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Labor of Love Award Final Voting

Thanks to everyone that nominated Rust for the Labor of Love award. We have now reached the final stage of voting so we need your votes once again!

You can do so now by clicking the vote button above and to show our appreciation if Rust wins the Labor of Love Steam award, we'll give you (the community) control on designing a new deployable item in the game!

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

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



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



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

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

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

[previewyoutube][/previewyoutube]

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



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



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



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



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



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



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

Rust also got it's first Christmas Event!



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

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

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

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

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

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

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

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

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

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

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

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

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

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

P.S Have you voted yet ? ːrustː

Season's Beatings!

[h2]Merry Christmas & Happy Holidays![/h2]

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

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

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



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



Have fun!


[h2]New Festive Items[/h2]

[h3]Snowman Hat[/h3]

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




[h3]Pattern Boomer Firework[/h3]

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



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



Available now on the Rust item store!

[h3]Advent Calendar[/h3]

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



[h2]Returning items[/h2]

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

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



Deluxe Christmas Lights


Snow Machine


Snowman


Festive Garlands Pack


Christmas Door Wreath


Santa Beard


Neon sign pack



[h2]Rustmas Base Decorating contest[/h2]



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

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

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

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

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

[h3]How To Submit[/h3]
Once you’ve completed decorating your base, take a screenshot and upload the image to Twitter using the hashtag #Rustmas2021

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

[h3]Evaluation[/h3]
Submissions will be judged based on the following:
Creativity
Design
Judging will be performed by Facepunch Staff.

[h3]Terms[/h3]
This competition is run by Facepunch Studios Ltd at Concept House, Elmore Green Road, Bloxwich, Walsall, UK. The competition ends on January 6th 2022 23:59UTC. No more than three entries per person. The winner and runner-up will be selected based on which Facepunch thinks is the most original/creative and any decisions Facepunch makes will be final. The winner and runner up must claim their prizes within one month of the closing date (which Facepunch may exchange for an alternative of the same or greater value). Our terms of service apply to any content you make for the competition: https://facepunch.com/legal. Winning entries must pick items from the Rust marketplace with market value.

Rust gets "massive" excavator changes and a Christmas bash this month

Rust's next monthly update has landed. The survival game's December offering ushers in a bunch of varied changes and content, with "massive" production buffs for the excavator, a revamped first-person spectator mode, some AI improvements, and more. Plus, there's a Christmas-themed bash coming up soon.


Facepunch has revealed that the Excavator monument - which can be used to produce useful materials - has received some big ol' buffs that mean one unit of diesel fuel will now power the contraption for two minutes and produce a high new volume of yields. These are 100 high-quality metal parts, 2,000 sulfur ore, 10,000 stone, and 5,000 metal fragments, which is a pretty big climb from the previous quantities.


The newly revamped first-person spectator mode, meanwhile, should give players looking to catch a look at the action a "more pleasant experience". The devs reveal that they've looked to mimic the perspective of actual gameplay as much as possible to improve the mode, with support for "proper weapon view models, better camera perspectives, alt looking, and much of the standard game HUD like the compass, vitals, hotbar and, teams".


Read the rest of the story...


RELATED LINKS:

Here's our first peek at how Rust's server transitions could work

Rust skins - here are this week's new items

Rust gets a permanent in-game store with "premium" cosmetics

December Update

[h2]Excavator[/h2]



The excavator has received a massive production buff. One unit of Diesel fuel will run the excavator for 2 minutes and produce any one of the following yields :
  • 100 HQM
  • 2000 Sulfur Ore
  • 10,000 Stone
  • 5000 Metal Fragments




In addition to this, a terminal can now be found next to the generator. While the excavator is powered on, the communications relay will charge. Once it has charged for 100% (10 minutes or 5 diesel by default) you can use the terminal to request airdrop supplies to the excavator.



Hopefully these changes to the excavator will see it be a more viable and widely used monument.


[h2]Excavator Tummy Tuck[/h2]



We have frequently heard from you about the limited real estate left available on some map seeds. One of the main complaint was about the Giant Excavator monument. It was meant to impress by its sheer scale when first introduced, but we have come to recognize that it does sacrifice a good amount of play area. As a result I have remodelled the terrain surroundings of the monument, and shrunk the overall surface it consumes by a good 30%.

[h2]First Person Spectate[/h2]



Spectating players should be a more pleasant experience this month with a revamped First Person Spectate mode. We've tried to mimic the actual gameplay perspective as much as possible, supporting proper weapon viewmodels, better camera perspectives, alt looking and much of the standard game HUD like the compass, vitals, hotbar and teams.

This new mode will automatically activate when spectating in first person, it also works when playing back demos. I've also added a button to easily spectate a specific player in the admin UI tab.

Hopefully this will make spectating players more enjoyable for admins, as well as providing some new cinematic options for demo users.

[h2]Improvements & Fixes Highlights[/h2]

  • NVG Clarity -Reduced NGV grain and overlay intensity
  • Vehicle Animal Attacks - Animals will no longer attack players inside cars
  • MP5 Costs - MP5 research cost increased and drop rates lowered
  • MLRS Barrage - MLRS rockets cluster less towards the centre
  • Compound Bow Changes - Compound Bow now unlocked from Tier 1 Workbench
  • Tech Tree T2 - Electricity and car parts now on a separate branch

Check out the changelog for more changes.

[h2]AI Cleanup & Tweaks[/h2]



This month we were finally able to remove two more of the various AI setups that we've had in Rust over the years. Now pretty much everything is running on one system. This meant we were able to remove a ton of code and prefabs - this is better for maintenance and long term development of the AI. There should also be some slight performance improvements.

