Blog Feed en Thu, 02 Feb 2023 20:27 CET is a Rust servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 INDUSTRIAL UPDATE Thu, 02 Feb 2023 20:27 CET INDUSTRIAL[]

Bring new levels of efficiency and unlock new avenues for automation with this month's set of Industrial entities. With these new tools you can move items around your base as well as craft items automatically without you needing to lift a finger.

Storage Adaptor
The Storage Adaptor is the starting point for most of your Industrial plans - simply attach an adaptor to an existing storage entity to make that entity compatible with your Industrial systems. The adaptor does not require power.

Some entities have more than one slot that a storage adaptor can be attached to for ease of placement. Typically the storage adaptor can use all inventory slots on it's attached storage for input/output, although there are some exceptions:
  • When attached to a furnace the Input will insert items into the Fuel/Inputs item slots while the output will remove items from the output slots
  • When attached to a locker the storage adaptor will only access one partition, to access all partitions you'll need to place three storage adaptors

The storage adaptor is compatible with:
  • Tool Cupboard
  • Large Wooden Box
  • Small Wooden Box
  • Small Furnace
  • Large Furnace
  • Refinery
  • Electric Furnace
  • Locker
  • Fridge
  • Drop box
  • Vending Machine

Industrial Conveyor
The Conveyor is responsible for moving items from one entity to another, generally via Storage Adaptors. Once powered and turned on the conveyor will look for items in containers connected to its inputs and then divide those items amongst its outputs.

By default a Conveyor will move any item it can find, but you can also assign a filter to have more precise control over exactly what items you're moving. Each Conveyor's filter can have up to 12 items or categories (resources/components/clothing/etc). When a filter is assigned the Conveyor will only transfer items that pass those conditions. You can also assign values to each item in a filter to control quantities, by setting the Maximum amount (don't send resources if the target container has over X of that resource already) and Minimum amount (only send resources in a minimum batch of X size).

You'll also find a Filter Pass and Filter Fail electrical passthrough, these will activate based on the current state of the conveyor allowing you to control other parts of the Industrial network based on what items are being moved around.

Pipe Tool
The Pipe Tool is how you connect industrial entities - if you've used the Wire or Hose tool before you'll be right at home. Pipes come in 4 colours to help identify what's going where. Same distance rules apply here except that the anchor points need to be a small distance apart from one another and that pipes cannot go through building blocks or Vending Machines. They can go through deployables like doors.

Industrial Splitter/Combiner
These work as you'd expect, allowing you to funnel or split the flow of items. In the case of a splitter connected to the output of a Conveyor, the Conveyor will spread its resources across all of its connections (eg. a Conveyor connected to a splitter which connects to three boxes that wants to send 600 wood will send 200 wood to each box).

Industrial Crafter
Once attached to a workbench (any tier) the Industrial Crafter allows you to automatically craft items once provided with a blueprint and the required materials. Simply insert the blueprint of your choice in the blueprint slot, insert the required materials, connect some power and turn it on to start producing items.

The Industrial Crafter has built in Industrial slots (so no need for an adaptor) so that you can use Conveyors to insert materials and then extract the finished result. There is also a Blueprint In/Out Industrial slot allowing you to swap out the blueprint being crafted. The Crafter can only craft items that are appropriate for the workbench it's attached to and will take the same amount of time to craft an item as a player would.

Electric Furnace
To complement the Industrial items we're also releasing the new Electric Furnace. It works similarly to other furnaces with a slightly accelerated smelting rate except that it requires power instead of a fuel item. This also means that it doesn't produce charcoal.

Limitations and Server options
To maintain server performance there are several limitations to prevent Industrial networks from becoming too out of control. There is a hardcoded 16 container input/output limit for each conveyor. This means that as well as the max depth limitation of regular IO, a conveyor will only be able to see the first 16 containers it encounters in the input/output network.

There is also a hardcoded limit on how many items in a stack a Conveyor can move in a single tick - 32. If a stack has a count higher than this it will be moved gradually over several ticks.

There are also several convars to control the speed and efficiency of industrial systems:
  • server.conveyorMoveFrequency - How often conveyors attempt a move (default 5s)
  • server.industrialCrafterFrequency - How often crafters attempt to craft something (default 5s)
  • server.maxItemStacksMovedPerTickIndustrial - How many whole stacks a conveyor can move in a single tick (default 12)


Previously doors would show "Open" as the default option whether you had the code or not, requiring you to randomly stumble upon doors you couldn't open, beeping in your face then requiring you to holding E to bring up radial menu and select unlock.

The new default options are as follows:
  1. first placed = "change code" (to quickly set your code)
  2. unauthorized on codelock & auth on TC = "enter code"
  3. authorized on codelock & unlocked door = "lock door" (to prevent leaving doors unlocked)
This should allow you to see at a glance what you still need to enter a code on & open the codelock UI much easier.


Train wagons containing crates now have different variants of varying qualities. Overall should be seeing wagons with much higher-quality loot from crates.


Performance is always a hot topic but it is difficult to address without having an accurate image of the problem. This month I setup logging of client performance and displayed them in various graphs.

This has already proven to be useful. We noticed that exclusive fullscreen had lower FPS than borderless. Rather than guessing, we were able to query the database and confirm it.

See below for various graphs to get an idea of the insights we are seeing & some interesting data.

Overall FPS
First up is median FPS across all hardware. It doesn't give a full picture: players with 60hz monitors are included beside 144hz gamers.

A better metric may be comparing average fps to monitor refresh rate to see how many players are getting lower FPS than their monitor supports... something we will look at in the future.

Best Performing Hardware
These charts clearly shows how Rust is CPU bottlenecked (no surprise). What is interesting is how much the extra cache does: a 5800x3D is on average 50% faster than a 5950x!

Please don't use this as an excuse to go buy a better CPU as performance is subject to change... but do use this info so you avoid buying a new GPU for Rust then being surprised when it yields no performance improvement (at this time).

Hardware Capacity
~75% of the playerbase is running 16GB or less of RAM.... perhaps we should really prioritize why Unity is hogging all the RAM.

The majority of players (73%) using 1080p... yet only 2.5% of players using 4k?!

Popular Hardware
Looking at most popular CPU & GPU we find that it is similar to steam's hardware survey but differs slightly as for Rust. Here are some GPUs as % of total:

Our Metrics:
  • GTX 1650 = 6%
  • GTX 1060 = 2.5%
  • GTX 2060 = 5.5%
  • RTX 3060 = 7%
  • RTX 3090 = 0.6%
  • RTX 4090 = 0.2%

Graphics settings
30% of people using motion blur 👀 only 5% of players using SMAA, 20% of players using primarily windowed mode (not borderless)... all interesting. I thought more players would have turned shadows off.

Operating System
Our Mac playerbase is very small, only 0.3% of players.

Yet even stranger are the people still on Windows 8... laptops perhaps?

Next steps are to expand to gameplay metrics. Technically.... we already have some gameplay stats but they are very limited: "total wood gathered", "total kills", etc.

Better gameplay metrics will give us the ability to drill down to specific information such as:
  • most popular weapon each day of a wipe
  • win ratio of different weapon match-ups
  • deaths per size of team
  • hourly loot per monuments
  • least used items


We've been aware of some server performance degradation with large scale farms and Water Catcher networks for a while and we've made some improvements this month to hopefully improve the situation.

The primary performance issue at play here is the amount of processing required when an entity in an IO chain switches on or off. Under normal circumstances this doesn't happen that often but water containers are considered On when they have water and Off when they are empty. When a chain of Water Catchers are connected and sending water down a chain each container will turn on when it receives the water and then turn off as it passes the water to its next container. Water transferring is quite quick and responsive, this results in rapid sequences of entities turning on and off repeatedly which sends a lot of network updates to any clients in range and involves a lot of (largely useless) IO processing as the network changes state so rapidly.

To solve these issues water will now take 10 seconds to start draining once it's inserted into a container. This means that when water travels through multiple containers each container in the sequence will build up a buffer (usually 50-100 water) in each container. This allows the same water flow as before but mostly prevents the containers rapidly turning on/off. The result is that a small sequence of 3 full barrels connected to each other powering a sprinkler used to be sending 10-20 network updates every few seconds will no longer send any updates at all while the system is active, only a few updates when the system runs out of water. This should improve performance primarily on the server but receiving less network traffic will help client performance as well.

We've also modified the behaviour of Water Catchers, when a Water Catcher is going to generate some water, it will now deposit its water as far down the chain as possible. This means that if you have 3 Water Catchers connected to a Water Barrel, the catchers will actually never receive water at all, instead the water will be deposited directly into the barrel.

In a benchmark of 1000 water catchers connected to each other, we found that the server's IO would become unresponsive after several minutes of gameplay as the system became overloaded with water transfer processing. With the above changes server IO performance remains instantaneous even if we artificially limit the servers frame rate.

There is also a new optional server convar "server.waterContainersLeaveWaterBehind" that modifies the draining behaviour to leave one unit of water behind in a liquid container that drains into another container. This keeps the container in its "On" state permanently and further helps performance. Since this is a change in functionality it is disabled by default, if your server is still experiencing IO performance issues due to water entities turning this on may improve performance.


Today we're permanently retiring Hapis Island map. Hapis Island was first introduced in April 2015 by Petur, inspired by the original Rust legacy map. Over the years, Hapis has gone through countless revisions to where it is at today.

Why Retire Hapis?
We're a small development team with no dedicated staff focusing on map design and creation, our mapping attention is focused on procedural maps. Hapis has continuously been developed on the sidelines as a lower-priority project with any free time Petur has. Free time is harder to find nowadays as we focus more on larger, longer-term features with a higher level of polish. Hapis Island needs a lot of attention requiring hundreds of work hours to be polished and kept fresh, which we can't currently give it.

Hapis Island is missing many key features we've added over the past couple of years, zip lines, subways, new monuments and above-ground rail systems, to name a few. When Hapis can support newer features it often takes an extra month, or few for the features to be introduced to Hapis, leaving players waiting and disappointed, some features, such as the rail systems Hapis can't currently support due to a lack of internal tools.

This isn't the end for static maps on Facepunch servers, we'll be working with the custom map community to fill this void over the coming weeks and months.


We have upgraded the client engine to Unity version 2021.3 earlier this month. Initially there have been a number of issues from the upgrade, but we've gone through and addressed all the major ones with several small patches.

This new version of Unity should open up new possibilities for both performance and visual improvements that we're hoping to introduce over the coming months. A big one is Unity's Burst compiler that will help us transition existing code in the Jobs system to a higher performance version of it.

Unfortunately the upgrade also introduced a bug in fullscreen exclusive mode that caused a significant performance degradation compared to borderless fullscreen mode. Due to this we had to retire fullscreen exclusive mode. If you're encountering issues that seem related to this, please contact our support team to figure out a workaround for your specific setup.

The server build of the game will remain on 2019.3 for this month while we continue testing the new engine version to make sure the server build is stable enough for a wide release. More on that hopefully next month.


We've been working on a major networking performance improvement called multithreaded networking. This will apply to both the client and the server, but naturally it will have a significantly higher impact on the server. Due to the nature of the change we wanted to make sure it's working as intended before enabling it by default, so we're first going to start testing it on select official servers this month before hopefully enabling it by default on all servers next month. If you want to start testing it before then, simply add the startup parameter -networkthread to your server or client. Please note that this is a highly experimental feature that may cause significant problems when enabled.

As announced in the November[] and December[] devblogs, we are working on a number of networking improvements that require us to retire server query port sharing. Because of this, we have requested that all server owners that are still using this feature update their server startup parameters to use a query port that is separate from the game port.

We have decided to pull the trigger and finally retire query port sharing this month. If you're a server owner who still hasn't updated their server startup parameters, please make sure to do so immediately.]]>
Community Update 249 Fri, 13 Jan 2023 18:16 CET TWITCH DROPS[]
They are back!
Join us! Starting Sunday January 15th at 1PM PST / 9PM GMT for the next Trust in Rust Charity[] tournament!


hJune[] and Rustoria[] teamed up to raise money for YouAreRAD[].

They're a mental health and counseling charity that gives back to the community. With the funds raised from the event RAD provides FREE therapy sessions to the Rust community in return. Tune into the event to find out how to take advantage of this offer and get signed up!

Store Items
There will be amazing charity and event-specific item skins on the store this week only. They are exclusive & non-tradable as the proceeds go to RAD.

Twitch Drops
Starting January 15th 1PM PST / 9PM GMT Twitch drops will begin!
  • 4 Exclusive drops from hJune's Twitch channel[]
  • 4 general drops you can get by watching any creator participating in the event

These drops go all week as well. Ends January 22. Get your watch time in!

Get synced up at

If you're not hyped yet this trailer may help :)


Our Rustmas Base Decoration contest has concluded!

We announced the winners on Twitter already and they're claiming their prizes.

First place was @Hell_Faerie

Second place was @5_40i

Congrats to both! We'll see you all in the next one!


Not too many words are needed for this one. Alpha made a cinematic Cobalt Recruitment ad.


Our friends at Corrosion Hour[] have done quite a lot of guides in the past but this Rust Glossary[] is good if you're trying to be a cool dad in front of the kids.


"To bridge the language gap between veteran players and those spawning in for the first time, we have compiled the RUST glossary of terms and phrases to lift the veil, so to speak."

It's basically a decoder for all things Rust slang. Goes through abbreviations and callouts one would need to be in the know.

Even if you are a Rust veteran it's rather amusing to go through some of these and see how we've evolved over the years.

Check it out!


