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
Item
Requirement
Operating system
64-bit Windows 10 or Windows 11.
Graphics
A DirectX 11-capable GPU and a current graphics driver.
Runtime
Microsoft Visual C++ 2015-2022 Redistributable (x64). Install it if Windows reports a missing VCRUNTIME140 or related DLL.
Client
The current Roblox Windows client. Keep the loader and Astral build current after Roblox updates.
Recommended launch order
Download and run the current astral_loader.exe from the Astral website.
Start Roblox and join the target experience.
Launch the selected Astral channel and wait for Initialization complete.
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A stale build, missing VC++ runtime, outdated GPU driver, another overlay hook, insufficient process access, or security software quarantining a required file can prevent startup.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
Window
Purpose
Main menu
Two-column, four-panel layout. The game tab is inserted only for the current supported game.
Keybind List
Shows configured binds and their active state. It remains visible while the menu is closed.
Player List
Shows avatar, display name, (@username), role, and player status controls.
Appearance
Theme colors and optional animated menu background shader.
ESP Preview
R15/R6 mannequin preview, element settings, colors, and placement.
Configuration
Local, personal-cloud, and marketplace configuration management.
Lua Editor
Script editor, local/cloud script browser, execution controls, and console.
Appearance
Control
What it changes
Accent / Accent Secondary
Primary and secondary highlights used throughout the menu.
Text
Normal interface text color.
Main Border / Outer Border
Panel and outer-window border colors.
Enable Shader
Enables an animated shader behind the menu.
Shader Type
Galaxy, Endportal, Snow, Smoke, or Nebula.
Shader Tint / Opacity
Colors and blends the selected menu shader.
Configuration
Action
Behavior
Create
Saves the current settings as a new local profile.
Load / Save / Delete
Loads, overwrites, or removes the selected local profile. Marketplace entries are read-only.
Personal Cloud
Loads, saves, and deletes configs stored on the signed-in account.
Push Local to Cloud
Uploads the selected local profile to personal cloud storage.
Marketplace config
Entries prefixed with [Cloud by ...] can be loaded but not overwritten or deleted.
Refresh / Open Folder
Refreshes 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
Control
Options / range
Purpose
Aimbot Enabled + bind
Hold / Toggle / Always modes through the keybind widget
Turns standard aim assistance on and defines activation.
Aim Mode
Camera, Mouse
Selects camera rotation or mouse movement output.
Target Selection
Closest to Crosshair, Closest Distance, Lowest Health
Ranks eligible players.
Sticky Aim
Toggle
Keeps the current valid target instead of reranking every update.
Show Aimbot FOV Circle
Toggle
Draws the configured targeting radius.
Aimbot FOV
10-800
Maximum screen-space acquisition radius.
Hitboxes
17-part multi-select
Chooses eligible body parts.
Hitbox Priority
Closest to Crosshair, First Visible (Fast), Nearest Point (Multipoint)
Selects the hitbox resolver.
Multipoint Mode
2D Screen-Space, 3D World-Space
Controls how nearest points are generated.
Point Density
Low 9, Medium 15, High 27, Ultra 125
3D multipoint sample count.
Hitbox Scale
0.10x-1.00x
Scales the multipoint sampling region.
Smooth / Smooth Value
1.0-15.0
Reduces abrupt aim movement.
Bezier Smoothing
Intensity 0.1-5.0; Micro-Jitter 0.0-3.0
Adds curved motion and optional micro variation.
Prediction
Amount 0.000-1.000
Leads moving targets by the configured amount.
Team Check (Combat)
Toggle
Excludes teammates from combat targeting.
Backtrack & Silent Aim
Control
Options / range
Purpose
Enable Backtrack
50-500 ms
Uses a recent stored target state inside the selected time window.
Builds a camera-facing glowing ribbon from sampled character movement.
Ribbon Anchor
Right Hand, Left Hand, Right Foot, Left Foot, Root
Selects the sampled body point.
Proximity Aura
Distance 5-100
Enables the local proximity action inside the chosen range.
Void Blink
Enable + bind, Double Tap to Confirm, Targeting Mode, Distance 5-30
Targets by Closest to Crosshair or Closest Distance and teleports with the selected distance.
Players & Group Match
Control
Behavior
Auto-Whitelist
Automatically marks players matching the configured Roblox Group ID.
Group ID / Apply ID
Sets the group used for automatic whitelisting and refreshes the group list.
Clear Group
Clears the current group whitelist cache.
Client Check
Enables the client-detection check used by the player system.
Clear Friendlies
Removes manually assigned friendly statuses.
World
Lighting, atmosphere, terrain, and water overrides.
Lighting
Control
Options / range
Time of Day
0.0-24.0 hours.
Custom Brightness
0.0-10.0.
Global Shadows
Toggle the Lighting shadow property.
Fullbright
Enables the fullbright override.
Dump Real World Values
Prints current ClockTime, Brightness, and GlobalShadows to the console.
Atmosphere
Control
Options / range
Ambient Color
Color and Intensity 0.00-3.00.
Outdoor Ambient
Color and Intensity 0.00-3.00.
Fog Color
Color, Fog Start 0-1000, Fog End 0-100000.
No Fog
Disables visible fog.
Terrain & Water
Control
Options / range
Water Color
Color override.
Water Transparency
0.00-1.00.
Water Reflectance
0.00-1.00.
Water Waves
Size 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.
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
Mode
Behavior
Hold
Active only while the configured key is held.
Toggle
Each key press switches the feature between active and inactive.
Always
Active while the parent feature is enabled, without requiring a held key.
Feature
Where
List overlay
Menu Key
Settings → Application Settings
No
Aimbot
Aimbot → Standard Aimbot
Yes
Silent Aim
Aimbot → Silent Aim
Yes
Triggerbot
Aimbot → Triggerbot
Yes
Walkspeed
Misc → Movement
Yes
JumpPower
Misc → Movement
Yes
Fly
Misc → Movement
Yes
Infinite Jump
Misc → Movement
Yes
Noclip
Misc → Movement
Yes
Player No-Collide
Misc → Movement
Yes
Freecam
Misc → Freecam
No
Desync
Misc → Desync / Fake Lag
Yes
Void Blink
Misc → Void Blink Teleport
No
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.
Feature
Cost signal
First adjustment
Map Wireframes
Marked Very heavy; scans world parts.
Lower Scan Cap or disable it.
Mesh Chams
Marked beta / not recommended for low-end systems.
Use GPU engine, lower Max Distance, then disable Fill or Glow.
Standard Chams
Marked heavy.
Disable animated effects and gradients before disabling the base renderer.
ESP Skeleton
Marked with a performance warning.
Disable Skeleton while keeping boxes/text.
Motion Ribbon
Cost rises with long lifetime and dense sampling.
Increase Sample Distance, reduce Lifetime/Distance, then reduce Glow.
3D Multipoint
Ultra uses 125 points per evaluated hitbox.
Use Low or Medium density, or switch to 2D mode.
Recommended tuning order
Disable Map Wireframes.
Reduce Mesh Chams Max Distance and confirm the GPU engine is selected.
Disable mesh Fill shaders or Glow Outline one at a time.
Disable ESP Skeleton and lower multipoint density.
Shorten Motion Ribbon Lifetime/Distance and increase Sample Distance.
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.