With today’s update, we’ve focused on further optimizing the player experience by going through Mournstead with a fine toothcomb, adjusting textures, and going through general bug fixes.
In light, we walk. HEXWORKS Team
[h4]Multiplayer[/h4]
Fixed an issue in multiplayer that could result in dead NPCs appearing incorrectly for clients.
Fixed an issue in multiplayer that may cause a revival failure if the host tried to revive the client immediately upon death.
Fixed an issue in multiplayer that could result in the Coop Indicator not appearing for the host player when the co-op partner died.
Fixed an issue in Multiplayer that could result in the "Inventory full" pop-up message to appear for the host player if the co-op partner's inventory is full.
Fixed an issue in multiplayer that could result in an invading player being able to kill an Umbral parasite.
Fixed an issue in multiplayer where an invader could have a loading screen while the host's coop partner was teleported to the host.
Fixed an issue in multiplayer that could prevent status effects caused by casting spells from not building up properly for the client.
[h4]Collision[/h4]
Fixed a collision issue that may cause players to become stuck inside the scaffolding near the passageway between Skywalk Bridge and Penitent Path.
Fixed a collision issue that may cause players to become stuck if they rolled from a ladder onto Umbral assets near Redcopse Windmill.
Fixed a collision issue that could allow players to reach an inaccessible area and fall out of the world near the courtyard at Abbey of the Hallowed Sisters.
Fixed a collision issue that may cause players to become stuck behind a fence whilst in Umbral near the Lightreaper boss fight.
Added missing collision to certain carts placed in Umbral areas in Fief of the Chill Curse.
Fixed a collision issue that allowed enemy spells to clip through the tree on top of the cemetery near the optional boss fight with the Lightreaper.
Fixed a collision issue that may cause players to become stuck next to the wooden platform prior to the tavern in Lower Calrath.
Fixed an issue that may allow players to access an inaccessible area and potentially become stuck near the Skinstealer in Bramis Castle.
[h4]Visuals[/h4]
Fixed an issue that could result in a ray of light appearing incorrectly on the staircase in the Manse cellar.
Fixed an issue that could cause the ashen human statues to appear black when "Global illumination quality" setting is set to low in the boss arena with the Sundered Monarch.
Fixed an issue that could result in the waterfall to abruptly cut near the balcony with the Abbess in Abbey of the Hallowed Sisters.
Adjusted stone textures present in the deep forest that could result in players being able to see out of the environment in Fief of the Chill Curse.
Adjusted textures that could result in players being able to see out of the environment near the rope bridge in the cave close to the Shrine of Adyr.
Adjusted textures near the Vestige of Brother Jeremiah, which could result in players being able to see out of the environment.
Fixed an issue that may cause wooden planks to disappear on graphical settings "High" or lower in Lower Calrath.
[h4]Environment[/h4]
Fixed an issue where the gates near the bottom of the stairs below the Dunmire room were misaligned with the wall.
Adjusted textures on the side path leading to the Congregator of Flesh that failed to load correctly resulting in players being able to see through the environment.
Adjusted textures present within the Depths on the rock wall, leading players to be able to see through the environment.
Adjusted a stone pillar that was misplaced inside the tower near The Crow's Nest.
[h4]UI & UX[/h4]
Fixed an issue that could cause players to be unable to scroll to the top of the list in character creation using a controller.
Fixed an issue that prevented "Invert controller vertical axis" from working in photo mode.
Fixed an issue that caused Quality and Performance to be reversed in the AMD FSR settings.
Fixed an issue that could result in graphical settings to be changed to Ultra on PC if the player selects "Reset to Default".
[h4]Other[/h4]
Fixed an issue that may cause Lucent Beam to behave incorrectly and point to the ground when an enemy target is too close to the player.
Fixed an issue that prevented Explosive Bolts from dealing damage to nearby enemies if the bolt hit an Umbral asset.
