Your keyboardand mouse.Speaking fluentcontroller.
A Windows program that turns your key presses and mouse movement into Xbox 360 gamepad input. The loop runs at 250 Hz, so the virtual stick gets a new position every 4 milliseconds.
- 0Hz tick rate
- 1:1input mapping
- 0scripts to write
One clean translation.
Input in, controller out.
AIM//ASSIST sits between your hardware and your game and presents itself as an Xbox 360 controller. It never looks at your screen and it never learns anything. What the game gets is whatever your hands just did, worked out again 250 times a second.
Mouse drives the right stick
Mouse motion becomes right-stick deflection, the axis a controller aims with. X and Y are tuned separately.
Keyboard drives the left stick
WASD maps to four-way left-stick movement, or whatever keys you pick instead. Face buttons, bumpers, triggers and the D-pad are all bindable.
Caught before anything else
Your input is picked up and re-emitted as an Xbox 360 pad. One event in, one pad update out. You write no scripts.
The signal path.
Nothing overlays your game and nothing hooks into it. Six steps sit between your hands and Windows, and what comes out of the far end is a controller Windows already knows how to talk to.
Keyboard + mouse
Raw keys, buttons and motion, straight from your hardware.
Every event, at once
Each key and each movement is picked up the instant it happens, ahead of anything else on the machine.
Your profile
Bindings, response curves and macros decide what each event does to the pad.
250 Hz loop
The full pad state is recomputed and pushed 250 times every second.
A pad Windows trusts
The controller is presented to Windows the way a plugged-in one would be, and is treated as real hardware.
Your game
The game sees an Xbox 360 controller. There is nothing to configure.
Map anything
to anything.
Every controller output is a slot you can rebind: face buttons, bumpers, triggers, the D-pad, both stick clicks and all four left-stick directions. Each slot takes a keyboard key, one of the five mouse buttons, or the scroll wheel. Two inputs fit in a slot, so a primary and an alternate can fire the same action.
- 74 keyboard keys · 5 mouse buttons · scroll wheel
- Primary + alternate input per output
- Live capture: press the key, it’s bound
Dial in the
exact feel.
Mouse movement becomes right-stick deflection, and every part of that translation is yours to set. X and Y get their own sensitivities, and the response curve is either linear or exponential. Anti-deadzone cancels whatever dead centre the game imposes; the stick cap decides how far the mouse has to travel to reach full deflection. Smoothing goes on top of all of it.
Two assists, fully in your hands.
Two macros per profile add motion to the right stick, and both are off until you switch them on. Recoil holds a steady downward pull while you fire, to cancel the climb. Sticky Aim runs a sine wave on the Y axis, on a key you choose. Both are built out of numbers you set yourself.
A layout for
every game.
Save as many named profiles as you want, each with its own bindings, mouse tuning and macros. Create, duplicate, rename and delete them from the list. Going from a racing layout to a platformer one is one click.
Optional
cloaking.
AIM//ASSIST can hide your physical keyboard and mouse from any process you have not whitelisted, so the game sees one controller and nothing else. It stays off until you turn it on, and the panel tells you which of the two it is doing.
The
spec sheet.
AIM//ASSIST ships as one compiled executable. A short setup runs once beforehand and prepares Windows for it. After that the controller it presents is indistinguishable from one you plugged in.
Three lengths.
One tool.
Every tier is the same software with everything switched on. The only difference is how long it runs for.
Every tier includes
- Unlimited named profiles
- Bind, tune and macro editors
- Free updates for the life of the licence
- One computer at a time
Straight
answers.
The questions people actually send us.
Any Windows game that accepts an Xbox 360 controller. The pad it presents looks like real hardware to the game, so there is nothing to set up at the other end.
Take control
of your control.
Keyboard and mouse precision, with a controller's feel. Pick a licence, pay, and the key appears on screen.