CompleteCheatMenu
Complete cheat menu with a clean UI: god mode, flight, ESP, free camera, teleport, boats, items, every skin, money, bosses, baits, and a rigged roulette where the ball really lands on your colour. Press Insert.
| Date uploaded | 6 days ago |
| Version | 0.6.1 |
| Download link | EnvinciblesMods-CompleteCheatMenu-0.6.1.zip |
| Downloads | 26512 |
| Dependency string | EnvinciblesMods-CompleteCheatMenu-0.6.1 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305README
Complete Cheat Menu
A cheat menu for How to Fish that covers everything the game can be made to do, behind an interface that doesn't look like a debug panel. Press Insert in game.
Nineteen tabs, everything the game can be made to do.
Host and solo only
The game's own developer commands are gated behind a host check, and so is this menu. Anything server-authoritative — money, spawning, god mode — greys out with a reason when you've joined someone else's lobby. Client-local features stay available everywhere. This isn't a griefing tool.
Tabs
Weapons — infinite ammo, perfect accuracy, zero recoil, rapid fire, extra projectiles, bullet speed, and an aimbot that steers the gun rather than yanking your camera.
Kill score — choose which bonuses appear on your kill banner and what they multiply to.
Player — god mode, one-shot kills, friendly fire, heal, feed, full vitals reset, and a switch for the game's built-in developer command suite.
Movement — fly mode with separate horizontal and vertical speed sliders (WASD, Space up, Ctrl down; hovers when you release), plus live sliders for walk speed, sprint speed, crouch multiplier, jump force, extra gravity, acceleration, deceleration and sink speed. Every slider remembers its original value and has a one-click reset.
Boat — unlock boat and radar, motor tier 0–4 in either direction, flight mode, bring the boat to you, and sliders for max velocity, steering, throttle, anti-rollover and steer smoothing.
Teleport — jump to any island, unlock all islands, go to the boat, teleport to any player or drag them to you, and named waypoints.
Spawn — searchable, sortable list of every spawnable prefab, filterable by boss, creature, fish, weapon and more, read straight from the game's own catalogue so it can't fall out of date. Quantity up to 25, plus dead and drip variants for creatures.
Items — edit base worth, weight, cookness, kill-score and betting multipliers, on the item in your hand or on every item in the world at once.
Skins — unlock or lock every weapon skin, wear any skin on the held item, switch boat skins, and unlock all fourteen NPC characters. Names and rarities come from the game's own skin presets.
Money — balance readout, add/remove/set with 50k / 2.5m / 1b shorthand, and quick-add buttons.
World — complete or reset the normal and drip journals, boss immortality, heal or kill the boss, unlock the grill.
Progression — unlock everything at once, inventory pockets, finish game, kill scores, Steam achievements, manual save.
Entities — live count of everything loose in the world, despawn by category, by radius, or all at once.
Gambling — a win-chance slider or a forced colour for roulette, live readouts, a bet-table value multiplier, and a skin machine rig. See below for why the ball behaves properly.
Fishing — grant any or all baits for free, and equip any of them.
Visuals — ESP boxes, names, distances and tracers for creatures, items and players; free camera; field of view; damage number, blood and decal toggles. All client-side, so this tab works anywhere.
Keybinds — a master switch for every cheat hotkey, off by default, plus in-menu rebinding.
Settings — save or load named presets of your movement, ESP, camera and item values.
Diagnostics — a live self-check of every game member the mod binds to. If a game update breaks something, this tells you exactly what by name.
Hotkeys
Cheat hotkeys are off by default. Turn them on with the master switch at the top of the Keybinds tab. Until then only the menu key does anything, so a stray F-key can never trigger a cheat you didn't intend.
| Key | Action | Affected by the master switch |
|---|---|---|
Insert |
Open or close the menu | No — always works |
F1 |
God mode | Yes |
F2 |
Fly | Yes |
F3 |
ESP | Yes |
F4 |
Free camera | Yes |
F5 |
One-shot kills | Yes |
All five are rebindable in the Keybinds tab. The menu key is config-only, so a mis-set key can never lock you out of the menu.
The roulette actually works
Other roulette mods force the payout. The ball then rolls into black while the game hands you a red win, and the moment is dead.
