# Rust changelog > The only aim in Rust is to survive. - Vendor: Facepunch Studios - Category: Games - Official site: http://rust.facepunch.com/ - Tracked by: What's New (https://whatsnew.fyi/product/rust-game) - Harvested from: Steam (app 252490) - Entries below: 25 of 30 (newest first; the rest are on https://whatsnew.fyi/product/rust-game) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### COMMON GROUND - Date: 2026-07-02 - Original notes: https://store.steampowered.com/news/app/252490/view/679628250084806242 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-679628250084806242 - **added** — Add apartment complex monument with rentable rooms at various price points, each offering different perks like storage and furnaces - **added** — Add master key item on the island that unlocks any occupied apartment room for 5 minutes - **added** — Add rentable shops in the apartment complex marketplace where players can purchase and operate storefronts - **added** — Add 2x resource gather multiplier in Softcore game mode for ore, wood, food, and animal loot - **added** — Add raid windows system in Softcore mode restricting raids to 6 PM - 9 PM server local time by default - **added** — Add Tool Cupboard raid blocking system outside raid windows that protects building blocks and doors - **added** — Add clan system with separate chat channel, clan nameplates on players, and clan member locations on map - **added** — Add Clan Tables for creating and managing clans - **added** — Add new sprinting animation for two-handed projectile weapons and rifles - **added** — Add dynamic animation system for one-handed melee weapons starting with the Hatchet - **added** — Add Glowing Wallpaper Pack with 27 luminous wallpapers for walls, floors, and ceilings - **changed** — Change apartment room rental to require regular scrap payments in slot next to door or face eviction - **changed** — Change shop ownership system to allow takeover after 6 hours with escalating cost multipliers - **changed** — Change Jobs system to Jobs 3 as default with Jobs 2 to be removed - **removed** — Remove clan system from hardcore mode - **fixed** — Fix Tool Cupboard requiring 1 hour age before it can block raids to prevent system abuse ##### APARTMENT COMPLEX The apartment complex is a new monument that allows players getting started with a wipe to find a place to call home. Simply talk to the receptionist in the lobby to get started and rent a room. There are options for every budget, from the basement to the penthouse. Different room types come with different perks, like more storage, furnaces and more. Once you've rented a room you'll need to insert scrap into the slot next to your door, otherwise you'll be evicted and all of your possessions will be seized. There is a master key available somewhere on the island - find it and you can unlock access to any occupied room in the apartments for 5 minutes. Need a hint as to what room to burgle? There might be a guard in the basement who has more information. ##### RENTABLE SHOPS The new apartment complex monument features a small marketplace of shops. Each shop can be purchased and run by players, allowing you to sell your wares to the residents of the apartment building. To get started, simply approach the shop and interact with the contract hanging out front, and you'll get a breakdown of how much it costs. This includes a non-refundable upfront scrap fee as well as a per-hour (real-time) scrap cost. You will need at least 12 hours of rent available to open the store. Once open, you can modify the sale listings and adjust stock levels like any other Vending Machine. These shops cannot be accessed by drone, but you can modify the sign above the shop to add some personal flair. All of the shops already taken? After a shop has been open for 6 hours, you may take it over, but you will pay x2 on both the upfront scrap cost and per-hour rent. This will continue to escalate (3x, 4x, etc) if someone else takes over the shop after 6 hours until eventually someone runs out of rent and the shop (and cost multiplier) resets. If a shop is taken over or closes and it has your belongings in its inventory, you may return to the shop to retrieve them. Just interact with the shop to pick up your items. These items will only last 24 hours though, so be quick! Be warned, the master key can also be used on these stores so your items could be stolen if you try and store valuable goods. ##### SOFTCORE UPDATES We've made some new changes to the Softcore game mode. ##### **Accelerated Progression** There's now a **2x multiplier** on resource gather amounts. This works pretty much as you'd be used to on modded servers, giving you extra ore, wood, food and animal loot. ##### **Raid Windows** It's hard to handle raids for more casual players. To combat this, we've created pre-defined time windows where you are allowed to raid each other. By default, raids can only happen between the hours of **6 PM - 9 PM**. This is set via your server's local time, so it's the same time zone for everyone. E.g. 6 PM local time no matter where you are. During a Raid Window, everything is fair game, it's regular rust. Outside of those times, Tool Cupboards 'project' the raid blocking system, so you need to be inside a TC radius to be protected outside of the window. During this time, building blocks and doors cannot be raided: walls, floors, roofs, doors, ladder hatches, etc. Deployables can still be attacked, as can a Tool Cupboard (if it's lying unprotected). A Tool Cupboard must be at least 1 hour old to be able to block raids. This means a young TC can be raided regardless of whether the raid window is on or not. Helping prevent misuse of the system. Server Owners have been given a bunch of ConVars to tweak this. ##### CLAN TABLE Clans are a more advanced version of teams where you can have more members with different roles/permissions. There is a separate clan chat channel and announcement/MoTD text for communicating with clan members. Clans can be created and managed at Clan Tables. You can now see clan names on player nameplates. You'll also see your clan members' locations on the map if they're nearby. The clan system is _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/679628250084806242]_ ### BUILT DIFFERENT - Date: 2026-06-04 - Original notes: https://store.steampowered.com/news/app/252490/view/704396144568959331 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-704396144568959331 - **changed** — Overhaul player model from the ground up with improved meshes, materials, realistic proportions on new rig, and expanded head and hair seeds - **added** — Expand number of heads in the game with unique materials and additional details such as eyelashes and improved eye lighting - **changed** — Rework and expand hairstyles and beards using new anisotropic shaders to make hair feel more natural - **changed** — Update all clothing to work with new rig and proportions, refreshing older assets and fixing long-standing issues - **changed** — Modernize art pipeline behind player model to make future fixes and improvements easier to ship - **added** — Add new top-tier Ballistic Armour set that offers increased protection over existing craftable alternatives but cannot be crafted - **added** — Introduce Battle Dress Uniform (BDU) as loot-only gear offering slightly improved protection over existing clothing options - **added** — Add M16A2 military-grade rifle found through end-game loot with three-round burst fire mode, excellent accuracy, and high rate of fire - **changed** — Improve animation systems with new subsystem tool that allows layering bespoke animation logic in specific situations instead of extending monolithic animation state machine ##### PLAYER UPDATE ##### **New Player Model** We’ve overhauled the player model from the ground up. This includes improved meshes and materials, more realistic proportions on a new rig, expanded head and hair seeds and a much needed pass over almost everything player-related. The old player model has served us well for almost 10 years, but it’s lagged behind the rest of the game for some time. Visually, it was showing its age, but just as importantly it was holding us back from making bigger improvements to characters, animations and implementing future features. Prior attempts to improve the player model has always ended up feeling like band-aid fix, there was only so much we could do while working around the limitations of the old proportions and skeleton. At some point it became clear that the only real way forward was to rip it out and rebuild it properly. Alongside the new base model, we’ve also: - Expanded the number of heads in the game, with each head now having unique materials and additional details such as eyelashes and improved eye lighting. - Reworked and expanded hairstyles and beards, using new anisotropic shaders to make hair feel more natural. - Updated all clothing to work with the new rig and proportions, giving a lot of older assets a much-needed refresh and fixing some long-standing issues. - Modernised the art pipeline behind the player model, making future fixes and improvements much easier to ship. Your face will change, but race and gender seeds have been kept intact, so we’re hoping it won’t be too much of a shock for those of you who have grown attached to your random seed over the years. We’ll be continuing to improve on the player model after release, and we also have a player customisation update planned for the future. It’s been a huge amount of work, especially as we’ve been doing it alongside regular development and monthly updates. Performing open-heart surgery on one of the most interconnected parts of Rust, while continuing to ship patches, has certainly come with its challenges. ##### **Performance** We know “improved visuals” and “additional details” can be worrying to hear when it comes to performance. It’s something we’ve been watching closely throughout development. Alongside the visual improvements, we’ve also done a deeper pass on our tooling and pipelines, which has allowed us to make optimisations we couldn’t make with the old setup. Our internal metrics are looking positive so far, and we’ll continue to monitor performance closely after release. ##### BALLISTIC ARMOUR For the first time in a very long time, we're adding a new top-tier armour set to Rust. The Ballistic Armour set offers increased protection over existing craftable alternatives, but there's a catch. It cannot be crafted. If you want your hands on it, you'll need to find it. This armour is comparable to existing metal armour with plates. We're also introducing the Battle Dress Uniform (BDU). Like the Ballistic Armour, the BDU is loot-only and cannot be crafted. It offers slightly improved protection over existing clothing options, while making a few trade-offs elsewhere. Both sets are intended to expand late-game gear progression and create more valuable loot opportunities. If you're looking for the best equipment available, you'll need to get out there and fight for it. ##### NEW WEAPON: M16A2 The M16A2 is a military-grade rifle found through end-end loot and cannot be crafted. Designed around a three-round burst fire mode, it offers excellent accuracy and a high rate of fire, making it particularly effective at medium-range engagements. To help balance the burst damage potential, the M16A2 deals less damage per shot compared to the LR-300. Like the Ballistic Armour and BDU, the M16A2 is another valuable loot-only item you'll need to get out into the world and fight for. You'll see a theme here. ##### PSA: PERFORMANCE ISSUE WITH HIGH POLLING RATE The Unity 6 update changed how mouse inputs a _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/704396144568959331]_ ### UPGRADE HARD, RAID HARDER - Date: 2026-05-07 - Original notes: https://store.steampowered.com/news/app/252490/view/653728111564686110 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-653728111564686110 - **added** — Workbenches now have a new upgrade system with nine upgrades that provide different bonus effects and alter workbench visuals - **added** — Added Mortar, a new anti-personnel/raiding deployable weapon that launches projectiles over long distances and requires pairing with binoculars for aiming - **added** — Mortar supports two shell types, one for high damage to players and one for destroying structures - **changed** — Tin can alarm can now be loaded with F1 Grenade, Molotov, Bee Grenade, Beancan Grenade, Flashbang, Smoke Grenade, Supply Signal, Flare, or Firecrackers - **changed** — Vending machine UI has been completely redesigned with a new administration page supporting quick setup via built-in inventory, individual skin selling, and reordering existing sell orders - **added** — Crypt stone building skin is now available in the permanent store for changing stone tier base visuals - **changed** — Computer Station now requires power - **fixed** — Fixed issues with 3rd person grenade throw animations for consistency - **added** — Floating City Boat Vendor now sells modular boat parts and cheaper DPV - **fixed** — Monuments with multiple no build zones now correctly display each one - **fixed** — Road signs are now correctly spawning in Outpost, Junkyard and Water wells - **changed** — Drag has been greatly increased for boats with a flat bow - **added** — Official Rust Shop is now available directly inside Discord - **added** — All Steam Item Store DLC released before 2026 is 20% off from May 7th to May 21st as a Discord Shop launch celebration - **fixed** — Barrel DLC skins can now be freely swapped using Spray Can and Repair Bench - **added** — New achievements related to the Naval Update have been added, including easy exploration achievements and rare hidden achievements ##### WORKBENCH UPGRADES Workbenches have received a whole new upgrade system - along with nine upgrades to find and customise your benches with! Each upgrade provides a different bonus effect, and you can mix and match them to find your favourite combos. These upgrades are not craftable and will not be commonly found, so keep them safe! Open the workbench's inventory to add your upgrades. They each have their own visual, which will alter the way the workbench looks. If you get lucky and collect 'em all, you'll have a fully upgraded workbench - both in terms of bonuses and visuals! ##### MORTAR We're adding a new anti-personnel/raiding deployable weapon: Mortar! Functionally really similar to cannons, but is instead placed on flat land and allows for launching projectiles over long distances. Firing a mortar requires mastery through trial & error as there is no visual guide to help you land shells exactly where you want them. Instead, you'll need to pair it with binoculars to estimate how high to aim the mortar for it to land on your target. To prevent repeated shots, the mortar has recoil that slightly bumps the mortar up on every shot, as well as a small inaccuracy that changes how far each shell lands. You can choose between two mortar shells, one aimed to deal high damage to players while the other focuses on destroying structures. ##### TIN CAN ALARM CHANGES The tin can alarm is getting a small update. You can now trap them with a bunch of different items. How it operates has not changed, crossing its wire will trigger the trap and cause a loud clatter, alerting anyone nearby to your