Deep Rock Galactic
Deep Rock Galactic Mod Menu
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Updated Sep 2, 2026
About this mod menu
# https://zlogic.eu
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DEEP ROCK GALACTIC MOD MENU | v1.0 | by TheHolyOneZ
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Built against UE 4.27.2, changelist 134248+main (FSD-Win64-Shipping.exe).
Runs on DirectX 11 and DirectX 12 - nothing to configure, no .ini to edit.
Tied to that exact game build. On any other build the menu detects it, keeps
every game feature switched off, and says so on screen instead of misbehaving.
Every toggle carries a badge saying how it behaves in multiplayer:
CLIENT nothing replicated, always works, hosting or joined
CLIENT-AUTH the client reports it and the host trusts it, works joined
HOST-ONLY only takes effect when you are hosting the session
UNVERIFIED not yet confirmed either way in a live session
ESP TAB
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Nine categories, each fully independent:
- Enemies, Players, Resources, Carriables, MULE, Drop Pod, Sentries,
Turrets, Objectives
Per category:
- On/off, outline colour and fill colour
- Box style: None, Corner brackets, Full box, Filled box
- Dark outline behind boxes and text (readable against cave lighting)
- Name label, distance label, raw class name label
- Tracer line, with origin selectable: Bottom, Centre, Top, Crosshair
- Health bar, with side selectable: Left, Right, Bottom, Top
- Off-screen arrow pointing toward targets behind you
- Per-category text scale
- Max distance (0 = unlimited)
- Fixed box size with Height/Width sliders, or measured bounds
Global:
- Master enable, text size, box thickness, max drawn cap
- Bounds source: Visual mesh or Collision
- Max box size guard (rejects implausible boxes)
- Reset to defaults
Labels:
- Players show their actual player name
- Resources show ore type and amount, e.g. "Gold x15"
- Objectives cover resupply pods, refinery, mining head, pipeline start and
finish, mining pod calldown spots and treasure beacons
Diagnostics:
- Live actor count, per-category matched vs drawn counts
- Culled-by-distance, culled-by-size and projection-failure counters
- Last-seen world extents per category
- Scan actor classes: on-demand census of every actor class in the level with
counts, showing which ones ESP matches
ORE VEINS TAB
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Ore still inside the rock, seen through walls. Reads the terrain's own
instanced debris meshes, so it knows where ore actually is rather than just
making it glow brighter.
- 28 ore types auto-detected by material name: Nitra, Gold, Red Sugar,
Morkite, Aquarq, Dystrum, Hollomite, Phazyonite, Bismor, Croppa,
Enor Pearl, Jadiz, Magnite, Umanite, Bittergem, Compressed Gold,
Error Cube, Fossil, Apoca Bloom, Boolo Cap, Ebonut, Gunk Seed,
Malt Star, Starch Nut, Yeast Cone, Barley Bulb
- Every other material in the cave is listed too with a checkbox, so an
unfamiliar biome can be enabled by hand without a new build
- Per-material colour, matched to how the ore looks underground
- Live instance count per material, updating as you mine
Highlight styles:
- Dots (one per ore chunk)
- Box around the whole deposit
- 3D box around the whole deposit
- Deposit grouping slider: how close two chunks must be to count as one vein
- Ore name, chunk count and distance labels above each deposit
- Range, marker size, line thickness, text size
- Max chunks per frame, budgeted nearest-first so the closest ore always wins
- Rescan button
WORLD TAB
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- Fullbright via ambient light: raises every sky light in the level and
lifts the lower hemisphere, so darkness is actually removed rather than
the existing light being blown out
- Ambient intensity slider
- Exposure boost as a separate top-up, with its own slider
- Custom field of view (70-140)
- Console command box with suggestions (showflag.fog 0, r.Fog 0,
showflag.lighting 0)
- Reports how many sky lights and post-process targets were found
AIMBOT TAB
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Modes:
- Silent only - rewrites the hit reported to the host, view never moves
- Visible only - turns the camera onto the target
- Silent + visible
- Smoothing slider for visible aim (snap through to slow drag)
- Trigger: hold key, toggle key, or always on
- Trigger key: right mouse, left mouse, middle mouse, left alt
- FOV cone (1-180 degrees) with optional on-screen circle
- Range
- Priority: closest to crosshair, or closest to player
- Aim height offset
Targets, each independently:
- Enemies, flying enemies, turrets, sentries, players, neutrals
(Molly, Doretta, Steeve)
- Anything damageable: matches any actor with a health component instead of
a fixed class list, so it covers cave leeches, Bosco, destructibles,
bosses and anything a future update adds
- Redirect misses: a shot into a wall is suppressed and re-sent as a hit on
the target. This is what makes silent aim work when you are not pointing
anywhere near the enemy. Can be turned off for a subtler version that only
nudges shots which already hit something.