How to Fish runs the wheel as a genuine physics simulation on the host. LocalCasino launches a
rigidbody, waits until it has stayed in one pocket for two seconds, then calls
GetRouletteColorFromBall() — which computes the slot as
((ballAngle − wheelAngle) mod 360) / 9.72973° and passes that colour to the payout.
Because the slot is a relative angle, rotating the wheel changes which pocket the ball sits over. So instead of touching the result, this mod nudges the wheel a few degrees at a time while the ball settles, and stops the moment the ball is genuinely over a pocket of the colour you want. Red and black alternate, so that's usually less than one pocket of movement. The game's own check then returns your colour because it really is your colour — and since the host streams wheel rotation to clients every tick, everyone watching sees the same thing.
The skin machine works on the same principle: SlotMachineManager.SetCheatSkin is a developer
hook that plants a skin into the reel and points the landing index at it, so the machine stops on
the skin it awards.
How it works
The game ships a full developer cheat suite (DazedCommands) gated behind
ClientSettings.CheatsEnabled — a plain static bool with a public setter. This mod flips that
switch and drives the developers' own code paths wherever they exist, rather than re-implementing
them. Networked actions go through Server.Instance, which is the same route the game uses, so
everything replicates correctly instead of desyncing.
All game access is funnelled through one binding layer (src/Game/GameBinder.cs). A rename in a
future game update means editing one file, and until then the Diagnostics tab reports it as a
named failure instead of a dead button.
Nothing in the menu can throw into the game's own callbacks — every tab renders inside a
try/catch, and every Update, FixedUpdate and OnGUI entry point is wrapped.
Save safety
The first time a destructive action runs in a session, the save folder is copied to a timestamped
backup next to it. It's silent and never prompts. Turn it off with BackupSaves in the config.
Steam achievements are not covered — those are written server-side and can't be undone from here.
Config
BepInEx/config/envincible.howtofish.completecheatmenu.cfg
| Key | Default | Purpose |
|---|---|---|
ToggleKey |
Insert |
Opens and closes the menu |
EnableAllKeybinds |
false |
Master switch for every cheat hotkey |
AutoEnableCheats |
true |
Unlock the dev command suite on load |
BackupSaves |
true |
One silent save copy per session |
Building
dotnet build -c Release -p:Deploy=true
Needs the .NET SDK at C:\Users\schol\.dotnet — set DOTNET_ROOT and prepend it to PATH first,
it isn't registered globally.
CHANGELOG
Changelog
0.6.1 — 2026-08-23
Six fixes from the second play session. Every one had a real cause in the game's code.
Boat handling did nothing, and flight wouldn't move forward. Two separate causes.
_maxVelocity is copied into HiddenPhysicsRig.maxLinearVelocity once at startup and never read
again, so changing the field afterwards was ignored — the cap is now written directly. Actual
speed comes from BoatMotor.Force, which is what the thrust calculation uses, so that is now the
Engine power slider. Steering and throttle angle have been removed from the tab: they only
rotate the wheel and lever props and never affected handling, so presenting them as tuning was
wrong. Drag values that do matter were added in their place. Flight now holds _propellerInWater
true, because thrust is gated on it and an airborne propeller reads as out of water — that is why
the boat hovered but wouldn't drive.
Aimbot did nothing. It aimed the fire point during Update, but PlayerToolMovement re-poses
the whole weapon rig in LateUpdate, so the rotation was stale before any shot read it. Aiming is
now a prefix on Weapon.Shoot, which removes the ordering problem entirely.
Zero recoil failed under rapid fire. Attachments exposes recoil as read-only properties that
forward to the barrel attachment — there was no field to zero, so those writes did nothing and
only the self-knockback was ever suppressed. The three recoil calls Shoot makes are now
intercepted directly, which holds at any fire rate.
Infinite ammo cut the gun's audio. Clearing _isReloading and _queueReload every frame was
chopping the reload animation and its sound off mid-play. Ammo is now topped up only once it has
actually been spent and the reload flags are left alone, so the magazine never empties and the
audio runs normally.
