SWAPMEAT Playtest - JZTN
We're live! Venture into the Meat Lab and kick the tires on some new goodies we've been working on. That too vague for ya? You're in luck -- we've got full patch notes for ya right here.

Overview
  • Two new factions: Mutants and Aliens
  • An all-new Mutant biome to explore / ravage
  • Employee rewards: Track your progress through the game's story and net new inherent powers
  • Mutated Abilities: Modify your Meat to optimize your build
  • Controller support, for the WASD-averse
  • In-game Voice Chat support

Gameplay
Narrative Progression

In Meat Lab 3 we introduced you to Carl Rangus, the founder of Rangus Meat co, through our trailer and social media posts. In Meat Lab 4 Carl will orient you as a new employee, get you going on your first mission, and continue to provide you with employee rewards for completing events and company directives.

The rewards will grant you access to interact with terminals on the ship (eg. Weapons & Artifact Terminals) and also inherent power in the form of increased health, the ability to respawn, and protection from the Hunters that are pursuing you from planet to planet throughout the galaxy.

Drop-in and play support is important to us in co-operative multiplayer games, and so employee rewards can be discovered and earned in a non-linear way – basically if you choose to play with a friend as soon as you launch SWAPMEAT but they’re further ahead in the story, we support you. You’ll just probably want to go back and earn the employee rewards you missed.

The story in SWAPMEAT is still in heavy development, we’re delivering these systems in Meat Lab 4 to test them alongside gameplay, but we’ll get you something cooked up real nice for a future Meat Lab.

Meat Swapping

One of the more challenging systems to get right in SWAPMEAT was, maybe unsurprisingly, meat swapping. It’s a simple concept that comes with a number of unanswered questions because there aren’t any other games to reference that let you swap your meat. One of our longest standing questions has been how do we handle player health, meat loss, and death.

In Meat Lab 3 each of the three Meat parts had their own health pool and when one of those pools reached zero, you would lose that body part. Your feedback helped us validate that swapping meat was fun and intuitive, but we still had one remaining problem – we’re building an action Roguelite which means health is a valuable and sometimes scarce resource. Health on Meat is intuitive, but swapping meat is also about changing your abilities and traversing an environment, so we needed to decouple your health pool from your Meat.

  • You will now have a health bar that works just like any other health bar – when it reaches zero you die.
  • Meat pieces still have their own resource bar, but it is now a “durability”. When a meat part’s durability reaches zero, it will pop off just like before. However, you will no longer die if you lose all three Meat parts – instead you will fall back to your internal form of Smart Meat.
  • Your main health bar will take reduced damage based on the number of Meat pieces you have

These changes plus the inherent power progression from Carl aim to bring SWAPMEAT closer to the Roguelite experience of having challenging runs that get easier as the player progresses over successive runs.

Can any real gamers defeat Franken Beans with no deaths and just their Pistol and Spatula?

Mutated Abilities

We’ve reworked nearly every ability in the game to give much greater variety between various Meats. We’ve also added a number of new Meats to go along with the Mutant and Alien factions.

In addition to these new abilities, each one of them can be mutated in one of the five damage types – Fire, Ice, Slime, Electric, and Kinetic. Once you’ve unlocked Mutations from Carl, just like in Meat Lab 3, some of your level up choices will be a “Mutation Round” instead of an “Item Round”. Selecting a Mutation will mutate the highlighted ability slot in the UI to have properties of that damage type.

For example: the player obtains a Grenadier Head which provides the player with a Grenadier Bomb that launches a grenade that damages and staggers nearby enemies. The non-mutated version of Grenadier Bomb does Fire Damage and applies Burning. If the player has mutated their Head Ability Slot with an Electric Mutation type, the grenade will now deal Electric Damage and apply Electrified.

The goal with this system refinement is to allow players to capitalize on the equipment they’ve chosen at the start of their run more regularly even while consistently swapping their meat.

Elemental Damage
  • Added Kinetic Damage
  • This is a “normal” type of element which is designed to enhance any build. It applies no status effects, but typically mutations, abilities, and weapons will have increased damage, radius, health, and stagger chances. For example:
  • Kinetic Pistol – +10 damage over elemental pistols (50 - 60 damage instead of 40 - 50) with a 15% chance to stagger

Item Changes
  • Removed chance OnKill effect from Sharpnel Spitter and replace with a static increase to projectile speed
  • Renamed Brawndo to Glizzy Gulp to circumvent trademark issues

Enemies
Hunters
  • Hunters have been adjusted to be slightly easier to deal with, but are still un-killable
  • Hunters will no longer despawn when the Harvester arrives or begins harvesting

Mutant
There are three new Mutant enemies to encounter alongside Squat Daddy (previously Muscle Man) who returns for Meat Lab 4
  • Duckstone
  • Dirtbag
  • Formula Dingus

Aliens
There are three new Alien enemies to encounter and the Machines have been temporarily merged into their faction
  • Little Buff Alien
  • Lanky Alien
  • Jetpack Alien