- Target marker, dimmed while the trigger is up
- Live counters: candidates in cone, hits rewritten, misses redirected
WEAPONS TAB
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- No recoil (camera) CLIENT
- No recoil (weapon) CLIENT
- No spread CLIENT
Overrides the spread accessors, so it applies to every weapon including
the ones that compute spread dynamically as they fire.
- No overheat CLIENT
Heat is held at a configurable level rather than forced to zero, because
a value oscillating between hot and cold re-triggers the barrel smoke
effects and costs frames. "Hold heat at" slider, default 0.20.
- Infinite clip UNVERIFIED
- Infinite reserve ammo UNVERIFIED
- Fast reload, with time slider UNVERIFIED
- Custom fire rate, rounds per second UNVERIFIED
- Extra penetration, targets pierced CLIENT-AUTH
- Damage multiplier HOST-ONLY
- Shows the equipped weapon and whether it is a hitscan weapon
- Heat diagnostics: live temperature, overheat flag, clear rate
- Log weapon components button
- Original values restored when a toggle is switched back off
CHEATS TAB
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The developers' own debug functions, shipped in the retail build. The cheat
manager is created locally if the game left it empty.
Progression - writes your own save, works in any lobby:
- Add all resources (amount selectable)
- Add credits, add XP, add perk points
- Unlock all weapons, all upgrades, all schematics, all beers,
all pickaxe parts, show the whole miner's manual
In mission - only takes effect when hosting:
- God mode (the game's own C_GodMode)
- Kill all enemies, kill all neutral
- Jet boots, jet boots MK2
- Infinite flare duration
- Force treasure, force lost pack
- In-mission buttons are disabled unless you are actually in a mission
- Every call is contained, so a debug function failing cannot crash the game
MOVEMENT TAB
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- Movement speed CLIENT-AUTH
- Jump height CLIENT-AUTH
- Multi jump, up to 10 UNVERIFIED
- Gravity scale CLIENT-AUTH
Goes through the game's own gravity request, so it survives the movement
component recomputing gravity every tick.
- Mid-air steering CLIENT-AUTH
How much you can steer while airborne. Pairs with low gravity.
- Shows stock speed and jump values for comparison
- Everything restored to stock when the master toggle is turned off
PLAYER TAB
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Our own implementation, not the game's cheat manager.
- God mode CLIENT-AUTH
Clears canTakeDamage on your health component, an unreplicated bool that
gates the local damage path.
- Keep health topped up UNVERIFIED
Clears accumulated damage every frame. As host this is invulnerability;
as a joining client the host can still put damage back, so it keeps you
alive through spikes rather than making you immortal.
- Live health percentage readout
RESEARCH TAB
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Tooling used to work out how the game stores things.
- Dump instanced meshes: every instanced mesh component with instance count,
mesh name, material and a sample position. This is how the ore vein
feature was found.
- Dump terrain objects: walks all 82,000 objects for terrain materials,
terrain types and resource data, and reads the CSG world's own gold,
nitra and morkite material names
- Dump level actors: every actor with its full component list
- Carve probe counter
All dumps are written as timestamped text files next to the DLL.
SETTINGS TAB
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- Key reminders
- UI text scale slider
- Save settings / Load settings
- Settings load automatically on injection
- Credits: author, mod menu page, more projects
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KEYS
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RIGHT SHIFT or INSERT open / close the menu
END unload cleanly, the game keeps running
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by TheHolyOneZ - zlogic.eu - more projects at zsync.eu
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Tags
Unity injectorZyMonoWindows-native. Mono & IL2CPP, picks the right route itself.Get it Unreal & UnityZirconReflection dumper & SDK generator. 12 formats, UE 4.22–5.7 and Unity on both backends.Dump Dump indexZdexPublished Unreal & Unity dumps per game & build: offsets, search, diffs, usmap & SDK. Upload yours.Browse SourceGitHubEverything is open source. Star, fork, read the code.@TheHolyOneZ