The Off the Clock mascot: a pixel-art alarm clock in sunglasses

Game mods, reverse engineered and tested

Off the Clock builds free, crash-safe mods for Unreal and Unity games: worked out from the shipped game without source code, and played in the game before every release.

  • Unreal Engine 4 and 5
  • Unity (IL2CPP)
  • UE4SS Lua
  • BepInEx C#

Selected work

A few projects picked for the problem behind them, from dozens of free mods across Unreal and Unity games. Each one links to its page on Nexus Mods, where it is free to download.

Cover art for Unlock All Characters and Blueprints, a BALL x PIT mod
  • BALL x PIT
  • Unity 6 IL2CPP · BepInEx 6, C#

Unlock All Characters and Blueprints

One key press in your base opens every character, level, build-menu building, encyclopedia entry and endless mode. The mod backs up the save before the first unlock and works through the developers' own unlock routines, so the game stays consistent with itself.

Engineering highlightTesting showed 19 buildings still locked: level trophies and character houses that only drop from bosses. They were traced in the game code and added before release, so the whole build menu opens. Hard limits keep future content and paid DLC locked, hidden unreleased buildings stay hidden, and the game's own "cheated run" flag is never touched.

Cover art for Invincible Pals, a Palworld mod
  • Palworld
  • Unreal Engine 5 · UE4SS Lua

Invincible Pals

The Pals in your party and the Pals working at your own bases can't be hurt, with an optional god mode for you. Wild Pals, other guilds and other players are never touched, and nothing is written to the save, so removing the mod removes it completely.

Engineering highlightPalworld already has an invincibility switch on every character, and each reason for it carries its own name. The mod sets it under its own name, so switching the mod off never removes invincibility the game gave for its own reasons. In-game self-checks read the game's answer back to confirm each Pal is really protected.

Off the Clock card for All Trinkets at Once
  • Grounded
  • Unreal Engine 4 · UE4SS Lua

All Trinkets at Once

Grounded only uses the trinket you wear. This mod makes every trinket in your backpack count, so the bag becomes your loadout. It is fully automatic: carry a trinket and its effect is on, drop or store it and the effect goes away. Effects are added through the game's own effect system and show once each under Equipment, like a worn trinket.

Engineering highlightRandom trinkets (science cones, waffles, crinkles) keep their rolled stats in a different table from the one the game's effect function reads. The mod points the game at the right table for that single call and puts it straight back, and switches the feature off if it ever can't. A load crash in an early build was caught in testing and fixed before anything reached players.

Cover art for Perfect Aim (No Recoil and No Spread), a High on Life mod
  • High on Life
  • Unreal Engine 4.27 · UE4SS Lua

Perfect Aim: No Recoil and No Spread

Every shot lands on the crosshair. One key switches it off and on, and switching off puts each gun's own values back. A fun side effect: Gus, the shotgun, turns into a slug gun, with every pellet hitting the same spot.

Engineering highlightThe game ships its debug symbols, so the aiming code could be read directly: the spread cone is multiplied by a per-gun modifier, and the recoil functions stop early when a gun's recoil curve is empty. The mod changes only those values, and only on your guns. Enemy aim uses a different stat, so it is left alone.

Off the Clock card for Free Craft and Free Build
  • Grounded
  • Unreal Engine 4 · UE4SS Lua

Free Craft and Free Build

Grounded's Creative mode lets you craft and build for free, but an existing Survival world can't be switched to it. These two mods turn on exactly those Creative-mode rules on a Survival save: crafting needs no ingredients and buildings finish the moment you place them. In every other way the world stays Survival.

Engineering highlightTwo early builds each fixed half of the problem. A call graph of the shipped executable showed why: the crafting menu never reads the rule, and a loaded world keeps its own copy of the settings, separate from the template an earlier build changed.

More on our Nexus Mods profile

How I work

Hi, I'm Tim. Off the Clock is where I build game mods and the tools around them. The process matters as much as the mods, so here it is.

  1. Research first

    Before a new mod I check what the community already offers on Nexus Mods, GitHub and Thunderstore. If a good mod exists, there's no need for another one; if I build on someone's work, they get credit.

  2. Reverse engineering, no source code

    Object and header dumps from UE4SS, debug symbols when a game ships them, and x64 disassembly and call graphs of the shipped executable. That shows which function really decides something before any code is written.

  3. Use the game's own switches

    Where the developers left a rule, multiplier or cheat in the game, the mod uses it instead of patching around it. Fewer side effects, and it keeps working through more game updates.

  4. Crash-safe by design

    A coding standard born from crash-dump analysis: work only on the game's own thread, no background loops or timers. If an update changes something a mod needs, it logs one line and switches that feature off instead of crashing the game.

  5. Test harness and self-checks

    An offline harness fakes the game's hooks and objects and runs every mod's scenarios without launching the game; a new scenario only counts once it has failed on the broken build. In the game, mods check their own results and write them to the log.

  6. Tested in the game, then shipped

    Every exact build is played in the game before release, and the logs are checked afterwards. A release pipeline handles lint, tests, build and publishing, and game-update checks keep released mods looked after.

Fast, AI-assisted development. I work with Claude, an AI coding assistant, as a development partner. It speeds up the heavy reading (dumps, disassembly, crash stacks) and the writing of code, tests and tooling. I set the direction, test every build in the game and decide what ships. That is how a mod can go from idea to a tested release, often on the same day.

Case studies

Real problems from shipped mods: what went wrong, how it was traced inside the game without source code, and what changed because of it.

Mod support for your game

For indie studios with an Unreal or Unity game on PC. I help make your game easy and safe to mod: a mod-friendly build, simple config files, Steam Workshop or mod.io, a modding guide with an example mod, and a check of popular community mods before each patch.

See services and packages

  • Mod-Friendly Check from $150
  • Modding Starter Kit from $500
  • Mod Support Integration from $1,500
  • Patch-Day Mod Check from $100 per patch

Contact

Off the Clock avatar: the pixel-art clock in sunglasses

Studio work, questions or anything else: email

For questions or bug reports about a mod, the comments on its Nexus Mods page are the fastest way: Off the Clock on Nexus Mods.