General Changes
  • Each planet you encounter will now have the home world’s faction of dropships in the sky
  • Peterium – Franken Meat – Glizzy Gliders
  • Alien Town – Alien – Fridgeraiders
  • Tangus Prime – Mutant – Blozo Blaloons
  • You can now aim directly at the ground or the sky
  • Increase Ammo Pickup Gain from 20% -> 40%
  • Only one player can use a given bolt burger during harvester evacuation stage
  • The harvester core will now descend to the meat core site when the event spawns and you will need to F the meat core in order to start the Harvester event
  • Removed Healing Abilities and Mutations. You will now primarily regenerate health from completing prime directives and finding healing stations across the map
  • Muscle Man renamed to Squat Daddy

Art
  • New model for Insectoid Leviathan

Audio
  • Rangus theme now plays during level up selection

Animation
  • Added new swim animation for Meat Zord legs
  • Updated animations for Insectoid Leviathan

UI
  • UI Navigation has been hooked up to all UI elements, so you should be able to navigate around using only keyboard or controller now
  • If meat has a limited number of uses, we’ll display the remaining usage count on the meat ability
  • Input glyphs should automatically swap to show the most recently used binding
  • Added controller rumble feedback
  • New Death sequence in UI
  • Player flashes red when at low health
  • Reworked level up screen
  • Options menu reorganized into tabbed sections
  • Added a global voice chat volume slider in audio options

Bug Fixes
  • Fixed fish biting you through the floor (or at least the most obvious case which kept popping up in AlienTown)
  • Previous run mutation choices are no longer retained for the next run
  • Fixed an issue where sometimes events could not spawn reliably even when there were available event locations
  • Fixed item reward UI repeatedly showing up
  • Fixed inaccurate projectile meshes for Octopus and Meat Zord head abilities
  • Fixed various audio dropout issues
  • Fixed an issue with damage accidentally scaling between 2x and 0x at point-blank to short range
  • Fixed issue where weak point hits were applying critical damage multipliers even if the hit was already a critical
  • Fixed issue where “Clarity” item was increasing torso ability recharge speed, not head ability recharge speed
  • Summoned entities will now disappear if you die
  • Fixed some UI navigation issues in Main Menu screens (Options, Multiplayer, Exit Dialogs, etc)
  • Fixed collision on Franken Beans' inactive stalks. Previously they would not be visible but projectiles could still collide with them
  • Fixed UI issue where time remaining for temp items was overlapping the stack count
  • You can no longer click invisible buttons on the level up screen
  • Late joining players should no longer see multiple “bolt burgers” during their intro sequence
  • Fixed an issue where players could be presented with duplicate level up item choices
  • Fixed an issue where certain categories of Threat were not being calculated correctly
Among Us 3D - akuta
YOOOOOOOOOOOOOO!!!!

Among Us 3D was one of the most played demos during Steam Next Fest?! Thank you all so much!


To celebrate — and to show our appreciation 🥺 — we're extending the availability period for the demo until March 10, 2025. One final weekend to eject your friends from the airlock until the full game launches later this year.

Note: If you already played the demo during the main Steam Next Fest period, there mayyyyyyyyyyy have been a slight sabotage which will require you to redownload the demo. 😅 But, it's fiiiiiiiiiiiiiiiiiiiiine!

❗❗ Note #2: this is a preview version of the game and does not include all features or game modes that will be available at launch, such as crossplay compatibility with Among Us VR or additional cosmetics. 👀

❗❗❗ Note the Third: We know that you likely have a bunch of other questions, too. So... we're already on it. Find all the deets to your burning Among Us 3D questions on our FAQ blog here! 🥳


As a final task for you 📝 — since we know you love completing tasks ✅ — we're gathering intel on your Among Us 3D experience and would love to hear your thoughts!

Take the quick Among Us 3D survey!

Stay suspicious,
Mar 6
KLETKA - Callback
Hello!

We hope you’re enjoying the update. Over the past few days, we've been fixing the bugs you reported and reworking several core systems that could cause gameplay instability.

New Features
  • Added one new room to the floors of the Fleshmine.
  • The fogbound on the Mist floor now dissipates faster if you stand still and rotate the camera.

Fixes
  • Fixed the spawn of polyps for samosbor in the Fleshmine.
  • Fixed some visual and audio effects persisting after leaving a floor.
  • Fixed the spawn of flesh growths in certain rooms of the Fleshmine.
  • Fixed incorrect buff restoration when loading a saved game.
  • Firearm ammunition now displays correctly.
  • Junkhurler can no longer be attached to elevator mounts.
  • Junkhurler no longer deals critical damage to partially broken walls.
  • Fixed a dupe glitch with flesh ore when using the Junkhurler.
  • Fixed being unable to pick up junk for the Junkhurler when the inventory is full.
  • Fixed incorrect ammo saving.
  • Fixed missing music after encounters with Glooper or Witch.
Rust - Errn


COOKING WORKBENCH

The cooking workbench is a new deployable that allows you to cook up some new food recipes. Mixing table recipes can also be crafted here.


Many of the new items unlocked by the cooking workbench offer stat and modifier bonuses, so give them a taste!





Cooking food now has a visual model on all cooking deployables and cooks in real time.




CHICKEN COOP

The Chicken Coop is a new deployable that lets you hatch and care for your own flock of Chickens. To get started, you’ll need to find an Egg from a chicken in the wild. Wild chickens have a chance to drop an egg every minute as long as a player is nearby.