Fixed an issue in multiplayer that prevented Holy Bulwark to spawn near Manse kitchen, if the host player did not rest before.
This month we feature the creator who first showed our work to the world, long before Tales & Tactics ever existed, and one we decided to partner up with! Rhapsody is not only our narrator voice actor (who we’re working with once more to double or triple our current available lines), but is also a wonderful content creator himself! Go give his channel some love.
Fully Revamped Player Characters
A long time ago in the development of T&T, there was only ever the "Draft" character option. There were no preset player characters to pick from. When we added them, we wanted to have them be a bit of a hodgepodge of perks and effects, nothing too highly synergistic, in order for Draft mode to feel extra special when it rolls into a big synergy.
But, with the last player release of Thet, we didn’t follow that philosophy, and made a character who had a complete total package of synergistic perks... and it went over extremely well. So well in fact, that we’ve completely overhauled the player characters to ALL have that level of theme and synergy built-in! Draft mode still feels special as being the only access to the Code system, and will probably ultimately still be the most min/max’y way to play, but we’re happy with having our players have more defined roles. Those new roles are:
Singrim - The master of ‘vertical stack’ Trait armies. Singrim will like picking one trait and going straight to Stage 2 with it as fast as possible.
Alidanna - The All-Rounder, the only one of the player characters. Alidanna likes hex modifiers, potions, and XP, and thus is a great all-around package who prefers consistency over a niche build path.
Zamfir - The Banisher. Zamfir leans harder into "play without an archetype" now, with support from Banishing (such as now being the character that starts with a Void Portal.)
Brax - The Economy character. We’ve redesigned Brax to focus more on the Monk effect, and have added more mechanics involving economy and building up a late game strategy.
Ifreyes - Legends is the name of the game with Ifreyes now, including an immediate Ancestral perk that removes the Legend limit.
Thokor - The Banner Bearer. Thokor is now all about War Banners, while still having a dash of chaos from the Rainbowslime Vial start.
Cedric - The Cursed Chaplain. Cedric’s theme is Curse and Chains, foregoing the Blessed Incense start to instead simply have less effect from curse. Instead of lowering the Curse number, lean into it more, but without as detrimental of a side effect.
Thet - Remains the same, all about fewer, more powerful, perfectly itemized units.
One major feature of Player Characters that has been fully and completed renovated is the effect of the character’s Profession, which used to grant a unique Legend Unit. It no longer does so, but instead, adds a Specialization.
Specializations are a one-time choice that happens immediately after the Eager Newbie fight, effectively a ‘free level’, with a set of perks exclusive to that Profession. These perks often are more run-impactful than other perks, and you can pass on them when offered in exchange for a small bonus and play the character ‘the standard way’.
The Legends formerly found as part of the Profession feature have been moved to new Bonus Legend Packs, one of which is exclusive to Ifreyes as part of his Aspiration.
Ifreyes’ Become Famous aspiration Legend Pack - NEW Legend <name>, Charlie (now Uncommon), Roscoe (now Rare, and has been turned evil, now with red runes instead of green)
Ancestral, Class, and Profession perks have all been giving a naming/theming pass. The Slay a God aspiration and the Get Revenge aspiration have new names/themes of Reclaim Legacy and Sow Chaos, respectively. The World Domination gauntlet has been recolored to purple, to reflect the changes to Cedric’s new affinity for curses.
Full Main Menu UI Overhaul
The Main Menu has been completely rebuilt from the ground up. The new version is more optimized, has better animations, is less prone to bugs, and is fully ready to work with controller support when we add it to the rest of the game later this year. We took this opportunity to renovate and rework a lot of the main menu panels that players had given feedback on as hard to navigate, hard to understand, or in need of serious polish.
New Home Screen - Community Tab has been replaced with the Home screen, which has buttons for Patch Notes, Featured Streamer, Credits, and more. The first time you launch the game on a new patch, you’ll visit the Home Screen. Any future launches on the same update will start you on the Play screen instead.
