Arc Raiders Eclipse: external aimbot, ESP and Radar

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Eclipse Eclipse
Last update 28.04.2026 This date shows when the software was last updated. An old date doesn't mean the software stopped working! Most likely the developer just had nothing new to add. If you have any doubts, you can always check the current status with our support team.
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Arc Raiders Eclipse
Steam
Windows support: 10: all builds; 11: all builds
Menu language: English
Spoofer:No
USB drive:No
BIOS:Yes

User information

Requirements:
- Bios UEFI
- Hyper-v enabled

SCREENSHOTS
Description

Raid on Stella Montis, you come in from the side of the abandoned factory. Your three squadmates have split up across the floors, one checks a Weapon Crate on the second floor, another holds the stairwell. Right then four markers pop up on the radar to the south: three raiders and a Shredder that, a couple of seconds later, bursts into the zone and starts shredding everyone in close range. Without that information you only learn about the enemy trio when the first bullet hits your back. Eclipse for Arc Raiders shows all of this in real time: ESP separates players from robots, the aimbot with Humanize handles your accuracy, and combat mode on F1 strips away the loot markers and leaves only what shoots at you.

Arc Raiders is an extraction shooter where every death wipes your backpack. Eclipse runs on an external architecture: a separate process, reading memory from the outside, an overlay on top of the window. To the Unreal Engine 5 anti-cheat the cheat looks like a third-party application with no link to the game client. The feature set is built around information and accuracy: a full ESP with filters by ARC type, an aimbot with adjustable smoothness and humanization, a radar with adjustable transparency and range. From PROCHEAT's experience, Eclipse runs reliably between Arc Raiders updates and does not need manual adjustment after hotfixes.

Product features

AIM, aiming system

Aimbot + lock-on to players + key (RMB)

The aimbot activates on the right mouse button, so the lock-on lines up with normal aiming and from the outside it looks like a regular ADS. Lock-on works only on players, ARC robots do not pull your aim away in a fight between squads.

Aim radius (FOV) + draw FOV circle

The lock-on zone from the center of the screen. The circle on screen shows the boundary inside which the aimbot will grab a target. A narrow FOV is for deliberate duels at mid range. A wide one is for chaotic firefights inside buildings, when enemies show up from every side.

Aim smoothness + Humanize + Max Delta

Three settings that decide how the aim moves toward a target. Smoothness sets the tracking speed, Humanize adds micro-deviations, imitating manual aiming. Max Delta limits the maximum jerk of the crosshair in a single frame. The lower the value, the more natural the movement, but the slower the lock-on on sharp turns.

Aim distance + bones (head)

Caps the aimbot's working range and picks the hit point. At distances over 150 meters, aiming at the head is risky because of bullet drop, so you can limit the range to a comfortable band. The head is the priority for close and mid-range fights, where a headshot decides the outcome.

Draw aim line + colors

A visual line from your crosshair to the aimbot's current target. It shows exactly who the aimbot has grabbed, useful when there are several players in the FOV zone and you need to make sure the lock-on is on the closest one and not on someone behind a wall.

Player ESP

Box ESP + Skeleton + Snapline

Three display layers. Box is a frame around the silhouette, readable at any distance. Skeleton is the model's skeleton, showing the pose and direction of movement: you can see when a raider has crouched behind cover or is running toward you. Snapline is a line from your crosshair to the target for instant orientation.

Names + distance + health bar + armor bar + weapon name

The full set of information under each player. Distance decides your weapon choice and how you close the gap. The health bar shows whether an enemy can be finished off. The armor bar shows how protected they are. The weapon name changes your call: if they have a sniper rifle, walking out into open ground is a bad idea.

Player range + show dead

A distance filter removes far-off players who are no threat right now. Showing the dead is information: a corpse means a recent fight, and the winner with a full magazine may be standing nearby.

ESP enemies (ARC) and loot

Enemy ESP (drones / Rollbots / turrets / Ticks / Snitches / Pingers / Bullcrabs / others)

Highlights every type of ARC robot with filtering. Snitches are the priority: they raise the alarm and call in reinforced waves. Pingers act as scouts and also draw the attention of other machines. Bullcrabs are dangerous in close range. Turrets control zones and shoot without warning. Each type toggles separately.