FancyOrb is usually known for his curated experimental and event challenges. He's dusted off his pickaxe and played an actual Rust wipe with the best botanists this side of launch.

The Weed Farmers.


EpicDesk[] has some great campaigns going right now!


They specialize is huge deskmats curated by your favorite creators. They are limited edition and once the campaign is over you can no longer get them!

From now until early February you can get your hands on preorders for:
  • Motion[] - Ends Feb 5th
  • Falcon[] - Ends Feb 5th
  • Dyanna[] - Ends Feb 1st
  • Happy[] - Ends Feb 5th

Don't miss out!


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
SURVIVING 10 YEARS Thu, 05 Jan 2023 20:00 CET BACK TO WORK[]
Servers are now wiped, Santa is packing up and clearing out the bodies, we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, we're looking forward to the journey ahead in 2023!

Later this year will celebrate Rust's 10th Birthday, which has been an incredible journey. We have some big plans to finish out the year, we'll share details in the coming months.

In this blog, we'll look back at 2022, some of Rust's achievements, and give a sneak peek at what to expect from us in 2023.



Visit to see the full recap.


What can you expect from us in 2023? More of the same! Guaranteed monthly updates every first Thursday of the month, along with occasional hotfixes and holiday events.


In February, we'll release the industrial update, which includes the electric furnace, item piping and filtering, allowing you to automate many aspects of your base storage troubles.

Can't wait till February? Starting tomorrow Rust Staging Aux2 branch will be publicly playable, allowing everyone to test and give feedback.


Additionally, in February, we'll be permanently retiring Hapis Island map, this will be your last month to play Hapis.

We'll be launching another map maker competition in the coming weeks.


We have a ton of content currently in development, if you're keeping an eye on our commits[] page, you'll already know. This year you can expect to see new monuments such as the Nuclear Missile Silo Monument, Ferry Terminal and more. New DLC such as building block skins, new items and weapons and so much more.



We're excited to announce that hJune[] has teamed up with Rustoria[] again for the next Trust in Rust[] tournament on Sunday, January 15th, 2023.


Tournament starts at 1:00PM PST / 9:00PM GMT.


Some exclusives for the event and general drops you can earn from your favorite creator channels.


Proceeds from exclusive store skins sales and event donations go to You Are RAD[]. Rise Above the Disorder is a non-profit metal health organization that provides counseling for a lot of the gaming community.

They are creating a fund for our very own Rust community. Anyone, anywhere, can have access to free therapy sessions regardless of their financial situation so they can begin on their journey of healing.

More details to come later. Watch socials and our community blog next week!]]>
Gingerbread Mines Thu, 15 Dec 2022 19:54 CET

From everyone at Facepunch, we'd all like to wish you a Merry Christmas and happy holidays to everyone!

The Christmas Event is once again live! If you haven't been around for this before, here's what you can expect:

Every once in a while you will hear the sound of jingle bells. Run outside and look for a gift! Two gifts are spawned per player, in a radius of about 40m from where you are standing. Run up and bash it open to receive your Christmas presents. They come in three sizes: small, medium, and large. If you have enough small presents stashed, you can "trade up" to a medium or large. The contents of each present vary, but you'll find a mix of resources, weapons, and candy.

Once again, you will be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. There’s also a lickable candy cane club, and two types of stockings. If you hang a stocking inside your base when the jingle bells ring the stocking will fill up with loot. The larger stocking has a higher chance for better items and both last around 5-10 refills.

The advent calendar is a craftable deployable available to everyone during the Christmas event. Once placed you can claim an in-game surprise once every in-real-life day.

The Christmas event ends on January 5th @ 19:00GMT

Have fun!

Gingerbread / Cake Mines[]

Run, run fast as you can, the gingerbread men are coming! Gingerbread houses have mysteriously started appearing throughout the world, leading to an underground dungeon, smelling a little like grandma's baking, but be careful, it's not going to be a cakewalk if you enter!

Server owners can adjust the portal count using the xmasdungeon.xmaspopulation convar.

Ice King Pack[]

Today we're releasing a "cool" new item pack to the permanent item store, the Ice King pack! The pack includes three reskins:

Ice Throne Chair, Ice Facemask, & Ice Chestplate

A throne fit for the king of the north!

This pack will be available on the item store. The Ice Throne is a reskin of the chair item.

Rustmas Store Items[]

We have brought some items from previous years, now purchasable from the Rust Item Store.

The festive garland pack now includes a double door garland. If you've already purchased this pack you'll now be able to craft this item.

Christmas Competition[]

We are excited to announce Rust's second Rustmas base decorating competition!

We're looking for the best festive base Rust has ever seen!

I know a few of you are going to go ham on this! Hoping this Rustmas will be the best one yet. Go big or go home, right?


£120 worth of skins of their choosing and two Rust DLC keys.

Runner up

£75 worth of skins of their choosing and one Rust DLC key.

How To Submit

Once you’ve completed decorating your base, take some screenshots and upload the images to Twitter using the hashtag #Rustmas2022

The winner and runner up will be announced from Rust's official Twitter account on January 13th.

Please also be following the Rust Twitter so we can DM you. If we do not get a response within 1 week of the winner announcement a new winner will be chosen.


Submissions will be judged based on the following:
  • Creativity
  • Design
Judging will be performed by Facepunch Staff.

Bonus points if you remove the UI and your graphics are set higher than 1 :)

This competition is run by Facepunch Studios Ltd at Concept House, Elmore Green Road, Bloxwich, Walsall, UK. The competition ends on January 5th 2023 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: Winning entries must pick items from the Rust marketplace with market value.

Decorated Monuments[]
The Big QoL Update Thu, 01 Dec 2022 19:59 CET RUST 9TH BIRTHDAY[]
Rust turns 9 this month, that's 9 years of weekly and monthly updates. We’ll celebrate for one day only on 11th December with in-game birthday cake and hats.

In the January end of years blog, we'll talk more about how 2022 has gone, what we've achieved and what we learned as well as our upcoming plans.


Car keys have been removed from the game and replaced with code locks, which should be a lot more useful. These can be added at a vehicle lift in the same way key locks were added, and for the same price (75 metal fragments).

  • Add, change, or remove code locks from a car at any vehicle lift.
  • Code locks prevent mounting the vehicle - except for taxi modules - and also prevent access to storage. Players in a taxi module cannot swap seats to any other type of module.
  • To capture a car with code locks, you can reduce the health of a seating module to 20% or less, which will enable an option to break the lock.
  • Alternatively, if you can push the car to a vehicle lift, a new code can be set there. Note that locked cars cannot be pushed in safe zones.
  • A mounted player can flip the Central Locking switch in a cockpit module to unlock all doors, temporarily disabling code access. Code locks on the exterior of the car will light up green instead of red. If all players in cockpit modules dismount, the central locking is automatically re-engaged.
  • After entering the correct code, players are automatically whitelisted, and won't need to enter the code again.

Planter Improvements
Harvest/Clone/Remove all plants in a planter in one action

Stone Spear
Stone spear is cheaper and quicker to craft

Miner's Hat Buff
Miner's hat now offers better protection values

Roof Rotation
Roof can now be rotated before placement

Grenade Crafting Times
All grenade crafting times have been reduced

Attack Helicopter Loot
Improved Attack Helicopter loot tables

Garge Doors Pickup
Equipping a Hammer to pickup the Garage door is no longer required

Armored Door HP
Armored door HP increased by 25%

Repair Cost Fixes
Repairing deployables no longer require components

Instrument Range
Increase pitch range on several instruments

Junkpile Scientists
Reduced the number of Scientists at junkpiles

M92 Sway
Reduced sway when aiming with the M92

Despawn times
Various high value items 5min -> 60min

IO Deployment
Various IO entities can be placed near floor level

Will show when you died first vs projectile_invalid

X Days Upkeep
Shows days of upkeep rather than >72 hours

No Components For Repair
Shotgun Trap, Garage Door, etc

UI Scaling
Fix small UI on 4k+ resolutions


We've added a static (non-moving, indestructible) train caboose at the Outpost, which has the standard casino games inside: Poker, Slots, and the new Blackjack machine - so now you can play without the constant fear of death!

Find it at the small train platform.


The debris system was introduced in 2019 to prevent the ability to replace walls and doors during raids immediately, we feel this system has worked well but often still see raids won purely from spamming walls. To make it a little fairer for the raiders, from today, external walls and gates now have the debris system applied.

When external gates or walls are destroyed, they'll now leave debris for 2 minutes.


Players will now be automatically notified via a small UI prompt when world events begin, such as Cargoship, Oilrig crate, Ch47 Cargo etc. We hope this encourages players to engage with world events more actively and addresses a growing problem of players using third-party services to gain this information instantly before others and having an unfair advantage.

We acknowledge a UI notification is not the best solution, but for now, it'll put everyone on the same playing field while we work towards a better solution in the near future.


Following last month's burst module implementation, I have made the following changes and improvements:
  • Burst can now be toggled using the "M" bind
  • Burst module slightly lowers aim cone

LR & MP5
The LR and MP5 has seen lower usage since the recoil changes, players who used to opt for the LR often now feel more confident using the AK, so we're experimenting with the following changes:
  • MP5 and LR now have inbuilt burst module
We'll continue monitoring and adjust accordingly in future updates.

Slug Ammo
Slug ammo is regularly used over large distances effectively, whilst it's great to see slug ammo used to a greater effect with the recent changes, we agree with player feedback it's too effective. The slug should be a hard-hitting option in close to mid-range combat and less effective over larger distances, so I've made the following changes:
  • Slug now does 50% damage at 40 meters+ instead of 75% damage at 80+
  • Slug does 100% damage from 0-20m instead of 0-10m


Mining quarries have been updated to run on diesel fuel and output rates greatly improved. In the past, quarries have seen little to no use. We hope these improvements will encourage their use more. We'll be monitoring and tweaking accordingly.

In addition to spawning at the Dome, Oil Rigs and Junkyard, diesel fuel now spawns at the following monuments: Water Treatment Plant, Power Plant, Military Tunnels and Airfield.


  • Lower lab count but larger
  • Oilrig reset timer increase
  • Cargoship event rarer


There were only 5 colors of wires originally (4 hose colors) which hasn't been enough to organize the creative builds the community has made!

Existing Colors
  • black
  • red
  • green
  • blue
  • yellow

New Colors
  • light blue
  • orange
  • pink
  • purple
  • white

Press "R" while looking at an existing wire to recolor it.

For some background, network groups are what Rust servers use to figure out which entities to network to players. It basically divides the world up into chunks and tracks which entities are within each chunk. This way the Rust server just needs to network the few chunks around each player.

Previously the world was divided up into a two dimensional grid of chunks, and that worked great for a long time, but then we added the underground tunnels. Using two dimensional network groups means the tunnels would network to players up on the surface, and players in the tunnel are being networked things from the surface, which isn't great because they can't see any of that so it's just wasted work.

I updated the network group system this month to add support for vertical layers. So now, instead of a just a single two dimensional grid, it essentially stacks multiple two dimensional grids on top of each other and uses entity's altitude to figure out which layer it belongs on.

Tunnel entities will no longer network to the surface, and the surface will no longer network to players in the tunnels. We have found that this can save up to 0.4ms of frametime on the surface by not networking tunnel NPCs to the client.


I've made a few improvements to help with some of the complaints that people have with Junkpiles.

The bushes that spawn with junkpiles now block AI line of sight. This should make the Scientists easier to spot when they're shooting at you because they will no longer stand in the middle of a bush.

I've also made the junkpile Scientists more defensive in nature, and they won't engage from as far as they used to.

Lastly, I've tweaked the AI data for the junkpile cover positions so they're fully in cover, which has the knock on effect of reducing return fire.


I've added some biome and topology-specific functionality:

Animals will no longer roam directly to ocean-side locations, to help keep them away from beaches.

Polar bears will now only roam to arctic and tundra areas, and they will also now return to these areas if they need to leave briefly for any other reason.


I've added a menu option for eating world foods, such as berries, corn, mushrooms, etc, directly from the ground. Look directly at the food and hold E then select "Eat".

You still receive seeds and other items as usual.


Netting now allows you to walk above without getting stuck. You can also climb up and slide down without bouncing off the wall frames.


Turret UI used to close after you authorized each player. The UI now stays open after each player you click, until you press "Esc".


Building jump ups used to be difficult when you had to look down precisely to get it to snap to the correct place. It now will correctly try to attach to the top of walls.


Filling lockers was difficult with the amount of left click dragging required. You should now be able to mindlessly right click armor and have it go into all the correct slots.


It used to be devastating if enemies shot out your SAM sites & were able to shoot off a MLRS strike before you had a chance to react.

You can now pass power through the sam site & link it to a smart alarm to detect it being destroyed


As mentioned in last month's blog[], Steam networking was planned to be switched to the default networking layer for Rust today. Due to several issues discovered recently (now fixed), we're postponing enabling Steam networking by default until January, by then, we hope to be completely satisfied with server stability.

As a reminder: This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


On December 15th at 19:00GMT / 14:00 EST we'll be releasing a mandatory server and client update to enable the Xmas event and some festive features!


On November 19th Rustafied[] held their 8th annual Charitable Rust[] event. They had event servers up where hundreds of content creators all took part in fun custom games, bed wars, carnivals, boat combat contests, and much more.


The community raised over $27,000 in donations alone.


We also put up some unique charity skins on the Rust item store for a week and the proceeds to that go towards the charity as well.

While we do not have exact totals yet and the skin sales take a few weeks to come in but we guestimate $150,000 in total, going to World Central Kitchen[].