New Unlocks Progression and UI - Fully rebuilt from the ground up. The new Unlocks system ditches the complicated grid in favor of a more linear path with a few branching choices, and condensed and displays the Unlocks as larger bundles with more detailed explanations on what you are unlocking. Features that used to be hidden or attached, such as Difficulty Settings that unlocked with certain Run Modifiers are now crystal clear. Unlocking a new Area now shows that the Area’s champion can start appearing in other Areas. The Unlocks screen will also notify when something new is available to grab with a ‘!’ icon.
New Difficulty Selection Screen - Revamped for simplicity and integration of the Challenge Climb mode which was not a part of the original UI. Gone are the ugly pips and overwhelming screen of choices, replaced by big, clear description cards set in a direct linear path from one Challenge Climb stage to the next. Custom Difficulty mode also has a more simplified UI for assigning which modifiers are active.
The Run Modifier for "Easy Mode" has been migrated to the Difficulty Selection screen, and is now known as Relaxed difficulty. Relaxed is now a difficulty preset rather than a modifier but otherwise behaves the same and can be toggled on and off at will when playing in Custom Difficulty.
The Run Modifier for disabling Traits has been removed for now. This wasn’t being used by many players, had the risk of confusing new players, and was originally invented as an introduction point for new players before the addition of Relaxed Mode. First time players are now instructed to try out Relaxed Mode instead of Traitless mode. We will definitely still bring Traitless back in some form or another.
Streamlined Start of Run Process - Run Modifiers, Difficulty, and Character Select are now compressed into smaller panels with a clear overview showing where you are in the process, and you can jump back to a previous step at will. The Run Modifiers page will be skipped most of the time, unless you just unlocked a new Run Modifier. You can always go back to it if you wish to change things, but it’ll be an optional page most of the time.
New Draft Experience - Draft Mode UI has been completely redone. You now complete the Draft without going directly into a game - after completing it, you return to Character Selection, and your newly Drafted character takes the place of the Draft Character button in the roster. You can Delete the Drafted character at any time to re-draft. Additionally you can now reroll during any step, effectively allowing Draft mode to pick from any perks you want. The Drafted character also persists through runs, so if you have a setup you really like, it’ll be there still next time you play.
New Custom Code UI - Custom Codes are now one-time activated and stored in a list forever, able to be recalled and loaded with a single button click. You can also store up to 5 Drafted characters into these Custom Code slots, effectively preserving your favorite loadouts to use whenever you want. We have mentioned in previous feedback being able to toggle on and off Code-perk unlocks from Draft mode, but the new ability to reroll indefinitely in the Draft makes that not really that useful now, so we decided against it.
The Patch Notes now notify and alert when there are new patch notes to view with a ‘!’ icon.
The Main Menu now displays an up-to-date version number in the bottom left corner.
The Abandon Run button in the Main Menu no longer triggers an automatic jump to the Unlocks menu, and has a double confirmation popup to confirm the abandon.
PVP (Alpha)
We’re very excited to debut Tales & Tactics’ asynchronous PVP system with this update! PVP is structured completely differently to the main game mode. While the structure is different, our PVP offering still has no turn timer or any similar pressure. You take the game at your own pace, as you always have. When your army is ready to go, clicking the Fight button begins a search for an opponent and starts a fight when that opponent has been found. You must win 10 fights to win the round, and you can lose up to 4 individual fights before the round is lost.
For this release, we are only including Unranked as the mode of play, but we are still tracking and displaying a Ranking for purposes of testing. The Rank does not actually factor into matchmaking at this time and will be wiped when we actually release a Ranked mode.
Instead of playing one of the player characters in PVP, you play as one of the enemy combatants you usually face! These combatants have all-new abilities specific to the PVP mode and offer different playstyles and replayability. Over 20 are currently available, and we’ll be adding more over time. When you first start a PVP run, you’ll be presented with four possible ‘bundles’, which include the combatant to play as, starting items, and starting units.
