Aug 7
Rust - Errn
HARDCORE REFRESH

Hardcore mode is making a comeback this month, bringing with it some community requested changes and a few new tweaks we've been planning for a while.

Our goal with game modes, such as Primitive and Hardcore, is to offer a fresh way to experience Rust, see how players respond, and try out different ideas. We don’t expect them to stay popular for long, usually just a couple of months. They’re not a major development focus or time sink, as most of the team is working on bigger features behind the scenes.

We look forward to seeing your feedback. These game modes help guide our decision-making for the core Rust experience, so your input really does matter.

If Hardcore’s not your thing, don’t worry, there are plenty of other changes to check out in the blog below.

HARDCORE - FOG OF WAR

The fog of war system is back on Hardcore game mode, exclusively, obscuring the map when you first spawn and slowly revealing itself as you move around the world. This is now integrated with the normal map system rather than a held item like it's original version.

Our goal with this mode is to heighten the inherent risk and reward gameplay in Rust, hopefully leading players to consider their next moves carefully as the consequences for dying can be significant.

HARDCORE - COMPASS

As part of an effort to make navigation more interesting in Hardcore we have added the compass as a new handheld tool item.

In Hardcore mode your location on the map is now no longer displayed at all unless you have compass equipped in your belt. Once you have a compass in the belt, the player location is displayed without the direction indicator. The compass UI at the top of the screen is also completely removed, as it was in the previous Hardcore mode.

Whilst the compass is available to use in all other gamemodes too, the changes relating to the map and compass UI are limited to the Hardcore gamemode only.

There is endless fun to be had in spinning around in circles whilst holding the compass. I hope that it will also prove valuable to all those who enjoy roleplaying as scurvy seadogs navigating the high seas aboard boats.

HARDCORE - WEAPON & AMMO CRAFTING CHANGES

Firearms can no longer be crafted or researched at all. You'll now be at the mercy of what loot you find in the world, although you can now repair any weapon you find without needing to research it. We've also increased the crafting costs of all ammunition by 5x. 

We hope these changes will make you think twice before engaging and promote a more thoughtful style of play.

HARDCORE - RESPAWN CHANGES

On hardcore, Sleeping bag respawn cooldowns have been increased to 15 minutes, while beds will now be 10 minutes. Along with the weapon crafting changes this hopefully leads to a more complex thought process when deciding whether to attack other players.

HARDCORE UPKEEP CHANGES

We've doubled the upkeep cost in Hardcore mode. The goal here is to encourage tighter, more efficient base designs and reduce the number of massive, sprawling compounds that tend to dominate the map over time. With higher upkeep, players will need to think more strategically about how they build and maintain their bases, prioritising what's essential and trimming the excess.

This change should help promote more frequent raiding, faster turnover of bases, and a more dynamic map overall. It also aligns with the core intent of Hardcore, leaner gameplay, higher stakes, and a tougher, more unforgiving survival loop. We'll be keeping an eye on how this plays out and adjusting if needed.

MENU RE-DESIGN

This month we've introduced a refreshed look for our menu. After several years of our existing menu being built upon we've decided to create a new experience built from the ground up. Allowing us to add new features in, better UX and a more modern appearance. 

On load to Rust post-patch you'll notice our shiny new interface. Across the top we have the new navigation menu with all of the usual links just in a horizontal format. And along the bottom we have the social bar, the place you go to access your friends list, party system and send our message.

Sandwiched between those two is where we'll hold all of the pages, content, media and everything else.

Home

Our new homepage design. Primarily more of the same from the last UI but an improved focus on the most recent patch. In the top left of the interface we now have a new call to action, the Twitch Drops tile. It'll be activated when we've published a new event either coming soon or currently in progress. Bottom left we have a curated list of heroes - whether that be weekly skins, featured DLCs or even a bit of information we want to share.

In the top right we've added a new area for Quick Join, see your previously played servers quickly. If you want to jump straight back into the action you can connect from the homepage. No extra clicks required. 

Play

A refreshed look at the Play tab. We've introduced a horizontal tab menu for the server types, from Official all the way across to what your friends are playing. Down the left side of the UI we've got a filter menu, we've spent a bit of time tidying this area up so its a lot less overwhelming and gives you a quick glance at what filters and options you have toggled to tailor your server results. 

We've added a few new features: like sorting via  server modes, as well as the ability to see queue sizes before you join.


Server Maps

You can now preview a server map before you join. This lets you plan where you're going to put your base, make sure its got whatever biome you love and make plans before committing to a queue. This works for any servers with Rust+ support.

Store

Featured, Limited and General stores all got a major overhaul. We fully rewrote the entire store system to improve the experience of viewing skins and packs. Within the Featured tab we'll have a curated list of items for sale as well as a block for the weekly skins.

Skin Viewer

On a few pages you'll notice we've added a new skin viewer. A new overlay where you can view skins from all angles. Rotate, pan and zoom to inspect skins to your hearts content. We've also put the same viewer into the Inventory page so you can see existing skins in all their glory.

Inventory

The inventory has been tidied up, a new organised structure. Pressing on an item within your inventory will now open a new modal which will give you information about it, a 3D model viewer if available, market rates and even if you can break it down or not.

Likewise the crafting of items has also received the same modals to make everything consistent, cleaner and more usable.

Settings

Settings also received a full overhaul. Options have been re-organized into categories and a search bar will let you filter all of the controls, highlighting the pages in which items match your query.

Gesture Wheel

The gesture menu got a full overhaul from the existing experience. You can now drag and drop items from the gesture bar on the right to the slots you want them to sit in. Whether you replace existing items, or into empty sockets you should be able to freely move items around quicker than ever before. 

We've also introduced other gesture packs into the menu, allowing you to see what you own and what you don't own with the ability to quickly navigate to the pack on the store to learn more about it.

LOADING OPTIMIZATIONS

You should now expect up to 65% quicker loading from desktop to loading into a server due to a big refactor of how we load assets. This optimization also enabled us to reduce our memory usage by 10-20%. Results will vary but everyone should see a boost!

The experimental option "Optimized Loading" has also been removed. This new optimization completely replaces that and cannot be toggled.

These optimizations also apply to the Rust server.

Technical Details

Everyone who has played Rust before now would know that Asset Warmup takes so long. Even on a top end PC it can take at least a minute or two to complete on its own. This loading step is where we load all of our prefabs from disk and preprocess them to automatically fill in bits of information and remove unnecessary pieces for the client (or server). Loading the prefabs takes up most of the time here. If you had the experimental Optimized Loading option enabled it made them load quicker by having Unity load the prefabs asynchronously (and starts as soon as the menu is visible).

Our new method of loading prefabs is to stick all of them into a couple scenes and then load the scenes. Apparently Unity is way faster at loading scenes than prefabs (who knew?). We can also load those scenes asynchronously - they're loading as soon as you're booted to the menu. Once they're loaded we hook them into our ResourceRef system (basically addressables but predates addressables) and then they can be used as normal prefabs everywhere.

The memory usage reductions come from not needing two copies of every prefab (the prefab asset + preprocessed copy) and doing a chunk of the preprocessing at build time. Both weren't possible before this optimization because modifying prefab assets during builds is unreliable and modifying prefab assets at runtime is unusually slow. Using scenes lets us stop using prefab assets as soon as they get instantiated into one of these scenes.

NOTABLE CHANGES

Minigun turret changesMiniguns placed in Autoturrets and Attack Helicopters now spin up before shooting

Invisible indicatorAdmins using the `debug.invis` command now have a visual indicator when invis is enabled

God indicatorAdmins using the `global.god` (godmode) command now have a visual indicator when godmode is enabled

Map marker keybindsTwo new keybinds can be set in the options, one to place a marker on your current position, and one to clear all map markers

Dynamic weapon stats

Weapon stats update when adding/removing attachments

Server restart warningsServer restart chat messages moved to toasts

Tugboat hornTugboat can now honk in the same way cars can

METAL DETECTOR CHANGES

Metal detectors can now detect weapons dropped by other players. Whenever a player's backpack or dropped weapon despawns, it will now be buried for a day, allowing other players to find it using a metal detector.

To keep things balanced, the chances of finding a weapon are relatively low, but they increase based on the number of weapons dropped. This means scavenging after a raid with a metal detector should still feel rewarding for players.

The buried weapons are stored in a rough grid and have a chance of being buried, you won't be able to drop a weapon to hide it and return to the same spot and dig it back up. The buried weapons will also expire after 24 hours if they haven't been found. 

The weapons are also filtered so that you won't find something crazy underground but the majority of weapons should still be allowed. 

PILOT PACK DLC

This month, we’re landing a new Hazmat pack based around an elite fighter pilot. 

The pack can be purchased in-game or from the Rust Steam item store.

Pilot Suit

Touchdown in the turbulent world of Rust in this fighter pilot’s G-Suit. Whether sustaining high speed turns or dealing with rads, this suit has you covered.

M15 Semi-Automatic Pistol

Only high-ranking personnel get to handle the M15. Put it to good use.

Flight Control Codelock

High-tech and guaranteed to keep the hostiles out.

Black Box wood storage box

There’s no chance of rescue, so salvage what you can and store it here.

Salvaged Ejector Seat Chair

Pulled from the wreckage and repurposed as the coolest place to hang out after a hard day’s raiding. No longer ejects. 