presence. And you can deploy it anywhere from your base to inside monuments. Use it strategically to cover access points and defend your positions. When triggered, it'll throw the loaded item in place. It supports: - F1 Grenade - Molotov - Bee Grenade - Beancan Grenade - Flashbang - Smoke Grenade - Supply Signal - Flare - Firecrackers Watch your step! ##### VENDING MACHINE UI REFRESH The vending machine UI was in need of a refresh and some improvements. We've totally redesigned the administration page and given the purchase page a new lick of paint. The new administration page comes with a few features: being able to quickly setup vending orders via its in built inventory, selling skins individually, and being able to reorder your existing sell orders without deleting and recreating them. ##### CRYPT STONE BUILDING SKIN We’re launching a new much-requested building skin to the permanent store this month; the Crypt stone building skin. [Available now](https://rust.facepunch.com/store/building/crypt) from the Rust store, this building skin allows you to change the visuals of your stone tier base. Your new home for eternity, or at least the next wipe. Purchasable from the in-game store or Steam item store. ##### NOTABLE CHANGES ##### **Computer Station now requires power** Time to put that power supply to use ##### **Grenade throw consistency** Fixed some issues with 3rd person grenade throw animations ##### **Floating City Vendor** Floating City Boat Vendor now sells modular boat parts to get you back on your feet if you lose your boat (and a cheaper DPV too!) ##### **Monument Building Radius** Monuments which feature multiple no build zones now correctly display each one ##### **Monument Road Signs** Road signs are now correctly spawning in Outpost, Junkyard and Water wells ##### **Boat Bow Drag** Drag has been greatly increased for boats with a flat bow. Build accordingly ##### DISCORD X RUST SHOP Starting today (May 7th), we’re launching the official [Rust Shop directly inside Discord](https://discord.com/channels/560127830160048128/game-shop). We’re actually only the second game to do this (shoutout to the Marvel Rivals team for going first), and the goal is pretty simple: making it easier to grab the skins and DLC you want, while you’re already hanging out with your team, browsing the goods ri _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/653728111564686110]_ ### SPRING CLEAN - Date: 2026-04-02 - Original notes: https://store.steampowered.com/news/app/252490/view/533253650845270783 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-533253650845270783 - **added** — Armoured Ladder Hatch, a top-tier construction available in square and triangle variants unlocked at Tier 3 - **added** — Water Wheel for renewable energy generation that can be placed in rivers and oceans to passively generate electricity - **added** — Tech tree multi-unlocking allowing selection of any node to preview and automatically unlock the entire path at once - **added** — Visual indicator to distinguish between sleeping bags in the deep sea on death screen - **added** — Ability to set the reset value of the IO counter - **added** — Coloured buttons feature with support for nested radial menus - **added** — Custom chat channel tag colour pickers in accessibility options for Discord DMs, team chat, and cards chat - **added** — Light Toggle Radial menu to toggle equipped light sources individually or all at once - **added** — Overfishing mechanic that makes areas unproductive after too many fish are caught within a time span - **added** — Bunny Costume - **changed** — Chainsaw now always hits the X when farming trees - **changed** — Watchtowers can no longer be spam placed next to each other - **changed** — Plant ripeness stage duration increased from 14 hours to 24 hours - **changed** — Shield hitbox now switches based on whether shield is actively held up, using smaller square hitbox when idle - **changed** — Deep Sea fishing loot pool concentrated towards higher-value catches by removing Herrings and Anchovies - **changed** — Tech tree unlock animation improved and tree is now centered when zooming in and out - **changed** — New sound effects added to tech tree unlocking process - **fixed** — Junkpiles no longer spawn on sleeping bags - **fixed** — Bug that resulted in additional recoil being applied when shooting at a shield with ranged weapons ##### NEW ITEM: ARMOURED LADDER HATCH The Armoured Ladder Hatch is a new top-tier construction. A direct upgrade from the Metal Ladder Hatch, the Armoured Ladder Hatch is built for players who want maximum durability on their vertical access points. Unlocked at Tier 3, it’s available in both square and triangle variants, slots straight into existing frames. Unlocked at Tier 3, it’s available in both square and triangle variants, slots straight into existing frames. ##### NEW ITEM: WATER WHEEL Renewable energy is the best energy. You liked wind and solar? Now it's time for another classic, Hydro! Water wheels can be placed in rivers to passively generate electricity from the water flowing along its base. When placed in the ocean they do generate some charge, but more inconsistently as the tides change. Either way you will need to make sure that the waterflow coming in is not blocked by anything! The wheels can also be used as giant hamster wheels if you want to hop in and convert some calories into power. And before you ask, yes you can force handcuffed players into them. ##### TECH TREE MULTI-UNLOCKING The tech tree unlocking process received a long-overdue upgrade this month! Instead of painfully having to select and unlock each item as you go down the tree, you are now able to select any node you want and will be shown a preview path that leads to the desired item. Pressing the unlock button then automatically unlocks the whole path at once, playing a satisfying animation. New sound effects have also been added, the unlock animation was improved and the tree is now centered when zooming in and out - interacting with this UI should feel a lot better overall. ##### NOTABLE CHANGES **Chainsaw Frenzy** - Chainsaw now always hits the X when farming trees **Watchtowers** - Watchtowers can no longer be spam placed next to each other **Sleepy Junkpiles** - Fixed junkpiles spawning on sleeping bags **IO counter** - Can now set the reset value of the IO counter **Deep Sea Sleeping Bags** - Added a visual indicator to distinguish between sleeping bags in the deep sea on death screen ##### EXTENDED PLANT RIPENESS We've increased the time plants are in their "ripe" stage to 24 hours (was 14). This should hopefully be less punishing for players who can't log back on to harvest their plants more than once per day. Note that the growable flowers were already at 28 hours so they are unchanged. ##### SHIELD COLLISION CHANGE We've noted the new meta around shields becoming a bit too popular over the last month. Ideally shields are a powerful defensive tool but they come at the cost of reducing your offensive capabilities. To better fit that direction we're now switching the hitbox based on whether you are actively holding up the shield. When idle the shield uses a smaller square hitbox and it will use the current larger hitbox while it is being held up. We've also fixed a bug that resulted in additional recoil being applied when shooting at a shield, this was only meant to be applied when attacking a shield with a melee weapon. ##### COLOURED BUTTONS We saw a cool community concept for coloured buttons and decided to implement it as a part of this patch, the functionality is really similar to wires with a similar colour set - the only difference being that red is the default colour for buttons to match how they previously looked. The more technical and cooler side of this is that we previously didn't support nested radial menus, the new coloured buttons are the first to support them and should allow for more complex nested menus in the future. ##### CUSTOM CHAT CHANNEL TAG COLOURS After a recent request, I've added some extra colour pickers to the accessibility options. These allow you to change the colour of the tags for Discord DMs, team chat, cards chat, etc. Hopefully this makes things a bit clearer! ##### LIGHT TOGGLE RADIAL MENU The old ToggleLight feature/bind has had a major upgrade this month! ** _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/533253650845270783]_ ### SHIPSHAPE - Date: 2026-03-05 - Original notes: https://store.steampowered.com/news/app/252490/view/526495718648578396 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-526495718648578396 - **changed** — Extended daytime duration by around 20 minutes per day - **changed** — Boat building blocks can now be rotated and demolished at any time in edit mode without the usual 5 minute timer - **fixed** — Fixed issue where tiny dive site buoys would halt full size boats - **fixed** — Fixed sails being randomly destroyed when rotated after initial placement - **changed** — Deploy & Edit steering wheel option now always shows with an error toast if the location is unsuitable - **changed** — Deep Sea loot now respawns slowly over time with initial fill decreased to around 70% - **changed** — Deep Sea spawn side is now random after each opening - **changed** — Deep Sea no longer opens right after server wipes - **removed** — Cannot access Deep Sea using RHIBs - **added** — Notification sound plays when Deep Sea opens - **changed** — Deep Sea network range increased from 300 to 620 metres - **added** — Movement penalty added to player built boats hit by cannons, reducing speed to 30% at maximum effect - **changed** — Buffed player protection while mounted to cannons - **added** — Electricity, industrial and water IO items can now be used on boats - **added** — Wallpaper can now be used on boats - **added** — Sunken player-built boats can now be damaged block by block for exploration and loot recovery - **changed** — Player boat decay delay doubled from 12 hours to 24 hours - **changed** — Player boat decay duration reduced from 18 hours to 12 hours - **added** — Deployable snapping can now be used on player built boats - **added** — Added moderate ADS aim sway while on player built boats scaled by boat speed - **added** — Painting line tool added allowing lines to be drawn while painting by holding shift and dragging - **added** — Static Boat Building Station added to every Deep Sea island ##### EXTENDED DAYTIME This month we've extended the amount of time each day has sunlight by around 20 minutes. The duration of night is unchanged (around 10 minutes). This should hopefully allow for more time for daylight activities while still keeping nighttime tactics viable. ##### BOAT BUILDING IMPROVEMENTS & FIXES There have been a ton of small fixes and improvements to player boats and boat building this month. I want to a highlight a few of the more common complaints that have been addressed here in this section. Boat building blocks can now be rotated and demolished at any time in edit mode - they are no longer subject to the usual 5 minute timer. The tiny dive site buoys that would bring your full size boat to a complete halt have now been addressed. You may now sail freely! The very annoying issue with sails randomly being destroyed has also been fixed. This was caused by a sail being rotated after initial placement, which sometimes led to them being placed off the edge of a boat. When you then picked something up nearby, the groundwatch triggered and the sails got destroyed. Not any more! Finally, the Deploy & Edit steering wheel option will now always show, even if the current location is unsuitable. An error toast will be displayed if you try to use it, informing you that you cannot edit in this location. There are many reasons why deploy & edit can be unavailable and most of the time the reason is explained, but this one was missing - which led to a lot of confusion previously. Hopefully this will help clear things up! Head to the change list for the full details! ##### DEEP SEA CHANGES We made a number of balancing changes and improvements to the Deep Sea. - Loot now respawns slowly over time. The initial loot fill when the Deep Sea opens has been decreased to around 70% of what it was. - The side of the map it spawns on is now random after each opening. - The deep sea will no longer open right after the server wipes. - You can’t go there using RHIBs now. - A notification sound will play when the deep sea opens. All these changes can be configured via new convars. We’ve also increased the network range from 300 to 620 metres in the Deep Sea, so you can spot ships from much further away. We can’t afford to do that on the mainland because of player and entity density, but out at sea we have enough performance headroom to support it. Thanks to everyone for sharing their thoughts about their experience with the Deep Sea since its release. ##### CANNON HIT MOVEMENT PENALTY We've added a movement penalty for player built boats that are hit by cannons. Repeated hits can reduce a ship's movement speed to 30% of its maximum speed. We'll keep an eye on how this plays out, but our hope is that this leads to more interesting ship to ship combat as well as some more boarding action. We've also buffed the player protection while mounted to cannons so players shouldn't be as vulnerable while using them. ##### ELECTRICITY, INDUSTRIAL, AND WATER IO ON BOATS You can now use electricity, industrial and water IO items on boats. Almost all the items are available. Some of them are more involved to support than others, for performance or various other reasons. Some of them are blocked purely for gameplay balance concerns. Blocked items: - Auto turret - SAM site - Windmill - CCTV cameras - Seismic sensor - Hanging lights - Door controller, hopper All subject to change in the future! ##### WALLPAPER ON BOATS You can now use wallpaper on boats, the same way as in your base. ##### DESTRUCTIBLE BOAT WRECKS Sunken player-built boats can now be damaged block by block, allowing for exploration and loot recovery. ##### PLAYER BUILT BOAT DECAY CHANGES I've made some changes to decay rates, based on player feedback. Decay delay has been doubled from 12 hours to 24 hours and decay duration has been reduced from 18 hours to 12 hours. This will mean players can stay offline for longer without their boat de _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/526495718648578396]_ ### NAVAL UPDATE - Date: 2026-02-05 - Original notes: https://store.steampowered.com/news/app/252490/view/529870881777778806 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-529870881777778806 - **added** — Player-made boats with a new Boat Building Station deployable for constructing custom vessels in water - **added** — Boat Building Plan for designing and constructing player boats - **added** — New boat-specific building blocks including steering wheel, anchor, sails, engines, planks, ramps, and cannons - **added** — Deploy & Edit mode for Boat Building Stations to quickly modify boats after deployment - **added** — Helm deployable with built-in lock to steer and secure boats - **added** — Engine deployable that runs on low grade fuel for boat propulsion - **added** — Anchor deployable to prevent boat drifting - **added** — Cannon deployable as naval weapon for boat combat - **added** — Small Ramp deployable to bridge gaps between boats or reach