Once you have an egg and build your coop, you can insert the egg and use the “Hatch” button to grow your first chicken. Each chicken has 4 stats - Hunger, Thirst, Love and Sunlight. HUnger and Thirst are pretty self explanatory, chickens will eat and drink from the item slots in the Chicken Coop. Love is satisfied by giving the chickens a little pat on the head every now and then, while Sunlight will be satisfied as long as your chicken coop is exposed to the sun. If these needs are met your chickens will gain health, whereas if they are neglected chickens will slowly start losing health and eventually dying.

If your chickens are happy, they will start laying eggs in the Chicken Coop periodically.




FOOD SPOILING

Meat based food items can now spoil over time, meaning you will need to store them in a Fridge or cook them before they become unusable. Raw meat will spoil after 6 hours, while cooked meat will spoil after 24 hours. The timer is reset when the meat is cooked and will be paused entirely as long as the meat is in a powered fridge.



Any item that can spoil will have a timer on its item information panel that tells you how long you have, as well as showing an icon if the item is being refrigerated and not in danger of spoiling.




TRIANGLE PLANTER



To maximise the space in your farms, we’re releasing a new version of the planter that can fit on a triangle foundation or floor piece. You can plant 4 seeds in it at once and it has the same max soil saturation as the small planter (3000).

We’ve also added a matching Railroad version of the planter that will be unlocked for owners of the Frontier DLC pack. To better support planter skins we’ve made the existing Railroad planter and the new Triangle version proper skins, so they won’t appear as standalone items in the crafting menu and will be compatible with the Spray Can.






BEES

Bees are useful to players in a number of ways. They can be farmed or turned into weapons.

Natural Beehives
First: you have to find a Beehive in the wild. They have a chance to create a home on an Oak Tree.



Next comes the harvesting, but don't expect them to take it lying down, once you destroy a hive the Bees will come. They can be a formidable opponent and can be countered by wearing a Hazmat Suit, throwing water over yourself, using a Flamethrower or using a Torch or another source of fire to prevent their attacks.



After collecting some Honeycomb: Extract the honey from it in your inventory. Honey is useful in a number of cooking recipies, as well as a food in its own right. It can also be sold to Bandit Camp for some extra scrap.

Beehive
When creating honey there is a chance for a Beehive Nucleus to spawn. This is required for our next item: The Beehive.





This is a player placed deployable that allows you to make Honeycomb. Place your Nucleus inside. Each Nucleus will slowly level up, going from Grade 3 -> Grade 1. Grade 1 Honeycomb is the best, and will net players the most Honeycomb over time. Remember your Hazmat Suit whilst you're harvesting the Comb!

Beehives have a few stats you need to manage:

Being Outside, Humidity and Temperature.
  • Beehives like to be Outside: this means that they have a few open air walls around them.
  • They don't like it when it rains: so keep them under shelter or have a fire running nearby,
  • They are fussy with temperature. Ensure you build in more Temperate areas or use heaters.

Bee Grenade
Finally: We have the Bee Grenade. This is a new weapon that lets you create pesky Bee Swarms on demand.



These thrown Swarms will slowly create up to 3 smaller Swarms to attack players in a nearby radius and operate the same as the Natural Beehive Swarms. Use a source of fire, water, wear a hazmat suit or run like the wind to get away.






PIES

Finally!

There's a whole batch of new pie recipes ready to be cooked and devoured!




Each different pie has a unique stat or modifier bonus, so give them all a taste and find your favourite.




ENGINEERING WORKBENCH

We're adding a brand new Engineering Workbench, a dedicated tech tree for water, electricity, and industrial systems. If you've ever wanted to take your base automation to the next level, this one's for you.



The Engineering Workbench unlocks at Workbench Level 1, giving early access to basic circuits, water management, and industrial setups.

As you progress, you'll be able to research and craft more advanced components, making it easier to set up automated factories, efficient electrical grids, and complex water systems.



QOL CHANGES

Drones
Drone range increased to 600m from 300m and HP doubled.

Wood Armor
Reduced crafting cost of wooden Armor

Meat's Back On The Menu
All meat models have been replaced and many icons updated.

Hide genetic info
Can now hide genetic info when looking at plants

Crafting Times
Over 40 items have received a reduction in crafting times

Neon Signs Power
Neon signs power usage halved




PREMIUM SERVERS

Next week, we'll be 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 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 be ranked higher on the server listings against their non Premium server counterparts.
  • 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.
  • The $15 threshold may change over time, and we may introduce additional factors to refine premium status.
I'd stress, this is an experiment, and we’ll be closely monitoring its impact. If you meet the requirements, you’ll see Premium Servers available in your list. If not, time to upgrade that inventory

Premium Servers will go live, Thursday, March 13th.




HOPPER

The Hopper is a new attachment that can be attached to a Large Wood Box or the Storage Barrels. When powered, this will suck up any dropped items in a small radius around the Hopper and deposit those items in the box. It also acts as a storage adaptor so you can connect industrial pipes directly to the box without needing an extra adaptor.



If a player or animal is killed while in range of the Hopper it will be sucked up and harvested, with the resulting meat, bones, animal fat, etc, deposited in the box.

If a backpack is dropped in range of the Hopper it will be sucked up and unpacked.