We've also made some tweaks to the animal and human AI, such as fixing some annoyances and increasing responsiveness.

There's more improvements to come in this area now that the bigger features are finished.

[h2]Forest Density[/h2]



Since the World Revamp update, we've received a lot of player feedback surrounding forest density, the aim of world revamp update was to upgrade Rust's visuals without sacrificing performance/FPS. While balancing performance to visual fidelity we were conservative with foliage density values while trying to match them closely as possible to the prior procedural generation.

Today we've slightly but noticeably increased forest density, we hope this will bring back some much-needed forest density while keeping performance under control.


[h2]Blueprint Wipe[/h2]

With today's update, all servers will have their Blueprints wiped and player progress reset.


[h2]Permanent Store Launched[/h2]

If you missed our announcement last month then here is a summary of the launch of Rust's permanent in-game store. The new store will feature premium cosmetic items and skins.

We kicked things off by releasing the Nomad skin. The Nomad skin is a hazmat reskin replacement that can be applied when crafting the hazmat suit or by placing the hazmat suit into a repair bench.

[previewyoutube][/previewyoutube]

Additionally, we've also launched some new items such as new lights, underwear and even a used sofa.

Full details of the permanent store can be found HERE

[h2]Rust's 8th Birthday[/h2]

Rust turns 8 this month and we’ll be celebrating for one day only on 11th December with a birthday cake and hats. In the near future, we plan to talk more about how the last year has gone and what we learned as well as some information about how Rust has performed.


[h2]Facepunch Servers[/h2]

We've retired the following Facepunch servers:
  • EU 11
  • EU 12
  • EU 13
  • EU 14
  • EU 15
  • EU 16
  • EU 17
  • EU 18
  • EU Small 9
  • EU Small 10
  • EU Softcore 7
  • EU Softcore 8
  • EU Softcore 9
  • US Softcore 3
  • US Soft core 4
  • US East 5
  • US East 6
  • US Small 4

Additionally, some Facepunch servers have had their max player limit increased and EU1 has changed to a new IP address.

[h2]Christmas Update[/h2]

On December 16th at 19:00GMT / 14:00 EST we'll be releasing a mandatory server and client update to enable the Xmas event and some festive features!

[h2]Changelog[/h2]

  • Enhanced First Person spectate
  • Excavator supply drops
  • Excavator 2.5x more yeild
  • Failed code lock entry for after 8 failed attempts now locks out user for 15mins
  • Exposed bear, boar and chicken populations in Server Admin UI
  • Increased human AI line-of-sight responsiveness.
  • Compound Bow moved to T1 Techtree
  • Compound Bow loses condition while drawn back
  • Reduced NVG grain and overlay intensity
  • Fish can now be sold for more scrap at fishing village exchange
  • MP5 NPC drop chance lowered
  • Watch tower decay, health and craft time higher
  • Table item craft no longer need metal fragments
  • Higher forest density
  • TechTree T2 electricity and car parts now on a separate branch
  • [MLRS] Increased the target hit area, and rockets cluster less towards the centre. In general it's now better for larger bases vs. precision targeting.
  • [MLRS] Increased the MLRS UI map zoom a little to make targeting easier (remember that it will show a marker you've placed as well).
  • [MLRS] The MLRS UI now supports characters from other languages.
  • [MLRS] The MLRS rocket explosion ground effect now plays at the true hit point rather than directly below the main explosion.
  • [MLRS] Reduced MLRS rocket world model size and mass to 25% of actual size and mass. No more giant rockets.
  • Fixed skull rock skin missing sound effects
  • Fixed case where ammo would be lost when an auto turret reloads a weapon
  • Animals no longer continue to attack player corpses.
  • Animals will no longer attack players inside modular vehicles.
  • Fixed desync exploit abused by some private hack providers
  • Fixed gap exploit abused by a large number of hacks
  • Fixed missions UI enabled on first open and requiring double click to close
  • Fixed some mission typos, incorrect text and wrong reward amounts
  • [MLRS] Fixed MLRS rocket backfire effects flashing on when entering LOD range.
  • [MLRS] Fixed cassette recorders not sticking correctly to MLRS moving parts.
  • Fixed SAM sites not shooting hot air balloons anymore
  • The info panel for rocket ammo now shows their true maximum range instead of a semi-fabricated one.
  • Fixed LOD issues on the excavator

Here's our first peek at how Rust's server transitions could work

Earlier this month, esteemed Rust YouTuber Shadowfrax posted a video looking into an upcoming feature Facepunch has been testing for its flagship survival game: server transitions. The idea behind this, as the 'frax explained at the time, is that players will be able to "move between servers with an as-yet-to-be-confirmed quantity of gear and items" by hopping into a seaworthy craft and venturing out to maps' edges. Now, we've got our first peep at what this might look like in action.


"I'm excited to show you some actual server transitioning - yes, me boldly going between servers," Shadowfrax says in his latest clip covering Rust's work-in-progress features (below). The YouTuber got to test the feature "on a limited scale" as it functions right now, with two servers linked up in his dummy-run example. You can see the other from your current server as depicted by a rough outline of an island in the distance, across the sea. If you hop in a boat and zoom towards the island you'll soon get a pop-up message as you near the map's edges, which tells you how much further you need to travel before you'll hit the other server.


If you keep on barrelling in that direction, you'll then connect to the other server. So, it sounds like it'll be easy-peasy to use. "It appears that right now there's no restriction on what you can take with you in your inventory," Shadowfrax also says, though only boats let you server-hop in at the moment.


Read the rest of the story...


RELATED LINKS:

Rust skins - here are this week's new items

Rust gets a permanent in-game store with "premium" cosmetics

Rust's November update brings desert bases and new rocket launching system