A mod menu for Serious Sam 2 that adds ESP, aimbot, silent aim, triggerbot, freecam, cheats, autosave, and a range of quality-of-life options. Settings save automatically and persist across launches.
Click to expand the full feature list
Cheats
- God Mode, Infinite Health, Infinite Armor, Infinite Ammo
- One-Hit Kill and Friendly Fire toggles
- Kill All Enemies (button, hotkey, and an auto-loop option)
- Disable Freezing (Chapter 6 mechanic) and Disable Level Timer (Chapter 7 mechanic)
ESP
- Per-type ESP for Enemies, Friendlies, Items, and Secrets
- Boxes, names, health bars, and through-wall outlines (chams)
- Configurable max distance with an in-world range preview
- Trigger boxes for unfulfilled secrets (screen-space or depth-occluded)
- Silent-Aim target indicator
Weapons
- Rapid Fire (removes per-weapon fire-rate cap)
- Multi-Shot with configurable shot count and spread
- Projectile Swap (replace your weapon's projectile with any one captured at runtime)
Aimbot
- Aimbot with adjustable FOV, wall-check, 360° aim, max distance, and selectable activation key
- Silent Aim that rewrites the outgoing shot direction without moving the camera
- Triggerbot with adjustable crosshair radius and minimum delay
Freecam
- Detached camera with WASD + Space/Ctrl movement
- Fast/slow speed multipliers via Shift/Alt
- Optional culling override and HUD/weapon hiding
Quality of Life
- Speed Boost, Jump Boost, Infinite Jumps
- Destroy destructibles in radius and Collect items in radius (with constant-scan auto-pickup)
- Remove invisible walls, FOV override, Remove FPS limit, Remove fog
- Skip cinematics (startup intros and per-level cutscenes)
- Damage Numbers and Kill Feed with configurable position, color, size, and lifetime
- Autosave on a configurable interval
Menu / Config
- Three themes (Classic, Graphite, Graphite Light) with optional custom accent/text/background/panel colors per theme
- UI scale slider, animation toggle and duration
- Active Modules overlay and a live Log Console window
- Auto-open menu on level load
- Every hotkey is rebindable from the Config tab or
SS2ModMenu.ini - One-click "Open config folder" and an arm-then-confirm "Reset to defaults"
This project was completely vibecoded with Claude Opus 4.6 and Claude Opus 4.7. Every line of source code in this repository was written by an AI assistant working under human direction. Reverse engineering, design decisions, bug investigation, fixes, and the actual code generation were all handled by the model. The human contributor reviewed diffs, tested each change in-game, and steered scope.
This menu is built for singleplayer use only. It has not been tested in multiplayer, will not be tested in multiplayer in the future, and is not endorsed for multiplayer use.
Works with vanilla Serious Sam 2 and with the following community mods:
| Mod | Supported |
|---|---|
| Renovation | ✅ |
| InSamnity! 2 | ✅ |
The menu detects which game DLL the engine loads at startup and switches per-mod offsets, feature gates, and labels accordingly. The window title also updates to show which game is being played.
The intent is to port this menu to other Serious Sam titles:
| Title | Status |
|---|---|
| Serious Sam HD: The First Encounter | In Progress |
| Serious Sam HD: The Second Encounter | Planned |
| Serious Sam 3: BFE | Planned |
| Serious Sam 4 | Planned |
This section assumes no programming or modding background. If you can find your game folder and copy two files into it, you can install this mod.
- A copy of Serious Sam 2 on Windows. The Steam version is the one this is tested against.
- Windows 10 or Windows 11.
- Download the latest release zip from the Releases page on this repository.
- Open the zip. Inside you will find four files:
d3d9.dll,SS2ModMenu.dll,Phosphor.ttf, andPoppins-Regular.ttf. - Find your Serious Sam 2 game folder. If you got the game on Steam:
- Open Steam.
- Right-click
Serious Sam 2in your library. - Choose
Manage, thenBrowse local files. The folder will open.
- Inside the game folder, open the
Binfolder. - Copy all four files into the
Binfolder. If ad3d9.dllis already there from another mod or tool, you will need to choose which one to keep. - Done. Launch the game normally.