land - **added** — Plank deployable to board other boats and bridge gaps - **added** — Deep Sea as new offshore region accessible by boat with high risk and high reward - **added** — Ghost Ships scattered throughout the Deep Sea filled with loot and protected by scientists - **added** — Floating Cities in the Deep Sea serving as safe havens with docks, NPC vendors, farming barges, recyclers, workbenches, research tables, refineries, and the Deep Deck Casino - **added** — Tropical Islands biome in the Deep Sea with distinct white sands, palm trees, new natural resources, and semi-procedural generation - **added** — PT Boat found in the Deep Sea as a stronger but slower alternative to the RHIB - **added** — Scientist Boats patrolling the Deep Sea - **changed** — Sails and engines can be reversed using radial menu options for improved boat maneuvering ##### PLAYER MADE BOATS Player-made boats are here, providing a new way to explore the seas, including the Deep Sea! Place the new Boat Building Station deployable in the water and get building with your shipmates! Use the new Boat Building Plan to construct your dream boat, utilising a new set of boat-specific building blocks. Add a steering wheel, anchor, sails, engines, planks, ramps and cannons to complete your vessel and head off into the Deep Sea! Careful consideration and placement of your engines and sails is important if you want a seaworthy ship, as they will affect its handling and speed. Sails and engines can both be reversed using the radial menu options for some nifty reverse parking. Be sure to set a lock code on your steering wheel to stop unwanted access or theft of your shiny new boat. Regular deployables can be placed on your boats. If they work on the Tugboat, they'll work here too. Need to make a change after realising your boat just goes in circles? Use the Deploy & Edit mode (not available in the Deep Sea) to quickly and easily deploy a Boat Building Station around your boat. Have fun building and exploring the seas! ##### NEW BOAT DEPLOYABLES To get your vessel sea worthy, we've now got some new deployables - specifically for your boat! **Boat Building Station** The boat-building station is placeable in deep water, it's used to build and edit your boat. **Building plan** The boat-building plan is similar to the building planner you know and love, but for boats. **Sails** A sheet of toughened fabric rigged to catch the wind and help propel the boat forwards. **Helm** A must-have for any seaworthy boat. Used to steer and control your direction, with a built-in lock to keep your vessel secure when you’re not at the wheel. **Engine** A powerful motor that runs on low grade fuel and burns through it fast. Loud, thirsty, and inefficient, but invaluable when you need to escape danger, chase down other players, or muscle your way out of a bad situation. Sometimes speed is worth the cost. **Anchor** A heavy anchor used to stop your boat drifting. Drop it to hold position and keep your vessel exactly where you want it. Without it, your boat may drift to shore. **Canon** A powerful naval weapon used to sink other players’ boats. Load it with cannon balls. **Small Ramp** Bridge gaps and create quick access points. Ideal for boarding other ships or reaching land from the water. **Plank** Used to bridge gaps, board other boats, and settle minor disagreements by pushing friends into open water. ##### THE DEEP SEA The Deep Sea is a new offshore region you can travel to using boats. It’s high risk, high reward, and intentionally unforgiving. You can access it by sailing toward the edge of the map using a strong boat such as player-made boats, RHIBs or the new PT boats. This is not a place to live: you cannot build, and nothing respawns. First come, first served. The deep sea will open and close intermittently, like a world event. Inside, you can explore new content detailed below in this blog: - Tropical islands - Floating cities - Ghost ships - Boats controlled by scientists We have lots of plans to expand deep-sea and use it as a bridge between worlds. ##### GHOST SHIPS Similar to monuments, Ghost Ships are stationary ships scattered throughout the deep sea and filled with loot for people to scavenge while navigating on their boats. Each Ghost Ship is protected by scientists, both on the ship and nearby patrols who will try to keep you off the ship. Some Ghost Ships also contain locked crates, which you'll need to hack while being under pressure of other players and scientist boats. We hope that Ghost Ships, along with other loot locations such as tropical islands provide enough incentive to visit the deep sea often. ##### DEEP SEA FLOATING CITIES While exploring the deep sea, you may come across the Floating Cities. Built from abandoned barges and the framework of an unfini _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/529870881777778806]_ ### SURVIVING 12 YEARS - Date: 2026-01-01 - Original notes: https://store.steampowered.com/news/app/252490/view/507348444540570069 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-507348444540570069 - **added** — Primitive game mode with new items and raiding methods - **added** — Advanced cooking and farming system with chickens and bees - **added** — New workbenches and armor types - **added** — Premium Servers server type to reduce cheating and improve fair competitive play - **added** — Jungle biome with climbable trees, tigers, crocodiles, new monuments, boomerangs, and blowpipes - **added** — Party system and snappable deployables - **added** — Blueprint fragments system - **added** — Custom crosshair option - **changed** — Monument puzzle progression - **changed** — Main menu, server browser, and store interfaces overhauled - **changed** — Over 400 quality of life changes implemented - **added** — Naval update with player-made boats for deep sea travel, new islands, and monuments with new AI encounters - **added** — New player models and animations - **added** — New animals including cows and sheep with animal breeding system ##### 12 YEARS Servers are now wiped and Santa is packing up and clearing out the bodies, but we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, but we're looking forward to the journey ahead in 2026! Last month, we celebrated Rust's 12th anniversary, marking an incredible journey. The game continues to experience year-over-year growth, which is quite remarkable for being 12 years old. Rust is now bigger than ever, and it's only going to get, much bigger this year. This year, Rust saw: - Highest ever peak player count of 259,646 on Steam in 2025 - Over **450,000,000** Game Sessions - Over **5,800,000** unique players - Over **700,000,000** hours played - Over **37,000,000** Drops claimed players - **28,523** Workshop Submissions Here's a recap of some of the major updates we did last year: **(https://rust.facepunch.com/news/primitive) **We kickstarted the year with Primitive, introducing a new game mode and a whole load of new items and raiding methods **[The Crafting Update](https://rust.facepunch.com/news/crafting-update) **The Crafting Update added advanced cooking, farming (chickens, bees), new workbenches, Armor and more **[Premium Servers](https://rust.facepunch.com/news/premium-servers) **Premium Servers introduce a new server type, aiming to reduce cheating and improve fair, competitive play. **[Jungle Update](https://rust.facepunch.com/news/jungle-update) **One of the biggest updates of the year saw the Jungle biome added with climbable trees, deadly tigers and crocodiles, new monuments, boomerangs, blowpipes, and more! **[Friends with Benefits](https://rust.facepunch.com/news/friends-with-benefits) **Friends with benefits was one of many updates which saw sweeping QOL updates, introducing party system and snappable deployables to name a few **[Meta Shift](https://rust.facepunch.com/news/meta-shift) **Meta shift was one of several updates which made sweeping changes to progression. Introducing Blueprint fragments, custom crosshair and changes to monument puzzles **Quality Of Life **Over 400 QOL changes **Menu Overhauls **Sweeping changes to main menu, server browser and store. Alongside a metric ton of improvements and bug fixes. Rust continues to be a labour of love from all of us at Facepunch, and we couldn't have done it without your passion and feedback. Thank you for your continued support, be it playing the game, telling friends, and engaging and communicating with us. We've very much enjoyed everything we've worked on for the game this year. ##### LOOKING FORWARD What’s in store for 2026? Consistency! Continued guaranteed monthly updates on the first Thursday of every month, alongside regular fixes, quality-of-life enhancements, improvements, and exciting holiday events. This year, Rust Mobile will be released globally. We're very excited to see how this performs, all early indicators are showing very promising signs. If you're intresting to learn more about Rust mobile or participate in the next closed beta next, visit: [rustmobile.com](https://rustmobile.com) ##### **Next Month** Next month, on February 5th, we'll finally be shipping the Naval update. The update will include player-made boats, which will allow players to travel to the deep sea, explore new islands, and monuments with new AI encounters. This is going to be a massive update. ##### **Looking ahead** Alongside next month’s Naval update, we’ve got a huge amount of content either planned or already in active development for 2026. You can expect to see new monuments, including apartment complex. We’re also working on new player models and animations, which will improve both how characters look and move. The player update will unblock one of the biggest hurdles to player customisation. We’re expanding the ecosystem with new animals, cows and sheep, for example, alongside a proper animal breeding system. This opens up some interesti _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/507348444540570069]_ ### PIVOT OR DIE - Date: 2025-11-06 - Original notes: https://store.steampowered.com/news/app/252490/view/612053330276909344 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-612053330276909344 - **changed** — Reduce tech tree research costs: Common from 20 to 15, Uncommon from 75 to 30, Rare from 125 to 60, Very Rare from 500 to 120 - **removed** — Remove scrap crafting costs from Workbenches - **changed** — Wipe all Blueprints across all servers - **added** — Add box sorting feature to Storage Adaptor with options to sort items alphabetically, by condition, by count, by category, or by custom snapshot mode - **added** — Enable box sorting on Large and Small Wooden Boxes, Coffin, and all DLC storage items - **added** — Add Mini Fridge deployable with 18 slots, requiring 3 power, designed for compact bases and early-game food storage - **changed** — Change monument puzzle reset timers to start only after a player loots a container in puzzle rooms, rather than refreshing every 30 minutes automatically - **changed** — Change monument puzzle reset timers to tick down even when players are in range - **added** — Add radiation generation around monument loot rooms and puzzle elements starting 10 minutes before refresh, with severe radiation unsurvivable except in a small mild radius - **changed** — Require monuments to be clear of players for 5 minutes before puzzle can reset once radiation is active - **changed** — Adjust and shrink player detection areas across most monuments to allow general movement and looting during refresh periods ##### PROGRESSION CHANGES Continuing from last month’s controversial [Meta Shift](https://rust.facepunch.com/news/meta-shift) changes and our push to make meaningful experimental changes to Rust’s progression, this month we’re taking things a step further. By making progression easier! Wait, what? Bear with me. One of the main issues with Rust progression is that the majority of servers don’t Blueprint wipe, including our Facepunch servers. When you join a freshly map-wiped server but already have everything unlocked, you’re effectively skipping the entire early and mid-game. You craft late-tier items immediately, bypassing all the gear and choices before it, which completely breaks the sense of progression on a wipe. Given the current state of the game, we may as well unlock or remove BPs, which seems crazy. Today, we’re wiping all Blueprints, wiping all servers, and drastically reducing tech tree and research costs: - Common: 15 (down from 20) - Uncommon: 30 (down from 75) - Rare: 60 (down from 125) - Very Rare: 120 (down from 500) We’ve also removed scrap crafting costs from Workbenches, while Blueprint Fragment requirements remain unchanged. By drastically reducing unlock costs and removing scrap from workbench crafting, the progression curve will feel smoother without removing that sense of effort or reward. Rather than skipping straight to the end, players will be encouraged to actually use early-tier items first and naturally progress upward. Blueprint wipes bring back that sense of discovery, structure, and early-game pacing that Rust was built on. Combined with the cheaper unlocks and the removal of scrap from workbench crafting, the system should feel faster and less punishing, not a grind, while still maintaining that satisfying sense of progression and reward each wipe. The current loop of the game is that you must find components and Blueprint fragments. Through that loop, you’ll naturally collect scrap as you go, and now with Blueprint wipes, there’s a meaningful way to spend it again. Does this mean we’ll be force-wiping Blueprints every month? Maybe. We’re not committing to anything yet. We’re going to play, watch, and listen before making any long-term decisions based on the past two months of changes. ##### BOX SORTING Got a Storage Adaptor attached to a box? You’ll now find it has a power input and some new box sorting settings available when you open it. You can sort items alphabetically (and change what language you use), condition, count, category (matching the conveyor filter) as well as a custom snapshot mode. The custom snaphsot mode allows you to set a container up with the item layout that you want, take a snapshot of it and then the sorter will attempt to recreate that snapshot as best it can. Sorting is applied automatically 1s after an item is added or removed from the container. Box sorting is enabled on the Large and Small Wooden Boxes, the Coffin and all DLC storage items (barrels and box skins). ##### MINI FRIDGE Keep your food fresh and neatly stored with the new Mini Fridge deployable. Designed for compact bases and early-game, the Mini Fridge offers a compact way to preserve perishables without needing a full-sized refrigerator. - **Requires:** 3 power - **Storage:** 18 slots - **Placement:** Fits comfortably under half-height floor builds - **Unlock: **Early unlock from the Engineers workbench Perfect for solo players or tight base designs, the Mini Fridge bridges the gap between early-game food storage and late-game luxury, giving you a simple, power-efficient way to keep your meals from spoiling. ##### MONUMENT PUZZLE RESET CHANGES Last month’s Meta Shift update caused quite a lot of activity around monuments due to the new blueprint fragment system. While these fragments are designed to be scarce, we observed some undesired behaviour due to how monuments would reset to refresh