Suit up here 

SERVER SECURE/ENCRYPTION CHANGES

Starting this patch, we've made some minor changes to how servers mark themselves as insecure as well as introduced an additional requirement a secure server needs to meet in order to appear on the Rust Client server browser.

If you wish to run an insecure server you will now pass the '-insecure' parameter on startup rather than setting the server.secure convar to false. The convar still exists and server owners will see warnings on server startup if they are still using it, we are aiming to remove the convar entirely on the 4th September 2025.

For existing secure servers, you now need to ensure your secure.encryption value is at least 1 to appear on the server browser in the Rust Client. We have plans to further increase this requirement to 2 on the 4th September 2025. This is, and has been, the default configuration for Rust Dedicated Servers and as a result these changes only impact a minority of servers and most will not need to take any action.

VOLUMETRIC CLOUDS, FOG, & ATMOSPHERIC REVAMP

With this patch, Rust's atmospherics have received a facelift, including:

  • New volumetric clouds.

  • New volumetric, biome-localized fog.

The goal is to better support a wide variety of dynamic weather, which is something we struggled to do with the old tech.

Volumetric Clouds

Available under the Experimental options tab as a replacement for the 2D clouds, the volumetric clouds are fully 3D, move across the sky, morph into different shapes with weather, and interact naturally with lighting from the sky at all times of day.

\[pics, video of clouds moving]

Volumetric fog

This new fogging technique allows us to have different fog setups localized to each biome that remain spatially consistent.

Previously, we would adjust fog globally depending on which biome you were standing in, which was unnatural and provided an advantage to players standing outside of the biome.  Now, for example, you'll be able to see the haziness of the arctic biome as an outsider looking in.

Along with this, the volumetric nature of the fog presents cool visual improvements.  For example, it receives light from the sun and shadows from the surrounding environment, creating natural god rays and pretty sunsets.  The fog in each biome of also colored slightly differently to better match the environment.

PAINTING AUTO-SAVE

For those marathon painters creating the next masterpiece of Rust's art history, we want to make sure you don't lose it all if you happen to starve to death before the final brush stroke. With this toggleable option checked your paintings will automatically sync with the server every 30 seconds, saving you from a complete restart.

FOLIAGE SELF-SHADOWING

Foliage (trees, bushes) outside of shadow range will apply directional self-shadowing. This should improve visuals of distant foliage and reduce trees looking like they are glowing (especially at sunrise/set).

BATCHED PROJECTILE UPDATES

Each time a bullet or thrown weapon moves around, the client would perform some physics raycasts to see what it had hit and process the results (damage, blood, sound, etc.), then the next projectile would do the same, then the next one, etc. This is pretty standard and works fine when you have a small number of projectiles, but can be a bit slow when you have a large number of projectiles in a densely packed area.

The projectiles have been rewritten to update as a single batched set, where the information on the physics queries they need to perform is gathered first and ran across all available job threads in parallel. Updating projectiles as a set like this also opened up a few new optimisation paths that we're now making use of. 

From our benchmarks we've seen that batched projectiles are generally at least twice as fast to compute as the old serial projectiles. You're not going to see your framerate double but things should be a little smoother when fights get intense.

SYRINGE AUTOMATION REWORK

Quite a small change, but we've modified the syringe self injection animation to now apply the heal just as the syringe leaves the arm rather than slightly after. The animation was reworked so that the duration is no different to before, this is purely a visual change.

This should hopefully result in less accidentally cancelled heals.

SKINS NORMAL MAP FIX

Unless you're a skins artist you probably won't have noticed, but we identified a bug in the client that caused normal maps to be updated in an incorrect configuration under certain circumstances when submitted via the Workshop. 

The Workshop submission was fixed in a previous update but now the historically affected skins have also been fixed and should appear exactly how the creator intended!

HOME-BREWED 3 - TWITCH DROPS!

Twitch Drops are back!

August 7th - 17th!

And from more of our favourite creators on the rise that you should definitely start to pay attention to!

Be sure to sync up and claim your Drops after watching these fantastic creators on Twitch.

50% OFF RUST THIS WEEK

Are you spending your holidays weary of raids? Do you need a friend to help defend your base? Well, Rust is 50% off on Steam for the weekend!

Gift it to a friend, or let them know they can get it here.

Rust - Errn
GLOBAL WARFARE IS BACK!

FancyOrb's Global Warfare 3 starts right now on Twitch!

All your favorite creators, big and small, will have Twitch Drops enabled if they're streaming Rust during the event!

There will be one store item up where proceeds will go directly to Hope for the Day mental health charity.  Please be aware this item will be account-bound once purchased.

If you would like to take part in the charity drive you can check out their Tiltify page!

Be sure to get synced at https://twitch.facepunch.com/connect to claim your skins!

Global Warfare (Trout's Version)

RUST PAINTING TIMELAPSE

You know we love a good art timelapse!

Check out this incredibly detailed one from Odoban.

EVIL GENIUS

Zchum is at it again with his little conniving ways.  Building inconspicuous bait bases for the long con.

Parasites 2 - Wallpaper Edition

It's great.  Watch it.

RECYCLER BASE

Reddit user Botsworth1985 shares with us their big-ass recycler base.  Looks impressive!

IRL RUST BASE

Lone has been adding to his arsenal over the last few months and has a full fledged IRL rust room now.  His attention to detail is great!

Full tour so far:

He's got a full size automated auto turret in the works keep an eye out for that in the upcoming weeks. 

SAVE THE DATE - HOME BREWED 3.0

Here we go again! 

We'll be bringing you even more Twitch Drops this August to support some incredible rising stars in the Rust community on Twitch and YouTube!

Starts August 7th 2025!

Rust - Errn
RUST 2025: MID-YEAR RECAP & SNEAK PEEK

PARTY SYSTEM

As part of one of our long term goals of reducing friction for new players, we bring the party system to make it easier to connect to a server as your friends!

To invite friends to a party:

  • Open the friends menu (bottom right of the main menu)

  • Right click on a friend

  • Click "Invite To Party"

  • Wait for them to accept the invite

Once all your friends have joined your party the party leader can connect to a server. This will cause all party members to connect to the same server.

There is also an in-game advantage to joining a server as a party. When you first spawn on the server your party members will spawn nearby each other and automatically be put on the same team. Future respawns will remain random scattered on the beach.

OUTPOST SPAWNING

After several years of waving a radiation detector around, we’ve finally given CZ-721 in the Outpost something to do. He now offer players a mission to travel to a Fishing Village and back to unlock a new, permanent spawn point in Outpost. This new spawn point has a 30 minute cooldown and won’t count towards your bag limit. This mission is available in both Vanilla and Primitive modes, but is disabled in Softcore (as there is already a permanently available spawn point in that mode).

Along with this new mission we’re also shipping a bunch of under the hood improvements to the mission system. This has been a longer term project over the last few months as we all want to make more missions and flesh this system out but the process to create new missions internally is quite cumbersome and error prone. Prior to these upgrades, creating a new mission involved a long process of manually setting up conversation nodes, filling in translation fields and lots of manual data entry. We’ve automated as much of this as possible, allowing us to iterate and create more missions faster. We’re not quite there yet but we’ve got more missions planned this year that will allow us to push these tools further. 

In terms of player facing upgrades, we’ve improved the conversation screen so that it doesn’t bounce around as the text is animating in, added a Mission Complete panel to communicate when a player has finished a mission and applied a lot of performance improvements as the conversation screen was quite heavy.

TEAM INVITE CHANGES

We’ve made several improvements to the invite process this month in order to make it easier to find and play with your friends. You’ll find a new Invite button in the bottom left Team UI that allows you to add friends to your team even if they aren’t on the current server or online. 

You can also now send team invites via the chat panel by right clicking a players name in the chat.

NOTABLE CHANGES

Peacekeeper Mode

Now display a holster warning to offending players (like the old safe zones)

Headshot Sounds

Added dedicated UI sounds slider (affects headshot sounds)

Surrendering Holstered

Weapons are now holstered when surrendering, no longer hidden

Optimized Turrets

Optimized Turrets aiming calculations on the server for better performance

DEPLOYABLE SNAPPING

Placing Deployables has always been a bit of a chore in Rust, especially if you want it to be properly in a corner or against a wall. We've finally implemented a solution to this, one that will hopefully be unintrusive, easy to use and help open up the building system by allowing quick and accurate placement of deployables for all.

Plenty of Deployables can now be snapped. This snapping is enabled by pressing Left Shift whilst ready to place an object. It comes in two flavours: Simple and Advanced (default). These modes can be changed in the settings menu.

Simple:

Simple mode will try to snap the object to a wall whenever possible. It will not force any other changes, and can be used to use the wall as a simple slider, allowing custom placement wherever you would like, but with the walls help.

Advanced:

Advanced will do everything simple does and more. Deployables will snap into corners, and will try to  snap onto similar Deployables nearby. For example a box will snap to a box, or a shelf will snap to a shelf.

ABYSS PACK - NEW STORAGE TANKS

August 2023's Abyss Pack has been updated to now include another new free item!

The Vertical and Horizontal Storage Tanks have been bought up from the depths. Holding as much as a Large Wood Box, they're great places to store your salvaged loot.

If you already own the Abyss Pack, the new Storage Tanks will automatically be added as an option in the crafting menu.