In PVP, you do not automatically earn Army Size and Store Rarity increases. Instead, you spend Star Points on these in the Shop. The Shop is available all of the time, after every single fight, so you are in full control over when you want to make those important upgrades. Every round, the costs of each one will decrease, so if you decide to focus on other things early, you’ll still be able to grab the upgrades later.
The Item Shop in PVP has a different set of available purchases, including consumables that are not available in the main game mode, such as Duplicators.
After a few fights, you will be presented with a Level Up choice, but rather than use the PVE setup for these perks, instead you choose from two “groups'' of perks, such as “component power-up perks” vs “trait pip up perks”. You first choose a group, then choose one of three options presented from that group. Right now, most of these perks are direct ports of their main game counterpart, but we implemented them as completely separate entities so that we can tune them independently and develop perks exclusive to one mode or the other.
We’re excited to develop this mode further in all future updates!
Additional Notes
Many consumables have been rethemed, as their old references or themes have become invalid. The new themes are now more consistently described as things that feel more like a consumable.
Lucky Charm = Lucky Clover
Rallying Horn = Starcaller Shard
Completed Contract = Divination Dust
Void Portal = Book of Banishment
Transmogrifyer = Fusion Gem
Divination Dust is now sold in Shop rooms.
Subtitles have been added to the Audio Options menu.
The Tournament events which required an objective (like have 8 or more Curse) have been had those options reworked to no longer be restricted. These objectives have always been hidden information until you reach them, and had too interesting and impactful of perks to keep hidden away from most runs.
As part of the new Unlock system, there are now four sets of Perk Packs, each with 3 Perks. These include some new Perks, as well as some former event perks that were still mechanically interesting enough to move to the standard pool.
Dweller cast time to summon Geogukk reduced to 2 seconds (from 4). Dweller has been underperforming a little bit lately.
Stage 1 of the Vault of Assistance reduced to 2 Lucky Clovers (from 3)
Tournament Food Cart event XP option reduced from 6 to 4, matching other free events of Act 3. This used to have a gold cost which was removed, but the event did not get further tuning.
Shred-O-Matic now gets a stacking Shield for each buff stack its Conduits provide.
Bosses now have innate Crowd Control duration reduction as part of the Boss Heart item. Units such as Glitter and Corvid have always been standouts that could keep Bosses stuck for a much longer period than any other team, so we’re letting Bosses shrug off stuns more.
Titan’s Vest (Factory event unique item) buffed, time delay to activation reduced and damage increased.
Plush of Vo’Do Curse threshold increased to 1 mana regen per 3 curse (up from 2 curse).
Dungeon Tale room 1 worst-case penalty reduced to 3 Curse (from 4)
Black Market Giving and Receiving Rings reduced to "one component’s stat value" for core stats.
Polish
This is a much bigger patch note than it will seem, but we rebuilt the entirety of how Units decide to act in a given moment. The new AI logisystem is significantly more optimized, and has far better debugging tools, such that we can pause a fight in any moment and step through every single decision and action being made rather than needing to review the combat logs.
This should greatly reduce CPU usage particularly when lots of units or pit tokens are in play, and will help us debug issues in the future much easier. A change like this comes with a lot of inherent risk, so let us know if you see any odd behaviors with regards to how units are acting.
The Difficulty tooltip for the top panel icon now states the preset or challenge climb level currently active, in additions to the modifiers.
Added tooltips to the end of combat Badges to explain in more detail why you earned them. Each badge now also includes the stage number, like "Perfect Fights 3".
Bug Fixes Fixed some Player portrait images being incorrectly scaled, resulting in them being slightly off when added to the portrait layers (most notably, Singrim’s staff wasn’t connected to his hands before. Several others were suffering the same but only noticeable in Draft mode)
Fixed the Community Challenge 3 winners not having been added to the Credits last update.