We're very proud of everyone involved and thank you to those that helped out in any ways to make this event possible!]]>
COMMUNITY UPDATE 248 Wed, 16 Nov 2022 17:54 CET TWITCH DROPS[]
Charitable Rust[] is in just a few days!


November 19th-21st
There will be 48 hours of exclusive drops on the Rustafied[] channel along with all of the creator/special guest channels participating in the event.

November 19th-26th
The generic drops can be obtained from any channel streaming Rust[] that has drops enabled. These drops go for the entire week!


Don't forget to get your accounts synced at to ensure you can claim your drops!

We will have an array of Charity skins on the item store for sale as well, starting Thursday the 17th. These will be account-bound (cannot trade or sell them) as the proceeds from them go to World Central Kitchen[].


Rust is going to be celebrating our 9th Birthday on December 11th, 2022!

There will be an active server event enabled for the day. You spawn with cake and party hats. Many loot boxes around the map will have balloons on them. Just a little slice of fun in your day of death and destruction :)

Special thanks to our community for your continued support and helping us make it this far!


Our friend over at Real&Game built us a life-size storage box!

He's made an assortment of other Rust items be sure to check out his other videos!


Memeio been living up to his name this month.

I present to you: cRust
  • He made it in 7 days ..allegedly
  • It's better than Rust ..allegedly
  • 1 person at PAX enjoyed it ..allegedly
  • Absolutely no copyright infringements ..maybe



This month we have your resident building inspector, Dust!

"Yo! My name's Dust, I'm a Rust YouTuber with a focus on base build videos, but also high quality cinematics and full length gameplay movies! My friend convinced me to download Rust in 2018 and I’ve barely seen a blade of grass since. What really hooked me was watching awesome content by Evil Wurst, Blooprint, Tesla, Frost, aloneintokyo and a ton of other insanely talented creators.

I started YouTube pretty recently and things quickly took off. Even though I started as a build channel, there’s been a ton of demand for more movies so I’m working on putting out more action packed wipe content! Stay tuned!

On a real note, my favorite part about this whole journey has been the friendships that I’ve made along the way. Rust is a super unique game where you’ll end up spending hundreds or thousands of hours with people, so you’ll tend to build some really strong and genuine friendships. The creator community in Rust is also super collaborative and filled with some awesome people."

He's gotten pretty good with those cinematics!


Camomo sent us in some awesome cosplay pics from PAX AUS last month!

Think one of these guys was in Memeio's cRust video :)

There are professional versions too!


Just a heads up for all you Rust Roleplay enjoyers out there! Yogscast JingleJam[] Charity event is set for December 10th, 2022.


Keep an eye on their socials for news and more details.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.]]>
PROTOTYPE 17 Thu, 03 Nov 2022 19:52 CET


Arms manufacturers contracted by Cobalt were tasked with producing a new side arm to meet the personal defense requirements of the organization. After an exhaustive review of potential candidates, the Prototype 17 was selected. This new weapon has a magazine capacity of 18 and fires in deadly 3 round bursts with the single pull of the trigger.

In addition, it features tritium sights for rapid target acquisition and engagement under low light conditions. It has been noted that some survivors have scavenged and reverse engineered the weapon, extracting some of its components and allowing them to augment their own weapons with the 3 round burst ability.


We've added a new train carriage that you might find on sidings.

Inside you'll find a poker table with four seats, two slot machines, and a brand new blackjack computer that can handle 1-3 players.

All the features of blackjack are here, and blackjack pays out 3:2. The computer hates to lose, but he plays fair. You can make an initial bet of between 5 and 500 scrap. Just keep an ear out for what's going on nearby - this isn't a safe zone!


Swap Attachments
Swap Attachments more easily by right clicking or click and dragging to attachment slots

Get new bags while dead
Death screen will now update if you are assigned a new bag while already dead

Cap Menu FPS to 60
New setting in Options menu, prevents high framerates


For the past few months I've been working on a new system to improve how we render monuments at a distance while maintaining or improving the current performance. It uses a technique called HLOD (Hierarchical Level of Detail) and involves baking the monument as it should be seen at a distance down into a single mesh. A key requirement was to make sure this didn't add any extra work for our environment artists, this process is almost entirely automated.

The final performance improvements were minimal, but the increased visual fidelity at a distance still seemed worthwhile to ship. You should notice more geometry and detail, as well as entire monuments that will now be visible when they weren't before.

We have plans in place to switch the default networking layer of Rust servers from RakNet to Steam Networking in late November or early December, further communication will follow.

This change requires servers to have a separate Steam query port set via the -queryport server startup parameter. When no query port is set, the server will default to either game port + 1 or rcon port + 1, depending on which number is larger.

Hosts of shared servers will need to ensure the query port is forwarded correctly, which is why we are making this announcement ahead of time. Servers can be switched over to Steam Networking for testing via the -swnet startup parameter, which we recommend doing ahead of time in order to ensure a smooth transition.


Halloween events have come to an end, good job survivors at closing all of Cobalt's project R.U.I.N portals! Hopefully, that's the last of them we see...

Every year Rustafied[] hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen[].


There will be some exclusive Twitch drops for 2 days starting November 19th and some generic drops for the whole week.

Make sure you get synced up at to get and claim your drops when the event starts!]]>
COMMUNITY UPDATE 247 Thu, 27 Oct 2022 18:27 CEST RUST IS ON SALE![]
Now through November 2nd Rust is on sale at 33% off across the board!

This includes all the DLC's and the Soundtrack!


Just dropping in another reminder that Charitable Rust[] is next month!

Every year Rustafied[] hosts a giant charity event. They have servers dedicated to mini games, live streams, Twitch drops, giveaways, and more!

We will also be listing some exclusive skins on the Rust Item Store where the proceeds of these items will go to World Central Kitchen[].


There will be some exclusive drops for 2 days and some generic drops for the whole week.

Make sure you get synced up at to get and claim your drops when the event starts!

If you are a content creator/live streamer and you want to participate in the event you can sign up here[].

Full details to follow when we get closer to the event!


Last month we had an epic Twitch Rivals event and Frost has a great high octane and emotional recap of all of it.

Settle in and grab some popcorn.

That end though...


Project Nova[] is breaking the mold again bringing you a unique low poly Rust!

They have a couple different servers to try out on both sides of the globe.

You can join their discord[] for more information or check out their website[]!


This is one for you illuminati tin foil hatters. Raynbirds takes a deep dive into what it means when a gun flops down on the ground in a certain direction.

Seems possibly useful on Hardcore servers that don't have maps if you feel like chucking guns on the ground!

Half life 3 confirmed?


Panpots, in collaboration with MilesdetusFiguras3D, has made an amazing life size T3 Workbench!

This has been a bit of a work in progress and we're amazed at the results. So much talent out there!


Listen, there's a few Breaking Bad Rust memes out there but this one has to take the cake.

Jonkari P plz make more


I'm just going to leave this here.


If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Covert art by llennoco22.
HALLOWEEN 2022 Thu, 20 Oct 2022 19:55 CEST


The Halloween events are now enabled! Once roughly every two in-game days, a candy hunt event will begin. You'll have 3 minutes to collect as many candies as you can. The top 3 players are given special loot bags as a reward. These candies and loot bags can be opened for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The candies you collect can be upgraded for better loot.

There are various items available to help you during your hunt. The Pumpkin Bucket will allow instant pickup of candies and the Scarecrow Wrap and Ghost Costume will provide you with an advantage via Candy Vision.

The Halloween event will run until November 3rd.

Have fun!


Cultists are said to have been opening portals throughout the world, others believe it's a Cobalt experiment code-named R.U.I.N gone horribly wrong. Not much is known about these portals or what they do, only a few chads have entered and made it back alive.

Do you dare to enter?

Server owners can adjust the portal count using the halloweendungeon.population convar.


This year we've added three new Halloween themed items to the Rust store.

Hockey Facemask
Hide your facial deformities with this creepy hockey mask.

The Hockey Facemask skin is a reskin of the Metal Facemask.

Cultist Deer Torch
The Cultists must have dropped this while opening the portals throughout the world.

The Cultist Deer Torch is a reskin of the starter torch. Once the torch skin is selected or crafted, you'll respawn with this skin.

Baseball Bat
It wouldn't be a zombie apocalypse without hitting zombies in the head with a baseball bat!

The Baseball bat is a reskin of the mace melee weapon.

Now purchasable at the Rust item store.


To start building your own monster, first, you must slay scarecrows and mummies that roam the lands. Once you've collected a head, torso and legs, craft yourself a Frankenstein's table and place the body parts within the table. Awaken your new pet monster and control it by pressing "P".

The monster will follow your orders without question. It'll follow you around the map, defend you if attacked and help slay foes you wish to attack.

If you're having trouble accessing the pet menu or already have a key bound to "P" then use the following console command: bind X +pets or open the in-game controls menu.


Last years Halloween items have been raised from the dead, head over to the Rust item store.

Additionally, we've resurrected the following items:

There is also a bunch of Halloween themed skins on the Rust Item Store!
The Lumberjack Thu, 06 Oct 2022 20:39 CEST LUMBERJACK PACK[]
This month we're introducing a new addition to Rust's permanent store, the Lumberjack Pack. The Lumberjack Pack contains five items, four tools and one hazmat reskin.

Lumberjack suit

The Lumberjack suit is a hazmat replacement skin that can be applied while crafting the hazmat or skinned using the repair table. The Lumberjack suit offers no in-game bonuses.


The Lumberjack additionally comes with four craftable tools. The concrete tools are reskinned versions of the stone tools, and the prototype tools share the same stats as the metal tools.

The Lumberjack pack is available now from the Steam store and in-game store.


Following feedback from last month's Furnace UI revamp, I made the following changes:
  • All slots now cook at the same time.
  • Added progress bar when smelting items
  • New burning icon for items

I also fixed a number of issues relating to ores dropping out of furnaces when overfilling.

Splitting ores stacks between input slots will still not increase production rates.


As a part of a large long term menu UI revamp I have made several improvements to the server listing UI this month. Here are the most note worthy changes:
  • Added regions server tags.
  • Update tag search behavior to find servers with all of the selected tags instead of any of them.
  • Add a button to clear filters to the server browser.

Additionally, I reimplemented dropdown menus in the options menu. This should make life easier than clicking endlessly to find certain options such as screen resolution.


The campfire is one of Rust's oldest models, dating back to pre-2015. It was time for an update to reflect Rust 2022. Issac has worked his magic and updated the model which can be seen below.

Along with the new model comes new visual effects courtesy of Petur.

Petur has updated the effects on the campfire, large furnace, furnace and cauldron. These updated effects not only look better but also offer better performance.


Train Offloading LGF
Train fuel wagons now contain more low grade fuel

Debris Building Blocker
Debris building blocker now immune to explosive damage

Not focused FPS Limit
Added an option to cap framerate to 15FPS when not focused

Radio Ga Ga
Radio stations can now be updated without releasing client/server updates

Train Bell
Hitting the bell on the train now goes "ding ding"


We received a lot of feedback surrounding the Workbench Techtree on hardcore since its launch last month, many wanting it removed completely from this game mode. While weighing options we've decided to explore a tech tree tax. Unlocking items directly from the Workbench Techtree will now cost additional scrap,
  • Tier 1 - 20%
  • Tier 2 - 40%
  • Tier 3 - 60%
The research cost from using the research bench remains unchanged.


Following last months storage changes we have now increased car storage module size from 18 to 48. Camper storage 12 to 18 and Saddle bags 6 to 12.


We're aware the server performance has degraded since the release of EAC EOS update on September 30th, we're actively working with EAC to remedy these issues. Server owners can expect hotfixes over the coming days and weeks.

Proton Support

You know, we switched to EAC's new platform with the intention of providing support for the Steam Deck, and so far we haven't done that. So when is it coming?

Well, short answer is we don't know. We don't know if it is. When we discontinued linux support in 2019, one of the core reasons was how the cheating community was exploiting the Linux platform. That's not to say that cheating was super widespread on Linux, but it was safer for cheat developers. And that's not good in a game like Rust where a cheater can ruin weeks of hard work.

Enabling proton support would mean we're asking the EAC team to provide support for a whole other platform, which we fear would reduce their ability to support Windows - our main platform. We don't know whether we should enable one platform at the disadvantage of another.

The one thing we don't want to do is to enable Proton support to only discontinue it six months later. We don't want to encourage players to spend their money on a Deck to play Rust and then be in a position where we want to take that ability away.

For now, we're still weighing up the risks and will continue to explore options with EAC. Don't expect to see Proton support in the near future, but we hope to have it enabled someday.


Starting from today till Oct 12th 23:59UTC Agustabell[] and several of the biggest names in the Spanish streamer community will be participating in a 7-day event! Twitch drops[] are enabled for selected Spanish Twitch streamers. You can earn special and unique skins simply by watching your favourite Spanish Rust Twitch streamers.


Learn more at


On October 20th at 19:00 BST / 14:00 EST we'll be releasing a mandatory server and client update to enable some new spooky features!

Community Update 246 Fri, 16 Sep 2022 18:58 CEST Charitable Rust Skin Contest
Charitable Rust[] is back!

Saturday November 19th & Sunday November 20th, 2022

For 2 days Rustafied[] will be hosting a charity event to raise money for World Central Kitchen[]. WCK is first to the frontlines, providing meals in response to humanitarian, climate, and community crises all over the globe.


To kick things off we're starting with the skin contest. These very limited skins will be part of the Twitch drops[] & Item store purchases surrounding the event.

If you are a skin creator and want to have a shot at getting your work into the game, this contest is for you! All proceeds go towards charity!