Show my character did nothing. Enabling the renderer wasn't enough — those meshes sit on GameObjects the local rig leaves deactivated. The objects are switched on too, shadow-only casting is cleared, and an empty renderer field is now reported instead of silently skipped.
Weapon reset restores real values. It previously wrote invented defaults. Original values are now captured per weapon before anything is changed.
0.6.0 — 2026-08-23
Two new tabs, a reworked skin machine, and the mod's first Harmony patches.
Weapons tab. Infinite ammo (also cancels queued reloads), perfect accuracy, zero recoil (screen kick, weapon kick and the self-knockback), rapid fire, extra projectiles per shot, and bullet speed. Plus fire where you're looking, which aligns the gun's fire point with the camera so hipfire stops drifting off the crosshair.
Aimbot. Weapon.Shoot fires along _attachments.FirePoint.forward, so rather than teleporting
bullets or faking hits, this points that transform at the best target — your shots follow it while
your camera stays under your control. Configurable cone, range, aim height, creature/player
filters and an optional line-of-sight check that rejects targets behind terrain. Live readout of
what it's locked onto.
Kill score tab. Pick exactly which bonuses land on your kill banner. These are the game's own
Bonus entries pulled from KillScoreCalculator.GetAllBonuses, so the popup after a kill shows
them by name and the payout uses the same product — the multiplier you choose is the one you see
and the one you get. A flat multiplier can be added on top as its own labelled row rather than
appearing out of nowhere.
Keep inventory. Skips the death drop on both PlayerInventory.ServerDropAll and
Server.DropAllItems, so the client and host agree about where your loot is.
Stacking. The game has no stack count — each slot holds one real Item with its own worth and skin — so this duplicates the held item into that many genuine copies rather than faking a number.
Skin machine rebuilt. It's now a three-step flow: choose what you're winning a skin for (boat, held item, or any weapon by name), pick a rarity or take any, then arm a random skin of that rarity or choose the exact one. Shows what's currently armed, and each skin can be unlocked outright from the same row.
Harmony is used for exactly two things — the kill score bonus list and the death drop — because
both need to intercept a call the game makes to itself. Both carry Prepare() guards.
0.5.0 — 2026-08-23
Bug fixes from the first play session, plus the requested additions.
Fixed — fly only moved you vertically. PlayerMovement.FixedUpdate rebuilds horizontal
velocity from input every physics step and only reads y back off the rigidbody, so the
horizontal part of the old SetVel call was overwritten instantly. Fly now raises the game's own
_curMoveSpeed cap for horizontal motion and owns the vertical axis directly. Separate
horizontal and vertical speed sliders, and releasing both height keys hovers instead of falling.
Fixed — killing a boss healed it. Creature.ServerChangeHp(int damage) does
_hp.Value -= damage, so passing a negative added HP. It now passes positive damage, and clears
boss immortality first because that method early-returns while immortal.
Fixed — motor tier could not be lowered. Boat.SetMotor only assigns when the new tier is
higher — it is an upgrade path by design. Downgrades now write the SyncVar directly, which still
replicates and fires the change handler.
Fixed — Teleport "Bring" did nothing. Two classes in the assembly are named Player: the real
one and Unity's bundled InputSystem sample. Type lookup by name could resolve the wrong one and
silently return null for every Player member. The binder now disambiguates by looking for a
marker member. Bring also falls back to moving the target's PlayerMovement directly and logs
which path worked.
Fixed — you kept walking in free camera. The body is now pinned while the camera is detached.
New — Entities tab. A live count of everything loose in the world grouped by category, with
despawn by category, despawn within a radius of you, clear all creatures, or clear everything.
Uses Item.DestroyItem so objects despawn across the network properly. Held and stored items are
excluded and never touched.
New — Spawn sorting and categories. Sort A–Z, by category, or by item ID, and filter to Boss, Creature, Fish, Bird, Weapon, Melee, Explosive, Tool or Other. Categories are derived from the components each prefab carries, not from its name.
New — boat flight and higher top speed. Space and Ctrl control the boat's height with gravity off; max velocity slider now reaches 600.
New — show your own character. The game only builds hand meshes for your own player, which is why free camera showed floating hands. This runs the full-body setup it uses for everyone else.
