Everything Dusk does.

Sixteen features, all built and running today. The two modules marked beta here are marked beta in the application too.

Download for Windows

Combat

Loading the autoclicker

Live. Drag the CPS window and the histogram redraws.

The autoclicker

Dusk clicks while you physically hold the button. The left and right sides are two separate features with their own rate, style, gating and key, so there is no single master switch.

  • A CPS window instead of a single number, re-rolled on every click
  • Normal or butterfly, with debounce doubles
  • Stray doubles, speed spikes, micro-pauses, and hold durations on a curve
  • Pauses while you eat, block or draw a bow, and holds one press on a block so it still mines
Loading the analytics panel

Live. The charts fill as the engine clicks.

Your clicking, as a distribution

Every click the engine makes is recorded and drawn: what it aimed for, what it landed on, and how far the two drifted apart. You see the shape of your timing, not a paragraph describing it.

  • A histogram of the gaps between clicks, and a second one of how long each button was held
  • Measured CPS over time against the target you set
  • Rhythm drift: the wander of the rate the engine is currently settled on
  • The same rows feed the measured half of the detectability score

Reach

1.8.9 has no reach value to write, so Dusk moves the hitbox of the entity you are aiming at instead.

Yours to set: 3.0 to 6.0 blocks, misplace or expand, hitbox growth, edge jitter, draw the box in the overlay, weapon-only.

Aim assist

A nudge on one target that never swings for you. Every turn lands on the mouse grid your sensitivity defines, which Dusk reads out of your game.

Yours to set: FOV cone, 3 to 8 blocks, speed and smoothing separately, a body-region picker, prediction, jitter, hold-to-engage.

Velocity BETA

Scales the knockback the server pushes into you after a hit, with explosions handled on their own settings.

Yours to set: horizontal and vertical percentage, chance, trigger mode, first-hit-only.

Click sounds

A real mouse sample on every click, mixed with overlapping voices so fast clicking does not collapse into one looped sound.

Ten packs including Glorious Model O, G303, G502 and G Pro, with per-click pitch and gain jitter.

Analytics

Statistics over your clicking, kept locally, so you can judge the distribution for yourself.

Shows: interval and hold histograms, CPS over time against your target, and rhythm drift.

Movement

In-game capture: bridging, third person

Bridge BETA

Hold your back key and it does the rest: squares you up, tips your view to the placing angle once, then leaves your mouse alone and works the strafe keys either side of your line while it places. Dusk presses the keys you bound, read from your Minecraft controls.

  • Breezily, alternating both strafe keys, at about 0.13 blocks a tick
  • Ninja, riding the crouch cycle, at about a third of breezily's clicks per block
  • Look angle 70 to 88 degrees, click rate 5 to 30 CPS, strafe period, swap overlap and sway
  • Runs only with blocks in hand, and it knows wool counts
Loading the bridge module

Live. Switch technique and the description under it changes with the speed it gets you.

Set up out of the box

The defaults are taken from real bridging, so the first thing you do with this panel is turn it on and go. Everything on it is still yours to move afterwards.

  • Technique, look angle, click rate, strafe period, swap overlap and sway, all yours
  • The panel says what each technique does with your feet and roughly how fast that travels
  • Bridge reports whether it can read the game's tick clock, because the timing is defined in ticks

Visuals

Drawn by a hardware overlay at 165 fps with a 6 ms worst frame gap. Camera position is read at paint time, so a box sits where the player is, not where they were a tick ago.

In-game capture: ESP and nametags through walls

ESP and nametags

Boxes through walls, with players and mobs as separate switches, and over-head cards drawn by Dusk instead of by the game.

  • 2D or 3D, outline, corners or filled, tracers, health bars, out to 256 blocks
  • 25 mob chips deciding which mobs get boxed, each with its own colour
  • Hearts and armour drawn with Minecraft's own artwork, ripped from the jar
  • Tags that shrink and thin out as they crowd, so they never stack into a wall
Loading the ESP module

Live. Change the box, the colours or the health bar and the preview redraws under the same rules the overlay uses.

What the preview shows is what the game gets

The small scene on this panel is drawn by the same rules the in-game overlay uses, so what you set up in the menu is exactly what appears over a player.

  • Players and mobs are separate switches, and the mob chips pick which mobs count
  • Dropped items and projectiles in flight are switches on the same page
  • The panel says whether your client reports readable entity names, because that decides how the chips can filter

Trajectories

The arc your shot would take, drawn live from the game's projectile physics and collided against real blocks, players and mobs, with the impact point outlined.