You can get the pack on the Steam Item Store. 

PATROL HELICOPTER CHANGES

I know the most recent set of Patrol Helicopter changes weren't the best in some respects, so we want to try and improve them. It may be best to discuss some of the reasoning behind the previous changes as well as the reasoning to these new changes before getting into it.

Background

Our main drive with the Patrol Helicopter changes is to encourage PVP across the map, whilst simultaneously stopping the same clans from getting Patrol Helicopter every time it comes out. Our previous set of changes included two main parts:

Tug of War

Before the last set of changes, the Patrol Helicopter would simply aggro on the player that shot at it, providing it wasn't mid missile attack and enough time had passed since its previous aggro. This meant that 'the last player that damaged it' could tag the Patrol Helicopter predictably and easily. 

Therefore a system known as 'tug of war'/danger zones was developed. When a player attacks the Patrol Helicopter an invisible bubble is generated, players attacking the helicopter from within this this bubble increase the bubbles score according to a specific set of factors (damage dealt etc). This allows multiple groups or individuals to fight for aggro of the Patrol Helicopter in a more serverwide style.

Multi-Stage Fights (Fleeing Mechanics)
When these 'bubbles'/danger zones ranked up too much score too fast, then the Patrol Helicopter will flee. With the idea being that the flee would happen 2/3 times and players would be required to chase down the Patrol Helicopter: fighting it across the map to encourage PVP serverwide

In my opinion: most of the issues with the above changes lie with Multi Stage Fights, with the main one being that players end up feeling frustrated or unrewarded for taking the helicopter.

New Mechanics

The Tug of War system has been left virtually unchanged, with most of the following changes have been made to try and improve the Multi Stage Fight/Fleeing behaviour.

Patrol Helicopter has been changed to work the following ways:

  • Will always flee towards a monument.

  • Flees will be capped to 1 grid maximum.

  • Flee location is now shown on the map.

  • Patrol Helicopter will no longer flee if you take it from nearby/inside a monument.

These changes are meant to preserve and improve the best parts of the previous changes (increased serverwide engagement and more PVP) whilst also trying to fix the issues players had with the multi stage fights. 

It's possible these changes wont work, but I want to try them out.

IMPROVED EROSION

We've improved the erosion simulation that is done as part of the procedural map generation with this update. 

It will now do a better job of blending the canyons and lakes with the rest of the environment and generally make a larger impact in the generation of the world. The improved simulation adds a relatively small amount of time to the map generation, but is aggressively multi-threaded to try and mitigate this.

LEGACY VIEWMODEL CAMERA ANIMATION UPDATES

As of April 2024 we've been adding hand animated camera animation to our viewmodels via a new camera bone in the rig.  For older viewmodels, we've continued using the code based system implemented back in 2017. While this was functional, the camera didn't accurately track the movements on screen as well as it could.

We are now able to assign any object to be the camera for our viewmodels, so we have intended to bypass the lack of a camera bone on these legacy assets, by creating hand animated movements directly in Unity. We have now completed these animations for all our older assets (pre 2017). Admires now have camera animation as well.

ROOF STABILITY FIX

I want to take a moment to explain the bigger picture of our development process after noticing a large amount of outrage following a commit regarding "roof stability being fixed".

At Facepunch one of the core objectives of our mission statement is as follows:

Valuing Player Feedback: Our community is the lifeblood of Rust. We actively seek out and incorporate player feedback, ensuring that our development process is aligned with the desires and needs of our community.

We understand and respect that some bugs are better left in the game once they turn into important gameplay mechanics. Bunkers and External TCs are well known bugs that we have intentionally left in the game until we find a suitable official game mechanic to replace them. It's not ignorance: we actively keep an eye on them and only fix the variations that we feel cross the boundary from "cool mechanic" into "game breaking". 

Roof stability bunkers and disconnect-able TCs were not considered game-breaking so what happened? Well, often these bugs end their life in the same way they were created: unintentionally. 

After the Jungle Update we noticed players started making more pyramid bases and "Jungle Temples" but there was a problem: roofs would break after server restart and/or it would be impossible to build despite it showing enough stability. The root cause of this bug as well as disconnect-able TCs was the same: the stability system was using the lowest number of links to the ground instead of the highest stability for support. To fix pyramid bases meant disconnect-able TCs would also be fixed. We weighed the options and this seemed acceptable: there are many alternative bunkers in the game & you can still break external TCs manually before replacing the main TC.

I hope this gives a bit more clarity on why we fixed roof stability and gives a better explanation of our development process than a single line commit message did.

TLDR: We didn't break all bunkers in the game nor plan to, we fixed stability calculations primarily affecting stability with roofs which caused a single type of bunker to break.

2025 RECAP & LOOKING FORWARDS

Rust is fast approaching its 12th birthday. That’s nearly 12 years of guaranteed monthly updates - over 380 content updates and 2,500+ hotfixes since launch. This year, we passed 1 million positive reviews, making Rust the 6th most reviewed game on Steam. Thank you.

In 2025 we hit a huge milestone: over 20 million copies sold on PC alone.

We also shipped some of our most ambitious updates yet:

Primitive Update – Four siege weapons, a new bow, shields, and a new game mode. We also rolled out updates to horses, ragdolls, and more.

Crafting Update – A feast of changes: new ways to cook and craft, pet chickens, bees, pies, armor inserts, optimizations, and plenty more.

Jungle Update – A whole new biome! Climbable trees and vine swinging, deadly tigers and crocodiles, new monuments, boomerangs, blowpipes, and more.

Looking ahead:

Next month brings a Hardcore mode refresh alongside some long-requested quality-of-life improvements.

Later this year, we’re setting sail with the Naval Update - introducing modular, player-built boats complete, with cannons, of course and much more. 

Also in the pipeline: AI and animal overhauls, including new animals, a Warhammer collaboration, and more we’re not quite ready to talk about yet.

40% OFF RUST AND STEAM STORE DLCS!

The Steam Summer Sale is here!

And with just a few days left, why not pick up a copy for that potential clan partner mate you've been trying to convince to join? Get it to gift here.

Rust - Errn
JUNGLE POLISH

One of the loudest bits of feedback we heard after last month's Jungle update: “I can’t find anything!” Fair. The jungle was a bit too good at being a jungle.

Wild hemp has been reworked with taller stalks and purple flowers, so you can actually see it against the overgrowth. (Player-grown hemp remains unchanged.)

More ore nodes now spawn throughout the jungle thanks to increased rock formation density and a general boost to ore availability.

Berry bushes have their own dedicated Jungle population to help keep food distribution more even across the map.

Cars and bikes now spawn along jungle road sides, you’ll no longer feel stranded in the canopy.

Players no longer spawn directly in the jungle biome. It’ll still generate near spawn areas, but you won’t be dropped in the middle of the Jungle unless you choose to live there.

Additionally, we've added several new trees that did not quite make it into the initial release.

We’ve also made a pass on monument distribution. This has been a long-standing issue, and it worsened with last month's Jungle update. Good news, it's fixed! overall, you can now expect a healthy increase in the number of monuments per map.

Some key highlights in testing a world side of 4500:

  • Airfield +37%

  • Trainyard +34%

  • Excavator +45%

  • Military Tunnels +28%

  • Powerplant +17%

  • Water Treatment +16%

  • Sewer Branch +14%

Overall, we hope all these changes bring Jungle into a balanced position.

INCAPACITATE DART

I've made some changes to make this dart less OP, but still useful.

There's now a blur and dim effect instead of the full screen blackout, and the fade speed has been decreased.

The movement speed reduction duration has also been decreased from 6 to 4 seconds, to match the blur duration.

IMPROVED INDOOR LIGHTING

We have worked for the past couple of months on lighting improvements for the game interiors.

Simply put, in the past our lighting model would darken the entire world if you were located indoors. This caused disadvantage for players looking out and advantage for players looking in as the interiors were fully lit from outside.

Thanks to the efforts of the team we now have a spatially aware solution to this problem that also brings some benefits such as soft physical transitions in and out of interiors.

We are still improving this new system and while this goes on, some trickier interior spaces such as large pipes and complex cylindrical buildings remain on the old system temporarily.

SILENCER CHANGES

We’re making several changes to the silencer system this month, introducing two new silencer types and making the existing silencer non-craftable (now renamed to Military Silencer).

The Soda Can Silencer is the cheapest to make (40 metal fragments, Workbench 1) and will last around 12 shots on an Assault Rifle firing standard rounds. It also mildly decreases shot damage and velocity.

The Oil Filter Silencer is a bit more expensive (10 HQM, Workbench 2) and will last for around 48 shots on an Assault Rifle firing standard rounds.

Both new silencers will apply a decrease to damage and velocity compared to the Military Silencer.

Our goal here is to ensure Silencers remain a powerful tool for ambushes and surprise tactics, but don’t become a default tool to keep on your weapon during a full firefight. The existing Military Silencer’s durability is unchanged so it will still last quite a long time and should hopefully become quite a valuable item to find in high end monuments.

