No Injection.
Runs externally. No code injected into the game.
NATIVE AUTOMATION / v0.0.87
Native BFS walking. Extensive game hooks. A client input engine built around human mouse models. This is Dravix.
Explore the clientUnderstanding the shape of the game world to move and interact naturally.
Runs externally. No code injected into the game.
Actions use client input. No forged game packets.
Interactions use visible targets and menu clicks.
Dravix puts stealth and human gameplay behavior at the core of its design. Our mission is to reproduce the natural rhythm of real play through research and engineering.
THE CLIENT, NOW
From understanding the world
to moving through it.
Collision-aware local pathfinding follows the native client’s walking rules. Minimap and scene clicks, arrival checks, and cancellation when you take over.
Players, NPCs, objects, ground items, inventory, banking, interfaces, skills, combat state, and more. Read the game through one connected API.
Natural trajectories, varied click timing, and moving-target tracking, backed by a shared mouse and keyboard engine. Explore personal profiles in Mouse Studio.
Dravix checks the target and current game state before input. Changed targets or missing information stop the action, keeping scripts grounded in what is actually happening.
You can take over across all types of interactions. Stopping a script cancels pending input, and every new run starts fresh, so unfinished requests from an old run cannot carry over.
Mouse Studio records opt-in human trials and measures timing, movement, corrections, and clicks. Controlled replays let us compare engineering changes against recorded play.