Silent AimAimbot → Silent AimYes
TriggerbotAimbot → TriggerbotYes
WalkspeedMisc → MovementYes
JumpPowerMisc → MovementYes
FlyMisc → MovementYes
Infinite JumpMisc → MovementYes
NoclipMisc → MovementYes
Player No-CollideMisc → MovementYes
FreecamMisc → FreecamNo
DesyncMisc → Desync / Fake LagYes
Void BlinkMisc → Void Blink TeleportNo
Changing a bind
Use the small keybind control beside the feature name, press the new key, and select the desired mode in the keybind popup. Enable Show Keybind List to verify active state without reopening the menu.

Performance Guide

The controls most likely to affect frame time and the order to tune them.

FeatureCost signalFirst adjustment
Map WireframesMarked Very heavy; scans world parts.Lower Scan Cap or disable it.
Mesh ChamsMarked beta / not recommended for low-end systems.Use GPU engine, lower Max Distance, then disable Fill or Glow.
Standard ChamsMarked heavy.Disable animated effects and gradients before disabling the base renderer.
ESP SkeletonMarked with a performance warning.Disable Skeleton while keeping boxes/text.
Motion RibbonCost rises with long lifetime and dense sampling.Increase Sample Distance, reduce Lifetime/Distance, then reduce Glow.
3D MultipointUltra uses 125 points per evaluated hitbox.Use Low or Medium density, or switch to 2D mode.
Recommended tuning order
  1. Disable Map Wireframes.
  2. Reduce Mesh Chams Max Distance and confirm the GPU engine is selected.
  3. Disable mesh Fill shaders or Glow Outline one at a time.
  4. Disable ESP Skeleton and lower multipoint density.
  5. Shorten Motion Ribbon Lifetime/Distance and increase Sample Distance.
  6. Use the PrivTest FPS/frametime graphs to compare one change at a time.
Menu-open versus menu-closed FPS
If only the menu-closed path is slow, compare overlays that continue rendering while closed: keybind list, player list, on-screen info, ESP, chams, radar, indicators, ribbon, and game-specific ESP. The Debug graphs can isolate whether the problem is render cost or update/cache work.

Troubleshooting

Fast checks based on the current menu and diagnostics.

The menu does not open
Confirm the console reached Initialization complete. Press the saved Menu Key, not an assumed default. If the key was changed in another profile, check the saved menu-key setting or launch with a clean profile.
Aimbot is not acquiring a target
Check the parent toggle and bind state, FOV, selected hitboxes, Team Check, and target-selection mode. For Phantom Forces, enable PF Mode so player models can be resolved.
ESP is not showing
Open ESP Preview → Config and enable Master Switch plus at least one element. Check Visuals Team Check and game-specific modes. The preview can show configuration even before a live target is eligible.
Mesh Chams are missing or a shader looks flat
Confirm Type is Mesh Chams, Fill is enabled, the shader is not None, and targets are inside Max Distance. Session Info should show mesh parsing progress. For Iridescent, change the camera angle: it is view dependent.
Criminality bullet trails do not appear
Enable Bullet Trails while the weapon is equipped. The menu should show a green Found: FirePos path. A trail is emitted only after a local ammo drop is matched to a new Workspace.Debris.BulletHole.
A config did not save
Select a local or Personal Cloud profile before pressing Save. Marketplace entries cannot be overwritten. After a cloud operation, use Refresh and wait for the list to update before closing the client.
The Hitsound list is empty
Add supported sound files to C:\astral\resources\sounds, then re-enable Hitsound so the list is loaded again.
World values reset after a map change
Some games continuously write Lighting and Terrain properties. Wait for the new map to finish loading, then toggle the affected override off and on.
High CPU/GPU use or FPS drops
Follow the Performance Guide. Map Wireframes, mesh chams, Skeleton ESP, dense multipoint, long glowing ribbons, and multiple animated effects are the first settings to test.

Credits

Core third-party components visible in the current source tree.

Dear ImGui
Immediate-mode interface and overlay window framework.
LuaJIT
Embedded Lua runtime used by the editor and Astral API.
ImGui TextEditor
Syntax-colored editor used by the Lua window.
FreeType
Font rasterization used by the interface.
Reference coverage
This wiki is organized from the current menu implementation, game-specific panels, overlay windows, and registered Lua namespaces. Conditional children are documented under the same parent panel in which they appear.