NOTABLE CHANGES

Seat swapping keybinds

New keybinds have been added to let you switch directly to specific seats in vehicles

Interaction crosshair

You can now customize how much information is displayed on your crosshair

HBHF Sensor

The range of the HBHF sensor can now be adjusted

Neon signs

New inputs have been added to neon signs, allowing you to control which frame is displayed

Propane Explosive Bomb

Propane explosive bomb crafting recipe no longer requires explosives

Monument Heaters

Heaters at the small and large oilrig now provide heat and comfort

Water Pump Protection

Pump health doubled

LR300 Rifle

Quicker LR300 deploy and improved animation

MP5 Durability

MP5 Durability increased, allowing for an additional 300 rounds before needing to be repaired

Vending Machine Order Editing

Can now edit orders in a vending machine without having to recreate them.

Shelf pick up

Can now pickup shelves if they have nothing on them.

IO Wire snapping

Hold Shift to snap wires in 90 degree increments.

Lighting Polish

Wires, Most Electronics, and even some Light Fixtures have gotten visual update to make your base even more cozy.

BUILDING QOL

I made some improvements to building this month. There were quite a few issues with our line of sight checks, leading to some frequent frustrating "Line of sight blocked" error messages when building.

This is much better now, the checks are more forgiving and more consistent.

FLOOR & CEILING WALLPAPER DLC

This month, we’re expanding wallpaper to floors and ceilings.

Wallpapers can now be applied to foundations, floors and roof building blocks. Like the original wallpapers, they are entirely visual and do not provide any additional protection.

We’ve also made significant improvements to its functionalities:

  • The wallpaper item is now the Wallpaper Tool

  • It works like a building plan and consumes cloth when placing wallpaper down

  • Walls, floors and ceilings have a different skin sets - each only works on its appropriate surface

  • You can select your skin using right click

  • You can easily reskin placed wallpaper by simply placing it again

The wallpaper tool includes 8 new default skins, 4 for floors and 4 for ceilings.

Floor & Ceiling Wallpaper Pack

In addition to the 8 floor and ceiling wallpaper skins unlocked by default, you can purchase the Floor & Ceiling Wallpaper Pack which features a hefty 34 extra floor and ceiling wallpaper skins for decorating your base.

Skins included in the Floor & Ceiling Wallpaper Pack, as pictured above:

Floors

  • Carpet (2 variants)

  • Parquet Painted (3 variants)

  • Parquet Wood (4 variants)

  • Marble Tiles (2 variants)

  • Metal Treadplate

  • Asbestos Tiles (4 variants)

  • Tatami Mats

Ceilings

  • Plaster (2 variants)

  • Parquet Wood

  • Parquet Painted (5 variants)

  • Subway Tiles (5 variants)

  • Metal Sheets (3 variants)

  • Wood Beams and Plaster

The Floor & Ceiling Wallpaper Pack is available for purchase in-game or through the Steam Item Store

DIRECTIONAL ITEM DROPPING

You can now drop items to the ground around you in the direction of your choosing.

I've added a new keybind option which you can set under the keybinds UI. Look for "Directional Drop".

With this key held, drag the item icon in the direction you wish to throw it - dragging directly up will throw it in front of you, dragging to the right will throw it to your side, etc.

To make it easier to drop items with a direction, holding the keybind also lets you drop items by dragging them anywhere on the UI, even over other inventory slots. This means you don't need to drag an item all the way off the inventory UI in the correct direction. The item icon will turn red to show the item is always going to be dropped, not moved.

TUGBOAT FRIEND AUTHING

The TC friend list authing UI and functionality has now been extended to the Tugboat, making it much easier to auth your friends or team mates to your Tugboat.

COOKING & MIXING TABLE QOL

I've made a couple more QOL upgrades to the recipe UI for these tables.

Any recipes that you currently have all the ingredients for will appear at the top of the list. This will also update as your inventory content changes.

Additionally, the colour of recipe text now also updates correctly with inventory changes instead of only when the UI is first opened. This also matches ingredient availability - recipes you have all the ingredients for are bright white, other recipes are grey.

EXTERNAL WALL & GATE UPGRADING

Wooden external walls and gates can now be upgraded directly to the adobe versions if you have the correct items in your inventory, without needing to go through the long winded process of upgrading to regular stone and then reskinning them.

LARGE DEPLOYED ITEM DEMOLITION

Large, non-pickup, deployed items can now be demolished using the hammer within 10 minutes of their placement.

The initial list includes:

  • Large Furnace

  • Refinery

  • Watchtower

  • Barricade variants

  • Wind turbine

  • Large paddling pool

  • Water catchers

You'll need building privilege to be able to demolish large deployables with the hammer.

INDUSTRIAL LIGHTS PACK UPDATE

Something members of the community have been asking for is a blue light to accompany the red, green and white lights in the Industrial Lights pack that was released in November 2021. We’ve listened and have added it to the pack!

If you already own the Industrial Lights Pack, the new blue light skin will automatically be added as a proper skin option for the white Industrial Wall Light.

We’ve seen some very industrious ideas for the possibilities with this new light, and we can’t wait to see what the community comes up with. Check out the Industrial Lights pack here.

BEE BOMB

The catapult is a fun tool for inflicting pain on your enemies, but it hasn’t fulfilled its potential without the Bee Bomb.

The Bee Bomb is a new Catapult Projectile. On impact it will create a few Bee Swarms.

TEA TIME

Earlier this year, we introduced a few new teas, but they were missing some key ingredients - namely, consistency. These teas didn’t have advanced or pure crafting options.

That’s now sorted.

Advanced and Pure variants have been added where they were missing for warming, cooling, harvesting and crafting teas. These teas offer enhanced and longer duration of buffs. Some of the basic tiers have released a slight nerf.

PVP BARRICADE

We’ve taken a swing at reducing barricade spam in PvP fights - a bit too effective (and a bit too annoying).

The wooden barricade stack size has been halved from 10 to 5. This should help curb the Insta-maze spam in close quarters without gutting their utility entirely. You'll now have to use them more strategically.

Barricades on train tracks will no longer stop trains dead in their tracks. You can still be a nuisance, just not a locomotive-destroying one.

Small changes, but they should make PvP a little less about throwing down walls and a bit more about the fight itself. We're not opposed to reducing the stack size down further, we'll be monitoring these changes closely.

ARMOR SLOT CRAFTING CHANGES

While creating the Advanced and Pure versions of the crafting tea we noticed that the random chances weren't quite what we had initially planned when implementing the feature. We've made some adjustments to bring them in line with our original vision.

Old chances:

No slot: 50%

1 slot: 20%

2 slots: 10%

3 slots: 20%

New chances, no teas:

No slot: 50%

1 slot: 25%

2 slots: 15%

3 slots: 10%

New chances, Standard tea:

1 slot: 50%

2 slots: 30%

3 slots: 20%

New chances, Advanced tea:

2 slots: 60%

3 slots: 40%

New chances, Pure tea:

2 slots: 33%

3 slots: 66%

TARGETING ATTACHMENT

A new internal weapon attachment is available this month, allowing you to use the Ping system without having to switch to the binoculars. This should help players in teams more effectively call out locations and points of interest. Costs 10 HQM and 1 Tech Trash to craft and requires a Workbench 2.

AUTO TURRET NERF

Earlier this year, in the primitive update, we introduced bow turrets, which were added to support the primitive gamemode, but the vanilla meta has shifted to players spamming turrets early game with bows, we don't feel this is a healthy meta.

Today, bow weapons placed in turrets now have reduced damage and longer reload times. We will keep a close eye on these changes, and I'm sure the topic will continue to be a highly debated subject within the community.

We are currently exploring broader, more significant changes over the coming months to turrets.

FOLIAGE RENDERING IMPROVEMENTS

We’ve reworked how ground foliage is rendered - shifting to a more GPU-driven system with smarter, per-instance camera culling.

In plain English: your system should now spend less time and effort rendering grass you can’t even see.

You’ll notice improved performance, especially when sprinting or flying across the map. This update reduces load on both GPU and CPU, keeping things smoother even in foliage-heavy areas.

WATER VEHICLE CAMERA CHANGES

Several water based vehicles use camera rotation that involves rolling the camera from side to side, either in response to waves or input. That sort of camera rotation can be disorientating to players that are more sensitive to motion sickness.

In the case of Boogie Boards and Inner Tubes, their camera rotation was entirely due to ocean waves, which was likely made worse with the latest ocean refresh. I've entirely removed the camera rotation while using these vehicles.

In the DPV's case the rotation is due to player input which was intended but is quite severe. To solve this I've added a new option in the Accessibility menu that will remove the rolling behaviour.

EXTENDED FOOD SPOILING

The food spoiling system from the Crafting Update is being extended to include fruit, vegetables and eggs. These items will spoil into a generic Spoiled Produce item and will last 48 hours outside of a fridge, making them a more long term food item.

HIGH POPULATION LOOT SCALING

With the increasing popularity of higher population servers, we’ve heard a lot of feedback about how fast loot can spawn on these servers. Our loot spawning scales have been static for quite a while and were never really intended to scale beyond the 500 player mark.

To improve this, we’ve added a new server convar called “Spawn.population_cap_rate" which is set to 300 by default. Our loot respawning system will now cap how many players it considers on the server by this number, meaning the loot spawn rate will not increase beyond 300 players regardless of how many players are on the server.

The results on a standard monument crate spawner:

  • 1 Population: 15m-30m refresh

  • 1000 pop with no cap set: 50s-100s refresh

  • 1000 pop with cap of 300 set: 3.75m - 7.5m refresh

Various monuments use different timers and mechanics to respawn, but this should illustrate just how fast loot was spawning as player counts increased.