Contest Rules

  • Use #CR2022 as official contest tag in workshop.
  • No re-uploading old or previously submitted skins.
  • Do not steal or use any copyrighted or otherwise trademarked content.
  • Must be 100% original work (can work with others if all are listed on workshop page).
  • Must follow all basic workshop submission rules and standards.
  • If using the World Central Kitchen logo, it cannot be used on any weapon skins. Only the Charitable Rust logo may be used on weapon skins.
  • Submissions must be high quality and Hi-Res, normals properly done/baked.
  • Cannot contain offensive or sexual content.
  • Don’t forget upload limit for the amount of skins you may submit.
  • Skins must be submitted by midnight(23:59) PST September 30, 2022.

Please see full details here on how to enter and what to expect!

If you're a content creator/streamer and want to participate check out their info on how to sign up[]!

We'll post more info about the event as we get closer.

Hemp Base Empire in TikTok does a little bit of movie magic to show us his hemp empire little 2x2 with an extension on the back.

Original vid:


Outside reveal:


Creator Spotlight

This month we have a lil penguin you might know as BlizzardID[]!

"I got into Rust after watching a Frankieonpc video in 2013, back when the game was still on browser. At the time, I was playing a lot of the Arma2 DayZ mods so figured it was right up my alley. I played it on and off but wasn't properly hooked until early 2016. I had just dropped out of University and finally had the right amount of time to enjoy the game.

What's always made me fall back in love with this abusive relationship of a game, is the thrill of having all of your hours of effort taken away, but on the flip side being able to do it to others too. It makes everything feel so much more exhilarating and gives fights a lot more meaning than in any other game I've ever played.

After watching some Trausi[] and Bchillz[] I decided to post some of my clips and videos on Youtube, which did pretty well for that time. Sadly I was also an anxious mess having my motivation fade in and out. Youtube's income was basically a coinflip and I wanted a bit more stability. That's when I decided to take a break from things for the next 3 years and got a degree.

In that time is when I would really come to enjoy streaming, mainly due to the back and forth jokes you can get from chat. I'm happy that my caveman ass got to meet so many people through this weird game of hitting rocks with rocks."


Big Brain

It's it every day your base build restrictions line up with a doorcamper in your airlock, but when they do... Kira[] seized the opportunity.


Reddit Bits

User _Dareon_ asked his noob friend to start a compound and, well..

flyingovermyhead likes to torture his victims

Some days are good and some days are bad. Sorry Cameron0f

Rabb8 has an idea that should be protected at all costs! Turrets, cages, windows, spotlights.

Just going to leave this here..

hJune[] said he would cancel me if I put this in the blog but I don't negotiate with terrorists.


If you're wondering how hJune & CoconutB[] got to this point they ghosted a big group on hardcore.

I was lucky enough to watch this stream in real time and I have to say it was one of the more entertaining ones!

Also, while we're here...


Streamerland Event

Coming soon!

October 6th-12th, 2022

Agustabell[] and some of the biggest names in the Spanish streamer community will be participating in a 7 day event!

150 players, slow progression unlocks, and all out raids on the last day!

With this comes Twitch drops! Be sure to get your accounts synced[] so you're ready to claim. Watch our socials for more info!

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Covert art by Blakrown[].]]>
Hardcore Gamemode Thu, 01 Sep 2022 19:56 CEST Hardcore Gamemode[]
A major part of Rust is its brutal nature and ruthless PvP, when we added the softcore gamemode last year we saw and have continued to see feedback that many of you want a game mode which takes away the standard Vanilla comforts we've added throughout the years and gives a more ruthless, hardcore experience, so we've done just that.

Introducing Hardcore mode - a new game mode in Rust aimed towards veteran players, gone are the comforts such as safezones, team system and maps but don't worry, the vast majority of our servers will still be regular vanilla Rust.

During this first pass, you will find the following changes on Hardcore servers:

  • Local chat (100m range)
  • Limit of 5 sleeping bags & beds
  • In-game changelog (top left of inventory)

  • Contact system
  • Compass
  • Crawling when wounded
  • Global chat
  • Rust+
  • Team system
  • Map
  • MLRS
  • Safe zones

  • Blueprints wipe monthly
We believe this is a good starting place for a less forgiving game mode of Rust and we will continue to iterate and improve on it moving forward. If you're a server owner and wish to enable hardcore use the following var in your server startup config "-gamemode hardcore"

10 new official servers will be launching today with this new game mode.

New Furnace UI[]

Furnaces & cooking interfaces were cumbersome and not intuitive for newer players to use, requiring precise splitting of stacks to smelt efficiently, online calculators and guides to manage efficiently. We disliked this and felt we could do better, so we revamped the UI and some functionality.

They smelt and cook at the same speed & capacity (or better!) as before while being quick and easy to use.

With this update, you'll no longer be able to store non cooking/smelting-related items inside your cooking deployables (furnace/campfire), to address this see storage buff below.

Storage Buff[]

Over the past couple of years, we've quadrupled the number of in-game items and switched over to the component system, all of which require large amounts of additional storage. Now with the cooking and smelting UI revamp and removing the ability to store items within these deployables (campfire, furance etc) it was overdue we took a look at storage.

Today we've increased the small wooden storage capacity to 18 from 12 and the large wooden box to 48 from 30.

In the future expect to see new types of storage solutions.

Coaling Tower V2[]

I made some simple improvements to the coaling tower that aired in our last update inside the Trainyard monument.

These changes include a new way to access the tower from the top where the suspended bridge is located. This will make retreat from the building easier when the area is contested.

Quality of Life Changes/url][/h2]
Single Pickup UI
Mass pickups now contained within a single UI widget when hitting resources
Zipline Trees
Trees no longer block ziplines causing players to dismount and fall
Respawn Fall Damage
Fixed a long standing bug cuasing players to receive fall damage after respawing
After neglecting our poor island last month, we are now patching in a boatload of much needed fixes, along with adding in a few improvements.The new "HDRP" cliff models are way more temperamental regarding placement than the old ones, and as a result we've had our hands full identifying and plugging tons of little holes to stop sneaky players from abusing the map. This patch fixes every single one we've had reported and identified.In addition, the long southern and northern road tunnel placeholders have been reworked. Instead of being these overly long and unpractical spaghetti monsters, they now follow a precise and much shorter path to make them a practical way to traverse. We've also dressed them up and added various loot spawns along the way.Lastly, the road surface has been a complete mess since the big update, thanks to some technical issues I won't bore you with - but this has also been tackled now. Roads everywhere should now be smooth to drive on, with no sinking anywhere.I won't go over all the other small fixes here and there, but know that we will continue to improve and fix anything else that comes up. Big thanks to all who submitted bug reports!I've updated the old placeholder reclaim (softcore mode) and marketplace models with something much more in keeping and unique. Rust x Twitch Rivals 2 was a huge success! and we wanted to share some interesting stats with you.[url]Aug - 9th - Aug 13 (Rust Twitch Category)[]
  • 386,889 peak concurrent viewers
  • 7,500,319 chat messages sent
  • 20,062,838 total hours watched
  • 50,950,310 total views
  • 2,499,030 clip views
  • 19,037 Unique broadcasters

Item Skin Drops[]
  • Drops earned: 2,997,340
  • Drops claimed: 2,428,533

This is only our second Twitch Rivals and we feel it was much better than the first. With time we'll perfect it and turn it into one of the best events on Twitch!

If you wish to see more from Twitch Rivals check out the community blog here[] which went into more detail.

Huge thank you to all the creators involved and special thanks to Twitch, Captains, Rustoria and skin artists who helped make this happy.

More Twitch drops in the near future.

Community Update 245 Mon, 22 Aug 2022 17:46 CEST Rivals Recap
Settle in, we've got a lot to cover.

Rust x Twitch Rivals 2 was a huge success! First we'll cover some of the Twitch stats surrounding the event.

Aug - 9th - Aug 13 (Rust Twitch Category)[]
  • 386,889 peak concurrent viewers
  • 7,500,319 chat messages sent
  • 20,062,838 total hours watched
  • 50,950,310 total views
  • 2,499,030 clip views
  • 19,037 Unique broadcasters

Item Skin Drops[]
  • Drops earned: 2,997,340
  • Drops claimed: 2,428,533

This is only our second event and we feel it was much better than the first. With time we'll perfect it and turn it into one of the best events on Twitch!

Full list of player awards, stats, and top 5 Twitch clips can be found here[].

Raid Cam

Been a while since we've seen a raid cam! Ser Winter brought us a massive one from one of the Reddit servers. Let him know if you want to see more!

Creator Spotlight

This month we have Albin! Somehow he got the most kills AND the most deaths in the recent Rival's event. This guy seeks out danger.

"In 2016 (I was 15 at the time), I was playing too much CSGO and was starting getting to get bored of it. Was really good timing that my friends could show me Rust as a another first person shooter game.

Fell in love with the game in my first few hours of playing and been playing ever since.

What I love about this game is that you can do sooooo many different things. Everyday is different! Of course, just the pure chaos that can occur. Its not like CSGO when you load in to a match on same map everyday. The people I was watching the most was hJune, Frost, Ramsey. But hJune was the one I watch the most I was like 'how is this guy so hecking good at this game?'. Made me wanna get as good as him."

Pretty great Twitch clip[] of him being a maniac.

Printed Codelock

Reddit user u/TarikMcqueen 3D printed and painted a real-world code lock.

They want to refine it a bit more and possibly share some with the community!

More details here.

Speed Painting

I'm always in awe at the crazy amount of talented players we have in Rust. The things they can do with in game signs warms my heart. Even the meme ones!

Here's Chigidapo with "This is fine"

Reddit Bits

There's only one way to raid a submarine.

Taking his new gig a little too serously.

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by YaX!]]>
Trainyard Unloading Thu, 04 Aug 2022 20:36 CEST TRAINYARD UNLOADING TOWER[]

The above-ground rail network is now connected up to the Trainyard area, and the Trainyard has a new tower that can unload certain types of train wagons.

Railway sidings will now sometimes spawn unloadable wagons in several varieties
  • Ore wagons filled with sulfur, iron, or charcoal
  • Fuel tank wagons filled with low grade fuel
  • Loot wagons that can be unloaded to reveal loot crates

All of these can be hooked up to a train and taken to the unloading tower at Trainyard for unloading. You'll need a green keycard and a fuse to get full access, after which you can unload as many wagons as you like. Ore and fuel go into an output hopper and fuel tank respectively inside the tower. Loot wagons activate their crates when emptied so you can then go out and loot them.

The above-ground Work Cart train engine has been reduced in power, and is now only able to pull a small amount of train cars at a time. The large new Locomotive provides superior pulling power instead.

Two new throwable items have been added to the game.

The Molotov Cocktail is a powerful area denial weapon which slows movement and deals damage over time. It can also be used to damage and destroy wooden structures.

The Flashbang is a short fuse, low damage explosive which will blind and disorient anyone unfortunate enough to be in the blast radius and looking in it's general direction. We're hoping the addition of this tool reduces the benefit of corner camping and shakes up how room clearing is approached

Both are available in the tech tree of the T2 workbench.


Updated Wooden Signs
The Wooden sign has been received a model update

Scrap Tea Buff
Scrap Tea now yields more scrap and lasts longer

Improved Cliff Collision
A number of cliff colliders have been improved, making them easier to climb

Invalid Projectiles when Mounted
Fixed a long standing bug causing invalid projectiles when mounted to vehicles


The lighting in Rust has been quite outdated for a long time. The primary reason for this have been our highly dynamic environments that prevent us from using any sort of statically baked lighting data. This resulted in flat and boring looking environments, particularly in areas that weren't receiving any direct light. To combat this, I finally implemented our own ambient lighting model that uses a blurred version of our existing reflection data, which is already completely dynamic.

The new lighting model is of course enabled for everybody, but it comes with a few customization options. The previous "World Reflections" quality setting has been replaced with two toggles in the "Experimental" graphics options: Advanced interior lighting, which when enabled includes player bases in the new lighting model, and advanced forest lighting, does the same for trees.


I spent a good part of the month looking for client performance optimisations with varying levels of success.

  • I removed a variety of unnecessary components from all humanoid NPCs (Scientist, dwellers, shopkeepers, etc). This should reduce the performance hit when entering network range of an NPC.
  • I removed unnecessary components from various static entities that are placed in monuments (think vending machines, chairs, etc). This should make them spawn faster when entering network range.
  • I made some changes to our LOD system to more aggressively disable shadows in places where it will make no visual difference. This includes any static prop that is considered "small" and parts of the player body (clothing, eyebrows, teeth, etc). These changes should reduce the number of shadow casting meshes when more than a couple of meters away from a prop or player. Both of these changes can be disabled by the graphics.AggressiveShadowLod and graphics.AggressiveShadowLodWearable convars but they will be enabled by default this month.
  • Underground props that are part of the train tunnels are now more aggressively culled if you aren't in a train tunnel.
  • Made more potential optimisations to the performance drop when hitting a tree/resource node. This is mostly due to the UI animating in the bottom right of the screen and a lot of the performance cost is happening outside of our control. I've still made a few improvements that should hopefully improve it but there is still a mild performance drop.

I spent some time over the past few weeks adding new lights to a bunch of our older monuments. Now nearly all of them should be covered this pass, aside from a few monuments that are meant to be completely abandoned and should remain dark. This includes monuments such as Harbors, Power Plant and the Trainyard.

In addition, you will find that the monuments covered by the lighting pass will now feature light switches that you can use to toggle the lights on and off. You can now decide whether you want the comfort of seeing clearly in the dark at a risk of being seen by other players, turn the lights off for your safety while exploring, or use them to ambush unsuspecting players.