All of the above interactions require the Hopper to be able to see the item/corpse and not be obstructed by building blocks.








ITEM OWNERSHIP

Items now show the name of the player who created the item and how it was made when hovered over. This information allows you to piece together the story of where each item came from... or brag that you stole every weapon someone crafted!



Unlike the original version released back in the XP system, this version has a number of simplifications. Only unstackable items support ownership and there can only be a single owner per item. Items will retain the original ownership no matter how many times they change hands.




ARMOR SLOTS

Several pieces of player crafted armor can now have armor slots . Armor inserts can be placed into these slots. There are several different types of armor inserts available, each providing different bonuses.



Armor items can have 1-3 slots and you can mix and match the inserts that you choose to insert.

Only player crafted armor can have slots. The number of slots an item has is randomised during crafting. You can increase your chances of crafting a piece with more slots by drinking a new Crafting Quality Potion.



COSMETIC FLOWERS

Roses, orchids and sunflowers can now be found in the wild, picked and planted back at home. These flowers are cosmetic only and are not used in crafting.



There's also a new plant pot item, for all your gardening needs.







TEMPERATURE TEAS

The new cooling and warming teas can help make your life as a survivor much more comfortable.



Specially brewed to help fight the elements, they offer some much needed protection against the harsh environmental conditions found in Rust.





BREAD & WHEAT

This month we have add in a brand new food item; Bread!



Alongside this we have also included wheat plants for players to collect and grow themselves to be used in the baking of bread.







TRAIN TUNNEL ALTITUDE

We've moved the underground train tunnels further up, closer to the terrain surface, in order to reduce the length of the elevators, staircases and rail transitions and make it significantly faster and easier to travel between the above ground world and the below ground world.

To achieve this we raised the underwater terrain in any areas where the train tunnels are close to the surface, while leaving it low in all other areas.

We've tested a lot of seeds to make sure we're not introducing any issues with this, but it's a big change that affects many aspects of the world generation, so we can never be 100% certain. If you notice any areas where the triggers from the underground train tunnels stick out of the terrain or any areas in the underground train tunnels where cliffs or rocks stick into the underground train tunnels, please report this together with a seed and the position on the map.





PLAYER SERVER OCCLUSION

As part of our ongoing anticheat efforts we did our initial rollout of our player server occlusion system to official servers where we identified a few major issues that have since been resolved.

We are now in a position where we can confidently say the system is both functional and stable, and we can look forward to additional optimisations and improvements. As we continue to improve and iterate on this system we will continue to hinder the effectiveness of cheaters, primarily those using wallhacks (ESP), and while we fully acknowledge this is only one piece of the puzzle we believe it is a big piece.

Optimisations and Improvements
We have some notable changes in testing that we expect to launch on wipe or in a follow-up server update, these include:
  • Rocks and cliffs will be included as part of our occlusion grid bake, this will improve the overall effectiveness of the system and help mitigate those cheaters getting that edge
  • Optimisations to our line algorithm that we use to calculate the visibility between two players (which should boast notable performance improvements, especially on servers with larger player counts)
  • (For server owners) The occlusion grid generated on server startup will now be saved to a file, this results in faster subsequent startups as loading the grid from a file takes a fraction of a second compared to the minute(s) it can take to generate the grid
Future Plans
This is just the start of our server-based networking occlusion goals as we continue to strive to ensure we maintain a fair and competitive environment for all players. We will be exploring more changes as the year progresses and you may see:
  • Enabling player server occlusion on all servers by default (server owners can optionally disable)
  • Applying culling to players within monuments
  • Applying culling to players and entities contained within player bases





GRAPHICS MENU UPDATE

The graphics menu has received an update, bringing a bunch of new preset quality levels and even a few new options.



It's worth mentioning that there is no performance gain or loss as a result of these changes, they simply move us away from having to use the built in Unity quality settings.

Several new options have been exposed and some pre-existing convar-only options have been added to the UI. It's also now much easier to quickly change between quality levels using the presets.




SERVER PROFILER IMPROVEMENTS

Memory Tracking Improvements
Original Server Profiler released with barebones memory tracking support. I've spent a bit of time this month to expand it out to make it easier for server owners to diagnose problems with memory in either their mods or our systems.

  • Increased the amount of info gathered for allocation events - the type, the size and what was the method in which allocation has happened.
  • Profiler gathers whole-process working memory (how much memory is actively in use) and virtual memory set (how much memory OS allows to page out). See Windows/Linux docs for specifics.

  • Server Profiler emits a graph and allocation track per thread. Those can be matched by the name
  • Main Thread graph resets every frame

  • Server Profiler duplicates allocation events onto the Thread Execution track - this makes it easier to track down where memory consumption is coming from
I've been using this internally and it has allowed me to identify a couple problem spots worth fixing. I hope this will be useful for server owners.

Validated Linux Support
During the "Primitive" dev-blog I mentioned that Server Profiler should be able to run on most Linux distributions. Above memory changes caused profiler to need specific versions of runtime libraries, which are not available on every Linux distro. We've downgraded our build environment, and confirmed that the following distributions should work:
  • Ubuntu 20.04 LTS and onwards
  • Debian 12 and onwards
Other distros should work as well, but I haven't tested them directly. They should work if they have GlibC 2.14 or more recent versions available.