Setting this convar to 0 will restore the loot frequency to it's previous rate.

Obviously changes like this are very hard to test in isolated testing environments, we felt 300 was a good starting value but we’ll adjust as needed once we see how this plays out on live servers.

ANTICHEAT UPDATE

As part of our ongoing efforts to provide you with regular updates and transparency on our anticheat initiatives, I'm pleased to announce that this year we've doubled the size of our dedicated anticheat support team and are currently recruiting for developer positions with a anticheat focus.

These support staff are dedicated to investigating players from your reports and other sources. They're actively joining servers, watching and enforcing fair gameplay.

In March, we released premium servers, and we've seen strong and healthy retention across these servers. They're doing an excellent job at gatekeeping cheaters out. Very happy with how this is working. At present, the $15 price point is working well and see no need to raise the barrier to entry.

In May, we enabled server-side player culling by default across all servers. As a reminder, this is tech which no longer networks players behind terrain and rocks, preventing or limiting several high-impact cheat features.

In April, we opened our Hackerone program to the public, allowing the reporting of security vulnerabilities and exploits in exchange for a bug bounty. We've set up a dedicated security page on our website that makes submitting reports extremely easy, secure and straightforward. We've now paid a total of $261,000.00.

Within the past few weeks, our anticheat partner, EAC, has begun additional efforts targeting recoil cheats, often referred to as scripting. As always, they're working very hard in the background to ensure Rust and many other games are cheat-free.

These are just a few of the efforts we're willing to talk about, there have been many cheat-related exploits fixed or limited, new preventions and detections.

Below, are some in-depth ban insights.

Our ban volume has remained steady, even as we left the busy seasonal period. Some additional metrics have been included to help understand the scale of the problem in the form of the percentage of players banned relative to the daily active users.

Rest assured cheaters make up a tiny fraction of the players in the game and we are actively combatting them on a daily basis through both automated and manual measures.

We have been observing a notable decrease in identified cheaters via cheat reports over the last few wipes, and our conclusion based on other metrics is that we believe this is a reduction in cheating activity. Let us know your thoughts, have you been observing more or less cheaters recently?

We have observed a clear decrease in the time cheaters are able to spend in-game before they are banned over the last few months which is a great thing to see and we hope players are able to enjoy their wipes with minimal cheater interruption.

In total this year we've banned over 142,000 cheaters and we hope to keep this momentum up as we work towards our goal of ensuring a fair and competitive environment for all players.

SERVER PROFILER - ALLOCATION TRACKING

With this update we'll be releasing an update to Server Profiler that will allow server owners and mod developers to more easily catch anomalous memory consumption. Server Profiler gains the "Allocation Tracking" capability - once enabled, it'll start to continuously record allocations for each frame and counting relevant metrics. Once one of the metrics passes a user-defined limit, it'll trigger the export of a snapshot, containing 1 frame of data. This snapshot will only contain allocation events, with each allocation event having a callstack recorded with it.

Here's an example of snapshot:

To start, run watchallocs \[Name] \[MaxStackDepth]

  • Name (default “Allocs“, no extension, max 32 chars) - controls generated snapshot filename

  • MaxStackDepth (default 16) - controls how much of the allocations callstack to record

To stop, run stopwatchingallocs

The following server-var metrics are available as server vars and can be changed at any point:

  • NotifyOnTotalAllocCount (defaults to 16000) - will snapshot once all threads during 1 frame exceed allocation count across all threads

  • NotifyOnTotalMemKB (defaults to 8096, aka 8MB) - will snapshot once a frame allocates more than specified memory across all threads

  • NotifyOnMainAllocCount (defaults to 0, aka disabled) - will snapshot once main thread exceeds allocation count during 1 frame

  • NotifyOnMainMemKB (defaults to 0, aka disabled) - will snapshot once main thread exceeds total memory allocated during 1 frame

  • NotifyOnWorkerAllocCount (defaults to 0, aka disabled) - will snapshot once all worker threads exceed allocation count during 1 frame

  • NotifyOnWorkerMemKB (defaults to 0, aka disabled) - will snapshot once all worker threads exceed total memory allocated during 1 frame

Warning

Allocation tracking is not free and will impact the performance - it’ll be worse the more allocations are made. This tool should be used for debugging for a limited amount of time.

Plans for the Future

Server Profiler is getting to the point of where it has enough features to be complete, with only incremental improvements to do. These are my outstanding plans(not in a particular order):

  • Expose method filtering to users as a json config

  • For Allocation Snapshots, attempt to visulize recorded callstack as slices (so it looks closer to performance snapshots)

  • Add ability to record user scopes and associated metadata with those scopes

COMMAND BLOCK

The command block is an admin-only deployable, and an exciting new tool for creative mode enthusiasts.

Once set up, it can store any server command and execute it when powered. Chain multiple together to create more complex circuits.

We look forward to seeing what creative use cases you can come up with!

TWITCH DROPS - BELLUM

Join us from the 25th of June to the 2nd of July as the Spanish speaking Rust community returns to Twitch for all out action, adventure, and unprecedented amounts of raiding in Bellum: Conquest!

All Twitch Drops and participating creators will be available to view in the coming weeks.

Please be aware of scams. Facepunch will never contact you.

Only ever use our official website: https://twitch.facepunch.com/

Rust - Errn
FANCYORB'S GLOBAL WARFARE

As some of you may know, these masterpieces take some time. In case you missed it here's the absolute cinema of the Global Warfare 2 event.



We draw attention to this also because Global Warfare 3 is coming this summer!

Keep an eye out on FancyOrb's Socials for info and exact dates and how to sign up!




RUST BATTLE MURAL PAINTING

Monstera brings us another incredible painting. This time, it is a giant mural that spans across 2 walls.

We present: The BattleMural



Here's the progress video. Enjoy!






RUST TRAILER PARK

If you haven't heard of Benjamin Plays Rust yet I encourage you to subscribe! You will not be disappointed.

He and his brother make these wild trailer parks and junk towns, usually on pure vanilla servers.



The level of creativity used here is quite impressive!




SAVE THE DATE - TWITCH DROPS!



June 25th - July 2nd
The Bellum Spanish Twitch event is right around the corner. This event does come with Twitch drops!

Make sure you are synced up at https://twitch.facepunch.com/connect and be ready!




JUNGLE PSY OPS BASE

Psychological warfare at its finest. Brain boxes, spy pods, and mass confusion.

...and a Joey






LIFE SIZE REPLICAS

Lone_Design spent what seems like the last 2 weeks making life size Rust replicas. Built a large wood box from scratch and a shotgun trap to protect it. Hit up his X account to see the progression!








WARHAMMER 40,0000 & RUST CROSSOVER

Survival is no longer enough - now, there is only sacrifice in the name of duty.



Facepunch Studios is very excited to announce a landmark collaboration in the form of a new crossover: Warhammer 40,000 is officially coming to Rust!

In this alliance with Warhammer, Facepunch will bring the grimdark future of the 41st millennium to the most played survival game on Steam.

Players will soon be able to equip iconic Warhammer 40,000-themed cosmetic skins to their character, in their base, and with their crafted weapons, providing a unique but also fitting take on the hazmat and more items with a Death Korps of Krieg Pack - showcasing a perfect synergy of Rust’s dark brutality, and the Krieg’s unrelenting fanatical nature and aesthetic.

This crossover marks a first-of-its-kind partnership for Rust, blending the harsh, online sandbox-survival sensation that is Rust, with one of the most renowned sci-fi franchises in the world.

Catch the full showcase here!






SHOW ME THE STUFF!

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

Cover image by Monstera!
Rust - ashfacepunch


Facepunch Studios is very excited to announce a landmark collaboration in the form of a new crossover: Warhammer 40,000 is officially coming to Rust!

In this alliance with Warhammer, Facepunch will bring the grimdark future of the 41st millennium to the most played survival game on Steam.

Players will soon be able to equip iconic Warhammer 40,000-themed cosmetic skins to their character, in their base, and with their crafted weapons, providing a unique but also fitting take on the hazmat and more items with a Death Korps of Krieg Pack - showcasing a perfect synergy of Rust’s dark brutality, and the Krieg’s unrelenting fanatical nature and aesthetic.

This crossover marks a first-of-its-kind partnership for Rust, blending the harsh, online sandbox-survival sensation that is Rust, with one of the most renowned sci-fi franchises in the world.

The Warhammer Skulls event is back for a ninth year, with loads of news, reveals, DLCs, and more for your favourite video games – missed it live? Catch up here:

Rust - Errn



JUNGLE BIOME

We've added the first new biome to the game since the original introduction of the procedural world generation: Jungle!



The jungle biome covers part of the temperate coastal (tier 0) area where new players spawn. The terrain in this biome is flatter than other biomes, has a higher river density and thicker foliage.

The jungle biome features a large variety of completely new foliage. This includes new types of bushes, such as bromeliads and monstera. New undergrowth plants like arrowroot and calathea. As well as variety of new trees like trumpet trees, jungle palms and sandbox trees.
The biggest of them all are enormous kapok trees that you will be able to climb and swing from.




The jungle is much denser than what you may be used to, so be aware that dangers and predators may lurk in every corner. Or use it to your advantage and hunt your prey instead.