their loot that was contributing to the fragments not spawning as quickly as intende _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/612053330276909344]_ ### META SHIFT - Date: 2025-10-02 - Original notes: https://store.steampowered.com/news/app/252490/view/520851629825590004 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-520851629825590004 - **added** — Introduce Blueprint Fragments system requiring 5 Basic Blueprint Fragments for Workbench Level 2 and 5 Advanced Blueprint Fragments for Workbench Level 3 - **added** — Add Basic Blueprint Fragments to green puzzle rooms and blue-card puzzles at monuments and airdrops - **added** — Add Advanced Blueprint Fragments to hackable crates and elite crates at Launch Site, Military Tunnels, Nuclear Missile Silo, Underwater Labs, Small and Large Oilrigs, Cargoship, and Ch47 crate drops - **added** — Allow conversion of 20 Basic Blueprint Fragments into 1 Advanced Blueprint Fragment - **added** — Add basic green keycard puzzles to Dome, Ferry Terminal, and Radtown monuments - **added** — Add recycler at Dome puzzle room - **changed** — Greatly reduce scrap crafting costs for Workbench levels 2 and 3 - **changed** — Relocate majority of loot in almost every monument to new locations and refresh previously empty areas - **changed** — Rework Hackable and Elite crate loot rolls to remove junk items and ensure rewarding drops - **changed** — Change Nuclear Missile Silo from blue-card monument to red-card monument - **added** — Add 3 additional elite crates to Nuclear Missile Silo - **added** — Add drone storage slot able to hold a single stack of any item that can be dropped while piloting - **changed** — Make SAMs and Auto Turrets treat player drones as hostile and target them while keeping marketplace drones safe - **added** — Add crosshair customization options including Style, Colour, Dot size, Spacing, Line length and width, Outline, and Outline colour - **added** — Add option to hide crosshair when aiming or keep it visible - **added** — Add built-in crosshair sharing feature with import and export via code - **added** — Add Spike Trap primitive trap that slows and hurts players when stepped on, craftable for 80 Wood ##### BLUEPRINT FRAGMENTS The current progression meta has grown stale, moving too fast and becoming too easy over the years, with scrap inflation and scrap being everywhere. We don't believe this has been overwhelmingly negative, but it has detracted from world PvP, especially in and around monuments, and we want to experiment more with progression. This is experimental step 1: We’re introducing a new layer of progression to the Workbench system. The aim is simple: get players back out of their bases, contesting monuments, slow down progression and clashing over territory. Workbench level 1 remains unchanged, but Level 2 and Level 3 now require blueprint fragments to craft. These fragments are found at key monuments, creating a soft progression gate that pushes players into early fights and slows down clan snowballing. - **Workbench Level 2** now requires **5 Basic Blueprint Fragments** - **Workbench Level 3** now requires **5 Advanced Blueprint Fragments** Blueprint fragments are tied directly to puzzles and high-end loot, encouraging players to push deeper into monuments and hackable events. ##### **Basic Blueprint Fragments** - Always spawn in green puzzle rooms (x1) - Always found in blue-card puzzles next to the red keycard (x2) - Found in airdrops If you chain both green and blue, you've already had 3 Fragments in a run. ##### **Advanced Blueprint Fragments** - Guaranteed inside hackable crates - 1 in 10 chance to appear in elite crates - Always spawn in pairs The main areas where these can be found are: - Launch Site - Military Tunnels - Nuclear Missile Silo - Underwater Labs - Small and Large Oilrigs - Events: Cargoship and Ch47 crate drop You can also convert 20 Basic Fragments into 1 Advanced Fragment, giving a fallback path. Scrap crafting costs for workbench levels 2 and 3 are now greatly reduced, allowing players to have extra scrap to unlock items from the techtree. Larger groups will naturally eventually accumulate more fragments than they need, creating an economy where fragments and workbenches are traded. Smaller groups and solos will be forced to scrap harder for their progression, making monuments hotly contested again. We'll be watching and reading all feedback, and we'll adjust and balance as needed over the coming days and weeks. As mentioned at the beginning, this is just part 1, part 2 will be released in the December update. ##### MONUMENT PUZZLES By design, not all monuments are equal, some have trade-offs, while others feel bad for groups but ideal for solos or small groups. With blueprint fragments, we want to ensure all mid to large-sized monuments are relevant, so with that said, the following monuments have basic green keycard puzzles added: - Dome - Ferry Terminal - Radtown In addition, you'll now be able to find a recycler at the Dome, puzzle room. ##### MONUMENT LOOT SHUFFLE The meta of running the same paths in monuments has gone stale, we've not changes some monuments in over 5 years. Do you know where every monument loot crate is? Many of you will. Today, almost every monument has had the majority of its loot moved to new locations. Areas that previously had little to no loot have been refreshed, making these areas relevant again. Dead spots are gone, and new loot run paths have opened up. Our goal here is to break old habits and get players rediscovering movements, hopefully making loot runs feel fresh, least for a bit. ##### CRATE LOOT Every day, we see posts on Reddit, X, Discord, Facebook, of someone sharing a screenshot of awful loot roll they just got. Granted, sometimes it is terrible, but Hackable crates should always feel rewarding. We've reworked Hackable and Elite crate loot rolls, removing some of the junk. You should now always get something of use, hopefully multiple items. ##### DRONE STORAGE Drones now have a single storage slot, able to hold a single stack of any item. While piloting the drone, you will be able to drop the contents _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/520851629825590004]_ ### MAINTENANCE - Date: 2025-09-04 - Original notes: https://store.steampowered.com/news/app/252490/view/498331728096526527 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498331728096526527 - **changed** — Gunshot audio now plays at different distances based on weapon type: pistols/SAR/SKS/SMGs/shotguns at 400 meters, AK/LR at 500 meters, and LMGs/minigun/long distance rifles at 600 meters - **added** — Team members can now see which bags are owned by which team members when holding a hammer and having building privilege - **added** — Added visual and audio damage indicator effects to minicopters with progressive visual cues at 45% and 20% health remaining - **changed** — Foliage displacement improved to allow smooth transitions when objects are removed and from moving sources like players - **changed** — Volumetric clouds are now enabled by default with the setting moved to normal graphics settings tab, and graphics.vclouds convar replaced by graphics.volumetric_clouds - **added** — Workshop submissions using the in-client skin creator tool now automatically take screenshots included in the upload - **fixed** — Fixed a bug causing players' eyes to sometimes appear closed - **fixed** — Fixed players being invisible when respawning whilst asleep - **fixed** — Fixed C4 not being stackable after enabling RF - **fixed** — Fixed rugs deleting deployables when picked up on a tugboat - **fixed** — Fixed barricade deployment being blocked on sand dunes around giant excavator - **added** — Added Exhibit Decor Pack DLC with bulb string lights, clothing mannequin, wall cabinet, moveable spotlights, fairy lights, fluorescent strip lights, chandelier, and electric table lamp ##### MAINTENANCE This month’s update is a little lighter than recent, focused on tackling a number of long-standing bugs and improvements. We’ve been working through community feedback to smooth out some of the more persistent issues and make everyday gameplay feel that bit better. Normally, if bugs persist for several years, there’s usually a good reason for that, whether it’s being difficult to reproduce or requiring a lot of work to resolve. Looking ahead to November, we’re lining up some strong meta and balance changes. If you’ve got suggestions, don’t hesitate to share them with us across our socials, including (https://discord.com/invite/rust), we’re always keeping an eye out and reading through what you send. November will bring the much-anticipated Naval update. This will introduce modular boats with cannons, of course, and much more. You’ll be able to customise your vessel, set sail across the high seas, explore new ocean-based monuments, and even discover smaller outlying islands beyond the horizon. In December, we'll be celebrating 12 years of Rust, what the heck. 12! Additionally, we'll soon be announcing the [Warhammer X Rust crossover DLC](https://store.steampowered.com/news/app/252490/view/800062851651732678). ##### LONG DISTANCE GUNSHOTS Networking range in Rust is made up of grids. These grids are a fixed size and can be adjusted by server owners, they are sometimes reduced on high-populated community servers to lower network overhead. When these grids are reduced, it also reduces things like: gun audio. This makes the world feel incredibly small and closed off. We can now run gunshots at different distances to the network range: helping make Rust feel more alive and shaking up the meta by giving advantages/disadvantages to certain weapons. The **old default **was around **350 meters**. The new values are as follows: - Pistols / SAR / SKS / SMGs / Shotguns - **400 meters** - AK / LR - **500 meters** - LMGs / Minigun / Long Distance Rifles (Bolt Action Rifle / L9) - **600 meters ** This means that players will now be able to hear you from much further away if you're choosing to use stronger weapons such as the AK or a Bolt Action Rifle. ##### TEAM BAG LABELS It was hard to see what bags belonged to which team members, even if they named them correctly: it could be a pain to figure out. Provided you now have Building Privilege and a Hammer out, you will now be able to see which bags are owned by which team members when looking at them. ##### MINICOPTER DAMAGE INDICATORS Added visual and audio damage indicator effects to provide clearer feedback on minicopter health status. Players will now see progressive visual cues as the minicopter takes damage, with thresholds at 45% and 20% health remaining. Now if you see a mini leaving a raid trailing smoke and you can't hit the driver, you'll know to aim for the chassis itself! ##### FOLIAGE DISPLACEMENT IMPROVEMENTS Foliage displacement has been improved to allow for [smooth transitions](https://files.facepunch.com/dayaan/1b0211b1/rust_grass_displacement_16x9_h264.mp4). This includes when objects are removed and also makes displacement from moving sources like players look more realistic and natural. ##### VOLUMETRIC CLOUDS ENABLED BY DEFAULT With the last patch, we introduced new volumetric clouds as an alternative to the 2D clouds. However, we put them under experimental settings and kept them disabled by default. With this patch, the volumetric clouds are now enabled by default, with the long-term goal being to completely replace the 2D clouds. The setting for them has been moved under the normal graphics settings tab, and the quality levels are tied to graphics presets. Additionally, the **graphics.vclouds **convar has been replaced by **graphics.volumetric_clouds**. ##### NOTABLE CHANGES ##### **Automated Workshop Screenshots ** Workshop submissions using the in-client skin creator tool now automatically take screenshots that are incl _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498331728096526527]_ ### HARDER CORE - Date: 2025-08-07 - Original notes: https://store.steampowered.com/news/app/252490/view/498329191821869362 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498329191821869362 - **added** — Fog of war system added to Hardcore mode exclusively, obscuring the map on spawn and revealing it as players move - **added** — Compass added as a new handheld tool item for navigation in all game modes - **added** — Compass now controls player location display on the map in Hardcore mode, with location shown only when compass is equipped in belt - **changed** — Firearms can no longer be crafted or researched in Hardcore mode - **changed** — Ammunition crafting costs increased by 5x in Hardcore mode - **changed** — Weapon repair no longer requires research in Hardcore mode - **changed** — Sleeping bag respawn cooldown increased to 15 minutes in Hardcore mode - **changed** — Bed respawn cooldown set to 10 minutes in Hardcore mode - **changed** — Base upkeep costs doubled in Hardcore mode - **changed** — Menu redesigned with horizontal navigation menu at the top and social bar at the bottom - **added** — Twitch Drops tile added to homepage for activated events - **added** — Quick Join feature added to homepage for returning to previously played servers - **added** — Curated hero list added to homepage featuring weekly skins and featured DLCs - **changed** — Play tab redesigned with horizontal tab menu for server types and improved filter menu on the left side - **added** — Server mode sorting added to server browser - **added** — Queue size visibility added to server browser before joining - **added** — Server map preview feature added for servers with Rust+ support to allow planning base locations before joining - **removed** — Compass UI removed from top of screen in Hardcore mode ##### HARDCORE REFRESH Hardcore mode is making a comeback this month, bringing with it some community requested changes and a few new tweaks we've been planning for a while. Our goal with game modes, such as Primitive and Hardcore, is to offer a fresh way to experience Rust, see how players respond, and try out different ideas. We don’t expect them to stay popular for long, usually just a couple of months. They’re not a major development focus or time sink, as most of the team is working on bigger features behind the scenes. We look forward to seeing your feedback. These game modes help guide our decision-making for the core Rust experience, so your input really does matter. If Hardcore’s not your thing, don’t worry, there are plenty of other changes to check out in the blog below. ##### HARDCORE - FOG OF WAR The fog of war system is back on Hardcore game mode, exclusively, obscuring the map when you first spawn and slowly revealing itself as you move around the world. This is now integrated with the normal map system rather than a held item like it's original version. Our goal with this mode is to heighten the inherent risk and reward gameplay in Rust, hopefully leading players to consider their next moves carefully as the consequences for dying can be significant. ##### HARDCORE - COMPASS As part of an effort to make navigation more interesting in Hardcore we have added the compass as a new handheld tool item. In Hardcore mode your location on the map is now no longer displayed at all unless you have compass equipped in your belt. Once you have a compass in the belt, the player location is displayed without the direction indicator. The