Yours to set: bow arcs, thrown arcs, stop at targets, landing marker.

Fullbright

Pushes the game's gamma past its ceiling, so caves, shadow and night all render lit. Nothing is drawn and no packet changes: the renderer just reads a different number.

Yours to set: level 0 to 100.

World

A real scan of the world blocks out of memory, not a resource pack swap.

In-game capture: X-Ray underground

X-Ray, Storage and Search

Three views on the same scan, each its own module with its own switch and its own key.

  • X-Ray with a chip per ore: diamond, emerald, gold, iron, redstone, lapis, coal, quartz and glowstone
  • Storage ESP for chests, ender chests, furnaces, spawners and signs, out to 512 blocks
  • Search, the same scan pointed at ten named groups: beds, obsidian, TNT, wool, water, lava, portals and more
Loading the X-Ray module

Live. Each ore is a chip in its own colour, and the radius is the draw distance too.

Two features on one page

Ores and containers are scanned the same way and drawn the same way, but they are separate modules with their own switch, their own key and their own distance, because you rarely want both lit at once.

  • Nine ore chips, each carrying the colour it is drawn in
  • Storage ESP for chests, ender chests, furnaces, spawners and signs
  • A radius in chunks, so the scan cost is something you choose, never something you discover

AutoTool

When you start breaking a block it presses the hotbar number your finger would have pressed. No inventory write and no packet forgery, and it never swaps you to a worse tool than the one in hand.

Yours to set: switch back afterwards, delay, and a weapon-safe rule that will not disarm you with a player nearby.

Client

The shell around the modules. One embedded page, no local server and no ports.

Loading the theme module

Live. Pick an accent or a preset and the whole menu follows it.

Theming, six layers deep

The menu and the in-game overlay recolour together without passing messages, because both work the colour out from the clock.

  • Six surface presets including light, plus an accent tint over every surface
  • Corner, density and typeface scales, a gradient accent and four cycle modes
  • Theme codes that share a look as a short string and cannot carry anyone's settings
  • A live ESP preview that matches what the overlay will draw in game
Loading the hotkeys page

Live. Bind something the game already uses and the row says so before you find out in a fight.

Binds checked against your real controls

Every key Dusk listens for is on one page, generated from the same registry that draws each module's bind field, so the two cannot disagree. Then it checks each one twice: against the rest of Dusk, and against the controls your client actually has on disk.

  • Bound twice inside Dusk reads as an error: one press would do two things
  • Clashing with a Minecraft bind reads as a warning: it still works, you just also do the game action
  • Dusk names which source it read, so a fallback to vanilla defaults is never silent
  • The warning lands on the module's own panel too, not only here

Friends

A list of players Dusk refuses to act on: aim skips them, reach leaves their hitbox alone, and the ESP can leave them out. Your own clicks are never blocked.

Yours to set: the name list, never target, hide from ESP.

Configs

Named profiles with click-to-load and a hover preview. There is no Save button: the active config tracks what you change as you change it.

A config carries module settings only. Your keybind state and your layout stay with the installation.

Hotkeys

Every key Dusk listens for on one page, generated from the same registry that draws each module's bind field, so the two cannot drift apart.

Dusk reads your real Minecraft binds off disk, from vanilla's controls or Lunar's, and warns on a clash with either.

Instances

Lists every running Minecraft and lets you pick which one to attach to. When several are open at first run, it asks.

The menu opens straight away and does not wait for a game, so you can set up at the title screen.

Panic key

One key, three tiers: turn everything off, or also hide the menu and the on-screen chrome, or tear Dusk down entirely.

The first tier walks the single list of everything armable, so a module added tomorrow is covered on day one.

Self-update

Checks a channel on launch, verifies the download against a SHA-256 before touching anything, then swaps itself and relaunches.

If it cannot reach the network it does nothing and says nothing. Auto-check and channel are yours.

Hide from screen capture

Asks the Windows compositor to leave every Dusk window out of captures. Honoured by OBS, Discord, Teams, Zoom and print screen.

A phone camera or a capture card still sees your monitor. More detail

Search everything

Ctrl K finds any module or any single setting by name and takes you straight to it.

Which matters once you are hunting for one setting in particular.

What Dusk does not claim