The jungle biome is vast, but allows for full base building like all other biomes. Take a step inside and embrace your inner Tarzan.




VINE SWINGING

While exploring the Jungle biome you will encounter a new type of tree covered in vines, you can climb these trees to reach branches that provide a new vantage point. There are also interactive vines on a lot of these branches that allow you to swing from one branch to another, allowing you to traverse significant distances in the jungle without having to touch the ground.



Unlike our other form of aerial transportation (ziplines) vines move from one location to another, so if you are travelling as a team you will need to throw the vine back to your friends after using them so they can follow you. You can also use a vine to quickly, safely and quietly descend to the jungle floor.



Just like other trees these vines can be knocked down for wood, however they will create an invulnerable stump in their place and the tree will respawn after a while.




JUNGLE REMNANTS

Among the towering trees and thick undergrowth, you’ll stumble across small jungle monuments, each holding a glimpse into a forgotten past. These include the Jungle Ziggurat, a weathered stone structure with its own mysteries, and a scattering of ancient jungle ruins left behind by a long-lost civilization.






Jungle Ruins
The new Jungle Ruins are small monuments packed with atmosphere and early-game loot. Perfect for a quick stop while exploring, you’ll find low-tier supplies and maybe even a few surprises tucked away among the overgrown ruins.








TIGERS AND PANTHERS

The dense foliage of the jungle will be a grub's paradise, but they will need to be careful... there may be something sneakier than them lurking.



The tiger may be the deadliest animal you'll ever encounter Rust. It closes in extremely slowly from behind, and only strikes when it's sure to kill. A moment of inattention in the jungle is all it takes.

The challenge developing a stealthy NPC, is that it can easily feel unfair and bullshit.
In Rust people are already often ambushed by all kinds of NPCs, and those are not even trying to be stealthy...

To address this there are 3 different hints in game that will let you know if you are being stalked from behind, some more subtle than others.
We do our best to guarantee that you won't be jumped without getting at least one cue.
It'll be on you to experiment and discover those hidden signals.



Do not only scan the foliage for black stripes and orange, as you may fail to notice the very rare black panther that also roams the jungle.



Finally there is a hidden trick you can pull on tigers and panthers, good luck finding it!




CROCODILE

You may notice the rivers are wider and deeper in the jungle, but think twice before crossing, maybe this shape you see in the murky water is not a dead tree.



If the tiger is the deadliest, the crocodile may be the toughest.



Don't lower your guard just because it looks slow and short-sighted, you may be surprised...
The crocodile operates on the basis of mutual respect, don't mess with it and you'll be fine, but fool around and find out.



Like the wolf and tiger, the crocodile also has a hidden counterplay that will give an edge to the ones in the know.




BOOMERANG

We’re introducing another new early game weapon: the Boomerang!



This throwable weapon travels in a fixed arc and returns to the player after each throw, just like you’d expect. Its consistent path means skilled players can master its timing and trajectory to gain an advantage. The Boomerang can also be used as a melee weapon in a pinch if you need it for close range!




BLOWPIPE

This month, we’re introducing a new early game weapon: the Blowpipe – a silent, improvised weapon for those who enjoy causing problems quietly.



  • Wood Dart – Basic and to the point. Light damage with no frills.
  • Scatter Dart – A short-range spread shot that sprays multiple smaller darts. Great for up-close chaos.
  • Incapacitate Dart – Slows your target and obscures their vision for a short time. Perfect for making a quick getaway (or moving in for the finish).
  • Radiation Dart – Applies stackable radiation to your target. Watch them get progressively more uncomfortable.

The blowpipe’s low cost and quiet operation make it a solid choice for ambushes, harassment, or just annoying your neighbours.




SNAKES

Snakes are a stealthy new threat found in the Jungle biome - and you'll definitely need to keep an eye (or ear) out for them!



They hide pretty well in their leafy environment and their poison attack slows your movement speed. Be sure to listen out for their attack hiss as it's usually the first sign that you're about to be bitten!

They'll definitely keep you on your toes - a quickly timed jump after their hiss will avoid the attack altogether!

On the plus side, dead snakes can be skinned for Snake Venom, a new item that can be used to create incapacitate darts for the new blowpipe weapon.




LARGER RIVERS

Rivers are now longer, wider, and deeper in all biomes. They can no longer be walked across and require players to swim in order to cross them. The jungle biome specifically also has a higher river density compared to other biomes, which leads to more rivers in total on a map.






NOTABLE CHANGES

Vending Machine Fridge
The Vending Machine can be powered to stop food spoiling

Food Cooling Icon
A new icon now appears to indicate when your food is being kept cool and fresh

Chicken coop fits on a foundation
Resized the chicken coop to fit on a foundation, it also now snaps into place!

Jungle Animal Meats
Several new Jungle themed animal meats added

Outbreak Scientist
New scientists now roam the jungle!

Leather Gloves
Leather Gloves are now default BP and no longer require a sewing kit





JUNGLE DLC ITEM PACK

We’re dropping a brand-new DLC - the Jungle Pack, packed with 20 new skins and items. You’ll find skinnables like the Bamboo Wall Shelf, Half-Height Shelves, Jungle Relic Assault Rifle, Cocoknight Wood Armor, Bamboo Large Storage, and loads more.

There’s also new wallpapers, sprays, a gesture, and some chat emojis to mess around with.

You can grab the Jungle Pack from the Rust Item Store on Steam or straight from in-game.



Bamboo Shelving
Why have one shelf when you can have three?

This pack comes with Bamboo Salvaged Shelves, Bamboo Salvaged Half Shelves, and Bamboo Wall Shelves. Perfect for giving your base that overgrown, lived-in look.



The bamboo shelf is a reskin for a regular shelf, the shallow and half-height shelves are currently unique items to the pack.

Bamboo Barrels
Need somewhere to stash your loot? These Bamboo Barrels are skinned versions of the Large Wood Box, coming in both vertical and horizontal styles.



Same size as the ones from the Frontier Decor Pack, just way more... jungly.

Jungle Relic Assault Rifle
This ancient relic AK reskin has seen things — bad things.





Cocoknight Wood Armor
Only the bravest warriors can adorn the Cocoknight Armor. Made from bark, vines and.. coconuts, this armor set consists of skins for the Wood Armor Helmet, Chestplate, Pants and the newly introduced Gloves.





Obsidian Bone Knife
Knapped from the darkest obsidian, this skin for the Bone Knife has been passed down through the ages. As sharp as it is mysterious.



Jungle Idol Rock
Whomever holds the Jungle Idol Rock will see death. Whose it is, is uncertain.



Wallpapers, Sprays, Gesture and Chat Emoji
To really set the vibe, we’re also throwing in:
  • 3 Wallpapers: Jungle Animals, Leaves, and Sigil
  • 2 Sprays: Tiger and Skull
  • 2 Chat Emojis: Sick and Bush
  • 1 New Gesture: Beats Chest!








EXPLOSIVE PROTECTION FIX

When initially released the damage reduction of explosive armor inserts didn't match the resistance numbers shown on the inventory screen. This was caused by most forms of explosive damage being part melee damage so they could kill players without being used for raiding but the damage reduction not reducing the melee damage component. This was fixed by converting existing damage values to pure explosive damage in PvP while keeping the existing values for raiding.



This brought a new problem: with the inserts and certain combinations of armor you could reach up to 93% explosive protection and shrug off rockets! To compensate explosive protection will now be capped at 75% which should save you from a single rocket at high explosive protection values.




HUNTER VISION

The hunter vision is a new boost that let you see the scent trails of wild animals, helping you to track and hunt them down easily.



Eating the big cat pie will give you the boost for 15 minutes.




JUNGLE BUILDING SKIN

The new Jungle stone building skin, available now from the Rust store, allows you to change the visuals of your stone tier base.





This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin's wheel on which you may choose Brutalist upgrade.



Available now from the in-game store or Steam item store.




WOOD GLOVES

Rounding out the wooden armor set, the new Wood Gloves are now available! Default craftable and made from wood and cloth, these gloves offer early-game protection that slots between Leather Gloves and Roadsign Gloves.



Perfect for fresh spawns or anyone needing quick, reliable hand protection without the need for a blueprint.






SERVER PROFILER UPDATES

Experimental Streaming Support
With this update we're releasing the next stage of Server Profiler - experimental support for streaming profiling telemetry into memory. This can be done with the following command:
profile.perfsnapshot_stream [Name] [MainThreadBuffer] [WorkerThreadBuffer] [Debug]
  • Name (max 32 characters, defaults to "Profile") - controls the filename of the snapshot, [Name].json.gz
  • MainThreadBuffer (MB, max 256, defaults to 32) - how big is the telemetry buffer for main thread
  • WorkerThreadBuffer (MB, max 256, defaults to 8) - how big is the telemetry buffer for each worker thread
  • Debug (0/1, defaults to 0) - whether to generate [Name].bin.gz for debugging
The key difference here is that original `profile.perfsnapshot` command was able to accumulate up to 10 frames of data, while the new command will accumulate telemetry until the main thread storage is full, at which point it'll export the [Name].json.gz file. For ~40 players on staging server and default 32MB main thread storage we were able to generate roughly 60 frames of data:



Quiet Mode
I've exposed a new control for server-chat notifications when a snapshot is being taken - the messages that warn the players about potential server stutters with a countdown:
profile.quiet 0/1 - default to 0 (will notify), set to 1 to disable chat messages.