compass UI at the top of the screen is also completely removed, as it was in the previous Hardcore mode. Whilst the compass is available to use in all other gamemodes too, the changes relating to the map and compass UI are limited to the Hardcore gamemode only. There is endless fun to be had in spinning around in circles whilst holding the compass. I hope that it will also prove valuable to all those who enjoy roleplaying as scurvy seadogs navigating the high seas aboard boats. ##### HARDCORE - WEAPON & AMMO CRAFTING CHANGES Firearms can no longer be crafted or researched at all. You'll now be at the mercy of what loot you find in the world, although you can now repair any weapon you find without needing to research it. We've also increased the crafting costs of all ammunition by 5x. We hope these changes will make you think twice before engaging and promote a more thoughtful style of play. ##### HARDCORE - RESPAWN CHANGES On hardcore, Sleeping bag respawn cooldowns have been increased to 15 minutes, while beds will now be 10 minutes. Along with the weapon crafting changes this hopefully leads to a more complex thought process when deciding whether to attack other players. ##### HARDCORE UPKEEP CHANGES We've doubled the upkeep cost in Hardcore mode. The goal here is to encourage tighter, more efficient base designs and reduce the number of massive, sprawling compounds that tend to dominate the map over time. With higher upkeep, players will need to think more strategically about how they build and maintain their bases, prioritising what's essential and trimming the excess. This change should help promote more frequent raiding, faster turnover of bases, and a more dynamic map overall. It also aligns with the core intent of Hardcore, leaner gameplay, higher stakes, and a tougher, more unforgiving survival loop. We'll be keeping an eye on how this plays out and adjusting if needed. ##### MENU RE-DESIGN This month we've introduced a refreshed look for our menu. After several years of our existing menu being built upon we've decided to create a new experience built from the ground up. Allowing us to add new features in, better UX and a more modern appearance. On load to Rust post-patch you'll notice our shiny new interface. Across the top we have the new navigation menu with _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498329191821869362]_ ### FRIENDS WITH BENEFITS - Date: 2025-07-03 - Original notes: https://store.steampowered.com/news/app/252490/view/498325386812197763 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498325386812197763 - **added** — Party system allowing players to invite friends and connect to servers together, with party members spawning nearby each other on the same team - **added** — New permanent spawn point in Outpost unlocked through a mission to travel to a Fishing Village and back, with a 30 minute cooldown - **added** — Invite button in the bottom left Team UI to add friends to your team even if they are not on the current server or online - **added** — Ability to send team invites via chat panel by right clicking a player's name - **added** — Deployable snapping feature that allows objects to snap to walls and corners when pressing Left Shift, with Simple and Advanced modes available in settings - **added** — Mission Complete panel to communicate when a player has finished a mission - **added** — Vertical and Horizontal Storage Tanks added to the Abyss Pack as new free items - **added** — Dedicated UI sounds slider for headshot sounds - **changed** — Conversation screen improved to not bounce around as text animates in - **changed** — Peacekeeper Mode now displays a holster warning to offending players - **changed** — Weapons are now holstered when surrendering instead of hidden - **changed** — Mission system upgraded with automation for conversation nodes, translation fields, and mission creation to allow faster iteration - **fixed** — Optimized Turrets aiming calculations on the server for better performance - **fixed** — Conversation screen performance improved ##### RUST 2025: MID-YEAR RECAP & SNEAK PEEK ##### PARTY SYSTEM As part of one of our long term goals of reducing friction for new players, we bring the party system to make it easier to connect to a server as your friends! To invite friends to a party: - Open the friends menu (bottom right of the main menu) - Right click on a friend - Click "Invite To Party" - Wait for them to accept the invite Once all your friends have joined your party the party leader can connect to a server. This will cause all party members to connect to the same server. There is also an in-game advantage to joining a server as a party. When you first spawn on the server your party members will spawn nearby each other and automatically be put on the same team. Future respawns will remain random scattered on the beach. ##### OUTPOST SPAWNING After several years of waving a radiation detector around, we’ve finally given CZ-721 in the Outpost something to do. He now offer players a mission to travel to a Fishing Village and back to unlock a new, permanent spawn point in Outpost. This new spawn point has a 30 minute cooldown and won’t count towards your bag limit. This mission is available in both Vanilla and Primitive modes, but is disabled in Softcore (as there is already a permanently available spawn point in that mode). Along with this new mission we’re also shipping a bunch of under the hood improvements to the mission system. This has been a longer term project over the last few months as we all want to make more missions and flesh this system out but the process to create new missions internally is quite cumbersome and error prone. Prior to these upgrades, creating a new mission involved a long process of manually setting up conversation nodes, filling in translation fields and lots of manual data entry. We’ve automated as much of this as possible, allowing us to iterate and create more missions faster. We’re not quite there yet but we’ve got more missions planned this year that will allow us to push these tools further. In terms of player facing upgrades, we’ve improved the conversation screen so that it doesn’t bounce around as the text is animating in, added a Mission Complete panel to communicate when a player has finished a mission and applied a lot of performance improvements as the conversation screen was quite heavy. ##### TEAM INVITE CHANGES We’ve made several improvements to the invite process this month in order to make it easier to find and play with your friends. You’ll find a new Invite button in the bottom left Team UI that allows you to add friends to your team even if they aren’t on the current server or online. You can also now send team invites via the chat panel by right clicking a players name in the chat. ##### NOTABLE CHANGES **Peacekeeper Mode** Now display a holster warning to offending players (like the old safe zones) **Headshot Sounds** Added dedicated UI sounds slider (affects headshot sounds) **Surrendering Holstered** Weapons are now holstered when surrendering, no longer hidden **Optimized Turrets** Optimized Turrets aiming calculations on the server for better performance ##### DEPLOYABLE SNAPPING Placing Deployables has always been a bit of a chore in Rust, especially if you want it to be properly in a corner or against a wall. We've finally implemented a solution to this, one that will hopefully be unintrusive, easy to use and help open up the building system by allowing quick and accurate placement of deployables for all. Plenty of Deployables can now be snapped. This snapping is enabled by pressing Left Shift whilst ready to place an object. It comes in two flavours: **Simple** and **Advanced **(default). These modes can be changed in the settings menu. **Simple:** Simple mode will try to snap the object to a wall whenever possible. It will not force any other changes, and can be used to use the wall as a simple slider, allowing custom placement wherever you would like, but with the w _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498325386812197763]_ ### NERFED, BUFFED, BALANCED? - Date: 2025-06-05 - Original notes: https://store.steampowered.com/news/app/252490/view/498322850680146981 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498322850680146981 - **changed** — Wild hemp redesigned with taller stalks and purple flowers for better visibility against jungle overgrowth - **changed** — Increased rock formation density and ore availability throughout the jungle - **added** — Berry bushes now have dedicated jungle population to improve food distribution across the map - **added** — Cars and bikes now spawn along jungle roadsides - **changed** — Players no longer spawn directly in the jungle biome - **added** — Several new trees added to jungle biome - **fixed** — Monument distribution across maps significantly improved with increases to airfield (+37%), trainyard (+34%), excavator (+45%), military tunnels (+28%), powerplant (+17%), water treatment (+16%), and sewer branch (+14%) - **changed** — Incapacitate dart now applies blur and dim effect instead of full screen blackout with decreased fade speed - **changed** — Incapacitate dart movement speed reduction duration decreased from 6 to 4 seconds - **fixed** — Improved indoor lighting to use spatially aware solution preventing world darkening when indoors and providing soft transitions in and out of interiors - **added** — Soda Can Silencer craftable for 40 metal fragments at Workbench 1 lasting approximately 12 shots with reduced damage and velocity - **added** — Oil Filter Silencer craftable for 10 HQM at Workbench 2 lasting approximately 48 shots with reduced damage and velocity - **changed** — Military Silencer made non-craftable and now a rare find at high-end monuments - **added** — New keybinds to switch directly to specific seats in vehicles - **changed** — Interaction crosshair can now be customized to display varying levels of information - **changed** — HBHF sensor range is now adjustable - **added** — Neon signs now have new inputs to control which frame is displayed - **changed** — Propane explosive bomb crafting recipe no longer requires explosives - **added** — Monument heaters at small and large oilrig now provide heat and comfort - **changed** — Pump health doubled - **changed** — LR300 rifle deploy speed increased with improved animation - **changed** — MP5 durability increased allowing for approximately 300 additional rounds before repair - **added** — Vending machine orders can now be edited without recreating them - **added** — Empty shelves can now be picked up - **added** — Hold Shift to snap IO wires in 90 degree increments - **changed** — Wires, most electronics, and light fixtures received visual updates - **fixed** — Building line of sight checks improved to be more forgiving and consistent - **added** — Wallpapers can now be applied to foundations, floors and roof building blocks - **changed** — Wallpaper tool redesigned to work like a building plan and consume cloth when placing wallpaper with ability to select skins using right click - **added** — 8 new default wallpaper skins including 4 for floors and 4 for ceilings ##### JUNGLE POLISH One of the loudest bits of feedback we heard after [last month's Jungle update](https://rust.facepunch.com/news/jungle-update): “I can’t find anything!” Fair. The jungle was a bit too good at being a jungle. Wild hemp has been reworked with taller stalks and purple flowers, so you can actually see it against the overgrowth. (Player-grown hemp remains unchanged.) More ore nodes now spawn throughout the jungle thanks to increased rock formation density and a general boost to ore availability. **Berry** bushes have their own dedicated Jungle population to help keep food distribution more even across the map. Cars and bikes now spawn along jungle road sides, you’ll no longer feel stranded in the canopy. Players no longer spawn directly in the jungle biome. It’ll still generate near spawn areas, but you won’t be dropped in the middle of the Jungle unless you choose to live there. Additionally, we've added several new trees that did not quite make it into the initial release. We’ve also made a pass on monument distribution. This has been a long-standing issue, and it worsened with last month's Jungle update. Good news, it's fixed! overall, you can now expect a healthy increase in the number of monuments per map. Some key highlights in testing a world side of 4500: - Airfield +37% - Trainyard +34% - Excavator +45% - Military Tunnels +28% - Powerplant +17% - Water Treatment +16% - Sewer Branch +14% Overall, we hope all these changes bring Jungle into a balanced position. ##### INCAPACITATE DART I've made some changes to make this dart less OP, but still useful. There's now a blur and dim effect instead of the full screen blackout, and the fade speed has been decreased. The movement speed reduction duration has also been decreased from 6 to 4 seconds, to match the blur duration. ##### IMPROVED INDOOR LIGHTING We have worked for the past couple of months on lighting improvements for the game interiors. Simply put, in the past our lighting model would darken the entire world if you were located indoors. This caused disadvantage for players looking out and advantage for players looking in as the interiors were fully lit from outside. Thanks to the efforts of the team we now have a spatially aware solution to this problem that also brings some benefits such as soft physical transitions in and out of interiors. We are still improving this new system and while this goes on, some trickier interior spaces such as large pipes and complex cylindrical buildings remain on the old system temporarily. ##### SILENCER CHANGES We’re making several changes to the silencer system this month, introducing two new silencer types and making the existing silencer non-craftable (now renamed to Military Silencer). The Soda Can Silencer is the cheapest to make (40 metal fragments, Workbench 1) and will last around 12 shots on an Assault Rifle firing standard rounds. It also mildly decreases shot damage and velocity. The Oil Filter Silencer is a bit more expensive (10 HQM, Workbench 2) and will last for around 48 shots on an Assault Rifle firing standard rounds. Both new silencers will apply a decrease to damage and velocity compared to the Military Silencer. Our goal here is to ensure Silencers remain a powerful tool for ambushes and surprise tactics, but don’t become a default tool to keep on your weapon during a full firefight. The existing Military Silencer’s durability is unchanged so it will still last quite a long time and should hopefully become quite a valuable item to find in high end monuments. ##### NOTABLE CHANGES **Seat swapping keybinds** New keybinds have been added to let you switch directly to specific seats in vehicles **Interaction crosshair** You can now customize how much information is displayed on your crosshair **HBHF Sensor** The range of the HBHF sensor can now be adjusted **Neon signs** New inputs have been added to neon signs, allowing you to control which frame is displayed _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498322850680146981]_ ### JUNGLE UPDATE - Date: 2025-05-01 - Original notes: https://store.steampowered.com/news/app/252490/view/498319683381887523 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498319683381887523 - **added** — Jungle biome as the first new biome since original procedural world generation, covering temperate coastal tier 0 area with flatter terrain, higher river density, and thicker foliage - **added** — New jungle foliage including bromeliads, monstera bushes, arrowroot and calathea undergrowth plants, trumpet trees, jungle palms, sandbox trees, and climbable kapok trees - **added** — Vine swinging mechanic allowing players to climb trees with vines and swing between branches for traversal, with interactive vines that must be thrown back to teammates - **added** — Jungle Remnants monuments including the Jungle Ziggurat and ancient jungle ruins containing early-game loot - **added** — Tiger enemy that stalks players slowly from behind and only strikes when certain to kill, with three in-game hints to warn of being stalked - **added** — Rare black panther enemy in the jungle biome - **added** — Crocodile enemy inhabiting wider and deeper jungle rivers, requiring mutual respect approach to avoid attack - **added** — Boomerang early game throwable weapon that returns to the player after each throw and can be used as melee weapon - **added** — Blowpipe silent early game weapon with four dart types: Wood Dart, Scatter Dart, Incapacitate Dart, and Radiation Dart - **added** — Snake enemy in jungle biome with stealth behavior, poison attack that slows movement, and audible hiss warning before attack - **added** — Snake Venom item obtainable by skinning dead snakes, usable to craft incapacitate darts for blowpipe - **changed** — Tiger and panther animals feature hidden counterplay mechanics known only to skilled players ##### JUNGLE BIOME We've added the first new biome to the game since the original introduction of the procedural world generation: Jungle! The jungle biome covers part of the temperate coastal (tier 0) area where new players spawn. The terrain in this biome is flatter than other biomes, has a higher river density and thicker foliage. The jungle biome features a large variety of completely new foliage. This includes new types of bushes, such as bromeliads and monstera. New undergrowth plants like arrowroot and calathea. As well as variety of new trees like trumpet trees, jungle palms and sandbox trees. The biggest of them all are enormous kapok trees that you will be able to climb and swing from. The jungle is much denser than what you may be used to, so be aware that dangers and predators may lurk in every corner. Or use it to your advantage and hunt your prey instead. The jungle biome is vast, but allows for full base building like all other biomes. Take a step inside and embrace your inner Tarzan. ##### VINE SWINGING While exploring the Jungle biome you will encounter a new type of tree covered in vines, you can climb these trees to reach branches that provide a new vantage point. There are also interactive vines on a lot of these branches that allow you to swing from one branch to another, allowing you to traverse significant distances in the jungle without having to touch the ground. Unlike our other form of aerial transportation (ziplines) vines move from one location to another, so if you are travelling as a team you will need to throw the vine back to your friends after using them so they can follow you. You can also use a vine to quickly, safely and quietly descend to the jungle floor. Just like other trees these vines can be knocked down for wood, however they will create an invulnerable stump in their place and the tree will respawn after a while. ##### JUNGLE REMNANTS Among the towering trees and thick undergrowth, you’ll stumble across small jungle monuments, each holding a glimpse into a forgotten past. These include the Jungle Ziggurat, a weathered stone structure with its own mysteries, and a scattering of ancient jungle ruins left behind by a long-lost civilization. ##### Jungle Ruins The new Jungle Ruins are small monuments packed with atmosphere and early-game loot. Perfect for a quick stop while exploring, you’ll find low-tier supplies and maybe even a few surprises tucked away among the overgrown ruins. ##### TIGERS AND PANTHERS The dense foliage of the jungle will be a grub's paradise, but they will need to be careful... there may be something sneakier than them lurking. The tiger may be the deadliest animal you'll ever encounter Rust. It closes in extremely slowly from behind, and only strikes when it's sure to kill. A moment of inattention in the jungle is all it takes. The challenge developing a stealthy NPC, is that it can easily feel unfair and bullshit. In Rust people are already often ambushed by all kinds of NPCs, and those are not even trying to be stealthy... To address this there are 3 different hints in game that will let you know if you are being stalked from behind, some more subtle than others. We do our best to guarantee that you won't be jumped without getting at least one cue. It'll be on you to experiment and discover those hidden signals. Do not only scan the foliage for black stripes and orange, as you may fail to notice the very rare black panther that also roams the jungle. Finally there is a hidden trick you can pull on tigers and panthers, good luck finding it! ##### CROCODILE You may notice the rivers are wider and deeper in the jungle, but think twice before crossing, maybe this shape you see in the murky water is not a dead tree. If the tiger is the deadliest, the crocodile may be the toughest. Don't lower your guard just because it looks slow and short-sighted, you may be surprised... The crocodile operates on the basis of mutual respect, don't mess with _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498319683381887523]_ ### SOFT REFRESH - Date: 2025-04-03 - Original notes: https://store.steampowered.com/news/app/252490/view/498317776823255343 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498317776823255343 - **added** — Deployable objects in softcore mode now leave behind a destroyed version when killed, allowing players to repair them after raids - **added** — Destroyed deployables drop 50% of contents with the other 50% stored inside and accessible only to player owners - **added** — Tool Cupboards in destroyed state still provide building authorization for 48 hours and can only be repaired by previously authorized players - **added** — In softcore, players who die outside building privilege radius respawn with 50% of their inventory automatically - **added** — Sleeping bags in softcore mode spawn a destroyed version after respawn that allows one final respawn before being fully destroyed - **added** — Adobe external wall and gate skin pack is now available for purchase - **added** — Bota Bags and Honeycomb can now be placed in Fridges - **added** — Rugs can now be placed under already placed deployables - **added** — Crossbows and Bow Turrets now display to other players whether they are loaded and what type of arrow they contain - **added** — Hanging banners can now be placed at greater distance for easier placement - **added** — Pole banners can now be placed on construction - **changed** — Reclaim Terminal at Outpost has been removed - **changed** — Softcore respawn inventory calculation now keeps 50% of total count for stackable items instead of grabbing half of item stacks - **changed** — Softcore mode door upkeep rates increased significantly to average around 90% for large bases compared to 30% in vanilla - **changed** — Bullet damage from one player to another reduced by 25% in softcore mode - **changed** — Bee Swarms now take all clothing protection into consideration when calculating damage - **changed** — Bee Swarms no longer directly stack with full damage, now dealing less damage with each additional swarm piled on top - **changed** — Beehive honeycomb production in Temperate Biome has been rebalanced to produce less - **fixed** — Beehives now work properly in hostile environments - **changed** — Impact details are now rotated and scaled randomly to increase uniqueness ##### DEPLOYABLE DEBRIS A selection of deployable objects in your base will now leave behind a destroyed version when killed in the softcore game mode, allowing you to repair them to quickly get your base back up and running after a raid. When destroyed, these objects will drop 50% of their contents, the other 50% will be stored inside and accessible only by the player owners. If the deployable is destroyed due to losing its ground, it will fall to the nearest position and won't be repairable on the spot. You can still pick it up with a hammer and repair it later at a repair bench. This new behaviour is enabled on: - Large Wooden Box - Storage Barrels - Small Wooden Box - Coffin - Small Furnace - Electric Furnace - Locker - Tool Cupboard - Fridge - Vending Machine - All Workbenches In the case of Tool Cupboards, the destroyed version will still provide building authorization in it's normal radius for 48 hours and can only be repaired by players that were authorized on it. Whilst this feature is only applied to the softcore game mode, it's a bit of an experiment, and we may bring it over to the vanilla game in future. ##### RESPAWN CHANGES The Reclaim Terminal at Outpost has been removed, and we don’t think you’ll miss it. In Softcore, if you die outside of a building privilege radius, you’ll now respawn with 50% of your inventory automatically. No more sprinting to Outpost, hoping your stuff didn’t get looted, and waiting around to reclaim your bits and pieces. The system is now faster, cleaner, and more forgiving. We’ve also improved how that 50% is calculated. Previously, it would just grab half of your item stacks, meaning you could end up keeping full stacks of low-value junk while losing all your meds or ammo. Now, it does what you'd expect: you keep 50% of your total count for stackables, which makes the whole thing a lot fairer and more predictable. This change should help reduce the friction after dying in the field while keeping the Softcore experience accessible for players who are still learning the ropes—or just trying to get back on their feet. ##### UPKEEP TAX CHANGES Softcore mode has higher upkeep rates for doors to discourage massive sprawling bases and encourage more raiding. Building blocks are unchanged. The difference is pretty significant: the average large base will now see door upkeep around 90%, compared to 30% in vanilla. Smaller, tighter bases won’t feel this as much, but sprawling honeycomb bunkers stuffed with doors will now come with a proper maintenance bill. The aim here is to discourage door mazes that sit untouched for weeks and make raiding more viable, even if you’re not rolling with a full zerg. You’ll still need to defend your loot, but you might have to think twice before slapping down that 38th garage door “just in case.” ##### PVP DAMAGE Softcore mode has always been about giving newer or more casual players a gentler way to ease into the brutality of Rust. With that in mind, we’ve made a change that should make early PvP feel a little less punishing: bullet damage from one player to another has been reduced by 25% in Softcore. The goal here is simple - give fights more breathing room. Instead of being instantly downed the moment someone spots you with a semi, you’ll have a bit more time to react, reposition, or even fight back. We want to encourage longer, scrappier engagements where you actually get to play the fight, not just die in it. ##### SLEEPING BAG CHANGES Sleeping Bags/Towels/Beds will now function slightly differently in softcore mode. When destroyed, they will be replaced with a new destroyed version that will still allow the player to respawn at that point one last time. Once you respawn the bag will be destroyed. Bags in this state have a little skull icon next to them on the map/respawn screen. ##### ADOBE WALL AND GATE This month, we’re introducing the Adobe external wall and gate skin pack, now available from the [Rust store _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498317776823255343]_ ### PREMIUM SERVERS - Date: 2025-03-13 - Original notes: https://store.steampowered.com/news/app/252490/view/502819483050575495 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-502819483050575495 - **added** — Introduce Premium Servers, an experimental feature requiring a $15 minimum Steam inventory value to access, designed to filter out cheat users - **added** — Premium Servers show a clickable Premium tag providing eligibility details - **added** — Display premium status on player avatars in the menu - **added** — Server owners can opt-in to premium status by enabling the server.premium convar - **added** — Allow players to manually refresh or check their premium status from the server listings - **changed** — Adjusted premium server threshold from initially communicated $20 to $15 based on data analysis of banned accounts versus regular players Today at [19:00 UTC](https://logwork.com/countdown-5b4o), we're issuing a mandatory update - We are rolling out Premium Servers, an experimental way to filter out cheat users and create a better experience for legit players. To access Premium Servers, your Rust Steam inventory must be valued at $15 or more. This includes items from the [Permanent Item Store](https://store.steampowered.com/itemstore/252490/browse/?filter=All), such as building skins, décor packs, and hazmat skins, as well as any other [tradable Rust items]( https://steamcommunity.com/market/search?appid=252490) with an attached value. Currently we do not include Rust's standalone DLC such as Instruments, Sunburn and Voice Props packs (this may change in future). We initially communicated a $20 threshold, but after analysing data from millions of accounts, we've settled on $15 as a more effective starting point. This is based on a comparison of banned accounts versus regular players, aiming to strike a balance between accessibility and cheat deterrence, although opting on the lower end. - Premium Servers will only be visible if your account meets the $15 threshold. - Premium Servers will show a Premium (and clickable) Tag to provide details about eligibility. - This won’t stop every cheat user, but it’s an extra layer of friction against disposable cheat accounts. - Server owners can opt-in by enabling the following convar: "server.premium 1" - The $15 threshold may change over time, and we may introduce additional factors to refine premium status. - Depending on Steam traffic, brand new purchases may take up to 20 minutes to reflect onto the Premium Server authorization. - You can manually refresh or check your premium status by going to the server listings, clicking the premium server tag and clicking the refresh icon. - If you have premium status, it'll [display on your avatar](https://files.facepunch.com/Alistair/113/03/2025/6E20/RustClient_jOV78XFHHW.png) on the menu menu If we encounter any abuse or exploitation of Premium servers or the market, user accounts will be banned. All trades of Rust skins are logged. ##### SERVERS There are currently several new freshly wiped official premium servers going live [today at 19:00 UTC](https://logwork.com/countdown-5b4o). To connect to these servers, you'll find them in the official server list or connect directly from the mainmenu, open the console by pressing F1 and typing "connect" followed by the IP or endpoint. For example, "_connect eupremium.rustopia.gg_" or "_connect 79.137.98.213:28015_" ##### MONTHLY