There is no separate injector or loader to run. The files do everything automatically when the game starts.
- Press
Insertwhile in-game to open or close the mod menu. If your keyboard does not have anInsertkey, you can rebind the menu hotkey by editingSS2ModMenu.ini([Hotkeys]section,MenuToggle=followed by the Windows virtual-key code). - Hover over any option to see a tooltip describing what it does.
- Right-click any slider to type an exact value instead of dragging.
Delete d3d9.dll, SS2ModMenu.dll, Phosphor.ttf, and Poppins-Regular.ttf from the game's Bin folder. If you also want to clear your saved settings, delete SS2ModMenu.ini from the same folder.
- The menu does not appear when I press Insert. Make sure all four files ended up in the same
Binfolder asSam2.exe. If you previously rebound the menu hotkey, the new key is inSS2ModMenu.ini([Hotkeys]section,MenuToggle=value); delete the file to reset everything to defaults. - The game crashes on launch after installing. Remove
d3d9.dllfrom theBinfolder and try again. If the game then launches, the proxy is conflicting with another tool you have installed there. - Crash dumps. If the mod itself crashes, it will write a dump file named
SS2ModMenu_crash_<date>.dmpnext to the DLL. You can include that file in any bug report.
This section assumes some familiarity with CMake, Visual Studio, and Git, but not advanced reverse engineering or game-modding experience.
- Windows 10 or Windows 11.
- Visual Studio 2022 or Visual Studio 2026 with the
Desktop development with C++workload. - CMake 3.20 or newer.
- Git. CMake's
FetchContentuses it at configure time to download Dear ImGui, so a workinggitonPATHis required. - The Windows 10 or 11 SDK. This is installed automatically by the Visual Studio C++ workload.
- An internet connection on first configure (for the ImGui fetch).
You do not need the legacy DirectX SDK to build. The Windows SDK has everything required.
From a developer command prompt:
git clone https://github.com/Nokama0/Serious-Sam-2-Mod-Menu.git
cd Serious-Sam-2-Mod-Menu
cmake -S . -B build -A Win32
cmake --build build --config Release
The build outputs are placed in a Bin/ directory one level up from the repository root. With the standard layout this lands them next to Sam2.exe automatically. If you cloned somewhere other than the game folder, copy the resulting files into the game's Bin/ directory by hand:
SS2ModMenu.dllis the mod.SS2ModMenu.pdbis the symbol file. Keep it next to the DLL so crash dumps written by the mod's built-in handler can resolve symbols.d3d9.dllis the proxy that auto-loads the mod when the game starts.Phosphor.ttfandPoppins-Regular.ttfare the fonts the menu uses, copied fromfonts/at build time.
- 32-bit only. The build must be
-A Win32. Serious Sam 2 is a 32-bit game and the mod has to match. The CMake script enforces this and stops with a clear error if you try to build 64-bit. - Dear ImGui is fetched at configure time from
https://github.com/ocornut/imguiand pinned tov1.92.7. To try a different release, pass-DIMGUI_TAG=vX.Y.Zwhen running CMake configure. After fetching, the script automatically appliespatches/imgui-rounded-title-and-selectable.patchso the title-bar buttons and dropdown highlights match the menu's rounded style. The patch step is idempotent. - Compiler warnings are at
/W4. A few/W4warning categories that fire on legitimate ImGui patterns are suppressed inCMakeLists.txt. Real warnings should be fixed, not silenced. - PDB. The Release build emits a full PDB (
/Ziplus/DEBUG /OPT:REF /OPT:ICF). Keep the PDB next to the DLL so user-submitted minidumps resolve to file/line. - Ninja generator. Supported, but the Windows SDK include path needs an extra hop the script handles automatically when it detects the Ninja generator. Visual Studio generator is the simplest path.
src/is all C++ source.cmake/holds CMake helper scripts.patches/holds patches applied to fetched dependencies.fonts/holds the menu font files; CMake copies them to the output directory at build time.tools/holds Python scripts used during reverse engineering and content extraction (mostly the.wldparser and the secret-position table generator). These are not used by the build or by the running mod and are kept here as developer reference for anyone wanting to extend the data-extraction pipeline.