0.4.0 — 2026-08-23
New Gambling tab, replacing Casino.
The ball actually lands on the colour you win with. The roulette is a real physics
simulation — LocalCasino spins a rigidbody and EndRoulette reads the ball's true angle
against the wheel to decide the result. Mods that force the payout leave the ball resting on a
pocket that didn't pay, which ruins the moment. This steers the wheel by a fraction of a pocket
while the ball settles, so the ball genuinely comes to rest on the target colour and the game's
own geometry check returns it. No payout is ever forged, and because the host streams wheel
rotation every tick, other players see the same result.
- Win chance slider, 0–100%, rolled once per spin. A win steers to the colour you bet; a loss steers to the other of red or black, never green, so a loss can't accidentally pay 35x.
- Force colour mode — every spin lands on the colour you pick.
- Live panel: bet colour, which pocket the ball is currently over, what it's steering toward, pot worth, last result, and a running win/loss tally.
- Settle now ends a spin on the pocket the ball already occupies.
- Bet table — multiply the worth of everything you've staked before the wheel resolves, and start a spin manually on any colour.
- Skin machine — arm any skin from your held item and the reel visibly stops on it. This uses
SlotMachineManager.SetCheatSkin, the developers' own rig, which plants the skin in the reel and points the landing index at it. Searchable by name or rarity.
0.3.1 — 2026-08-23
- New Keybinds tab, moved out of Settings so it is actually findable.
- Master switch at the top of it turns every cheat hotkey on or off at once. Off by default — F1 to F5 do nothing until you enable them, so a stray keypress can never fire a cheat you did not intend.
- The menu key is deliberately outside the switch and always works. It stays config-only, so a mis-set key cannot lock you out of the menu.
- Binds can still be rebound and cleared while the switch is off.
0.3.0 — 2026-08-23
Phase 3, feature complete. Fifteen tabs.
- Visuals — ESP boxes with names, distances and tracers for creatures, items and players; free camera with mouse look and shift boost; field of view; damage number, blood and decal toggles. Entirely client-side, so this tab works in anyone's lobby.
- Settings — rebind every hotkey in-menu, and save or load named presets covering movement, ESP, camera and item values. Presets are plain text files you can edit by hand.
- Default hotkeys: F1 god mode, F2 fly, F3 ESP, F4 free camera, F5 one-shot.
- ESP renders whether or not the menu is open.
- Free camera restores the player camera on unload, so quitting with it active is safe.
0.2.0 — 2026-08-23
Phase 2. Eight new tabs; thirteen in total.
- Boat — unlock boat and radar, motor tier 0–4, bring the boat to you, and live sliders for max velocity, steering, throttle, anti-rollover and steer smoothing.
- Teleport — jump to any island, unlock all islands, go to the boat, teleport to any player or drag them to you, plus named waypoints that last the session.
- Items — edit base worth, weight, cookness, kill-score and betting multipliers on the item in your hand or on every item in the world at once.
- Skins — unlock or lock every weapon skin, wear any skin on the held item, switch boat skins, and unlock all fourteen NPC characters. Skin names and rarities are read from the game's own presets.
- World — complete or reset the normal and drip journals, boss immortality, heal and kill boss, unlock the grill.
- Progression — unlock everything in one press, inventory pockets, finish game, show kill scores, Steam achievements, manual save.
- Casino — force the roulette result to any colour, force which skin the slot machine awards.
- Fishing — grant any or all baits without paying, and equip any bait.
- Diagnostics now self-checks all thirty phase-2 bindings as well.
0.1.0 — 2026-08-23
First phase. Menu shell and the first four tabs.
- Custom-skinned window: sidebar tabs, search, drag, resize, toast notifications.
- Player — god mode, one-shot, friendly fire, heal, feed, vitals reset, dev-cheat switch.
- Movement — fly mode plus eight live movement sliders with per-field reset.
- Money — balance readout, add/remove/set with
k/m/bshorthand, quick-add buttons. - Spawn — searchable browser over the game's own spawnable catalogue, dead and drip variants.
- Diagnostics — per-binding self-check so game updates surface as named failures.
- Host and solo gating on every server-authoritative tab.
- Silent one-per-session save backup before the first destructive action.