MAP WIPES: **EU Facepunch** - EU Premium 1 - 79.137.98.213:28015 - EU Premium 2 - 79.137.98.146:28015 - EU Premium Small 1 - 79.137.98.146:28020 - EU Premium 3 - 79.137.98.117:28015 - EU Premium 4 - 79.137.98.117:28020 **EU East Facepunch** - EU East Premium 1 - 57.128.211.55:28015 - EU East Premium 2 - 57.128.211.53:28015 - EU East Premium Small 1 - 57.128.211.53:28020 - EU East Premium 3 - 57.128.211.54:28015 - EU East Premium 4 - 57.128.211.54:28020 **US West Facepunch** - US West Premium 1 - 148.113.198.88:28015 - US West Premium 2 - 148.113.198.86:28015 - US West Premium Small 1 148.113.198.86:28020 - US West Premium 3 - 148.113.198.87:28015 - US West Premium 4 - 148.113.198.87:28020 **US East Facepunch** - US East Premium 1 - 40.160.19.6:28015 - US East Premium 2 - 40.160.19.218:28015 - US East Premium Small 1 - 40.160.19.218:28020 - US East Premium 3 - 40.160.19.217:28015 - US East Premium 4 - 40.160.19.217:28020 ##### WEEKLY MAP WIPES: **US Community Officials** - us-medium.rusticated.com:28010 - us.premium.rplayrust.com - main.us-premium.moose.gg **EU Community Officials** - eu-medium.rusticated.com:28010 - eupremium.rustopia.gg **AU/Asia Community Officials** - aupremium.rustafied.com - premium.rustoria.asia _Community-run officials may have their own separate blueprint wipe schedules. We recommend seeking out thei _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/502819483050575495]_ ### The Crafting Update - Date: 2025-03-06 - Original notes: https://store.steampowered.com/news/app/252490/view/498314610455087589 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498314610455087589 - **added** — Add Cooking Workbench deployable that allows crafting new food recipes and mixing table recipes with stat and modifier bonuses - **added** — Add visual model for cooking food on all cooking deployables with real-time cooking - **added** — Add Chicken Coop deployable to hatch and care for chickens with Hunger, Thirst, Love, and Sunlight stats - **added** — Add food spoiling system where meat-based items spoil over time unless refrigerated or cooked - **added** — Add Triangle Planter that fits on triangle foundation or floor pieces and holds 4 seeds - **added** — Add Railroad version of Triangle Planter for Frontier DLC pack owners - **added** — Add natural Beehives spawning on Oak Trees that can be harvested for Honeycomb - **added** — Add player-placed Beehive deployable that produces Honeycomb from Beehive Nucleus - **added** — Add Bee Grenade weapon that creates pesky Bee Swarms on demand - **added** — Add new pie recipes with unique stat or modifier bonuses - **added** — Add Engineering Workbench with dedicated tech tree for water, electricity, and industrial systems - **changed** — Increase Drone range to 600m from 300m and double HP - **changed** — Reduce crafting cost of wooden Armor - **changed** — Replace all meat models and update many meat icons - **changed** — Reduce crafting times for over 40 items - **changed** — Halve Neon Signs power usage - **added** — Add option to hide genetic info when looking at plants - **added** — Add Premium Servers as experimental feature to filter out cheat users ##### 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498314610455087589]_ ### PRIMITIVE - Date: 2025-02-06 - Original notes: https://store.steampowered.com/news/app/252490/view/508445806184890585 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-508445806184890585 - **added** — Primitive gamemode with restricted weapons, armor, and building grades - **added** — Four new siege weapons: Catapult, Siege Tower, Battering Ram, and Ballista - **added** — Catapult ammunition including Scattershot, Firebomb, and Propane Explosive Bomb - **added** — Ballista bolts including Pitchfork Bolt, Piercer Bolt, Hammerhead Bolt, and Incendiary Bolt - **added** — Shields as a new backpack slot item with three variants and damage blocking - **added** — 4 shot Mini Crossbow with rotating barrel - **added** — Stationary Ballista deployable within bases for defensive use - **changed** — Horses completely overhauled with improved terrain traversal, skidding mechanics, swimming, and tree avoidance - **changed** — Horses can now tow siege weapons - **changed** — Horse performance impact on servers massively improved - **removed** — Primitive mode removes Facemask and Metal Chest Plate armor - **removed** — Primitive mode removes Metal and Armored building grades - **removed** — Primitive mode removes Armored Doors - **removed** — Primitive mode removes C4, Rockets, and Explosive ammo from building and raiding - **removed** — Primitive mode removes MLRS - **removed** — Primitive mode removes monuments: Oil Rig, Missile Silo, Excavator, and Underwater Labs - **removed** — Primitive mode removes Underground Train System - **removed** — Primitive mode removes Scientist NPCs - **removed** — Primitive mode removes Helicopters: Minicopter, Scrap Transport Helicopter, and Attack Helicopter - **changed** — Primitive mode reduces Sulfur Nodes spawn by 50% - **changed** — Primitive mode increases Tech Tree Tax by 2x ##### PRIMITIVE GAMEMODE The early game of Rust can be the most exciting, unfortunately players rush to fully automatic rifles as fast as possible to get an edge over their enemies. What if the early game could last forever....? The primitive mode brings us to a distant future where the knowledge of high tech items have been lost, leaving the inhabitants of the island only able to make basic items. The following changes apply to the primitive game mode. Allowed Weapons - Melee - Bow, Compound Bow, Crossbow, Mini Crossbow - Speargun - Eoka - Beancan Grenade, Molotov - Flashlight Attachment - Shields Restricted Armor - Removed Facemask - Removed Metal Chest Plate Resources Changes - Less Sulfur Nodes Spawn (50%) - Increased Tech Tree Tax (2x) Loot Changes - Jackhammer & Chainsaw (loot only) - New travelling vendor trades Raiding Changes - Removed All Rockets & C4 - Removed MLRS Building Changes - Removed Metal Building Grade - Removed Armored Building Grade - Removed Armored Doors - Removed C4, Rockets & Explosive ammo World Modifications - Removed Monuments (Oil Rig, Missile Silo, Excavator, Underwater Labs) - Removed Underground Train System - Removed Scientist NPCs (vendors remain) - Disabled Patrol Heli Event - Disabled Cargo Ship Event - Disabled Bradley APC - Increased Wild Horse Spawns (2x) Travel Changes - Removed Helicopters (Minicopter, Scrap Transport Helicopter, Attack Helicopter) ##### SIEGE WEAPONS Introducing 4 new vehicles: the siege weapons! Designed for early game raiding, they're all craftable and deployable in the wilds. A great addition to your raiding and grubbing arsenal. In addition to the cost to craft, building them will require extra materials and a hammer They are both available in the primitive and vanilla game modes, from the workbench level 2. ##### CATAPULT The catapult is capable of launching powerful projectiles with a large impact radius. It comes with 3 new ammunition items: - Scattershot: multiple rocks in a spread - Firebomb: ignites on impact, spreading flames - Propane Explosive Bomb: high-damage explosives, damages construction It can also launch players. Use at your own risk. ##### CATAPULT AMMO You can also use the Firebomb and Propane bombs as a deployable raiding tool. Once deployed they will start to spark when they take any damage and explode after several seconds. When used in this way bombs will do less damage. ##### SIEGE TOWER The Siege Tower provides a new way to get into compounds, high open windows or help with a raid. As the heaviest Siege Weapon, these towers lack some mobility, but make up for it in strength. Like the other Siege Weapons: The Siege Tower can be towed by a horse, or pushed to get it into position. Each tower is 3 levels tall, with a drawbridge on each level. Use the drawbridge to provide some protection as you assault a base. Each tower can have a door placed at the bottom for an added layer of security. ##### BATTERING RAM The battering ram is a heavy fuel-powered vehicle you can drive around. Its reinforced arm can be used to destroy wooden and stone constructions The ram takes damage with each hit and will need high-quality metal to stay operational. ##### BALLISTA The ballista is a massive, wheeled crossbow designed for long-range combat. It can be deployed on terrain and towed by horses. It can fire 4 new bolt items: - Pitchfork Bolt: large sweeping projectile - Piercer Bolt: penetrates armored vehicles - Hammerhead Bolt: heavy and solid, deals damage to doors - Incendiary Bolt: ignites on impact, spreading flames A stationary version is also available, which can be deployed within your base for defensive use. ##### SHIELDS Shields are a new backpack slot item that allows you handle frontal threats with ease. Simply equip the shield in your backpack slot and equip a compatible single handed weapon and the shield will automatically appear. While holdi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/508445806184890585]_ ### 11 YEARS STRONG - Date: 2025-01-02 - Original notes: https://store.steampowered.com/news/app/252490/view/498308432841934690 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-498308432841934690 - **added** — Added bicycles and motorbikes as new forms of transport - **added** — Added backpacks allowing players to carry more items - **added** — Added metal detector item - **added** — Added small illumination area around the player for nighttime navigation - **added** — Added item that sends notifications to your phone if an explosion is detected - **added** — Added 5 new weapons: minigun, military flame thrower, SKS, High Calibre Revolver, and Handmade SMG - **changed** — Updated the cargoship and helicopter events - **changed** — Overhauled the Harbors - **changed** — Completed over 300 quality of life changes including saving codelocks and floating items - **added** — Introducing Primitive update with siege vehicles including Siege Tower, Catapult, Ballista, and Battering Ram - **added** — Added primitive weapons and shields - **added** — Added 4 shot mini-crossbow - **changed** — Improved horses including ability to tow new siege weapons - **added** — Added new skins for primitive gameplay customization - **added** — Cooking 2.0 in development bringing changes to food management and unique buffs to foods - **added** — Jungle biome in development featuring dangerous animals such as crocodiles and tigers - **changed** — Changes to softcore and hardcore game modes in development - **changed** — Melee damages and ranges updates ##### 11 YEARS Servers are now wiped and Santa is packing up and clearing out the bodies, but we hope you enjoyed the Holiday Season. We're getting back to work after a couple of weeks off, which is why this blog is lighter than usual, but we're looking forward to the journey ahead in 2025! At the end of last year, we celebrated Rust's 11th anniversary, marking an incredible journey. The game continues to experience year-over-year growth, which is quite remarkable for being 11 years old. Rust is now bigger than ever! This year, we saw: - Over 325 million game sessions - Over 40 million hours played - Over 5.5 million unique players Here's a recap of some of the major updates we did last year: ##### [World Update 2.0](https://rust.facepunch.com/news/world_update_2) - This HUGE update completely changed the world and added many new unique points of interest around the world ##### [Road Renegades](https://rust.facepunch.com/news/road-renegades) - Added new forms of transport, bicycles and motorbikes ##### [Bags To Riches](https://rust.facepunch.com/news/bags-to-riches/) - Finally added backpacks allowing players to carry more items and added the metal detector item ##### [Waves Of Change](https://rust.facepunch.com/news/waves-of-change) - Updated the cargoship and helicopter events, additionally overhauled the Harbors ##### [Lighting The Way](https://rust.facepunch.com/news/lighting-the-way) - Allows players to see and navigate at night, we add a small illumination area around the player ##### [Seismic Shift](https://rust.facepunch.com/news/seismicshift) - Added a new item which will send notifications to your phone if an explosion is detected ##### Quality Of Life - Over 300 QOL changes from saving codelocks to floating items ##### New Weapons - Added 5 new weapons, the minigun, military flame thrower, SKS, High Calibre Revolver, Handmade SMG Alongside a metric ton of improvements and bug fixes. Rust continues to be a labour of love from all of us at Facepunch, and we couldn't have done it without your passion and feedback. Thank you for your continued support, be it playing the game, telling friends, and engaging and communicating with us. We've very much enjoyed everything we've worked on for the game this year. ##### LOOKING FORWARD What’s in store for 2025? Consistency! Continued guaranteed monthly updates on the first Thursday of every month, alongside regular fixes, quality-of-life enhancements, improvements, and exciting holiday events. ##### Next Month On February 6th, we'll release the Primitive update. The update will be one of the most impactful updates to date in changing the dynamics of early-game raiding and combat by introducing siege vehicles, primitive weapons, shields, and a dedicated game mode. The Primitive update represents a time in Rust where the already scarce technology and the usual homemade armaments and ammunition have been depleted from Rust's current setting, forcing survivors to fashion crude weapons with less sophisticated methods of attack and defence. The Siege Tower can be used to climb over exterior walls while players remain in cover. And it can be pushed or horse-drawn and has several floors, with extendable drawbridges that double up as shutters. The Catapult will be a projectile launcher for longer distances that can utilise multiple projectiles such as boulders, radioactive barrels, and propane tank IEDs. While it does have wheels, its size makes it something that a vehicle or horse will have to help you move it towards your next target. The Ballista is a combination of a catapult and a large crossbow which was highly accurate given the heft of its projectiles. And in Rust, those features remain with the Ballista also having multiple ammo types, being able to do heavy damage to people, doors, and vehicles. Finally, the Battering Ram will be another addition that is driveable like a traditional vehicle, with a triggerable ram that damages buildi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/498308432841934690]_ ### POLISH AND PROGRESS - Date: 2024-12-05 - Original notes: https://store.steampowered.com/news/app/252490/view/4459222237553100044 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4459222237553100044 - **added** — World Update added to the game - **added** — Backpacks added as a new item type - **added** — Tutorial Island added - **added** — Digital Clock added - **added** — Night Light added - **added** — Harbour Monument Rework - **added** — Cargo Ship Docking feature added - **added** — Minigun and Flamethrower weapons added - **added** — Seismic Sensor added - **added** — Handcuffs and Prisoner Hood added - **added** — Motorbikes and Pedal Bikes added - **added** — Travelling Vendor added - **added** — Tin Can Alarm added - **added** — Metal Detector added - **added** — Wallpaper