As a note, if the Server Profiler can't start for what-ever reason then it'll just report an issue and let the server run as normal - no need to rush update your Linux environment if you don't need Server Profiler.

Public Testing Feedback
The new version of the Server Profiler has been trialled out by a number of server owners, ranging from low pop unmodded to high pop modded servers. They've shared that the 500+ population servers are able to run with Server Profiler in the background(not actively recording) without performance degradation.

From this public tests I've also got reports of Server Profiler failing to generate snapshots on high-pop servers from time to time - the patch fixes this issue.

Future Plans
I think Server Profiler has reached a good point where it's features allow for basic investigation work. So I'd like to explore how can we make it more useful in general. I'd like to:
  • Explore lifting 10 frame limit for snapshots (risky, as it can eat a lot of memory)
  • Explore continuous profiling mode - right now if there's an issue we need to manually catch it via RCon. But ideally the server should be able to track it's own state, and in case something abnormal is detected, it should automatically produce the record with vital info.
  • Expose method annotation filters, so server owners/modders can focus on areas they care about




SERVER OPTIMIZATIONS, PART 1

Network Message Leak


As part of public testing of the Server Profiler's memory tracking, a high-pop community server has shared their performance snapshot during a "memory leak" scenario. The graph at the bottom revealed that our thread for decrypting messages suddenly started to allocate quite a lot - at a rate of about 10 MB/second.

This was unexpected, as on our official servers we didn't see such behaviour. I've investigated and found a `gotcha` in the code of ConcurrentQueue that comes with Mono - it's now been fixed.

Analytics Optimizations


Another thing that popped out of Server Profiler's memory tracking feature is that our analytics processing logic can be hungry for memory. It was a surprise, considering we were using routines that were designated as non-allocating - but turns out formatting floats are a silent exception to that set. The above screenshot was taken on an official 110-player server, and it shows that analytics contributes to 15605 allocations, totalling about 1 MB of garbage.

I've removed the unexpected allocations around floats and around using async tasks to perform the upload. I'm hoping this'll reduce the pressure on Garbage Collection processes and trigger them less frequently on a high-pop server.

Text Table Optimizations - Testing on Aux
Another unexpected source of slowness and allocations is Text Table - a utility class that allows to gather data and spit it out as a formatted table (or JSON), making it human-readable. This utility is used both by us internally, as well as modders externally.

I recently saw this case during our internal server profiling - running server.playerlistpos on 200-person server:


Not only it allocates aggressively(2.7k allocations), it also ends up being slow - it took 5 milliseconds to process 200 players.

I've rewritten the implementation to allow more efficiently working with Text Table - it now has a number of opt-in mechanism and hints you can give to speed up it's internal operations. I've additionally eliminated 99% of allocations we created during the process. Additionally, it still generates binary matching output, meaning it shouldn't* break any of existing processes/mods.

I've updated the above playerlistpos routine to use all the options, and now it looks like this:


It can handle 300 players at 0.8ms while only needing 18 allocations - a win on all fronts.

*It's currently undergoing testing on the Aux branch to confirm I haven't actually missed anything. Depending how the testing goes, it'll either land in the next big update or during one of the fix patches.

Batched Player Processing - Ongoing work
Majority of my time has been spent on prototyping a different way to process all the connected players to the server. Here's how it looks like now:


We spend about 19ms to process all 200 connected players in a server tick. Part of it is profiling overhead (there's a lot of data to record), but part of it is the amount of work we need to do. And we're also doing it in potentially-sub-optimal manner:
  • First, player runs it's own water query to determine if it's underwater
  • Water queries in turn might run physics queries or might look into our acceleration structures
  • Then the player need to process tick state - this can either call physics queries or lookup memory in the game.
  • Then, after we processed tick state, we might want to gather analytics or other processing - this will require recaching player state, including water queries.
  • Now we also update Player Occlusion as part of the steps - so we have to do occlusion grid lookups.
As you can see, each player is processed by calling individual, isolated routines(each different color on screenshot is a unique routine), each of which might need to work with different memory causing cache thrashing loosing us performance. Additionally, Unity has support for running physics queries in parallel, which we can't utilize if we run these checks sequentially. Lastly, there's a good number of workload that could be converted to Burst jobs and also parallelized - which we again can't utilize to full extent in the current architecture.

My work is focused towards rewriting player processing logic to do all operations in batches(closer to ECS-style processing):
  • Pack all state into compact arrays to reduce cache thrashing
  • Replace processing routines that work on single instances to work on sets of instances (water queries, for example)
  • If we do physics queries, organize them into parallel jobs
  • Convert managed code to Burst jobs that can work on batches.


So far the results of my prototype showed that we lose about 18% of performance doing things the naive way - using full server demo recording of a 56 player server, the routine of batching water queries cost us 130 microseconds instead of 110 original.

The good news is that we lost 18% before I started focusing on optimizing the logic, applying Burst processing and parallel jobs(section 4 is example, section 3 is candidate) and reducing data organization overhead(section 2). In my eyes, the prototype is successful as it shows that we gain access to heavy duty processing tools. I'm hoping to reach testing phase of batched water queries in the next patch cycle.