This affects both the old profile.perfsnapshot and the new profile.perfsnapshot_stream commands




SERVER OPTIMIZATIONS

Batched Player Processing - Experimental Physics Query Batching
In the "Crafting Update", Server Optimizations section I've written about starting to work on batched player processing. The goal is to group logic better to enable more efficient memory cache utilization as well as starting to process players in parallel. Back then we only tried processing water queries for players in parallel.

This coming update we have now converted NoClip validation, 1 of 3 physics-heavy player validation routines, over to the new batched flow. It aggregates all the physics queries into separate batches, and runs batches sequentially, while each batch internally is run in-parallel.

My synthetic stress tests showed a ~5x/~80% speed-up of AntiHack.AreNoClipping compared to original implementation of AntiHack.IsNoClipping.

Original flow simulating 4 checks for 10k players:



Parallel flow:



Running the new logic on a 57 player staging server currently shows reduced benefits

Original flow(50 frames of data):



Parallel flow (52 frames of data):



It shows that we're getting around ~0.5ms(~10%) savings in AreNoClipping, the method that I focused on optimizing. We're also seeing ~13ms(~18%) savings at top level, ServerUpdateParallel.

It's important to note that this is all on relatively fresh Staging with a relatively small population. Release environment is a bit different, so I'll be validating how it behaves and if it's stable going forward.




WORKSHOP QUALITY OF LIFE CHANGES

This month, the team has been working hard on some significant quality-of-life changes to the Rust Workshop.

Although many of these changes are designed to make community skin artists' lives a little easier, they should also improve the visual quality of many in-game items!

We've added previously missing Ambient Occlusion and Specular maps to all skinnable weapons, clothing, and deployables. These will automatically apply to existing skins that do not include their own custom textures for these map slots.

We’ve also fixed the downloadable meshes in the Workshop so they now have correct position, scale, and rotation, along with more sensible pivots!

A bunch of weapon-related issues have been resolved, including UV fixes on third-person models, properly displaying arrows on bows and crossbows, and adding third-person sights to the Double Barrel Shotgun.

The Wood Storage Box and Large Wood Box now support transparency for interiors. We can't wait to see what the community comes up with here!

We've also made a raft of improvements to the Workshop scene, including fixing items disappearing at a distance, implementing Time-of-Day pause and Skybox Rotate functionality, and — for the extremely adept skin artists — fixing an issue where normal maps were sometimes incorrectly displayed on skin submissions.




PLAYER SERVER OCCLUSION

We last spoke about player server occlusion in the Crafting Update news post, in that post we stated our future plans were to ensure all servers are using server occlusion by default.

We now believe the system is in the right position for this so starting this patch servers will have server occlusion enabled by default. If you are a server owner running a custom map that you don't think is suitable for server occlusion or running a server on older hardware, you may want to disable server occlusion, you can do that with the following startup parameters:
  • -disable-server-occlusion, this parameter will ensure server occlusion is completely disabled.
  • -disable-server-occlusion-rocks, this parameter will skip including rocks in the occlusion grid bake, this is recommended if you're running older hardware but still want to make use of server occlusion as it can significantly increase initial grid generation time.




TWITCH DROPS

Twitch Drops are back!
Starting at today's update, until May 28th, we will have an array of general Rust drops for all to enjoy. These drops can be earned on any Rust channel that has drops enabled!

These Drops are paying homage to our Community Official servers.



Don't forget to ensure you are synced over at https://twitch.facepunch.com/

And be vigilant of scams - Facepunch will never DM you about Twitch Drops.

Drops will end around midnight UTC on May 28th.




48 HOUR FLASH SALE



To celebrate the release of this month's Jungle update, we're having a flash sale on Steam!
Rust and all Steam DLC's will be 50% off until 18:00 BST / 10:00AM PT

Get that new squad mate in by gifting them a copy on Steam.
Apr 10
Rust - Errn
EASTER HUNT

April 10th - April 24th, 2025
Starting today, every 24-38 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.




HORSE COSTUME

This year, we've added a new costume DLC attire, the Horse costume! The Horse costume is a lower body wearable item which can be crafted with cloth and wood.







The Horse costume comes in three variants and is only available for a limited time on the Rust item store.




CARGO RUSTIGE EGG

This Easter, treat yourself and your base to a different kind of egg. Not one made of chocolate, but one made of some of the most sought-after elements.



This easter Rustige Egg is aquatic-themed and features the Cargoship with an RHIB patrol boat.

Available for a limited on the Rust item store.




EASTER STORE






CHICKEN COSTUME

Returning again this year is the Chicken Costume! the chicken costume is a lower body attire which can be crafted with cloth and wood.



You can find the clucking chicken costume in Rust item store.
Apr 3
Rust - Errn
DEPLOYABLE DEBRIS [SOFTCORE]

A selection of deployable objects in your base will now leave behind a destroyed version when killed in the softcore game mode, allowing you to repair them to quickly get your base back up and running after a raid.

When destroyed, these objects will drop 50% of their contents, the other 50% will be stored inside and accessible only by the player owners.



If the deployable is destroyed due to losing its ground, it will fall to the nearest position and won't be repairable on the spot. You can still pick it up with a hammer and repair it later at a repair bench.

This new behaviour is enabled on:
  • Large Wooden Box
  • Storage Barrels
  • Small Wooden Box
  • Coffin
  • Small Furnace
  • Electric Furnace
  • Locker
  • Tool Cupboard
  • Fridge
  • Vending Machine
  • All Workbenches



In the case of Tool Cupboards, the destroyed version will still provide building authorization in it's normal radius for 48 hours and can only be repaired by players that were authorized on it.

Whilst this feature is only applied to the softcore game mode, it's a bit of an experiment, and we may bring it over to the vanilla game in future.




RESPAWN CHANGES [SOFTCORE]

The Reclaim Terminal at Outpost has been removed, and we don’t think you’ll miss it.

In Softcore, if you die outside of a building privilege radius, you’ll now respawn with 50% of your inventory automatically. No more sprinting to Outpost, hoping your stuff didn’t get looted, and waiting around to reclaim your bits and pieces. The system is now faster, cleaner, and more forgiving.



We’ve also improved how that 50% is calculated. Previously, it would just grab half of your item stacks, meaning you could end up keeping full stacks of low-value junk while losing all your meds or ammo. Now, it does what you'd expect: you keep 50% of your total count for stackables, which makes the whole thing a lot fairer and more predictable.

This change should help reduce the friction after dying in the field while keeping the Softcore experience accessible for players who are still learning the ropes—or just trying to get back on their feet.




UPKEEP TAX CHANGES [SOFTCORE]

Softcore mode has higher upkeep rates for doors to discourage massive sprawling bases and encourage more raiding. Building blocks are unchanged.



The difference is pretty significant: the average large base will now see door upkeep around 90%, compared to 30% in vanilla. Smaller, tighter bases won’t feel this as much, but sprawling honeycomb bunkers stuffed with doors will now come with a proper maintenance bill.

The aim here is to discourage door mazes that sit untouched for weeks and make raiding more viable, even if you’re not rolling with a full zerg. You’ll still need to defend your loot, but you might have to think twice before slapping down that 38th garage door “just in case.”




PVP DAMAGE [SOFTCORE]

Softcore mode has always been about giving newer or more casual players a gentler way to ease into the brutality of Rust. With that in mind, we’ve made a change that should make early PvP feel a little less punishing: bullet damage from one player to another has been reduced by 25% in Softcore.



The goal here is simple - give fights more breathing room. Instead of being instantly downed the moment someone spots you with a semi, you’ll have a bit more time to react, reposition, or even fight back. We want to encourage longer, scrappier engagements where you actually get to play the fight, not just die in it.




SLEEPING BAG CHANGES [SOFTCORE]

Sleeping Bags/Towels/Beds will now function slightly differently in softcore mode. When destroyed, they will be replaced with a new destroyed version that will still allow the player to respawn at that point one last time.



Once you respawn the bag will be destroyed. Bags in this state have a little skull icon next to them on the map/respawn screen.




ADOBE WALL AND GATE

This month, we’re introducing the Adobe external wall and gate skin pack, now available from the Rust store. The Adobe external wall and gate skin pack allows you to change the visuals of your external walls and gates.





You can use the Spray Can item to reskin your external walls.





QUALITY OF LIFE CHANGES

Fridge Changes
Bota Bags and Honeycomb can now be placed in Fridges

Easy Rug Deployment
Can now place rugs under already placed deployables

Crossbow & Turret Arrows
All Crossbows and Bow Turrets now show if they're loaded + the type of arrow to other players

More Unique Impact Details
More impact details are now rotated, and scaled randomly to increase uniqueness

Hanging Banner
Hanging banner can now be placed at a greater distance allowing ease of placement

Pole Banner
The pole banner can now be placed on construction




BEE SYSTEM BALANCE & IMPROVEMENTS

A number of changes are now being rolled out to the Bee System to help balance and improve the overall experience. I'll start with the most important and work down.

Bee Swarms
  • Now takes all clothing protection into consideration: This means that when the Bees sting you their damage is reduced according to all of your clothing, just like damage from any other sources. Hazmat suits still block all damage that comes from Bees.
  • Swarms no longer directly stack on top of each other: When attacking someone with Bee Swarms you could pile on Bee Swarms and each Swarm would do its own damage. This meant 10 Bee Swarms would do 10x damage. Bee Swarms now do less and less damage with each swarm piled on top.