Loot ESP (pickups / weapons / portables / other loot)

Highlights items on the ground with filtering by category. Weapons are the priority at the start of a raid. Portable items are valuable loot for expeditions. Useless categories can be turned off so the screen does not turn into a mess of icons on crowded locations.

Containers (weapons / ammo / grenades / resources / salvage) + extraction points

Highlights crates by type. Weapon Crates mean weapons at the start of a raid. Salvage means resources for progress in expeditions. Extraction points are visible through walls with distance, so when your backpack is full and the timer is running down, you know the way to the nearest exit without opening the map.

HUD and utility

Combat mode (F1)

One key switches the screen into combat mode: loot markers, containers and secondary information disappear, leaving only players and ARC robots. When a firefight breaks out suddenly, and in Arc Raiders that is normal, the screen clears of clutter in a second.

Offscreen Arrows + arrow radius

Arrows along the edges of the screen point toward players outside your field of view. The arrow radius sets the trigger distance. It saves you from flank attacks, which happen constantly in Arc Raiders, especially when you are busy going through a crate and do not hear the footsteps.

Radar (range / size / transparency / distance lines)

A mini-map with markers for every target. Transparency is adjustable so the radar does not cover the game view. Distance lines on the radar show the scale, you can see who is at 50 meters and who is at 200. The size adjusts to your monitor and preferences.

Crosshair + config presets

A custom crosshair on top of the in-game one with color adjustment. The preset system saves all settings to a profile, one for aggressive PvP with a narrow FOV, another for a farm raid with a full loot ESP. Switch between styles without manually reconfiguring each setting.
TARIFFS
300

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Max Delta and Humanize: how Eclipse stands out in aimbot tuning

Most external cheats for Arc Raiders offer the standard FOV + Smooth combo. Eclipse adds two settings that make the aim less predictable. Humanize introduces random micro-deviations into the crosshair's path, instead of a perfect straight line to the hitbox you get a curve that looks like the movement of a real hand. Max Delta limits the maximum jerk in a single frame: if a target appears sharply from the side, the aim does not teleport to it instantly, it tracks over at a limited speed. The Smooth + Humanize + Max Delta combo lets you fine-tune the aim's behavior to a specific style, from a fast flick-shot to a soft track.

ARC filtering: which robots are more dangerous and why priority order matters

In Arc Raiders not all machines are equally dangerous. Snitches raise the alarm and pull in reinforced waves, if you do not take them out first, in ten seconds the zone turns into a meat grinder. Pingers act as scouts and also provoke aggression. Bullcrabs kill in close range in a couple of hits. Turrets shoot without warning from fixed positions. Eclipse lets you turn on the highlight for each type separately, you can leave only Snitches and turrets on screen, remove the harmless drones, and focus on the real threats.

Combat mode and managing visual clutter

ESP with loot, containers, extraction points and robots overloads the screen, especially on crowded locations like Stella Montis, where crates sit on every floor. In the middle of a firefight half of those markers get in the way of aiming. Combat mode on F1 removes everything except players and ARC in one press. The fight is over, you press F1 again and the loot markers come back. The radar with adjustable transparency rounds out the picture: it does not cover the center of the screen, but it shows enemy movement beyond your field of view. Offscreen Arrows work on the same principle, but precisely, the arrow appears only when a player gets close to the set radius.

Setting up Eclipse for the different phases of a raid

A raid in Arc Raiders splits into phases: entry, looting, fight, extraction. On entry you want a wide ESP with containers and extraction points, you map out your route. During looting it is loot ESP with filtering, Enemy ESP to keep an eye on ARC around you. In a fight it is combat mode, a narrow aimbot FOV, Offscreen Arrows. On extraction it is extract markers and Player ESP, so you understand who is moving toward the same exit. Config presets let you switch between these setups in a second, without reconfiguring each setting by hand.

Latest updates

28.04.2026 07:46
Frozen
Sent for update, time frozen
22.04.2026 23:16
Working
Updated, time unfrozen
05.04.2026 11:33
Working
Updated, time unfrozen
25.03.2026 07:37
Working
Updated, time unfrozen
25.03.2026 00:07
Frozen
Sent for update, time frozen
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