Fixed Travel Panel text size issues when lots of text was present, such as the Rest Site or the Slime Farmer combatant.
Fixed end-of-combat being very slow when not clicking to activate fast mode.
Fixed end-of-combat badges sometimes not having the correct color when there were 5 or more levels to the badge.
Fixed Monock Sr.‘s bonus difficulty effect not causing its skill to ignore CC immunity, but rather him becoming CC immune himself.
Fixed some shadow issues in the Graveyard table
Fixed units losing their targets after moving when they were Taunted or Feared. In these cases, completing a movement will no longer clear targets.
Localization Fixes Fixed the Difficulty tooltip in the top panel being partially translated.
Greetings, factory builders! In our continuous effort to enhance your experience and expand the possibilities within Incremental Factory, we're excited to bring you version 0.5. This update introduces a host of new features, quality of life improvements, and optimizations. Here's everything you need to know about what's new:
Changelog:
New Features
Drones & Task Queue
We are so excited to give you this feature. The main purpose of this is to let you copy & paste entire sections of your factory. But there is more to it than meets the eye at first glance.
Copy-Paste
This is the core functionality and works as expected: select one or multiple parcels, press ctrl+c (cmd+c) to copy your selection and ctrl+v (cmd+v) to paste your selection.
This will create all parcels and connections immediately and all buildings will be added as buy-tasks to the "Drone Task Queue".
Drone Task Queue
The "Drone Task Queue" will then execute all tasks one by one until all tasks are done.
Previously, when you wanted to buy a building blueprint, you always needed to have all resources at once. Now, if you are short on resources you can still buy the blueprint and all buildings that couldn't be bought immediately will be added to the task queue instead!
And the same logic applies for individual buildings, too. Gone are the times where you added 47 Bioreactors and had to remember to come back few minutes later to build the 33 remaining in that parcel
Drone Blueprints & Import/Export
Save as Drone Blueprint: You can now save any part of your factory as a Drone Blueprint to be used later (even in your next prestige reset!)
Import/Export Drone Blueprints: It's time to share your drone blueprints with the community or import others' blueprints!
New Building, Research & Skill
All of this is tied into the games progression: You unlock the Construction Drones with a Gen4 research & once you have enough skillpoints you can start your runs with Drones Unlocked from the beginning!
By default your Drones will work at 20 tasks / min. If you want to increase that you'll have to build "Drone Ports". And to build those, you'll have to craft "Drones" with the "Drone Factory"
Delete Parcel Feature
Parcel Management: One of the most requested features in the past weeks. Now you can delete parcels by selecting them and pressing backspace or del.
Equal Distribution Logic
Changed Distribution Logic: We've updated the resource distribution logic. Previously, the first connection was served first; now, all connections are served equally.
Added Feature: CTRL+K Command Console
This is a feature that has become popular in productivity tools like Superhuman, Arc and MacOS over the past years. We added this into this game to make it easier for you to stay in flow.
Commands with Examples:
Buy/Sell n amount of resources: "Buy 28 kiln" → Lets you buy 28 kiln
Highlight resources: "Pin stone" → Highlights stone, the same as clicking in the global resource stats window on the left
Clear highlights: "Clear all" → Removes all pins
Navigation: "Goto Map" → Opens the "Map" Tab
UI & UX Improvements
Improved hover tooltip
Now displays missing resources.
Global Sorting
Manually sort resources so you keep in focus what matters to you most.
Better Resource Highlighting/Pinning
Highlighting/pinning resources now also filters buildings, making it quicker and easier to locate the structures you need.
Shortcuts
Quick navigate between Parcel, Map, Research, and Skilltree using the 1, 2, 3, & 4 keys.
Move around the Map using WASD for a smoother experience.
Improved Parcel Preview
On the Map View, Shift + Click on a parcel for an enhanced preview. Clicking outside the preview now closes it.
More Improvements
Navigation tabs are now consistently displayed at the top.
Dark mode styling has been refined for better visibility and aesthetics.
