How it works

Sees the screen, presses the keys.

Nothing here is secret. GMI L2M reads an image of the game window, then sends the same key presses and clicks you would make yourself. This page explains each part, including its limits.

01 · SEE

Capture an image

The game window is captured over and over. The bot waits until the image is stable before reading it.

02 · RECOGNIZE

Read what is there

The detector recognizes the state of the screen, image matchers look for buttons and panels, and the text reader reads dialogs.

03 · DECIDE

Follow your rules

The order of the checks is fixed, and their content comes from your settings: which key, when, at what HP.

04 · PRESS

Send input

Key presses are sent to that game window. Clicks use the Windows cursor, with accounts taking turns.

Many accounts

One detector, one cursor, taking turns.

Every account on one PC shares two things: the detector that reads the images, and the Windows cursor. Both are used in turn, and that is what decides how many accounts are reasonable for your PC.

  • The Dashboard shows the detection load and how long the wait is. When it is at its limit, every account is scanned less often.
  • A step that needs a click takes its turn with the cursor. Other accounts wait a moment.
  • Every game window has to be visible on screen, so monitor space is a limit too.
The limits

What it does, and what it does not.

What it does

  • Captures an image of the game window open on your screen.
  • Sends key presses and clicks to that window.
  • Stores settings, recordings, and evidence on your PC.
  • In release builds, checks the license over the internet.

What it does not do

  • Does not read or modify game memory.
  • Does not modify game files or the game's network traffic.
  • Does not send images of the game screen to our servers.
  • Does not ask for your game account password.

This is an explanation of how it works, not a guarantee. Automation can violate the game's terms of service, and the publisher can impose sanctions on the account. No way of working removes that risk.

When something goes wrong

From stuck to the cause.

The game changes, clients differ, unexpected screens appear. What matters is how quickly you learn what happened.

The recorder is always on

Every wait for a screen is logged: what it was waiting for, how long, and the result. Past 20 seconds, a diagnostic bundle is created automatically.

Triage explains

The Recordings page reads that bundle and writes up what it finds: which screen was open, which matcher almost matched, and a suggested action.

Teach fixes it

The most common cause is a reference image that does not match your client. Capture it again from your own screen, then try again.

Pre-release · Public download not open yet

Get to know it first. Run it when you are ready.

Read the guide, check the status of each feature, and decide in your own time.