GameHub Lite is a community-maintained modified version of GameHub for education purposes.
A patching system that transforms GameHub 5.1.0 into GameHub Lite. A privacy-focused, lightweight version with telemetry removed and offline support added.
GameHub Lite is a modified version of GameHub that:
- Removes telemetry and tracking - Umeng analytics, Firebase, JPush, crash reporting
- Removes bloat - Cloud Streaming, Xbox Cloud Gaming, Social features, etc.
- Removes account requirement - Use the app without logging in
- Reduces app size - From 118MB to 52MB (-56%)
- Removes unnecessary permissions - Location, contacts, phone state, etc.
- Adds offline support - Works without constant network connectivity
- Changes package name -
gamehub.litefor side-by-side installation - Adds custom news page - Uses community API for updates
Install the required tools:
Get adb either via Android Studio or platform-tools package.
# macOS
brew install apktool openjdk
# Ubuntu/Debian
sudo apt install apktool openjdk-17-jdk
# Arch
sudo pacman -S apktool jdk17-openjdk
# Fedora (dnf):
sudo dnf install apktool java-17-openjdk
# Windows
stop using windows
# JK.
# Download apktool from https://apktool.org/
# Install Java JDK 17+ from Oracle or AdoptOpenJDK
# Not tested but should work in WSL2
-
Download GameHub 5.1.0 APK and place it at
apk/GameHub-5.1.0.apk -
Run the patcher:
./patch.sh
-
Install the output APK:
adb install output/GameHub-Lite.apk
The patcher uses a multi-step process:
- Decompile - Uses apktool to decompile the original APK to smali bytecode
- Delete - Removes telemetry SDKs, unused assets, and tracking libraries
- Patch - Applies unified diff patches to modify smali code
- Add - Copies new files (resources, additional smali)
- Rebuild - Reassembles the APK using apktool
- Sign - Signs with a debug keystore for installation
| Category | Count | Description |
|---|---|---|
| Deletions | 3,385 | Telemetry SDKs, tracking code, unused assets |
| Additions | 2,856 | New resources, modified assets, new features |
| Modifications | 223 | Smali code patches for behavior changes |
- Native libraries: libumeng-spy.so, libcrashsdk.so, libalicomphonenumberauthsdk_core.so, etc.
- SDKs: Umeng Analytics, JPush, Firebase Analytics, Tencent login
- Assets: Splash video, auth videos, emoji font (saves ~30MB)
- Permissions: Location, contacts, phone state, ad tracking
- Custom splash/intro video from community CDN
- Local game ID copy functionality
- Offline mode improvements
- News page integration with community API
If you've modified the Lite APK and want to update the patches:
./generate-patches.sh [path/to/original.apk] [path/to/lite.apk]This will:
- Decompile both APKs
- Generate diff patches for modified files
- Copy new files to patches directory
- Create deletion and addition lists
patches/
├── files_to_delete.txt # List of files to remove
├── files_to_add.txt # List of files to add
├── files_to_patch.txt # List of files to modify
├── diffs/ # Unified diff patches
│ ├── AndroidManifest.xml.patch
│ ├── smali/...
│ └── res/...
├── new_files/ # New files to add
│ ├── res/...
│ └── smali_classes10/...
└── stats.txt # Patch statistics
-
Decompile the Lite APK manually:
apktool d apk/GameHub-Lite.apk -o work/lite
-
Make your changes to files in
work/lite/ -
Rebuild and test:
apktool b work/lite -o work/test.apk # Sign and install for testing -
When satisfied, regenerate patches:
./generate-patches.sh
If patches fail due to APK version mismatch:
- Ensure you're using GameHub 5.1.0 exactly
- Check the MD5 hash matches expected value
- Try regenerating patches with your APK version
- Uninstall any existing GameHub Lite first
- Check if device is rooted - some patches may conflict (unlikely)
- Ensure apktool is version 2.8.0+ (
apktool --version) - Check Java version is 17+ (
java -version) - Try cleaning work directory:
rm -rf work/
| GameHub Version | Patcher Version | Status |
|---|---|---|
| 5.1.0 | 1.0 | Supported |
| 5.3.3 | - | in development |
An alternative ReVanced-based patching system is available in the revanced/ directory. This approach uses the ReVanced Patcher framework for bytecode-level modifications.
This doesn't currently support all features of the Lite APK, but you are free to contribute patches for missing features and resolve existing issues.
cd revanced
./apply-patches.sh ../apk/GameHub-5.1.0.apkSee revanced/README.md for details.
| Approach | Best For |
|---|---|
Diff-based (./patch.sh) |
Full control, complete SDK removal, simpler maintenance |
ReVanced (revanced/) |
ReVanced Manager integration, portable JAR patches |
This project is for educational and personal privacy purposes only. The patches and tooling are provided as-is. GameHub is a product of its respective owners.
- Fork the repository
- Make your changes
- Regenerate patches with
./generate-patches.sh - Test the full patch cycle with
./patch.sh - Submit a pull request
The different versions are identical. What we do is a very old android trick to gain extra performance on some devices.
Antutu
Some manufacturers “cheat” by setting the governor to performance when they detect the Antutu package name.
Nerd explanation:
The CPU governor essentially controls the CPU's frequency scaling. allowing it to operate at different clock speeds and voltages based on the system load. So making the CPU go fast for sustained usage, what is actually made for peak usage. This comes with a risk of overheating, but I don’t believe in this. Android does a well enough job of thermal management and makes it extremely hard for software to exceed what the hardware is capable of and damaging itself.
That said, it’s still extra heat. More heat == more bad. I just think it’s negligible, especially if your device has a fan.
PUBG
On a high level it’s the same as Antutu, but some slight differences that only benefit games. Think of network prioritization and touch input latency improvements. The manufacturers goal when they detect Antutu is ALL THE POWER. Benchmarks are relatively short and it makes them look better on comparison websites.
The goal for PUBG is more like MORE POWER, since the intention is often to have a game running for longer it has less aggressive changes.
TLDR and summary:
Antutu spoofing:
• Maximum CPU/GPU frequencies unlocked
• Aggressive performance governors
• Short-duration performance boost (benchmark workload)
• Thermal limits are less strict
• All cores available
PUBG and other games spoofing:
• Sustained gaming performance profiles
• GPU driver optimizations (Adreno/Mali game-specific paths)
• Frame pacing and scheduling improvements
• Reduced touch latency
• Network QoS prioritization
• Different thermal management (sustained vs burst)
• Qualcomm “Game Performance Mode”
• Sometimes enables features like frame-gen
Ludashi spoofing:
• Similar to Antutu but slightly less aggressive
• Longer sustained performance boost (multi-minute tests)
• Memory frequency optimization
If you have trouble running a game, please see if anyone shared a solution on EmuReady before you ask for help in the Discord server.
For support, discussion and development updates join the EmuReady Discord server.
| Repository | Description |
|---|---|
| gamehub-lite | Main project with pre-built APK releases and patch files |
| gamehub-lite-api | Static JSON API hosting component manifests, configuration files, and mock responses that replace the original Chinese servers |
| gamehub-lite-worker | Cloudflare Worker API proxy that handles token management, signature regeneration, privacy protection (IP hiding, fingerprint sanitization), and content routing |
| gamehub-lite-news | News aggregator that collects gaming news from RSS feeds and GitHub releases, transforms them into GameHub's API format |
| gamehub-lite-token-refresh | Automated token refresher that uses Mail.tm OTP authentication to maintain valid GameHub tokens, runs every 4 hours via Cloudflare Cron |