New toast popups show what has been unlocked.
A revamped loading screen for a smoother start-up experience.
Performance Optimization
Efficiency Upgrades
We've begun addressing some "low hanging fruits" in terms of performance optimization. This initial step paves the way for significant enhancements in the future, aiming to support the construction of larger and more complex mega factories.
Mac Release
You can now play Incremental Factory on Mac. Both Intel & Apple Silicon!
We're dedicated to continuously improving Incremental Factory and are excited to see how these updates enhance your factory-building journey. As always, your feedback is invaluable to us, so please don't hesitate to share your thoughts and experiences with these new features on our discord or the discussion forum on steam. Happy building!
A common story we hear from new players is that they have seen their friends/Twitch Streamer/YouTuber playing Rust, so they pick up the game and then bounce off it due to how harsh and unforgiving the new player experience can be. This month’s Tutorial Island is our attempt to provide new players with a safe environment to learn the basic controls and mechanics of Rust before being set loose in the main game with other players.
Everyone will be prompted to start the tutorial when they first spawn this month, if you’re a long term player feel free to decline the tutorial and we won’t ask you about it again. Once the player starts the Tutorial, they will be respawned on a dedicated island where an NPC will guide them through the first half hour of gameplay. This island is tightly controlled and cannot be reached by other players.
Throughout this process players will learn some key concepts:
Basic movement
Crafting
Building bases
Upgrading bases
Respawning
Basic combat
Resources
Looting containers
Cooking
Using Furnaces
Workbenches
Using a vehicle
This obviously isn’t an exhaustive list of everything there is to learn in Rust, but we feel like this is a good starting point for a new player. Our guiding principle when designing this sequence has been - if a player emulates exactly what they did on the Tutorial Island once they get into the main game, will they have a fighting chance?
The tutorial itself should take less than 30 minutes if you’re familiar with general FPS controls and concepts, likely around an hour if you are not a regular FPS player. Once complete you will be dropped off into the main game with the same resources as any other player - completing the Tutorial Island does not give you any advantages in regular gameplay.
For server owners running mods that change core gameplay features, you may find that parts of the tutorial don’t work or maybe showing the tutorial isn’t appropriate for your server (minigame servers for instance). You can control whether the tutorial is active via the “server.tutorialEnabled” convar - it's false by default. While false players won't be prompted to start the tutorial on your server and they will not be able to manually start the tutorial. We’ve added a server tag to help players find and filter servers by their tutorial compatibility, add “tut” to your server tags to advertise your tutorial compatibility. Brand new players will have this filter on when they first use the server browser.
VENDOR UI REFRESH
Our outdated tooltip popup for checking vendor stock urgently needed an upgrade. It felt out of place when compared with the marketplace UI. Thus, a plan was devised to merge both into a single unified system. This update will be rolled out in two parts, with this being part one. This first part fully replaces the old blue tooltip popup with an interface that's clearer, more user-friendly, and scalable. Now, it's easy to understand what you're purchasing and how much is costs. Overall, this first pass on the vendor UI provides a great foundation to expand on.
New Single Vendor Interface
Items are now displayed clearly with the cost and stock counts easily visible.
New Multi Vendor Interface
Accordions are used to hold vendors with large amounts of listings. This keeps everything easy to read, whilst still giving users flexibility to add a bunch of listings.
While working on this, we noticed some QOL issues with finding items before purchasing. The marketplace offers useful features like search and filtering that the standard map doesn't have. It would be great to have these abilities everywhere.
Part two will unify the marketplace UI with the new vendor UI. You will still have to travel to the marketplace to buy things via drone, but the actual underlying UI will be merged together. This will provide the same search/filtering functionalities as enjoyed at the marketplace to the regular map vendor UI, whilst bringing the improved style and ease of use of this new vendor UI to the marketplace.