We recently saw a video from hJune which helped us identify a long standing issue with the aiming code. Basically, if you when into ADS mode shortly after running, the weapon bob was not immediately disabled, and instead took far too long to gradually dissipate.

This resulted in a disparity between the weapon sight and the true aim direction, meaning you were not actually aiming at your target for the first several shots. This has been fixed and aiming down the sight should feel a lot more responsive and snappy.


Thanks to everyone for taking the time to report offensive content last month, we were able to clear a lot of content on official servers as a result.

To help us quickly act on your reports, I made a Slack tool this month that allows us to remove any reported content directly from Slack, without having to load the game up. If server owners are looking for similar functionality we can recommend the Discord Sign Logger[] plugin by MJSU.

Please keep sending your reports in!



On August 9th at 8:00 pm GMT a team of 160 well-known Twitch creators world around the world will compete in this massive global Rust competition, taking place over 5 days with a prize pool worth $100k.

During the Twitch Rivals event, Rust Twitch drops will be enabled for 5 days from selected participating channels, well-known streamers such as hJune, Mendo, Welyn, Bchillz, Willjum, Panpots and of course the team captains Thegrefg, dhalucard, xqc and Disguised Toast.

Over the course of the 5 days, teams will build up their bases and supplies. Eliminating each other from day 3 onwards with the last man standing on day 5.

We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more at


We updated our legal documents[], to comply with recent consumer protection and data protection law changes since we last visited the documents in 2019. We re-added an IP infringement notice form that had disappeared somehow. You can see all historic versions at

The changes will take effect in the next 30 days and you can email any questions to

Community Blog 244 Thu, 21 Jul 2022 19:42 CEST Twitch Rivals is back![]

August 9th Rust + Twitch + Rustoria bring you the next edition of chaos.

4 Teams, 5 Days, 40 players per team, new custom map with an elimination-based scoring format.

$100k prize pool!

See all your favorite creators duke it out to last chads standing!

We've made it easier!

I touched on this last summer in a Update 235[] but we felt being able to mute other players was a little convoluted and could use a facelift.

We've now added some options to the contact card system. Here you will now have both a mute button and a report button. This could be incredibly useful to someone not wanting to hear close proximity mic spam.

Here you can Mute, Report, and put notes about the player. You can set them as friendly or enemy.

Reporting players for bad behavior is always good as it leave a "papertrail" and many community servers scrub for these reports. Using in-game reporting options will capture all the relevant information required to check into them.

Always good to check with your favorite server of choice on their preferred way to report.

Bank Monument[]

Kusha showing off their monument making skills. These are part of a 3 monument bundle and come from a 3 story Bank/Vault (with puzzles) and the other is part of a Cafe.

More images on the blog post[].

EpicDesk Campaigns[]

EpicDesk[] has new campaigns going right now!

Pre-orders are available for:







These limited edition deskpads can be snatched up until August for Sept/October deliveries.
Don't miss out!

New Creators are added to this program every few weeks.

Creator Spotlight[]

This month we have Real&Game! He specializes in recreating life-size Rust items in the real world.

"I've known the game for about six years. And one day I just wanted to make a real thing from the game, so that it would always be with me. Making a real things from the game and holding it in my hands is a fantastic feeling. Words cannot say it. I love being a part of the game, I enjoy my hobby and I will do cooler stuff whenever possible."

He's made everything from workbenches to snowmobile replicas!

Even does masonry!

Banditcamp in Unreal[]

I'm a little late on discovering this gem but omar 8-BIT redid Bandit in Unreal Engine 5. It's pretty great and gets bonus point for using Anno1800 soundtrack for it! One of my personal faves.

That foliage though.

Full Blog Details Here[]
July Update Thu, 07 Jul 2022 20:00 CEST Combat Balance
Since the release of the Combat Update, we've monitored player feedback and overall we're happy with the state of the gunplay in Rust. We will continue to listen, and make adjustments when needed.

The fuse time on the F1 grenade has been decreased by 0.5 to 2.5s. During combat testing we felt that grenades were a bit too easy to evade under most circumstances. Maybe some day we will allow players to cook grenades but right now that seems like it would be a bit too cheap of a tactic.

The M39 has had it's role changed so it feels more like a superior SAR. Its fire rate has been increased and recoil modified.

We've also noticed that shotgun slugs were very underused so we have reduced the damage falloff so that shotgun users can opt to utilize them in mid range combat and stand a chance.

Lastly, we've fixed a long standing issue with viewmodels where the first shot shortly after ADSing would play the non-ADS animation and obscure the screen with the view model. All weapons should feel much more snappy now.

Following the release of the combat update last month we addressed the following issues earlier this month, here is a recap:

  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer

Loading Optimization

We worked on reducing the time it takes to load into servers this month. It will now queue up the loading of assets so they can continue being read from disk while the main thread spawns all of the world prefabs, which means better utilization of hardware. This also applies to the dedicated server so server owners may see some improvement with boot times.

The long "Asset Warmup" phase of loading will now start running in the background as soon as the game reaches the main menu. Connecting to a server will not wait for it to complete -- it will keep running in the background until it finishes.

The game will no longer unload monument assets when running on a computer with 16GB or more of RAM. This allows for much faster server switching because the monument assets would already be loaded. Setting the global.forceUnloadBundles convar to true will override that behavior so it always unloads the monument assets.

Gunshot sounds

Alex finished up the remaining new gunshot sounds this month, including new silent shots for every gun. We'll likely do another round of tuning on these in the next month or so to address some feedback we've gotten but we'd like to allow time for folk's ears to adjust and the dust to settle before we dig too deep into that.

General QOL

Spray Can crosshair - Added a crosshair when free spraying

Mute and report contacts - Can now mute/unmute and report players from the contacts screen

Placement Rotation - Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default

Return To Sender - Can now insert photos into mailbox

Inventory idle animation - Updated player inventory idle animation

Jackhammer Tapping - Jackhammer will hit hotspot every time without tap firing

UGC Admin Panel

To better help server admins moderate the content on a server, I've implemented a new section in the Server Admin tab that allows admins to easily see all of the User Generated Content on a server. This includes all painted signs, audio content on cassettes, carvable pumpkins, neon signs and pattern boomers.

As well as being able to see/hear the content, admins can now see who was responsible for the content and delete the content from the UI without having to travel to that entity. There is also a search field so all content created by a specific player can be found quickly.

Offensive Content Reporting

We've improved the process of reporting problematic content this month by implementing a new Offensive Content report type. When reporting offensive content a screenshot will now be included to better help admins act on the issue.

For server admins, there are new convars to better access these reports:
reportsServerEndpoint - if set, player reports on your server will be sent to this http address (as JSON)
printReportsToConsole - if set, player reports will be logged to the server log

For more information on using these new convars, please see the wiki.

Hapis Island updates

Along with numerous small bugfixes, we've added 3 new monuments to Hapis Island. Two of them in the desert, and one in the northern arctic.

We also fixed most of the mountain goat ore nodes, berry bushes not spawning, roadside spawns being overly sparse, and updated some existing monuments to be more in line with where they now stand on Procedural Map.

Some bugs still remain, but we're ironing it out. Thanks for all the bug reports!

Harmony QOL

You can now load/reload harmony mods onto the server at runtime with:

`harmony.load <name>`

and unload with:

`harmony.unload <name>`

This will allow all server owners (vanilla or modded) to deploy fixes onto their servers without needing to restart them, as well as ease development of harmony mods.

Chat Filtering

We're now using Steam's chat filtering functionality to obscure strong language and slurs in chat and other text players can share in the game.

The filtering is applied on the client and can be customized in your Steam account preferences. If you haven't changed these settings before then filtering would already be enabled.


A few new debug camera commands have been added this month for content creators to use. As with existing camera tools, these can only be used by server admins or in demo playback.

Physical Camera Properties

We've added the ability for the debug camera to use physical camera properties - in other words, you can choose from common camera sensor types and specify a focal length to mimic real world photography measurements.

Below are the newly added commands for using physical camera settings:
client.camphysical (1/0) - Enable/disable physical camera properties on debug camera
client.camphysicalsensortypes - Prints camera sensor types with corresponding number
client.camphysicalsensor - Select physical sensor for debug camera (use sensor ID number from the above 'sensortypes' convar)
client.camphysicalfocallength - Set focal length of the debug camera (Measured in mm)

Camera Info UI

Along with the above physical camera commands, we've also added camera information UI which can be enabled/disabled using the command client.showcaminfo 1/0

When enabled, this overlay will display the following information at the top of the screen:
Camera FOV
Depth of field aperture and blur values
Camera lock status (debugcamera_lock)
Sensor type (if using physical camera mode)
Focal length (if using physical camera mode)


This month we've added some useful assets for community map makers - the most notable being the introduction of tiled cube prefabs. The current collection features over 60 cubes with materials including brick, wood, metal, concrete, plaster, metal, cloth and more.

Each cube can be scaled, rotated and positioned in custom map scenes whilst maintaining the local tiling of the individual prefab's texture.

We look forward to seeing the many creative ways map makers will utilize these assets and we hope to continue expanding this collection in the future.


We're currently aware and investigating certain performance issues affecting a large number of users, this is also known to be affecting third-party applications such as Discord, we believe this is possibly fixed today via an update by EAC.

We are also actively investigating a number of other areas with poor performance.


  • Added tiled cube prefabs for community map makers
  • Added chat filtering
  • Improved M39 DPS and recoil
  • Lowered F1 grenade fuse time to 2.5s (was 3.0s)
  • Shotgun slugs have reduced damage falloff
  • Achievement todo list is now disabled if game tips are turned off in the game options
  • Added a crosshair while free spraying with a Spray Can
  • Increased the default number of sprays per player (25 -> 40)
  • Can now Mute and Report players from the Contacts screen
  • Z/C/Y keys no longer control zoom when in free camera (replaced with debugcamera_zoomin and debugcamera_zoomout binds)
  • Added debugcamera_raise and debugcamera_lower binds instead of hardcoding to Q/E
  • Added physical camera convars for the debug camera
  • Added camera info overlay command for the debug camera
  • Kayak now faces away from the player deploying by default
  • Mailbox, BBQ, Medium Battery and Windmill now face toward the player by default
  • (CUI) Add support for vertical overflow on Text components
  • Updated player inventory idle animation
  • Added interaction sounds for small loot containers (food, medical, tech, ammunition, etc)
  • Updated generic loot crates with existing interaction sounds
  • Hapis Island: Added 3 new monuments
  • Jackhammer will hit hotspot every time without tap firing
  • Torch despawns after 30 seconds
  • Dropped backpacks will despawn after 30 seconds for rocks + torches
  • Streamer mode will hide map name in server browser
  • Can insert photos into mailbox
  • `benchmark_demo {demo}` command to run the benchmark on different demos
  • Can connect '' without a port on the end
  • Servers will no longer show the name of the custom map, only "Custom Map" if they are running one
  • Optimized bulk loading assets from bundles
  • Improved hide blood option
  • Added hurt flash disable option
  • m249 is slightly more aggressive
  • HMLMG recoil is more aggressive
  • Lowered HMLMG durability
  • Increased HMLMG crafting cost
  • Using scopes on weapons now increases their recoil
  • Reduced blur/blood effects
  • Accuracy bonus removed from the silencer
  • Fixed first shot while ADSing sometimes playing the non-ADS fire animation
  • Fixed missing deploy sound for combat knife
  • Fixed missing sounds for smoke grenades and supply signals
  • Fixed missing crosshairs and camera movement while first person spectating
  • Fixed smoke grenade effects not working correctly with first person spectating
  • Fixed horses not properly moving with elevators
  • Fixed error with a particular configuration of items when making Low Grade at a Mixing Table
  • Fixed missing localization on progress bar when Hold to dismount is enabled
  • Fixed some deployable entities changing rotation every time they are selected on the belt
  • (CUI) Fixed some skin id's not loading correctly (PR#37)
  • Fixed some missing sfx on the Spray Can
  • Fixed an exploit when changing water quality
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Hapis Island: Fixed berries not spawning
  • Hapis Island: Fixed roadside spawns being overly scarce
  • Hapis Island: Fixed numerous other reported issues.
  • Fixed flashlights & laser needing to be turned on every time you equip them
  • Fixed exploit to steal attachments out of shop fronts
  • Fixed nodes & animals taking extra hits
  • Fixed animal headshots not playing hitmarker
  • Fixed exploit to let you keep last item in softcore
  • Fixed ability to shoot through armored window collider
  • Fixed exploit to keep shopfront standing when breaking wall frame
  • Fixed debris not created for walls on triangle foundations
  • Fixed research tables getting stuck researching
Community Update 243 Thu, 16 Jun 2022 16:45 CEST Custom Rust Deskmats

Last week we announced our exciting partnership with EpicDesk[]! They are a custom desk/mouse pad producer that specialize in limited edition campaigns for content creators!

They have a few campaigns live right now you can check out for pre-order. With more creators being signed up regularly.

If you are a dedicated Rust content creator be sure to reach out[] and see what magic can be made!

Beautiful Rust Poetry

As some of you may know we had one of our most controversial updates last patch. It caused quite a stir in the community!

Here's Roman Fever with a festive, poetic recap in the tone of snarky.

Creator Spotlight

This month we have the ever-so-graceful Blazed!

"Hi, I'm Blazed, I have been playing rust for over 6 years and streaming on twitch for 2 years. My friend originally introduced me to rust and I haven’t stopped playing rust since.

