NATIVE AUTOMATION / v0.0.87

Native client.
Human motion.

Native BFS walking. Extensive game hooks. A client input engine built around human mouse models. This is Dravix.

Explore the client
Dravix’s black-and-white triangular circuit logo
Geometry in motion.

Understanding the shape of the game world to move and interact naturally.

No Injection.

Runs externally. No code injected into the game.

No packet forgery.

Actions use client input. No forged game packets.

No hidden menu invocations.

Interactions use visible targets and menu clicks.

OUR MISSION

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

More of the game.
Within reach.

From understanding the world
to moving through it.

01 / NAVIGATION

Native BFS walking

Collision-aware local pathfinding follows the native client’s walking rules. Minimap and scene clicks, arrival checks, and cancellation when you take over.

Local walking on supported client builds.
02 / GAME AWARENESS

Hooks across the game

Players, NPCs, objects, ground items, inventory, banking, interfaces, skills, combat state, and more. Read the game through one connected API.

World, actors, items, interfaces, movement & collision.
03 / CLIENT INPUT ENGINE

Human mouse models

Natural trajectories, varied click timing, and moving-target tracking, backed by a shared mouse and keyboard engine. Explore personal profiles in Mouse Studio.

Client-local input. Your desktop cursor stays yours.
04 / VERIFIED INTERACTIONS

Checks before every click

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.

Fresh state. Checked targets. Observed results.
05 / PLAYER CONTROL

You stay in control

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.

Every interaction. Your control.
06 / RESEARCH & DESIGN

Research you can measure

Mouse Studio records opt-in human trials and measures timing, movement, corrections, and clicks. Controlled replays let us compare engineering changes against recorded play.

Human observations guide the engineering.