NETWORK OPTIMIZATIONS

This month I pushed an optimization to reduce the amount of data saved to ProtoBuf (our networking protocol). This should significantly reduce the amount of bandwidth used by servers and also improve the networking qualify of players on low-end network connections.




BUILD PRIVILEGE CALCULATION CHANGES

Another area of server performance we looked at this month was how we calculate if the player currently has the ability to build things.

As you would expect this is something we check quite a lot (when building things, repairing things, when opening boxes, etc). This check is somewhat expensive as we need to do a physics query to find the nearest TC/Building Block and it will be more expensive in locations with lots of collision - like a dense base.



Last year we pushed some changes to limit how much information we were sending to clients to limit cheat effectiveness. This involved checking if a player had the ability to build before sending them privileged information (eg. what player is assigned to bags, RF device frequencies, Auto Turret auth lists, etc). This was successful, but we've now realised that this caused us to check the building privilege a lot more often.

Entering the network range of a base with 20 Auto Turrets would trigger a separate build privilege check for every turret we needed to send. This resulted in up to 50ms of processing just to determine what information to send.

We've resolved this in a few ways:
  • In places where we definitely need to check the Building Privilege but we don't want to check too often, we can now define a minimum gap between when checks could run. Even a tiny time window (eg. 0.1ms) will resolve the repeated checks mentioned above.
  • If we can avoid checking Building Privilege, we do. Instead of sending the RF code of a Receiver when entering network range if a player has Privilege, we send it to the player when they open up the UI panel to modify it. This also results in less data being sent, so it's a win-win.
Thanks to some server owners for providing bases using the copy+paste tool, we were able to do 1:1 checks to see what impact these changes had. One base that resulted in 50ms of server side processing time when a player triggers an RF receiver now only takes several ms.

We believe we've resolved the most critical areas but we have further improvements that will be rolled out in hotfixes and next month to resolve some other problematic entities.




COPY PASTE IMPROVEMENTS

When the CopyPaste commands were originally launched it stored the pastes on the server. This was a result of it's origins as an internal editor tool where the server would run locally, however in practice this required you to connect to the physical server and grab the file if you wanted to paste it on a different server.

CopyPaste will now store pastes on your client. This makes it a lot easier for us to grab a base off a server and load it in the editor to test performance and/or bugs. It should also make it easier for admins & moderators to share bases with eachother.

I've updated the wiki to reflect these changes.




PHYSICS OPTIMIZATIONS

We've made some big improvements this month with our physics performance in a few areas, not all of which will be going out in this patch but should be rolling out in the update at least.



Previously when any physics queries were made that cared about terrain, we were required to do extra physics queries to determine whether we needed to account for holes in the terrain (cave entrances, tunnels, etc.). We've made some improvements that replaces the expensive additional physics query with an almost free check in the vast majority of cases, yielding a great improvement on server performance.



We've also made some changes to the way in which our trigger colliders are configured, which should massively reduce their impact on the physics tick. The saving from this was also significant, however it is initially disabled by default and we will roll it out slowly on our own servers post-wipe. This can be toggled with the triggerbase.useexcludelayers convar if server owners would like to enable it themselves before we switch over the default settings.

Coming up later, we also have some improvements that will greatly reduce the impact of vehicles on server performance. This will also be a big win for server performance, as it drastically reduces the overhead of inactive vehicles.




FRONTIER BASE DECOR PACK UPDATE

With the release of the new Triangle Planter in this month's update, we've added a skin for it to fit the style the Frontier Base Decor Pack that released November 2023!

If you already own the Frontier Base Decor Pack, the new Frontier Triangle Planter skin will automatically be added as a proper skin option for the Triangle Planter so it won’t appear as a standalone item in the crafting menu and will be compatible with the Spray Can.



Check out some of the other items and variations in the Frontier Base Decor Pack below.

Could they spruce up other areas of your base?




DISCORD INTEGRATION

Last month, we rolled out a social integration layer to Rust, no more alt-tabbing - we've now made playing the game with your squad even easier - you can view, chat, invite, and add friends, all from right inside the game, all through Discord.

Over the last month, we've improved the integration and have seen so many positive responses to the new addition.

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


FULL BLOG HERE
The Occultist - DALOAR Studios
Hello everyone!

As indie developers developing our first game, this is a really special moment for us, and we couldn't be more excited to share it with you. The Occultist has been featured at Nacon Connect. To be able to be part of this event alongside so many amazing projects is an honor, and we're incredibly grateful for this opportunity which we would like to thank Daedalic and Nacon for.

After years of hard work, we’re thrilled to finally unveil our NEW Gameplay Trailer! This latest preview showcases never-before-seen gameplay, deeper horror elements, and an atmospheric experience that we can't wait for you to dive into.

📽️ Watch the new Nacon Connect presentation:


This trailer is more than just a sneak peek. It’s a reflection of all the passion, and effort that has gone into development of our game.

In our new trailer you will see:

🏘️ New GodStone locations
🙍‍♂️ Key Characters
📿 New Pendulum Abilities
And much more...

👀 And check out the full NEW Gameplay Trailer here:


Let us know what you think in the comments, and stay tuned for more updates!