I began gaming on original ps2, and moved to PC games playing Arma 3 and counter strike, and eventually Rust. I love that rust has no set way to play, it keeps it fresh and fun to play for long amounts of time, and I look forward to playing for many years to come!"

You can find him mostly on Twitch[].

He does upload to Youtube frequently as well!

Mars Monument

Project Nova never disappoints!

They just released their latest monument, the Robotics Lab, for the Mars map! This monument is comparable to Airfield on Earth. High/Mid-Tier Loot, Blue Card Puzzle, and Red Card Spawn.

Details on how you can check it out on their website[]!


I'm a sucker for a good in-game Rust art and speedpainting! Pronwan knocked it out of the park.

Meowgress also gave us a speedpaint of the Rust art done for our merch store[].

Show me the stuff!

If you made something cool or saw something cool, reach out! Tag me on the Twitterverse or u/ErrnieGerrn Reddit.

Cover art by Lost!]]>
Combat Update Thu, 02 Jun 2022 20:02 CEST

Combat Changes

Today, we're releasing an update to the gunplay in Rust. The initial implementation of the weapons in Rust was done nearly 7 years ago and hasn't been significantly modified since it's inception. While these changes will be controversial, We believe these changes are necessary for the health of the game.

The old recoil system in rust had some issues. It was loved by some, and hated by others.

If you didn't have hundreds if not thousands of hours practicing the recoil in rust, Firing at people in the game would often feel like attempting to align two like poled magnets. Frustrating would be an understatement.

Ultimately, being good at first person shooters and having the drop on someone wasn't good enough. If the other person had thousands of hours of training their aim you stood very little chance.

This was fun for people who could spend thousands of hours training their aim, or morally bankrupt individuals who would choose to use scripts to gain an advantage. This was not fun for 99% of the population, and it's time for a change.

Instead of pattern based recoil, we now implement a gradient based aim drift and inaccuracy for automatic weapons. That is to say, the longer you hold down the trigger, the more inaccurate the weapon becomes. It still takes skill to try and keep it centered on the target, but it is not the same with each burst. We've also updated aimcone (inaccuracy of bullets relative to where you are aiming )to use a weighted system, so that roughly 20% of the shots will land in the center. This means that automatic fire at a long range effectively decreases DPS. This encourages players to use the right weapons in the right situations and to improve their tactics and burst discipline. There should be less 200m beaming going on. What this has done is compressed the skill ceiling, and we think this is a good thing.

Perfectly replicated recoil also meant that mouse scripts could be abused to put 30 rounds on target at 200m, every time.

In addition to the aforementioned recoil changes, we went through and modernized some other elements of the 'first person shooter' experience.

The most immediately noticeable change is the sound effects of most of the guns have been updated. This might take some getting used to but the quality has improved significantly.

View models
The View Models have had their dynamic animations updated. You'll notice the walking bob is much improved, as is the sway when looking left/right/up/down. It's a small change but helps to bring things into this decade.

View Models also have a crisper punch back when firing, and they animate the main camera during reloads to emphasize the hand actions.

We've added head bob which is active when sprinting, it's a small touch but adds to the experience. You can turn this off in the options.

All of these elements combined gives the weapons in rust a much cleaner and modern feeling.

Hit punch & directional markers
We also felt that there were some issues knowing where you were taking damage from, with large splotches of blood covering most of the screen during high damage encounters.

We've changed this so that you now receive a smaller semicircle blood splat indicating the direction you took damage from, and a small amount of Screen Shake. Please note that silenced shots will not produce a damage indicator on the victims HUD.

Hit cross
We've added a visual hit indicator to accompany the sound you're all familiar with. Upon landing a successful hit onto another player or AI you'll now notice a hit marker cross briefly appearing.

10 years ago in legacy rust, people would tie dental floss to the top and sides of their monitor to create a crosshair in the center. Now everyone can simply enable one on their monitor or using third party software. Because of this we decided to add a crosshair to the game natively.

The crosshair will give you a rough idea of your accuracy based on the weapon you are holding and your stance. We'll be looking at crosshair customization options in the future, as well as specific crosshairs for different weapon types (melee/throwing, etc.) The crosshair can be disabled within the options menu if you hate it and third party crosshairs are allowed to be used.

As always, this is a work in progress, We're going to review all the feedback and continue to make adjustments until we get this right. Everything is subject to change.

Handmade LMG

The handmade light machine gun is a new tier 3 craftable weapon, with high damage, a high rate of fire, and low accuracy but great at suppressing fire.

Crafting cost: 30 HQM, 1 rifle body, 2 metal springs and 3 gears.

Extended magazine

The extended magazine is a new tier 2 weapon attachment which can be attached to most guns, providing an additional 25% ammo capacity.

Crafting cost: 10 high quality metal.

Mixing Table Ammo

Hate standing around crafting ammo? You can now craft basic ammo types from the mixing table. Players are still required to have the ammo blueprint unlocked.

General QOL

  • Rail Speed Boost - Horses on train tracks receive the same speed boost as on roads
  • Coupled Car Display - The train's screen now shows the number of connected cars
  • Land Mine - The Landmine is now scaled down
  • Projectile Invalid - We've resolved a number of invalid projectiles whilst shooting under low ceiling
  • Vehicle Sensitivity - Vehicles will now grab all mouse input leading to smoother control
  • Compound Bow - Now loses less durability while held back
An artifact of fixing vehicle sensitivity is players are used to the incorrect sensitivity. If your vehicle still feels difficult to control, please use the in-game options menu "Vehicle sensitivity" slider or the console command 'vehicle_sensitivity 0.8' (whatever value you want) to adjust to your liking.

Launch Site AI

Scientists have been added to the main building at the Launch Site monument. You can expect to see them patrolling the various floors as well as the rooftop area.

As with some of the other recently added Scientists, these ones can use healing items, too.

Covered Work cart

There's a new Work Cart train variant that will sometimes spawn on the above-ground rails, which has some more cover at the back. It's marginally slower than the other one, but otherwise behaves the same.

In the near future, we have a proper new locomotive and more rail system updates on the way.

Rail Sidings

Expanding upon last month's rail network changes, this month we added closer rail sidings to sections of the rail network. Train spawns have been moved to those sidings in order to free up the main rail for traffic.

Graffiti Pack

The spray can has received an upgrade with the Graffiti Pack available in the Item store. Once purchased, you can choose from a variety of decals to spray in the world, as well as a free paint mode letting your creativity run wild.

Once purchased, hold Reload (R) to browse the decal options or to switch to free spray mode. While in free spray mode you can press Interact (E) to change spray size and Reload to change colour or switch back to decal mode.

Found some graffiti on your base? Simply interact with the spray while holding something filled with water (Bota bag, bucket, bottle, etc) to clear the spray off.

By default sprays should last three hours. There is a cap on how many sprays can be sprayed by a given player (25 at the moment) that we'll keep an eye on and raise if possible in future updates. Streamers should note that sprays sprayed by other players won't be visible when "Hide Signs" is active, although your own signs will still be visible.

The reskin ability remains unchanged and is still available to everyone.

Hapis Island

For those of you who prefer more familiar surroundings, we're releasing the updated Hapis Island today, which has been AWOL ever since our last graphical update broke it. It should all be pretty familiar, with the exception that we decided to expand the desert in the south, and make it a proper desert this time.

We've also added a few more secondary islands, along with some other small additions that I'll leave you to discover. Later on I expect we will add the new railroads to it as well, but for now we just wanted to get it out there.

All blueprints on Facepunch Hapis Island servers will be wiped today.

Steam Point Store

We're finally releasing the updated Rust Steam Point store today, Lewis and Paddy have been working hard on improving the quality and quantity of the store assets.

We'll be expanding the collection over the coming months. Visit the store now by clicking the image above.


  • Updated recoil
  • Added Hit cross
  • Added directional hit markers
  • Added hit punch
  • Added Crosshair
  • Added Handmade LMG
  • Added extended Magazine
  • Added Spray Can Decal Pack
  • New covered work cart train
  • Added invisible spawnable loot prefabs for map makers
  • Added Scientists to the Launch Site monument
  • Added sidings to rail network
  • Parenting to an entity in a demo shot will now properly be recorded in the shot
  • Compound bow now loses less durability while held back
  • Reduced landmine size
  • Add "autofocus" option to input fields for Community UI
  • Improved performance when picking up resources
  • Jittery magnet crane rotation is smoother
  • Added SedanRail entity for admins. Spawnable only on rails
  • Horses now get the same speed boost on rail as they do on road
  • WorkCart monitor now shows the number of connected train cars, beeps when a new one is connected, and the whole monitor display is 40% brighter
  • Added FPS counter configs to the options menu
  • Improved loading screen on ultra widescreen
  • Basic ammo types can now be crafted from the mixing table
  • Fixed some UI layout issues on the answering machine UI
  • Fixed helicopters being visible when idle at long distances (also applied same behaviour to Hot Air Balloons)
  • Fixed Spear Gun not appearing in players hands correctly when equipped (affected players and NPC's)
  • Fixed auto turret missing open/close UI sounds
  • Fixed footstep sounds always being barefoot sounds after changing to other footwear
  • Fixed cargo ship RHIB being unusable after server restart (RPC error)
  • Fixed cargo ship RHIB leaking fuel and storage entity after server restart
  • Fixed solar panels pointing to the sun's location in the server's central sky dome instead of the sun's true direction. Light angle on solar panels now always matches visible sun position
  • Fixed floating wooden barricade cover
  • Fixed invalid projectiles when shooting under low ceilings
  • recoilproperties.version will be removed within the next 2 weeks while we evaluate feedback
Above-ground Trains Update Thu, 05 May 2022 20:02 CEST
Above-Ground Trains

We wanted to get some trains onto the above-ground rails this month.

We have some more train content in the works, but for this initial release we're mostly reusing existing assets in order to provide something to try out until that content is ready.

The above-ground Work Cart closely resembles the underground one, but now has coupling points at each end that can connect to other train cars. The bogies (also known as trucks - the wheel assemblies) have also been updated to rotate with the track more realistically.

We've taken some static train wagon models that we had and made them functional. These don't actually do anything special yet, but they spawn along with Work Carts on the new rail sidings and they can be shunted around.

The Work Cart train engines take low grade fuel as usual. Their target speeds at low/medium/high throttle are constant, but their acceleration and pulling ability are affected by gravity and how many couples wagons they're pulling as you'd expect. If your long train can't make it up a hill, it's possible to use multiple Work Carts in a multi-engine coupled setup for more power.

Coupling happens automatically when wagons collide at a low to moderate speed. High speed collisions will not couple, and may take damage instead. Uncoupling is manual - simply interact with the coupling point.

Rail Network Branch Lines

The rail network has received secondary lines that branch off the main line and merge back onto it. This all happens entirely procedurally with no need for predetermined prefabs aside from the rail mesh itself, which results in a very flexible system that can cover a wide range of use cases as we expand the rail network in the future. For now, these branch lines are just where the trains are spawning. We will see how things work out and go from there.

Rail and road foliage improvements

The foliage / bushes spawning next to rails and roads have received some optimizations to eliminate their overhead as you move around the world. They now also spawn in larger clusters with varying coverage, resulting in some dense areas and some open areas, which allowed us to also reduce their total count as a performance improvement without having it affect the visuals too much.

Zipline Improvements

Ziplines seemed to be well used last month, but there were too many cases of ziplines failing to connect, leading to zipline platforms with no connections. I've improved the procedural generation process this month in a few different ways.

Ziplines are now better at routing around obstacles, allowing ziplines to go via 2 separate mid-points before arriving at their destination. I also added zipline arrival points at Sewer Branch, Stables, Lighthouse and Dome.

All of these changes combined have improved the number of ziplines on procedural maps by about 40%.

Death screen Improvements

The death screen has been improved this month with many NPC's getting custom icons and proper translations. We've also improved how we show your death information if you suicide while downed. Previously doing this would result in the death screen showing your death as a suicide, preventing you from seeing the name and weapon of your attacker. This is now fixed and you will see the last attack details even if you suicide while downed.

Client Performance

Client performance was identified as a growing issue last month so we all put some time aside to try and improve performance this month. We've made good progress in some key areas:
  • Fixed a regression introduced last month that was generating a lot of garbage and causing stutters. This was deemed high enough priority that we released it in a hotfix early in the month.
  • Identified a bug that was preventing lasers and some other heavy systems from budgeting their performance correctly (This was also affecting server performance).
  • Significantly reduced network traffic from planters and plants getting watered by sprinklers.
Performance is always a high priority for us and we've got more improvements being worked on for future updates.

General QOL

SAM Site Damage - SAM Site can no longer be damaged by bullet type damage

Junkpile scientists - NPCs have returned to junkpile spawns

Community UI Improvements

We've integrated several pull requests from the Community UI Github project this month, bringing improvements like blocking keyboard input while in text boxes, better item and skin rendering as well as fixing a handful of bugs. Thank you to Ailtop, Jake-Rich, shooter46 and Mughisi for the contributions.

We have some more improvements to this system in the works, specifically to improve rendering and network performance on rapidly updated UI displays.

Hapis Island

Some of you have been waiting for Hapis Island to return after last year's graphical overhaul broke it. This is just a little heads-up to tell you that we are aiming for it to finally go live again in next month's patch.

Twitch Drops

Starting from today till May 12th 23:59UTC Twitch drops are enabled for Rust Twitch streamers. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

During the final 24 hours of the Rust Twitch drop campaign, all drops will be moved to general.

