If you are looking for a Hull Rupture Cheat Engine table, the honest answer is that nobody has published one. The request thread on the Cheat Engine forum has been sitting open since the playtest, with three replies that all say the same thing: same here, no solution.
What does exist is trainers. That distinction matters, because a trainer is a fixed program built against one version of the game, while a table is something you can inspect, edit and repair.
What is actually available
The FearLessRevolution thread is a request, not a release. It was opened on 3 May against playtest version 0.8.6, and the ask was simple: a table or trainer for resources, energy first.
The thread is still useful because of what the original poster found while trying. They scanned 4-byte, float and double values, and changing the number only changed the display — the value snapped back as soon as the game recalculated.
Tracing what wrote to the address led them to GameAssembly.dll+1374B03, with a short conversion sequence before the store. The conclusion they drew is that resources live in memory as floats and are converted to integers for display, which is why a naive integer scan finds a number that looks right and behaves wrong.
That is a Unity IL2CPP problem, and it is the reason a table for this game is harder to write than it looks. It also tells you what any working table would have to do: find the float, not the label.
The trainers that do exist
Two trainers cover Hull Rupture, and both are built for the Steam version only. MrAntiFun lists 28 options; XMod advertises 15 mods with a list that overlaps almost completely.
Between them the advertised options are the resource counters, a game speed control, slow motion and a high-resolution screenshot mode. The resource side is what people actually want: energy and population first, because those are the two numbers that decide whether a run is possible.
Both are external programs rather than in-game menus, and both expect you to be fully loaded into a run before you activate anything. That is standard for this kind of tool, and it is also the first place people go wrong — attaching during a load screen is a common way to get nothing at all.
One detail worth knowing before you download anything: the MrAntiFun thread does not host a trainer file. It attaches a WeMod installer, which means the "trainer" is the WeMod app with this game's option set, not a standalone executable.
Matching a table to your build
Before you blame the tool, confirm which build you are running. Steam lists the build id in the game's properties, and the patch number appears in the announcement history, so the two can be checked against whatever version the trainer claims to support.
Order matters too. Launch the game, load a run, let the first wave start, and only then attach. A trainer that hooks before the game world exists has nothing to hook onto, and the failure looks identical to a broken tool.
If the numbers move but snap back, you are writing to a display value rather than the counter behind it. That is the same failure the FearLess thread documented in the playtest, and no trainer can patch around it in a build it was not written for.
| Tool | What it is | Version it targets |
|---|---|---|
| Cheat Engine table | Community-made script, editable | None published |
| MrAntiFun trainer | External program, 28 options | Steam build |
| XMod trainer | External program, 15 mods | Steam build |
Why tables stop working after a patch
A table does not know what "energy" means. It knows that a particular address held a particular number when someone scanned for it, and it trusts that address afterwards.
Any patch that changes code layout moves those addresses. Hull Rupture went through a playtest, a Next Fest demo and several demo patches before release, and the retail build is another build again — so a table written in May has no reason to point anywhere useful in November.
This is the whole risk profile, and it is not about being caught. It is about a script writing to memory that now belongs to something else, in a game that does not expect it.
Check the build before the table
If a table or trainer does nothing, the usual cause is a version mismatch rather than a broken tool. Match the tool to the build you are running before you conclude anything about the game.
What editing actually changes in this game
The values worth targeting are the ones the run treats as authoritative: the resource counters and the population number. Derived figures on the interface are recalculated from those, so editing the display gets you a cosmetic change that disappears at the next tick.
Population is the more interesting target and the more fragile one. Humans are read by several systems at once — staffing, defence and the bioreactor chain — so a number that looks fine on the HUD can leave those systems disagreeing with each other.
Energy behaves differently again, because production keeps running while you are editing. A counter you set to a large number will keep being added to by your own modules, which is why "set and forget" tends not to hold.
The risk, in plain terms
Hull Rupture is a single-player game. Its store page lists single-player, Steam Cloud and Family Sharing, and no multiplayer or online component, so there is no server holding a second copy of your save to compare against.
What that does not mean is a promise of safety. Treat "allowed" and "undetectable" as assumptions rather than facts: the store page is a product listing, not a policy on memory editors, and nobody at Konfa Games has written one.
The concrete risk is local: a write the game does not expect can leave a run in a state it cannot resolve, and your save is the only copy that matters. If you are going to experiment, do it on a run you are willing to lose.
The cheaper alternatives
If the goal is to see later waves rather than to skip the game, two settings already do that without touching memory. Trade Mode removes combat and keeps the economy, which lets you learn the production chain at your own pace.
The four difficulty settings change the pressure without changing the rules, so a build that works on one still works on another. Between them they cover most of what people are actually trying to get out of a trainer.
If what you want is fewer wasted runs rather than unlimited resources, the leverage is in the build order, not the memory editor. The first twenty waves covers that sequence, and the systems reference covers which module does what — most runs that feel impossible spent their first three waves on turrets.