
External read-only game overlay for Linux. Derived offsets, composed skeletons, optional kernel module for ptrace-independent memory reads and pointer-level input
An external overlay for THE FINALS on Linux.
It reads the game's memory from a separate process, draws a transparent click-through window on top of it, and provides an aim assist and a triggerbot. Nothing is injected into the game and nothing is ever written back; the tool reads memory and moves the mouse, and that is all.
Built from scratch on Linux: every game offset in this repository was derived by observing the running process, not copied from a published SDK dump.
https://github.com/user-attachments/assets/858e94f2-762b-4c26-877f-fb490e66e42b
third_party/; nothing to installArch / CachyOS
sudo pacman -S --needed base-devel cmake raylib libx11 libxext
Ubuntu 24.04+ / Debian 13+
sudo apt install build-essential cmake libraylib-dev libx11-dev libxext-dev
pkg-config --modversion raylib # must be 5.0 or newer
Older releases package a raylib too old to build against; build it from source
if pkg-config reports below 5.0.
REQUIREMENTS.md covers the rest: building raylib from
source, kernel headers for the module, Secure Boot, ptrace_scope, and how to
verify a working setup.
CachyOS kernel 7.1.2-3-cachyos, built with clang 22.1.6
KDE Plasma 6.7.2 Wayland session, overlay running through XWayland
raylib 6.0 CMake 4.3.4, GCC 16.1.1
Intel UHD + RTX 4060 game under Proton, Windowed
Two parts of that are worth calling out, because they are the awkward cases:
This is the development machine, so it is the only configuration actually verified. Other distributions, desktops and GCC-built kernels are expected to work and are untested.
chmod +x build.sh run.sh # a zip download drops the executable bit
./build.sh # configure and build
./build.sh clean # from a fresh build directory
The binary is written to build/TheFinals.
CMake stores the absolute source path in its cache, so a build directory
carried across a move or rename stops working. build.sh notices and
reconfigures on its own, so moving the project is not something you have to
think about.
kmod/ builds a small module that makes the tool considerably quieter on the
system. It is entirely optional: without it everything still works, using the
userspace fallbacks noted below.
access_process_vm() in kernel space, so
ptrace_scope does not apply. The tool needs no sudo, nothing has to attach
to the game, and yama does not have to be loosened for the whole system./proc/bus/input/devices for anything
that cares to look. With the module there is no extra device at all.cd kmod && make
sudo insmod suite_kmod.ko
A module must be built with the same compiler as the kernel it loads into. The
Makefile reads that from the kernel's own config and sets the toolchain itself,
so plain make is correct on a GCC kernel and on a clang one alike:
kernel 7.1.2-3-cachyos
toolchain clang (LLVM=1)
Override with make LLVM=0 or make LLVM=1 if it ever guesses wrong. If the
kernel headers are missing it says so and prints the install command for your
distribution.
With Secure Boot enabled an unsigned module will not load: sign it, disable Secure Boot, or simply skip the module.
Load it before starting the tool; the backend is chosen once, at startup.
Confirm which backend is live in the menu, or in the log:
[mem] kernel backend: /dev/suite_kmod
[vmouse] kernel injection into the real pointer
Unload with sudo rmmod suite_kmod.
Set the game to Windowed mode first. In Fullscreen the game owns the display outright and nothing can draw over it, so the overlay will be running correctly and still be invisible.
The overlay finds the game's window and matches its position and size, rechecking as you go, so it follows the window if you move or resize it, and adapts to any resolution.
./run.sh # finds the game PID by itself
./run.sh 12345 # or give it one
./run.sh -q # quiet: a few status lines only, no update check
Start it whenever you like, including at the menu. It re-resolves its objects when a match begins or ends, so it does not need restarting between rounds.
On start it also asks GitHub whether a newer release is out, and if there is one it says so, with a link. It never downloads or changes anything, and the tool does not wait for the answer.
| Key | Action |
|---|---|
INSERT | Toggle the settings menu. While open, the overlay takes mouse clicks; while closed, clicks pass through to the game. |
HOME | Toggle the aim assist. |
PAGE DOWN | Mark the moment in vis.log, for a visibility verdict that looked wrong. |
End | Quit, with the overlay focused. Ctrl-C in the terminal also works. |
Settings are edited in the menu and written to settings.cfg a few seconds
after they stop changing, as well as on exit, so a crash or a kill costs
nothing. The file is replaced whole rather than rewritten in place, and the
previous contents are kept once as settings.cfg.bak.
Boxes, skeletons, names, health bars, distance and snaplines. Squad colours distinguish teams, and a master opacity slider governs everything drawn.
The skeleton is composed from the mesh's own bone hierarchy, so it follows the animation rather than approximating from a capsule.
The outline traces each player's own silhouette in their squad's colour, so an arm held out, a crouch or a lean shows as it is, where a box only shows how tall someone is. It comes from the mesh the game renders, posed on the live skeleton, when the mesh's vertices can be read, and otherwise from tubes laid along the bones and proportioned from that player's own build. Its width, and how much colour fills the body, are set beside it in the ESP tab.
Spectators are left out. The game lists them with the players, but they carry no health, so a box on one reads 0 HP, and the game never draws them, so there is nothing to see or hit. A switch in the ESP tab shows them anyway. The sonar and the off-screen pins never do, and the aim assist and triggerbot pass over them unless told otherwise in the Aim tab.