Learn more at


  • Added rail network branch lines
  • Added above-ground trains
  • Added 4 type of train wagons
  • Improved client performance
  • Improved zipline placement and monument integration
  • Reduced network traffic of sprinklers watering large amounts of filled planters
  • (Community UI) Added support for natively showing item icons (thanks Mughisi)
  • (Community UI) Added support for read only and multi line InputFields (thanks shooter46)
  • (Community UI) Added support for the NeedsKeyboard component
  • (Community UI) Adding "needsKeyboard" to an InputField will block keyboard input only while that input field is focused
  • Improved and fixed several issues in collection of official server analytics
  • Improved rail and road foliage performance and visuals
  • SAM Site can no longer be damaged by bullet type damage
  • Reduce the chance of vehicle parts from junkpile_j
  • Fixed grenade launcher reload error when first person spectating
  • Fixed long ziplines disappearing when the player is at the end of the line
  • Fixed a bug that was disabling the performance budget of budgeted systems (lasers, walk animations, etc)
  • Fixed incorrect prevent building bounds when building around zipline wires
  • Fixed very long ziplines disappearing when a player was near the end of the line
  • Fixed several overly strict antihack configs resulting in unable to damage construction
  • (Community UI) Fix countdown not working (thanks Ailtop)
  • (Community UI) Fix RectTransform only being added when a graphic component is added (thanks Jake-Rich)
  • Fixed junkyard keycard not respawning
Happy Easter Thu, 14 Apr 2022 18:38 CEST Easter Hunt
For the next week, every 24-38 hours in-game hours an Easter egg hunt will begin. You'll have 3 minutes to collect as many eggs as you can. The top 3 players are given special eggs as a reward. These eggs can be cracked open for various types of loot ranging from scrap all the way up to an M249!

If you don't make the podium, that's okay. The painted eggs you collect can be upgraded to Bronze eggs once you collect 10. If you collect 10 bronze eggs then you can upgrade to a silver egg, eventually all the way to gold!

There are various items available to help you during your hunt. The Easter Basket will allow instant pickup of eggs and the Bunny Onesie and Ears will provide you with an advantage via Egg Vision.

Have fun!

Easter Store Returns

A number of items are hopping back into the store this year:

Egg Hat

Bunny Hat

Easter Wreath
Zipline & Rail Update Thu, 07 Apr 2022 20:04 CEST

Procedural Rail Network

The first iteration of the procedural rail network is now live! Any map size 4250 or larger should have a single railway in the shape a ring going around the entire island.

This is just a tech test / proof of concept for now, so there's no official gameplay element to it yet. Please report any weird looking areas you might encounter.

In the near future, you can expect driveable above-ground trains.

Powerline Ziplines

Powerlines have had an upgrade this month, with new platforms and ziplines now appearing across procedurally generated maps. To access the zipline you'll need to climb to the top of the new platforms that are attached to some powerlines. Once at the top, you can use the zipline to travel to another platform further along the chain of powerlines or to nearby monuments.

You can speed up on the line by holding forward and jump off at anytime with the jump key (just be careful of the drop!). Colliding with anything solid while on the line will also knock you off the line, this includes trees, players and vehicles, so use with care.

We'll be improving the generation of these over time to connect more monuments, as well as exploring ways for players to place their own ziplines in the future.


Since launching out of early access in 2018 Rust's achievements have served as a way for new players to learn the basics of the game. Unfortunately they haven't kept up with the amount of new content added to the game every month so we've made a set of 18 new achievements to earn. As usual, achievements can only be earned on official servers.

Monument Lighting Continued

We have continued improving the lighting setup for our monuments. This month we have focused mainly on the monuments such as; Lighthouse, Fishing Villages, Stables, Excavator, Arctic Research Base and Airfield.

The degree of improvements varies depending on the monument. Some of the newer monuments like Fishing Villages, Stables and Excavator received only minor updates. This includes changes such as adding darkening volumes to interiors, adding new ambient lights and enabling interior lights during the daytime.

Other monuments like Lighthouse and Arctic Research base received more extensive upgrades, which includes a whole lot of new lights, that will make the monuments significantly brighter during nighttime and more atmospheric during daytime.

The monument that received the biggest upgrade this month is the Airfield. Here we have added not only new lights and darkening volumes, but also tweaked some materials and added a lot of new prop dressing to bring it to the same level of quality of our newer monuments.

General QOL
  • Landmine Update - The landmine has received a visual refresh
  • Loading Background - Loading screen image will now alternate between images
  • Magnet Crane - Further improvements to the junkyard magnet crane handling

Steam Networking

We have updated Steam Networking to the latest version, which comes with a number of important performance improvements. It's still disabled by default, but we will run some tests on various official servers to provide feedback to Valve regarding any potential issues. In the medium term, we hope to switch all servers to Steam Networking by default.

Official server analytics

Balancing Rust can be a daunting prospect given the wide variety of play styles and content. With that in mind, this month we're releasing our first pass of server analytics for official servers so we can start to gather some data about how you play Rust. While this will be invisible to you, we're hoping to use this data to better allocate resources to parts of the game that need work as well as identifying balance issues.

If you're playing on an official server, thanks in advance for helping us out. We'll be sure to share any interesting stats that pop up.

Twitch Rivals

On April 14th at 8:00 pm GMT a team of 80 well known Twitch creators with 40 players from North America (team Disguised Toast) will face off against a team of 40 players from Europe and Latin America (team Alexby11) in this massive global Rust competition, taking place over 48 hours with a prize pool worth $100k.

During the Twitch Rivals event, Rust Twitch drops will be enabled for 3 days from selected participating channels, well-known streamers such as hJune, xQcOW, Welyn, Silithur, BaboAbe, sykkuno, Ray__C, LakshartNia and of course the team captains Alexby11 and Disguised Toast.

Over the course of the 48 hours, teams will build up their bases and supplies. During this time, teams can gain access to additional resources by getting kills, completing objectives, and claiming crate drops. The final hour of the competition will be an all-out battle, as both teams try to raid the opposing base. The team that collects the most dog tags will win.

We'd like to thank Rustoria for working with us and Twitch to make this event possible.

Learn more at

Easter Event

On April 14th at 19:00 BST / 18:00 UTC / 14:00 EST we'll be releasing an optional update to enable this year's Easter egg hunt event, more details to follow in an upcoming blog on the 14th.

  • Powerline ziplines
  • 18 new achievements
  • Server analytics on official servers
  • Added dog tags (for event use only)
  • Generic snowmobile model updated to include visible lights
  • Updated landmine model
  • Magnet crane pedals now animate and have IK for the driver's feet
  • Added a blue light to the Magnet Crane cockpit. When the magnet crane cabin is within 10 degrees of facing straight forward, it lights up
  • Holding the crouch key while in the Magnet Crane now automatically rotates the cabin back to zero
  • Debug camera controls while spectating or in demos now uses the players movement bindings instead of WASD
  • Made lighting improvements to Airfield, Arctic Research Base, Excavator, Fishing Villages, Lighthouse and Stables monuments
  • Loading screen now alternates between a selection of images
  • Hopeful fix to prevent certain crashes when switching servers
  • Fixed missing passthrough name on DLC industrial wall lights
  • Fixed camper module rear lights not working correctly
  • Fixed magnet crane physics behaving strangely when the magnet arm was extended far out in front
  • Magnet crane is now much less prone to 'digging in' its magnet arm, getting it stuck in the ground without being able to easily back out
  • Fixed players being able to grip on to the sides of the train tunnel elevator shaft while falling down it
  • Fixed not being able to kick passengers from the taxi module
  • Fixed not being able to hear notes played from deployed instruments while mounted to something
  • Fixed the helmet slit overlay blocking the status effect UI, and fixed the scope overlay being in front of the helmet slit overlay
  • Fixed the autoturret idle animation moving more slowly at higher server framerates
  • Fixed Rust's graphics Quality setting defaulting to 0/6 ("Super Potato") on first install. Set the default to 4/6 ("Good")
  • Fixed loading screen text overflow
  • Fixed Ice AK showing an extra particle effect in first person
March 2022 Update Thu, 03 Mar 2022 20:04 CET Monument Lighting
This month we’ve made visual improvements to some of our older monuments to get them more consistent with the quality of our new content. This includes changes such as adding darkening volumes to interiors to prevent them from becoming too bright during the day, adding new lights and effects, tweaking existing lighting and other minor visual improvements.

As a result, the interiors should feel much darker and more atmospheric. The monuments that we’ve changed so far are the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site and we plan to improve more of them over time.

Soundtrack Release

This month we're really excited to announce the release of Rust's official soundtrack - available now on Steam, music streaming services and a handful of digital stores. This initial release (Volume 1) is comprised of 29 tracks clocking in around 1 hour and 45 minutes of music.

Alex originally wrote a lot of these songs for our update videos but he's been expanding them into more fleshed out, standalone pieces of music. There's also some songs he has written to fit the occasional calm moment in game that you won't have heard at all yet.

Alex is in the process of getting these songs chopped up and implemented to playback dynamically in game as well. Around half of the new tracks are ready in this update, and the rest should follow shortly.

Listen now on your favourite music streaming platforms, including:

Apple Music[]
YouTube Music
Amazon Music[]
And many more digital music stores!

Improved vehicle body visuals

This month we've been exploring new ways to improve the visual experience when driving vehicles. While we initially explored dedicated viewmodels for vehicles (floating arms in front of the camera) we settled on using the full body mesh with tweaked hand logic. You can see this most obviously on the Snowmobile, the driver seat of Modular Cars and the Workcart, while it's visible but less obvious on the Minicopter and Scrap Transport Helicopter.

This approach allows us to highlight the hand IK on vehicles like snowmobiles and cars so you can see your arms turning. There's also some subtle camera movement if the player model leans or moves (like on the Snowmobile).

Magnet Crane Cleanup

We looked at the junkyard magnet crane this month to see if some bugs and the general feel of it could be improved.

It's now a bit more stable to drive, and old issues like the driver not quite visually syncing up with the cabin as it rotates are fixed.

Another concern with the crane was that with its controls being pretty complex, it was easy to burn through your fuel just learning them. To combat that, we've reduced the fuel it uses at idle by 80%, and the maximum fuel it uses when not holding anything by 25%. So if you're just practicing moving the magnet arm and rotating the cabin, your fuel will only be being consumed at 20% of the rate it was before.

Snowmobile Cleanup

We added some small final touches to the snowmobiles.

Most were minor bug fixes, but an obvious one is that animations are improved, with the driver now getting visually bumped around at times, and showing an idle animation cycle. Audio is improved as well, with the snowmobile revving more realistically when driving up hills.

For game balance, the arctic base snowmobile no longer comes loaded with any fuel.

World Model Update

There are some assets that need world models and some that needed refreshing so towards the end of last year Tom completed a number of new and updated world models, these are now in-game!

General QOL

  • Slower Car Decay - Cars decay 4x slower when left outdoors
  • Alt Look Restrictions - Restrict how far up a player can look with alt look while looking down
  • Water catchers & barrels now decay - Should lower the number of catchers and barrels that are left outside
  • Large Furnace Heat - Large furnaces now provide comfort and heat
  • Monument Loot Hiding - Monument loot no longer spawns when players are within 20m of the spawn point
  • Phantom Footsteps- We believe we've now fixed a long standing issue of hearing phantom footsteps

Night Vision and post fixes

We've had reports of the NVG effect being blown out for a while. When we looked into it, we realised that it only looks incorrect on procedural maps.

After a lot of digging, we found that there was a post process volume placed inside one of moon pools set to global rather than local erroneously.

This means that it was being applied all of the time and messing with exposure settings. This also means that it's had an effect on the overall exposure of the game for while also, although this has been a bit less apparent than with NVG.

Search and loading screen update

The loading screen was long overdue for a revamp, you'll now see server stats and a more clear tooltip sections while loading into the server of choice.

In a future update, the background image will randomly change through a preselected gallery on each load.

Additionally, we've added support for tag filtering to the server browser to make finding servers of interest easier.


