Cave Crawlers
Cave Crawlers Mod Menu
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Updated Sep 23, 2026
About this mod menu
About this mod menu
# https://zlogic.eu
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CAVE CRAWLERS MOD MENU | v1.0 | by TheHolyOneZ
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Open / close RightShift or Insert
Loader MelonLoader 0.7.3 (IL2CPP, net6)
Game Cave Crawlers - Unity 2021.3.45f2
Both keys and the menu scale can be rebound from the Settings tab.
Tabs run down the left, grouped PLAYER, COMBAT, VISUALS and MENU.
Everything here works as a client - hosting or joining. Nothing needs the
other players to have the mod, and nothing sends them anything they have to
trust. It all acts on your own machine through the game's own methods.
PLAYER TAB
----------
Live readout:
- Health, current and maximum
- Move speed
Each stat row is a switch + a slider. Switch OFF, the slider tracks your real
value. Switch ON, it holds your value there (re-applied only when the game
drifts it, so nothing is written every frame).
Player stats:
- Max health
- Move speed (edits the real movement speed field)
- Threat (how much aggro you pull)
- Interact range (reach for pickups / interactables)
- Full heal
Weapon stats - these drive your equipped WEAPON's output (swords, bows;
tools like the pickaxe swing on a fixed animation and ignore them):
- Extra damage
- Damage multiplier
- Attack speed
- Weapon range
- Crit chance
- Crit damage
MOVEMENT TAB
------------
- Bunnyhop - hold Space to auto-jump the instant you land. Works while
sprinting, crouching or prone. Uses the game's own jump, so it is entirely
client-side.
- Live grounded / player-found readout.
PROGRESSION TAB
---------------
All of this is local save / progression state, so it works in any lobby.
Perks:
- Unlock all perks
- Keep perks unlocked - re-asserts a couple of times a second
Expertise:
- Unlock everything (max every talent node)
Expertise points:
- +1 / +10 / +100
- -1 / -10 / -100
- Uses the game's own expertise grant
COMBAT TAB
----------
Melee:
- Melee reach - extends how far your swings register
- Reach multiplier (1x-6x)
- Patched on the game's own attack-range method, so it is client-side
Hitbox expander:
- Enemy hitbox expander - widens enemy colliders so arrows and melee land
more easily
- Hitbox scale (1x-5x)
- Widens sideways only and skips the collider the enemy moves on, so it never
wedges them in the level. Restores the moment you switch it off.
ESP TAB (VISUALS)
------------------
Read-only. Draws even with the menu closed. Nobody else sees any of it.
Sources:
- Enemy ESP - every active mob, including bosses, the slime bosses and the
cursed sword phantoms (bosses are tinted differently)
- Chest ESP - unopened chests, with a loot preview of what is inside
- Zone ESP - catacombs, goblin villages, extraction points and ancient doors
Tags (toggle each):
- Names
- Health bars
- Distance
- Chest loot preview
Range:
- Max distance (20-400 m). Zones show from twice that.
Each target gets a small marker dot, a thin health bar where it applies, and
centred name / distance text with a soft shadow so it reads over any scene.
SETTINGS TAB
------------
Toggle keys:
- Rebind the primary and secondary open / close keys
Appearance:
- Menu scale (0.7x-1.6x)
Display:
- Render vs. monitor resolution readout
- Match monitor now
- Force native resolution on launch (on by default) - fixes the upscale blur
on a monitor sharper than 1080p
Behaviour:
- Free mouse while open - releases the cursor so it can reach the menu
Config:
- Save settings, written to the game's MelonPreferences.cfg
HOME TAB
--------
- Product, version, author
- Build integrity badge - says "verified" when the seal is intact
- Session state and player count
- Links
SAFETY
------
- Every tab checks you are actually in a run before it acts. From the menu it
says so instead of doing nothing.
- Everything that holds a value re-applies only when the game drifts it, and
every scanning feature is throttled - the menu is not meant to cost frames.
- Toggling a feature off restores what it changed. Leaving the run, changing
scene, or unloading the menu restores everything.
- Only one Harmony patch is used, on a full method body. Detouring a small
property getter under IL2CPP crashes the game, so nothing else is patched -
the rest are direct field / method writes on your own owned objects.
BUILD INTEGRITY
---------------
This DLL is sealed. The credits inside it are encrypted under a key derived
from the file's own hash and signed with a key that is not distributed, so a
modified copy cannot run: rename anything and the seal breaks, the menu
disables itself, and the copy cannot be re-signed by someone else.
If your Home tab does not say "verified", you did not get this from zlogic.eu
and I cannot tell you what else was changed in it.
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by TheHolyOneZ · https://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