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Rust Devblog 44

January 23rd, 2015 05:06 PM EST

Lots of stuff happening at the same time this week.   Radtown Loot The way loot spawns has been changed. Previously you’d always find [...]

Rust Community Update 24

January 21st, 2015 09:40 AM EST

Rust’s first Red-Top. Welcome Of all the things I didn’t expect to happen to Rust, the creation of a tabloid paper that treats [...]

Rust Devblog 43

January 16th, 2015 08:34 PM EST

Radtowns and Blueprints   Mass Drops We’ve had a long standing problem with mass drops on our servers. After about 50 people have [...]

Rust Devblog 42

January 9th, 2015 04:57 PM EST

Gettin’ it done.   Server Performance I fixed a couple of HUGE issues with server performance this week. Previously once a server hit [...]

Rust Community Update 23

January 6th, 2015 03:33 PM EST

Holiday megabuilds.   Welcome At the risk of immediately dating this post, it’s 2015! Woo-hoo! We’re post-Christmas, and in the [...]

Rust Devblog 41

January 4th, 2015 09:26 AM EST

It’s obviously hard to get any solid work done during the holidays, but a few of us have still been cranking it as best we [...]

January update for

January 3rd, 2015 08:31 AM EST

First, we would like to wish you a Happy New Year 2015 with hope that you will have many blessings in the year to come... And many hours of gaming in [...]

Rust Devblog 40

December 28th, 2014 08:46 PM EST

Game development isn’t a science. It’s a creative process. It’s important that during the process we highlight what we’re [...]

Rust Devblog 39 - Lerping, Performance, Skins

December 19th, 2014 05:19 PM EST

Lerping, Performance, Skins   Lerping Fixed A lot of people ask me what lerping is. A lot more people ask me why the player movements [...]

Rust Community Update 22

December 16th, 2014 05:33 PM EST

Sunken skyscrapers in final community post of 2014.   Welcome The image at the top of the page comes from frank_walls’ Ruined [...]