  • Added support for tag filtering to the server browser
  • Added new in game music
  • Added 14 new world models
  • Updated loading screen
  • Improved arm and body visuals on some vehicles
  • Improved 3rd person keycard animation
  • Can no longer reskin doors that are open
  • Can now switch to and from Ice Rifle skin regardless of ammo or attachments
  • Added support for infinitely scrolling MIDI knob convar bindings (see MidiConvar.BindKnobRelative convar)
  • Restricted how far a player can alt look up when looking down
  • IO Entities can now decay (fixes Water Barrel, Water Catcher, Above Ground Pool, Boom box, CCTV, Connected Speaker, Counter, Disco Floor, Sprinkler, Wind Mill, Car Lift, Paddling Pool, SAM turret, Search Light, Smart Alarm, Solar Panel, Sound Lights, Telephone, Water Pump not decaying when placed outside of a base)
  • Removed slot 8 input bind
  • Renamed slot 7 input bind to "Holster Item"
  • When opening the inventory the currently equipped belt item will automatically be selected
  • Modular cars take 4x longer to decay
  • Increased local player voice volume when recording a cassette
  • Junkyard magnet crane is more stable to drive
  • Junkyard magnet crane now uses 80% less fuel when not driving around, and 25% less fuel when not carrying anything on its magnet
  • Added Always Sprint to the game options. If enabled, sprint key behaviour is inverted. Player sprints by default, and holding the sprint key will return them to walk speed
  • Improved lighting in the Supermarket, Oxum's Gas Station, Bandit Camp and Launch Site
  • Large furnace now provides a small amount of heat and comfort
  • Added BuildingDark and BuildingVeryDark volumes for map makers
  • Polar bear should no longer migrate to warmer climates
  • Horses now trigger pressure pads
  • Fixed a case where changing weapon while gesturing would lead to incorrect viewmodels (missing attachments)
  • Fixed case where changing clothing while inventory was full would sometimes incorrectly delete an item
  • Fixed rounding issue when using Pure Ore Teas leading to an ore node giving 1501-1505 resources (now gives 1500)
  • Fixed some out of date radio stations
  • Fixed phantom footsteps continuously playing
  • Fixed incorrect sfx footsteps playing
  • Fixed modular cars using no fuel if they had multiple engine modules and one of those modules had no components
  • Fixed magnet crane arm movement speed slowing down at low server framerates
  • Fixed magnet crane driver not syncing up visually with the crane itself when rotating the cabin
  • Fixed magnet crane magnet hurting the driver if it was positioned as close as possible to the cabin
  • Fixed magnet crane treads sometimes animating in the wrong direction when turning
  • Fixed the snowy edges of ice lakes also being considered ice by modular cars and snowmobiles
  • Fixed the Tomaha suspension snapping to the wrong position when active updates stopped
  • Fixed a sleeper loot exploit
  • Fixed CCTV clipping exploit
  • Fixed BBQ looting exploit
  • Fixed pickle jar desc typo
  • Fixed Excavator puzzle reset bounds exceeding the prevent building volume, causes player to die when logged out
  • Fixed missing passthrough name on DLC industrial wall lights
  • Fixed oil hunt mission reward only being 50 scrap
  • Arctic base snowmobile no longer comes with 20 low grade fuel
  • Arctic base snowmobile garage no longer spawns puzzle loot

Arctic Update Thu, 03 Feb 2022 20:02 CET here.]]> Lunar New Year Fri, 28 Jan 2022 20:30 CET
First off, throughout the Lunar New Year celebration, everyone will be able to craft a set of throw-able firecrackers to make a racket. Traditionally set off to scare away evil spirits, many people would set them off when opening the front door before they went out. We somehow doubt these will scare off a dedicated door camper but you can try!

Tiger Mask

To celebrate the year of the tiger we have created a beautiful Tiger Mask with jiggling chin tassles. Similar to last years Ox Mask, it replaces the wolf headdress.

The Tiger Mask can be purchased on the Rust item store.

Sky Lantern

New this year is the Sky Lantern. When ignited with a lit torch the sky lantern will take to the skies and is able to carry one item in the direction you're looking.

Available to be crafted in five colours: white, purple, green, red and orange.

The Sky Lantern can be purchased at the Rust item store.

New Year Items

In addition to this year's tiger mask and sky lantern, we’ve added items back from prior years sale to the item store, the Dragon Door Knocker and the Chinese Lantern.

New Year Gong

Dragon Door Knocker

Chinese Lantern

Onwards and upwards Thu, 06 Jan 2022 20:00 CET 2021
Servers are now wiped, Santa is packing up and clearing out the bodies, we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off which is why this is a light blog and we're looking forward to the journey ahead in 2022!

2021 was an exceptional year for Rust in almost all regards, after 8 years of continuous development Rust has gone from strength to strength. In 2021 Rust blew up on Twitch, we saw record-high player counts, released Voice Props DLC Pack, World revamp, missions, freight trains, underwater labs, gestures, submarines, MLRS and so much more.

An interactive recap version can be found here[].


July 1st we released Voice Props DLC Pack which quickly became our best selling DLC to date.


In May Double11 released Rust console[] after a number of years in development. This allowed a whole new player base to finally experience the harsh world of Rust.

8 Years

In December Rust celebrated its 8th Birthday. 8 continuous years of development and no plans to stop.



What can you expect from us in 2022? More of the same! guaranteed monthly updates every first Thursday of the month along with occasional hotfixes and holiday events.

Below is a sneak peek of a new upcoming arctic monument which we'll be releasing in the very near future.

In addition to new monuments, this year you can expect to see new weapons, deployables, events, vehicles, animals and so much more.

In February we'll be releasing a heap load of quality of life changes.

We're excited to see what we can accomplish in 2022 and we thank each and every one of our players for continuing to enjoy our work.

EgoLand 2 Twitch Drops

Starting from tomorrow (Friday 7th) till January 14th Twitch drops are enabled for Rust Twitch streamers with a focus on supporting the Spanish creators of Egolands. You can earn special and unique skins simply by watching your favourite Rust Twitch streamers.

During the final 24hours of the Rust Twitch drop campaign, all drops will be moved to general.

We'll be doing another round of Twitch drops in February featuring a number of long-standing Rust streamers.

Learn more at
Labor of Love Award Final Voting Wed, 22 Dec 2021 19:00 CET
You can do so now by clicking the vote button above and to show our appreciation if Rust wins the Labor of Love Steam award, we'll give you (the community) control on designing a new deployable item in the game!

If you haven't already voted we'd like to show you in some words, pictures and videos why Rust is a Labor of Love for us!

Rust came to life because Helk and Garry felt there was something missing in the games they were playing and set about making a game they could play how they wanted to play it, Rust was started in Unity Engine 4 and was playable in a web browser and keys were sold in a dutch auction and as the player base grew the game was made into a standalone version and released on Steam in early access on 11th December 2013.

Work continued at pace, new features being added like the research bench, a new water system along with a new sky system, bugs being squashed, some quite serious.

It was decided we needed a better way of telling guys what we were doing in the background so weekly updates were started and with that came the Friday blog in March 2014.

Not long after this, we realised Rust was getting too big for Unity 4 and we were getting seriously limited on how much we could grow which would impact on how you could play and enjoy the game, it was decided we would switch to Unity 5 and while you continued to enjoy playing the game we would completely rebuild the game from scratch. It was a huge decision and task but made Rust what it is today.

In July 2014 we started the Community Blog which would showcase what our players and creators were doing in Rust from builds and raids to erm ... rituals to Garry.

By the end of 2014 the groundwork for the Rust reboot was set, instead of the same map on every server, the island could be generated procedurally giving every server it's own identity.

Custom weapons were designed and modelled to give more of a hand crafted feel

New tools were created to help you get the resources you need, including the iconic rock and the hatchet. Useful for farming the animals that were added for food and more resources.

Having resources meant you were going to need a nice base to keep them in and the building system came to life, not only could you create the design you wanted with new building pieces you could now upgrade it to different materials to give your base more strength. This progressed from late 2014 into early 2015 as a system you might recognise today and you could also use a Tool Cupboard to give ownership to your base!

2015 continued to build up on the groundwork set and the islands got more procedural features like roads and power lines between the monuments.

Everyone had the same male character so It was decided we should add more varieties and also a female character which could all be randomly assigned to players, we also gave them armour for protection from each other.

By the end of the year we had added Beartraps, Assualt Rifle, Pump Shotgun, C4, Attack Helicopter, Ambient Sound, Gibbing, Decay, Paintable Signs, Rocket Launcher, Monuments, Assigning sleeping bag to friends, Repair Bench, Guitars, Building Upgrades, Player skin colours, Wounding, Hapis Island, Rivers, Research Table, Barricades, Bullet Penetration, Large Furnace, Loot, Decals, Ammo Counters, Blueprints System, Grenades, Horses, Landmines, Water Catchers, Crossbow, Code Locks, Draw-able Maps, SMG, Supply Signal, Floor Spikes, Language Selector, Pistol, Ladders, Throwables, Pickable arrows/spears and load of bug fixes, optimizations and visual improvements.

Rust also got it's first Christmas Event!

Shortly after, we realised weekly updates weren't really ideal for us, we'd lose a day of development time preparing the update and dealing with any issues that came up post update, this downtime would be less noticeable over the period of a month so the switch was made to the monthly updates you know today and have been happening since.

As you can see, the first two years kept us really busy, skip forward and the last two years have been just as busy pushing out content month after month. Here are some of the highlights and the associated update trailers!

Instruments DLC - For our first DLC we gave you the opportunity to get together and jam with your friends or annoy your neighbours.

Modular Turrets - Since it's creation, the turret came with an included assault rifle, we gave you the option to add any weapon (or trumpet) to your turrets!

Farming 2.0 - Brought you new ways of growing your own crops with automated watering systems to keep you supplied with food and cloth.

Rust+ - The companion app for your phones to help you organise your Team, control your electronics and receive notifications from in game.

Modular Vehicles - A new way of getting around the Rust island in a variety of setups depending on your needs,

Sunburn DLC - Our 2nd DLC full of summer essentials from lazing on a rubber ring in your pool to water pistol fights on the beaches.

Tech Tree - We gave you the option of unlocking blueprints on a linear path rather than having to find each blueprint in loot

During the Christmas holiday period of 2020 Rust received a massive boost when we were joined by a variety of well known streamers and content creators with events being run by OfflineTV and their friends and Egoland and their friends who spotlighted Rust to viewers who had probably never seen Rust or thought of joining us and gave us a huge boost with record player counts and viewership. This gave the developers a boost and spurred us on to bring more content for players to enjoy.

Freight Transit Line - A new underground system throughout the whole map which gives you another option for getting around the monuments.

Voiceprops DLC - Our latest DLC for recording and playback of voice and audio to making your own in game disco.

Underwater - Another new way to explore the environment, submarines to transport you around and underwater labs to explore and loot!

We hope this gives some insight into why we bring updates month after month to bring more content and new ways for you, our players to enjoy Rust and on behalf of everyone at Facepunch Studios we'd like to wish you a Happy Holidays and we look forward to what 2022 will bring!

P.S Have you voted yet ? :rust:]]>
Season's Beatings! Thu, 16 Dec 2021 20:00 CET Merry Christmas & Happy Holidays!
From everyone at Facepunch, we'd all like to wish you a Merry Christmas and happy holidays to everyone!

The Christmas Event is once again live! If you haven't been around for this before, here's what you can expect:

Every once in a while you will hear the sound of jingle bells. Run outside and look for a gift! Two gifts are spawned per player, in a radius of about 40m from where you are standing. Run up and bash it open to receive your Christmas presents. They come in three sizes: small, medium, and large. If you have enough small presents stashed, you can "trade up" to a medium or large. The contents of each present vary, but you'll find a mix of resources, weapons, and candy. We've also added wrapping paper allowing you to wrap up items as gifts to other players, perhaps sold in your vending machine...

Once again, you will be able to find Santa hats and reindeer antlers, both of which can be worn and provide a decent amount of protection. There’s also a lickable candy cane club, and two types of stockings. If you hang a stocking inside your base when the jingle bells ring the stocking will fill up with loot. The larger stocking has a higher chance for better items and both last around 5-10 refills.

Have fun!

New Festive Items

Snowman Hat

Get in the festive Rustmas spirit with the new Snowman hat! The Snowman hat new paid cosmetic skin is available from the store.

Pattern Boomer Firework

Create your own firework pattern and broadcast your "art" to the whole server with the new Pattern boomer firework.

Once your design is complete, wait till dark and set alight the firework using a torch, or a flamethrower if you're feeling brave.

Available now on the Rust item store!

Advent Calendar

The advent calendar is a new craftable deployable available to everyone. Once placed you can claim a surprise every in-real-life day.

Returning items

We have brought back the following items from previous years, now purchasable from the Rust Item Store.

The festive garland pack now includes a double door garland. If you've already purchased this pack you'll now be able to craft this item.

Deluxe Christmas Lights

Snow Machine


Festive Garlands Pack

Christmas Door Wreath

Santa Beard

Neon sign pack

Rustmas Base Decorating contest

We're excited to announce Rust's first Rustmas base decorating competition!

We're looking for the best festive base Rust has ever seen!

The Christmas content update is now live and will stay in game until January 6th, 2022.
Hoping this Rustmas will be the best one yet. Go big or go home, right?

£75 worth of skins of their choosing and two Rust DLC keys.

Runner up
£50 worth of skins of their choosing and one Rust DLC key.

How To Submit
Once you’ve completed decorating your base, take a screenshot and upload the image to Twitter using the hashtag #Rustmas2021

The winner and runner up will be announced from Rust's official Twitter account on January 13th.

Submissions will be judged based on the following:
Judging will be performed by Facepunch Staff.

This competition is run by Facepunch Studios Ltd at Concept House, Elmore Green Road, Bloxwich, Walsall, UK. The competition ends on January 6th 2022 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: Winning entries must pick items from the Rust marketplace with market value.]]>
December Update Thu, 02 Dec 2021 20:01 CET here.]]> Steam Awards 2021 - Rust Nomination Wed, 24 Nov 2021 19:00 CET

We think the description of the award sums up Rust perfectly, Rust is our baby, quite a big baby at nearly 8 years old but we still continue to spend every day helping it grow, there’s been joy and tears and many sleepless nights but we still strive to bring out fresh content every month for you, our players, to enjoy.

Looking at just the last 12 months, we’ve bought you Tech Trees as another way of researching the items you need, The Marketplace in safe zones so you can efficiently purchase from vending machines using drones, The Freight Transit line and train carts for a new way of exploring and traversing the map, The Poker Table and Slot Machines as a new way of earning more of that precious scrap, Gestures for new ways of expressing yourself along with the Contact System to sort out friend from foe, A World Revamp which brought new life into your surroundings including monuments, rocks, flora and fauna.

We made the ocean a new place for adventure, submarines to get around and new underwater monuments with Labs to visit and earn loot from along with threats from the newly added sharks or you could just sit and relax with a bit of fishing to stock your food supplies.

Each month we bring a whole host of Improvements, balances and fixes mostly from the feedback we get from you, without you there wouldn’t be the passion we have for making the game what it is today and we look forward to bringing you another year of planned updates and many more to come.
Permanent Store Thu, 18 Nov 2021 20:01 CET here.]]>