NIGHTLIGHT
Today, I'm addressing an issue we often hear about from the Rust community. Navigating the game during nighttime. While the night cycle is a cruicial element of the rust gameplay loop, it can be a literal stumbling block not seeing what's directly ahead. The problem of "gamma hacking" (where players unfairly enhance their night vision by tweaking monitor settings), has been a thorn in our side, necessitating a pitch-black darkness (RGB 0,0,0) to counteract such exploits.
To that end I've come up with the "Nightlight" feature. Basically it's a shader that subtly illuminates a small radius around the player, mimicking the effect of natural moon light. This localized lighting ensures that while you can see just enough to navigate at night, the vast darkness beyond remains dark. Distant pixels are kept at absolute darkness (RGB 0,0,0), effectively rendering gamma hacking useless for spotting far-off threats or resources. ( beyond a few meters)
We believe this approach strikes a good balance, enhancing the night experience without compromising fair play. I hope it helps!
IMPROVEMENTS & FIXES HIGHLIGHTS
Rangefinder
Rangefinder added to binoculars
Attack Helicopter Flare
Attack helicopter flares now take 30 seconds to reload
Safe Metal Detecting
Metal detectors no longer able to find loot in safezones
Attire Conflict
Visual feedback when switching attire conflict
ITEM STORE UI UPDATE
This month, we’ve made improvements to the store interface. These changes are part of a UI overhaul for the menu screen that we’re currently working through. One of the main improvements is adding in a custom view for each of the general store items, giving a better look at what an item looks like or what is contained within a pack. For example, the Abyss pack, we now show a cut-down version of the trailer, the items contained within the pack in a 3D turntable, media and a bit of information about the pack.
These changes are aimed at improving the experience of using the store, more transparency in regards to what you’re potentially purchasing, and improving it from a visual point of view too.
Store Interface
Re-designed view, with improvements in regards to scaling and legibility of the items.
Store Item Model
We've improved the interface for the model that appears when you tap on an item. A new key addition being an animated 3D version of the skin.
General Store Model
We've added a new view for each general store item. Some of these include cut-down trailers, items contained within as a 3D turntable as well as media and general information about the item. These new views hopefully give a better understanding of what you're getting in the purchase.
HAPIS & OBSERVER ISLAND RETIREMENT
Hapis Island and Observer Island custom maps are being retired today from Facepunch servers. Observer Island was first released in November by community members CollapsedOrange and wheatleymf and Hapis Island was brought back to celebrate 10 years of Rust.
If you're a server owner and wish to host your own Hapis or Observer Island, you can check them out at the following links:
What's the future for custom maps? We're going to continue working with our amazing map-maker community and highlight and host custom maps.
If you would like to start making your own map, check out Rust's wiki.
RUST X DAYZ Bundle - Pioneer Survival sale
Rust and DayZ have teamed up for a bundle featuring both games at 40% off!
The Pioneer Survival Pack on Steam features both titles at 40% off from March 7th 6PM GMT to March 14th 6PM GMT.
Both DayZ and Rust celebrated their 10th anniversaries in December, with in-game events, limited items, and Twitch Rivals competitions, marking many years of updates, changes, and content to the games that have kept them thriving with old and new players alike.
DayZ, with its realistic post-apocalyptic world, has evolved far beyond its origins as a hardcore survival mod. It now stands as a deeply immersive experience that continually draws in players with its intricate blend of survival mechanics, open-world exploration, and player-driven narratives, all while fostering a strong and passionate community.
Rust has transformed from a mere survival game to a global phenomenon. There’s always something interesting or dangerous (or both) happening on the island, captivating all kinds of players with its unique blend of challenges, creativity, ways to play, and community spirit.
On March 21st at 19:00 GMT we'll be releasing an optional update to enable this years Easter events and releasing the Chicken 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!
The day one patch is ready for use. Dissolved; -Fixed the ending area error in Episode 1. -Music level error corrected. -2 more graphic level selections added. -Bloom effect fluctuation fixed. -Loading time has been shortened.