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Rust Community Update 28

February 18th, 2015 09:24 AM EST

Get lost.   Welcome I thought I’d highlight a build at the top of the post. Partly because there’s another Frank Walls [...]

Rust Devblog 47

February 13th, 2015 08:57 PM EST

Roads and Reloads   Roads Andre got roads in! Roads connect landmarks and rad towns. You can walk on them. This is still in the [...]

Rust Community Update 27

February 10th, 2015 12:26 PM EST

A bridge to Rustwhere.   Welcome Once again, Frank Walls on the Facepunch forum has crafted a lovely bit of art that I’m [...]

Rust Devblog 46

February 6th, 2015 05:41 PM EST

Raiding, Shotgun and Explosive Charges   Sprint Cycle Changes We’re making changes this week. We’re no longer going to release [...]

Rust Community Update 26

February 3rd, 2015 04:20 PM EST

The one with all the images.   Welcome “You know what Rust needs?” That’s a question a lot of people ask. Most answers [...]

Rust Devblog 45

January 30th, 2015 05:55 PM EST

The One With The New UI New UI System We have switched over to Unity’s UI system. It’s not without its problems (which they’re [...]

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 [...]