Thank you for being part of this journey with us! 📿

DALOAR Team
VIRTUE - Arratia Lab


VIRTUE has been featured in an article published by Brookhaven National Laboratory! Read the full article here:

Bringing the Beautiful Data of the Electron-Ion Collider to Life

A huge thank you to the team at Brookhaven Lab for showcasing VIRTUE!
Styx: Blades of Greed - Ishtu


What do you want? You need a tutorial? A map? Someone to hold your hand? Pathetic.
But it’s your lucky day. Today I'm in a good mood.

Alright, listen up: Styx: Blades of Greed is coming and that means I’ve got work to do. A brand-new adventure, bigger heists, deadlier tricks, and an even sharper tongue. Get ready to sneak, steal, and stab your way through a world on the brink of war.

Got my own crew (Yes I have my own crew now), my own zeppelin (Pretty cool, huh?), and my own mission: stealing every last piece of Quartz, the most powerful resource out there in this rotten world.

Problem is, like in a classic Fantasy universe, there are some self-righteous lunatics (*cough* the Inquisition *cough*) and think they can stop me. Adorable.

https://store.steampowered.com/app/3290690/

An action stealth game that rewards the clever

If you’re the type who charges into fights swinging, go play something else. Styx: Blades of Greed is for people who know how to think. Each mission is a puzzle, and there is not just one solution. But don't be a coward, of course you’ll have to jump right into the action with me. And I’ve got more ways than ever to mess with my enemies:

Cloning & Invisibility? Check ✅Classic moves, sharper than ever.
Mind control & time shift? Check ✅ Quartz brings new toys to play with.
Vertical gameplay? Check ✅ Grapple, glide, and climb your way to the top.
A living world? Check ✅ Three massive playgrounds for me to loot. (Oh, and for you to explore, I guess.)

And a LOT more!

https://youtu.be/raQj2vqngjU

From pawn to boss

No more working for the big guys. This time, I am the big guy. I’ve got my own crew, my own mission, and my own zeppelin (Still cool to say that for the second time). Together, we’re pulling off the heist of a lifetime, unless the Inquisition gets in our way. Spoiler: They will. Bigger spoiler: It won’t help them.

New Here? Wow. Embarrassing.

Styx: Blades of Greed is not my first rodeo.

Wait… you’ve never heard of me? Never played Styx: Master of Shadows and Styx: Shards of Darkness? That’s tragic. Seriously, how have you even made it this far in life? You’ve missed out on some peak goblin greatness, me sneaking, stealing and stabbing people who deserved it (which was most of them).

Let’s catch you up before you embarrass yourself further:

Styx: Master of Shadows is the beginning of MY story. I’m on a mission to steal the Heart of the World Tree. No big deal. Just one of the most powerful sources of magic in existence.

In Styx: Shards of Darkness, the second episode of my story, I’m working for myself, doing a little mercenary work. Some fool wants me to grab a magic scepter or whatever.

But hey, lucky for you, those games still exist. So go play them. Educate yourself.

Oh, and if you’re one of those lore nerds, Styx: Blades of Greed also connects to Of Orcs and Men, the so-called “sequel” to this whole saga. Yeah, yeah, big war, big drama, big orc, blah blah. All you need to know is: I was there, with an orc, (not a friend, obviously) and our brilliant idea is to kill the Emperor. Easy.

And by the way, you’re new to my world? No problem. You don’t need to have played my past adventures to enjoy Styx: Blades of Greed. But if you want extra credit (and, let’s be honest, a better taste in games), go check them out.

Wishlist Now, or just hand over your gold early

Let’s cut to the chase: Styx: Blades of Greed is coming, and you want it. You need it.

And if you don’t hit that Wishlist button, well… I don't know who you are. I don't know what you want… Wait, who said that again? I forgot the rest. Whatever. Just do it.

Now get out of my sight!

https://store.steampowered.com/app/3290690/Styx_Blades_of_Greed/


Classic Sport Driving - Classic Sport Driving
Now that the Steam Next fest is over...
...it's finally time for our delayed Monthly Prize!🥳

So this first of 2 contests in March is about 4🔑of The Cursed Oasis!

A first-person exploration game in a beautifully crafted world!😀

https://store.steampowered.com/app/2293280/The_Cursed_Oasis/

⬇️conditions


1⃣ Race on track #TheCursedOasis in Classic Sport Driving, in both arcade and pro category.🏎️

2⃣ On the podium: 33% chances to win a🔑!

3⃣ If not, you still get a chance to win, as we'll randomly draw 1 more winner in each category!🎲

⚠️Last day: Friday the 14th!⚠️



Track #TheCursedOasis is an early morning race in the desert... which is fine for an oasis!😅
🌴|🚘|🚘|🌵

It's a mixed track, with many fast sections, and hard turns to spice it up!😉

EDIT---

Here are the results!

Arcade
🥇🇨🇦 huxxny
🥈🇫🇷 Toinou
🥉🇦🇺 akumajobelmont

Pro
🥇🇬🇧 Dave Mayo
🥈🇨🇦 huxxny
🥉🇫🇷 Toinou

3 keys already sent, akumajobelmont, please check your friend requests, or reach out on bsky!👋
Styx: Master of Shadows - Nacon
It’s been over 10 years since my first grand heist in Styx: Master of Shadows, and you sorry fools have been clueless since that Shards of Darkness cliffhanger. Pathetic, really. But don’t worry, I’m here to fix your ignorance. New heists, new tricks, new powers, same dumb Inquisition, and plenty of new suckers to outsmart.

