Blog, page 11

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Rust Community Update 42

May 26th, 2015 03:10 PM EST

The safest way to plan a base.   Welcome If Rust had character classes, I imagine Architect would probably be a popular choice. I’d [...]

Rust Devblog 61

May 21st, 2015 05:45 PM EST

Ladders, lots of optimization and more.   Garry Load Times Load times have been an issue since we switched to asset bundles. I’ve [...]

Rust Community Update 41

May 19th, 2015 05:24 PM EST

An art slam dunk.   Welcome The header image is another creative use of the in-game painting system, with [...]

Rust Devblog 60

May 14th, 2015 05:37 PM EST

We added signal grenades to call in airdrops, ammo hot-swapping for multiple weapons, candle hats, and we built six radtowns on Hapis [...]

Rust Community Update 40

May 12th, 2015 10:14 AM EST

100 rockets vs one base, and a Rust version of the Truman Show. Welcome Games nowadays don’t just have players: they’re part of the [...]

Rust Devblog 59

May 8th, 2015 04:40 AM EST

We added hand-held maps, research tables, and bean can grenades. And we started to make Hapis Island rad.   Garry Map You know what would [...]

Rust Community Update 39

May 5th, 2015 05:35 PM EST

Yup, that’s the Mona Lisa in Rust.   Welcome Of all the things I expected to find in Rust, fine art wasn’t one of them. I [...]

Rust Devblog 58

May 1st, 2015 08:12 AM EST

A whole new world to explore…   Petur Today we’re releasing the first iteration of our new hand-crafted map, Hapis Island. Some [...]

Rust Community Update 38

April 28th, 2015 02:28 PM EST

Art attack.   Welcome I just checked by counting on my fingers and it’s been less than a week since we added painted [...]

Rust Devblog 57

April 24th, 2015 02:40 PM EST

Explode some fine art: we added rocket launchers and paintable signs!   Maurino Rocket Launcher Buckle up™! It’s here. Long [...]