Route any application — or every connection on your PC — through a remote SOCKS5 proxy. Low-latency TCP & UDP. Process-tree per-app filtering. A debug mode that plays nicely with Charles & Fiddler.
Made by gamers for gamers — ❤️
Global VPN-style, per-app by exe name, or Proxy Debug that tunnels only processes you launch from inside the app. Per-app auto-includes Debug exes so you never get caught by the wrong list.
Full SOCKS5 CONNECT and UDP ASSOCIATE. Falls back to TCP-only when the server doesn't support UDP. Optional DNS rewrite to Cloudflare or your own resolver.
TCP_NODELAY forced on for the proxy path, keepalive, ConnReset suppression, TIME_CRITICAL relay thread, real socket buffer sizes. No DSCP marking on TCP — most ISPs drop it and your game freezes.
Every captured destination shows live with ⇄ tunneled / → pass / 🛑 terminated status, owning app, reverse-DNS hostname, and a dup ×N you change with a right-click. Resizable panel; layout persists.
Once a flow is decided to tunnel or pass, it stays decided for 120 s. No half-tunneled connections that desync your TCP stack mid-game. SYN drop+retry until PID resolves so anti-cheat games stay clean.
Every history popup opens a WS panel with Path / Opcode / Payload fields. Frames go out masked, with the HTTP Upgrade handshake. TCP targets the captured IP (same flow container); TLS SNI + Host use the resolved hostname.
Chain up to 10 analyzers on any captured flow — TQ cipher, WS frame, HTTP, TLS meta, length-prefix, entropy, plaintext, opcode, auto-codec, auto-decrypt. Hit counts in the Decoded column, double-click to inspect, live re-run on toggle.
Default (dark violet), Light (default for new installs), Win98, Ubuntu, Mint. Painted-widget palettes broadcast on theme change so every chip, hint, tree, and status label re-renders without restart.
Always passes charles.exe, fiddler.exe, mitmproxy.exe, burpsuite.exe + 17 more straight through — by exe name, with a forced PID-table refresh on cache miss so fresh SYNs never slip into a loop.
Right-click any captured packet to open the rewrite dialog pre-filled (proto / IP / port / bytes). Rules apply to the live tunnel pump and manual Repeat / Compose Send. Editable while the engine runs.
Finite-burst UDP shares a single UDP ASSOCIATE for all N datagrams. Infinite-burst uses a CPU-scaled worker pool. Curl-mode auto-routes to WSS when an Upgrade header is detected.
Right-click any live flow to record its packets, then replay the session through the proxy. v3.0.5 adds stable (offset, seq) ordering, a ⏸ long-wait log row, a "replay at max speed" toggle that skips idle gaps, and recorded RECV bytes surfaced in the live history popup.
Stopping the engine or closing the app runs ipconfig /flushdns, resets Teredo, releases the WinDivert kernel service, and removes orphan PyInstaller _MEIxxxxx temp dirs. Xbox Live multiplayer stays alive; PC reboot is never needed.
Mock-ups shown. Live UI matches exactly — open the EXE and see for yourself.
Bundled kernel filter intercepts every outbound TCP & UDP packet and NATs it through a loopback listener. The driver loads on demand and unloads when the app closes.
Owning-process lookup uses a cached psutil snapshot
with a sync re-poll on miss, plus a port-only fallback so
connectionless UDP (game P2P) still maps to the right exe.
Decisions are cached per flow for 120 s — no half-tunneled
connections mid-game.
Capture happens in a signed kernel filter that sits beneath the TCP/IP stack — we never inject DLLs into your game process or touch its memory. Anti-cheat tools see an untouched process and your competitive ranked matches stay safe.
Drop your SOCKS5 host and port in. Pick a mode. Hit Start. Your apps don't have to know the proxy exists.
v3.0.5 · Windows 10/11 · Administrator required on first run (kernel driver) · Self-cleaning on close (flushdns + Teredo reset + WinDivert release) · WebSocket send panel · 10-decoder pipeline · 5 themes · BETA conversation recorder (capture · edit · replay) · Android and macOS builds coming soon.