In Styx: Blades of Greed, I’m done taking orders. This time, I make the rules, and I’m after the dangerous treasure yet: Quartz. Along the way, you’ll finally figure out how I ended up dealing with the Black Hand and why the Great War was basically inevitable.



The master of stealth (me) is here! You’re Welcome.

What do you want? You need a tutorial? A map? Someone to hold your hand? Pathetic.
But it’s your lucky day. Today I'm in a good mood.

Alright, listen up: Styx: Blades of Greed is coming and that means I’ve got work to do. A brand-new adventure, bigger heists, deadlier tricks, and an even sharper tongue. Get ready to sneak, steal, and stab your way through a world on the brink of war.

Got my own crew (Yes I have my own crew now), my own zeppelin (Pretty cool, huh?), and my own mission: stealing every last piece of Quartz, the most powerful resource out there in this rotten world.

Problem is, like in a classic Fantasy universe, there are some self-righteous lunatics (*cough* the Inquisition *cough*) and think they can stop me. Adorable.

https://store.steampowered.com/app/3290690/
An action stealth game that rewards the clever

If you’re the type who charges into fights swinging, go play something else. Styx: Blades of Greed is for people who know how to think. Each mission is a puzzle, and there is not just one solution. But don't be a coward, of course you’ll have to jump right into the action with me. And I’ve got more ways than ever to mess with my enemies:

Cloning & Invisibility? Check ✅Classic moves, sharper than ever.
Mind control & time shift? Check ✅ Quartz brings new toys to play with.
Vertical gameplay? Check ✅ Grapple, glide, and climb your way to the top.
A living world? Check ✅ Three massive playgrounds for me to loot. (Oh, and for you to explore, I guess.)

And a LOT more!


From pawn to boss

No more working for the big guys. This time, I am the big guy. I’ve got my own crew, my own mission, and my own zeppelin (Still cool to say that for the second time). Together, we’re pulling off the heist of a lifetime, unless the Inquisition gets in our way. Spoiler: They will. Bigger spoiler: It won’t help them.
Wishlist Now, or just hand over your gold early

Let’s cut to the chase: Styx: Blades of Greed is coming, and you want it. You need it.

And if you don’t hit that Wishlist button, well… I don't know who you are. I don't know what you want… Wait, who said that again? I forgot the rest. Whatever. Just do it.

Now get out of my sight!
https://store.steampowered.com/app/3290690/




Styx: Shards of Darkness - Nacon
It’s been over 10 years since my first grand heist in Styx: Master of Shadows, and you sorry fools have been clueless since that Shards of Darkness cliffhanger. Pathetic, really. But don’t worry, I’m here to fix your ignorance. New heists, new tricks, new powers, same dumb Inquisition, and plenty of new suckers to outsmart.

In Styx: Blades of Greed, I’m done taking orders. This time, I make the rules, and I’m after the dangerous treasure yet: Quartz. Along the way, you’ll finally figure out how I ended up dealing with the Black Hand and why the Great War was basically inevitable.



The master of stealth (me) is here! You’re Welcome.

What do you want? You need a tutorial? A map? Someone to hold your hand? Pathetic.
But it’s your lucky day. Today I'm in a good mood.

Alright, listen up: Styx: Blades of Greed is coming and that means I’ve got work to do. A brand-new adventure, bigger heists, deadlier tricks, and an even sharper tongue. Get ready to sneak, steal, and stab your way through a world on the brink of war.

Got my own crew (Yes I have my own crew now), my own zeppelin (Pretty cool, huh?), and my own mission: stealing every last piece of Quartz, the most powerful resource out there in this rotten world.

Problem is, like in a classic Fantasy universe, there are some self-righteous lunatics (*cough* the Inquisition *cough*) and think they can stop me. Adorable.

https://store.steampowered.com/app/3290690/
An action stealth game that rewards the clever

If you’re the type who charges into fights swinging, go play something else. Styx: Blades of Greed is for people who know how to think. Each mission is a puzzle, and there is not just one solution. But don't be a coward, of course you’ll have to jump right into the action with me. And I’ve got more ways than ever to mess with my enemies:

Cloning & Invisibility? Check ✅Classic moves, sharper than ever.
Mind control & time shift? Check ✅ Quartz brings new toys to play with.
Vertical gameplay? Check ✅ Grapple, glide, and climb your way to the top.
A living world? Check ✅ Three massive playgrounds for me to loot. (Oh, and for you to explore, I guess.)

And a LOT more!


From pawn to boss

No more working for the big guys. This time, I am the big guy. I’ve got my own crew, my own mission, and my own zeppelin (Still cool to say that for the second time). Together, we’re pulling off the heist of a lifetime, unless the Inquisition gets in our way. Spoiler: They will. Bigger spoiler: It won’t help them.
Wishlist Now, or just hand over your gold early

Let’s cut to the chase: Styx: Blades of Greed is coming, and you want it. You need it.

And if you don’t hit that Wishlist button, well… I don't know who you are. I don't know what you want… Wait, who said that again? I forgot the rest. Whatever. Just do it.

Now get out of my sight!
https://store.steampowered.com/app/3290690/




...