Beehives



  • Adjustments: Beehives were creating too much Honeycomb in the Temperate Biome, this has now been rebalanced.
  • Hostile Environments: Beehives now work properly in hostile environments. Remember to use heaters in the snow!
  • Is Producing Honeycomb: Due to the slow fill up of the nucleus status bar: it was hard to know if your hive was producing Honeycomb or not. There's now an indicator at the bottom to make it more clear.
  • Temperature Readout: it was hard to see what the temperature bar meant. It's now possible to see exactly what temperature is being read out. This should hopefully make it a bit more clear.

A bunch of bug fixes and hardening of the Bee System rolls out with this patch. Hopefully everything is a bit more snappy.

I hope you have all been having fun with the Bees!




AREA OF EFFECT VOLUMES

In Rust it was always difficult to know what range a Sprinkler or Heater had.

This change provides some visualisation for area of effects. This means you can see the area of effect of a Sprinkler, Heater, Shotgun Trap, Flame Turret, Igniter, Various Sensors etc.



This volume only gives a rough outline of where the object will affect and not exactly what objects will be affected, but it's a great start. As with anything: this can be disabled in the settings if you don't like it, and is entirely optional.






ABYSS PACK - NEW SUNKEN KNIFE

August 2023's Abyss Pack has been updated to now include a new free item!

The Sunken Knife is a new addition that follows in the aesthetic of the rest of the damaged deep-water items found in the abyss. But don't worry, despite it's corrded form, it still functions fully as a sharp close combat weapon.



If you already own the Abyss Pack, the new Sunken Knife skin will automatically be added as a skin option for the Combat Knife.



You can get the pack on the Steam Item Store.

For more information and all media, head here.






PREMIUM SERVER UPDATE

It’s been just a few weeks since we launched Premium Servers, and we’re happy to report they’ve been a solid win.

The goal was simple: create a more secure environment with less cheating by requiring a minimum $15 Steam inventory to join. So far, the results speak for themselves. According to our internal review, players on Premium Servers encounter cheaters around four times less often than those on regular servers.



Even with fewer Premium Servers running, their populations have stayed healthy, especially outside of peak hours, where they’ve occasionally outpaced non-premium servers.

We’ll continue monitoring how these servers evolve and may adjust thresholds or requirements over time, but for now, we’re calling this launch a success. Thanks to everyone who jumped in early and helped make it work.

If you're looking for a better experience, I highly recommend sticking with Premium.




LINUX DEDICATED SERVER UPDATE

Last September we announced that we will have to retire dedicated server support for Debian 10 / Ubuntu 18 soon. This change is now around the corner, so this is one last warning to all server owners and hosting providers to update their infrastructure accordingly. Our new minimum requirements will be Debian 11 / Ubuntu 20.




CREATIVE MODE: NO FUEL/ALWAYS ON

I've added a way to make all fuel sources such as furnaces, candles, etc, work without fuel in creative mode.

The following new commands can be used to toggle it for individual entity instances:

  • toggleAlwaysOnAll <true/false> - Toggles the mode for all supported entities on a server (admin only)
  • toggleAlwaysOn <true/false> - Toggles the mode for the entity you are currently looking at
  • toggleAlwaysOnRadius <true/false> <radius> - Toggles the mode for all entities in specified radius

All these commands and features require creative mode to be enabled for the player or all players.

I've also added the creative.AlwaysOnEnabled convar which needs to be enabled for the whole thing to work.

When in this mode, some new item specific features help make the process smoother, such as torch holders spawning a torch item if the commands are used on empty torch holders and other items such as the candle now don't use up durability and can run forever.




HACKERONE BUG BOUNTY PROGRAM

We've been testing Hackerone for a good while now and have had some good experiences with it. For those that don't know, Hackerone allows reporting security vulnerabilities and exploits in exchange for a bug bounty as a win-win for both us and whoever submitted the report. In order to make this easier going forward, we've set up a dedicated security page on our website that makes submitting reports extremely easy, secure and straightforward. If you or someone you know are aware of something that fits our bug bounty program rules as laid out on our security page, please don't hesitate to submit a report via the link above.




DISCORD SOCIAL INTEGRATION REWARD



In February, we rolled out a social integration layer to Rust, no more alt-tabbing - you can view, chat, invite, and add friends, all from right inside the game, all through Discord.

The feedback for this has been fantastic and now we've partnered with Discord to provide players that sync their accounts with a reward - a Discord Trophy that is craftable and deployable in-game!

Not linked your accounts yet? Head in game and sync your Steam and Discord friend with ease, right from the main menu!




JUNGLE UPDATE TEASER

The Jungle Update is coming and approaching final development stages, and with it comes a brand new biome, new early-game weapons, and a whole cast of deadly new wildlife including crocodiles, snakes, and more.





We’re planning to kick off public testing early this month, so if you’re eager to get a first look (or first bite), keep an eye on our socials and Discord announcements for when testing begins. We'd love to hear your feedback.





COMMAND LINE ARGUMENTS OVERRULE

Some server command-line arguments weren’t being applied correctly if conflicting values were already saved in server.cfg.

We’ve now updated the server bootstrap process to reload command-line arguments after loading server.cfg, ensuring that command-line values always take precedence.

If you're a server owner and running Rust on Linux or using a third-party server manager like Pterodactyl, we recommend reviewing your setup to make sure everything is working as expected.




EASTER

On April 10th at 19:00 BST we'll be releasing an optional update to enable this years Easter events and releasing the Horse costume.

During the Easter event 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!
Rust - Errn
Today at 19:00 UTC, we're issuing a mandatory update - We are rolling out Premium Servers, an experimental way to filter out cheat users and create a better experience for legit players.

To access Premium Servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the Permanent Item Store, such as building skins, décor packs, and hazmat skins, as well as any other tradable Rust items with an attached value. Currently we do not include Rust's standalone DLC such as Instruments, Sunburn and Voice Props packs (this may change in future).



We initially communicated a $20 threshold, but after analysing data from millions of accounts, we've settled on $15 as a more effective starting point. This is based on a comparison of banned accounts versus regular players, aiming to strike a balance between accessibility and cheat deterrence, although opting on the lower end.
  • Premium Servers will only be visible if your account meets the $15 threshold.
  • Premium Servers will show a Premium (and clickable) Tag to provide details about eligibility.
  • This won’t stop every cheat user, but it’s an extra layer of friction against disposable cheat accounts.
  • Server owners can opt-in by enabling the following convar: "server.premium 1"
  • The $15 threshold may change over time, and we may introduce additional factors to refine premium status.
  • Depending on Steam traffic, brand new purchases may take up to 20 minutes to reflect onto the Premium Server authorization.
  • You can manually refresh or check your premium status by going to the server listings, clicking the premium server tag and clicking the refresh icon.
  • If you have premium status, it'll display on your avatar on the menu menu
If we encounter any abuse or exploitation of Premium servers or the market, user accounts will be banned. All trades of Rust skins are logged.



SERVERS

There are currently several new freshly wiped official premium servers going live today at 19:00 UTC.

To connect to these servers, you'll find them in the official server list or connect directly from the mainmenu, open the console by pressing F1 and typing "connect" followed by the IP or endpoint. For example, "connect eupremium.rustopia.gg" or "connect 79.137.98.213:28015"

MONTHLY MAP WIPES:

EU Facepunch
  • EU Premium 1 - 79.137.98.213:28015
  • EU Premium 2 - 79.137.98.146:28015
  • EU Premium Small 1 - 79.137.98.146:28020
  • EU Premium 3 - 79.137.98.117:28015
  • EU Premium 4 - 79.137.98.117:28020

EU East Facepunch
  • EU East Premium 1 - 57.128.211.55:28015
  • EU East Premium 2 - 57.128.211.53:28015
  • EU East Premium Small 1 - 57.128.211.53:28020
  • EU East Premium 3 - 57.128.211.54:28015
  • EU East Premium 4 - 57.128.211.54:28020
US West Facepunch
  • US West Premium 1 - 148.113.198.88:28015
  • US West Premium 2 - 148.113.198.86:28015
  • US West Premium Small 1 148.113.198.86:28020
  • US West Premium 3 - 148.113.198.87:28015
  • US West Premium 4 - 148.113.198.87:28020

US East Facepunch
  • US East Premium 1 - 40.160.19.6:28015
  • US East Premium 2 - 40.160.19.218:28015
  • US East Premium Small 1 - 40.160.19.218:28020
  • US East Premium 3 - 40.160.19.217:28015
  • US East Premium 4 - 40.160.19.217:28020


WEEKLY MAP WIPES:

US Community Officials

EU Community Officials

AU/Asia Community Officials

Community-run officials may have their own separate blueprint wipe schedules. We recommend seeking out their individual discords/website for specifics.





LOOKING AHEAD

We will stress, this is an experiment, and we’ll be closely monitoring its impact. We will know more in the upcoming months if this is something we can expand upon and refine.

We will also take this opportunity to also encourage everyone to set up and use Steam's mobile authenticator. It both protects your account from intruders, and also allows quicker Steam/Rust skin trades among friends.



...