added - **added** — GCO Attachment added - **added** — Hand-held Diver Propulsion Vehicle added - **added** — Radtown monument added - **added** — Radioactive Water added - **added** — T1 SMG and T3 SKS weapons added ##### RUST'S 11TH BIRTHDAY CELEBRATIONS We can't believe it either. It feels like just yesterday that we were celebrating 10 years of Rust, getting emotional over our [recap video](https://youtu.be/y95DhDZgjhs), but it is true - Rust turns 11 years old on Wednesday the 11th of December! It's been another incredible year for Rust, with record player numbers, Twitch events, and monthly content updates bringing some of the most significant changes to the world of Rust in the past 11 years. Here are just some of the key gameplay additions we've delivered as we look back on 2024: - World Update - Backpacks - Tutorial Island - Digital Clock - Night Light - Harbour Monument Rework - Cargo Ship Docking - Minigun + Flamethrower - Seismic Sensor - Handcuffs + Prisoner Hood - Motorbikes + Pedal Bikes - Travelling Vendor - Tin Can Alarm - Metal Detector - Wallpaper - GCO Attachement - Hand-held Diver Propulsion Vehicle - Refreshed Divesites - Radtown - Radioactive Water - T1 SMG + T3 SKS - ...and much more! To celebrate Rust turning 11, next week, you'll find a cake and balloons in-game. And your friends can enjoy [**40% off Rust**](https://store.steampowered.com/app/252490?utm_source=blog_campaign=r11_medium=blog) for 10 days, starting on Monday! On behalf of everyone at Facepunch, we'd like to thank you for a great 2024. In January, we'll release a full end-of-year blog in which we'll discuss how 2024 has gone, with highlights, learnings, and our plans for 2025. ##### QUALITY OF LIFE CHANGES ##### Peacekeeper Turret Hostile Indicator A turret icon now appears next to the usual hostile indicator when you are hostile and near a peace keeper auto turret. ##### Workcart Storage A small box has been added to all Workcarts so you can store that extra loot. ##### Waterpump Depth Change Waterpumps now work with a smaller depth of water, perfect for the new rivers. ##### Propane Tank Stack Size Propane tanks can now stack up to 20. ##### Dropbox Input Increase Increased to 4 input slots. ##### Junkpile Despawn Junkpiles will now be eligible to despawn after they are partially looted. ##### Fridge Storage Fridge storage increased to 48 slots ##### Homing Missiles Homing missiles have been added to Bradley and attack helicopter loot crates ##### WOLF PACKS BALANCING We spent this month bug fixing and improving the counter-plays to the wolves, as we want them to feel challenging but not unfair. ##### The problems Using fire against wolf sometimes felt less impactful than expected, especially when wanting to avoid the fight. Even though wolves wouldn't attack as long as you kept distance and a lit torch, they would **follow for a very long time**. This was especially aggravating when driving wolves away from your corpse to get back your loot, but then having them still follow you and potentially cause a death spiral. Furthermore, when jumping on an elevated position to escape the wolf, it would ignore the lit torch and rush to jump up. The wolf could do very fast **huge jumps** sometimes up to your base's roof. The jump motion also looked weightless and not really believable. Another problem was **packs of 4+ wolves**. They didn't appear all the time, but players that had to face them had a really hard time. Even though packs never spawn with more than 4 wolves, they could sometimes merge. That's because wolves always come to investigate when their hear a howl, even if it comes from a wolf that does not belong to their pack. Once the player shot a wolf or they got close enough, wolves would give up stalking and **weave at high speed** towards their prey. For players that only had a bow, this made it hard to land more than one or two shot as the pack of wolves closed the gap. And once enough wolves were in melee range, while it was possible to prevent a single one of them from attacking thanks to hit stun, you easily got overwhelmed. Lastly it felt harder than it should have _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4459222237553100044]_ ### ARMED AND ANIMATED - Date: 2024-11-07 - Original notes: https://store.steampowered.com/news/app/252490/view/4459220334542848020 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4459220334542848020 - **added** — Add Handmade SMG weapon unlockable near the end of T1 tech tree with high fire rate and low accuracy - **added** — Add SKS rifle unlockable at start of T3 tech tree with balanced damage and accuracy between SAR and M39 - **changed** — Improve wolf AI behavior with new mechanics that provide fair challenge and multiple tactical approaches - **added** — Add IO Arrows that show input/outputs when looking at IO deployables - **added** — Make floating objects including corpses, Boogie Boards, and Boats drift down rivers - **added** — Allow players to hear voice communications over CCTV cameras - **added** — Enable damaging monument CCTV cameras to disable them for 5 minutes - **added** — Add ability to copy paste player IDs in F7 report menu - **added** — Add vendor NPCs to all Water Well variants - **added** — Add gesture pack DLC with 8 new gestures including Rock Paper Scissors minigame - **added** — Add gesture wheel customization allowing assignment of gestures to slots via Options > Gestures menu - **added** — Add second gesture wheel accessible with E/Q keys to access double the gestures - **added** — Add Rock Paper Scissors interactive gesture minigame playable between two players with 10 second timer to choose rock, paper, or scissors - **changed** — Increase radiation amount from sprinklers by 70% in Radioactive Water - **changed** — Increase radiation amount from splashes by 40% in Radioactive Water - **changed** — Improve mixing table with ability to click recipe to add required ingredients to inventory in correct slots ##### T1 HANDMADE SMG This month we're adding new weapons, firstly filling a gap in the weapon lineup, the Handmade SMG is unlockable near the end of the T1 tech tree. While it lacks accuracy and raw damage, it compensates for this with sheer volume, letting players unleash a hail of bullets. Skilled survivors can use it to stay competitive by timing their attacks and positioning themselves carefully, allowing for surprise bursts against better-equipped foes. ##### SKS Unlockable at the start of the T3 tech tree, the SKS bridges the gap between the SAR and the M39. This mid-tier powerhouse combines punchy damage with accuracy, making it a reliable pick for players who want a no-nonsense rifle with solid range and stopping power. The SKS delivers balanced performance with a kick that seasoned survivors will appreciate. ##### IMPROVED WOLF AI Hello I'm Maverick! I recently joined Facepunch to work full-time on the AI and it's been a blast so far. This month we're releasing the first step of a major AI overhaul. We're starting small by just updating the wolf, but long-term the goal is to update scientists and all other animals. ##### The why The current wolf feels a bit like a landmine: if you're walking around and you didn't see it or hear its footsteps, you die. That issue is of course amplified in the pitch black night. Since wolves runs faster than players, once spotted your only options are to try to kill it before it kills you, or jump out of reach if possible. Since the wolf charges in a straight line, you don't really have to aim and if you have a nailgun or better it's just a matter of unloading the magazine as fast as you can. Assuming you spotted the wolf before it spotted you, hunting it was not really engaging. When shot from a distance wolves don't charge and just flee very far away, often forcing you to engage in a long hike to get its loot. The result of this is that the wolf was either frustratingly hard to handle, or trivial, with no in between. This motivated us to reshape the wolf into something that would pose a challenge that feels fair, and can be tackled in multiple ways. ##### The how I could write an exhaustive list of all the new behaviors, but I think it'll be way more fun for you to experiment and I'm confident the community will find even the cool hidden ones. Forget everything you know about the old wolves and just try out stuff that seems like it should work! ##### QUALITY OF LIFE CHANGES ##### IO Arrows New arrows that show input/outputs when looking at IO deployables ##### Floating objects drift down rivers Corpses, Boogie Boards, Boats now float down rivers ##### Hear player voices over CCTV Listen in on the group taking Oil Rig ##### Disable Monument CCTV Can now damage monument CCTV cameras to disable them for 5 minutes ##### Copy Paste IDs in F7 menu Easily get a player's ID when using the Report menu ##### Add vendor NPC's to all Water Wells Every Water Well variant now has killable vendor ##### GESTURE PACK DLC This month we've added more ways for players to communicate and express themselves with the introduction of our first gesture pack - available now on Rust's permanent item store. The pack includes 8 new gestures: - Rock Paper Scissors (Mini-game) - Loser / L Hand - Knuckle Crack - No-No / Wagging Finger - Cut Throat - Shush - Watching You - Finger Gun NOTE: You'll need to assign the gestures to a slot on the gesture wheel via our new gesture wheel customisation on the main menu under Options > Gestures (learn more below) ##### Rock Paper Scissors Included in the pack is our first ever gesture minigame; Rock Paper Scissors. Trying to decide which teammate does the next farming run? Or who gets to use the L96? Now you can settle the score with a round of Rock Paper Scissors. To play, select Rock Paper Scissors from the gesture wheel then wait for an opponent to interact with you to start the minigame. (Note: you'll need to assign the _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4459220334542848020]_ ### THE WORLD UPDATE 2.0 - Date: 2024-10-03 - Original notes: https://store.steampowered.com/news/app/252490/view/4688900740985785453 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4688900740985785453 - **added** — Radtown monument returned with refreshed gameplay space, improved movement flow and cover - **changed** — All cliffs completely reworked into two types: tall coastal cliffs and sloped inland cliffs with improved traversability - **added** — New coastal rocks added close to shores for increased base building variety - **changed** — All large rock formations revamped with returning fan favorite formations like god rock, anvil rock, and arch rock, plus new formations including offshore spawns - **added** — Canyons, lakes, and oases now spawn in procedurally generated maps with unique gameplay characteristics - **changed** — Rivers now longer, flow more naturally, and widen as they progress with water system overhaul supporting different water types at any altitude - **changed** — Ocean fully culled underneath terrain and lakes no longer stretch beyond boundaries - **added** — High Caliber Revolver added as single-action revolver using 5.56 ammo, unlockable at Tier 2 workbench - **added** — Legacy wood piles added to snow and temperate biomes, harvestable with rock, hatchet, or chainsaw - **changed** — Dive site floating bottle indicators remodeled into more visible solid buoys - **changed** — All dive sites refreshed with entirely new set of three options replacing old sites, each with unique environment art and topology - **changed** — Underwater foliage graphically updated and fish visuals tweaked to behave more naturally - **added** — Diver Propulsion Vehicle (DPV) added as handheld dive vehicle craftable and deployable in water at least 1 metre deep, powered by low grade fuel - **changed** — Water well monuments made more interesting with new vendor offering random selection of teas and farming equipment that shuffles periodically - **added** — Water well vendor is first non-safezone vendor available and can be killed by players ##### RADTOWN One of the emblematic locations from legacy Rust makes a comeback: Radtown. We turned this monument from a bunch of blocky garage buildings, into a refreshed new gameplay space. We tried to preserve the proportions and purpose of each location while opening up new paths and adding way to improve the flow of movement and cover throughout. ##### Exteriors ##### Interiors ##### CLIFFS We have completely reworked all cliffs in the game. The new cliffs come in two types, tall coastal cliffs placed close to the ocean and sloped inland cliffs covering hills and mountains. A lot of effort was made into making them not only look realistic, but also easy to traverse. You can run up the inland cliffs with ease, while the coastal cliffs can be scaled by jumping on the rocky ledges and protrusions. In addition we have added many new coastal rocks close to the shore to further spice up the world. ##### REVAMPED ROCK FORMATIONS We have completely revamped all large rock formations in the game and decided to bring back some of the old fan favorites. Formations such as the god rock, anvil rock and arch rock all return to the game. Completely new rock formations have been added and some of them even spawn off shore allowing for more base building possibilities than ever before. ##### UNIQUE ENVIRONMENTS In Rust, you will now find several different canyons, lakes, and oasis of various sizes in each procedurally generated map. Canyons, Lakes, and Oases – each offering a fresh way to play with their own pros and cons. Canyons provide narrow pathways for ambushes but can be risky to navigate. Lakes create opportunities for resource gathering and farming but leave you vulnerable in open water. Oases are lush safe havens with valuable resources but will become hotspots for fierce competition. ##### Canyons These towering landscapes offer fresh opportunities for ambushes and base building. While the narrow pathways and steep drops make for thrilling combat and strategic locations. Canyons can be rich in resources, but don't get too greedy and get caught out. ##### Lakes These scenic water bodies add a new twist to the gameplay, offering great spots for fishing, resource gathering, farming and base-building by the shore. However, the open water leaves you exposed to attacks, and swimming can slow you down when trying to make a quick escape. ##### Oasis These rare paradises amidst the harsh desert. These lush areas are perfect for setting up base, gathering, farming, and finding vital resources like water. But be warned: Oases will attract other players looking to take advantage of these havens. ##### RIVERS Rivers are now longer, flow more naturally, and widen the longer they get. This as well as the new unique environments required a larger water system overhaul to support different water types at any altitude. The ocean is now fully culled underneath the terrain, and lakes no longer stretch beyond their boundaries. Overall, it's a much more robust and future proof system. https://files.facepunch.com/paddy/20241002/rust_worldUpdate_rivers02_11.jpg ##### HIGH CALIBER REVOLVER The High Caliber Revolver is a hand-crafted, single-action revolver that uses 5.56 ammo. Built for precise, long-range shots rather than rapid fire, it demands a steady hand for maximum accuracy. Its slower fire rate reflects the single-action design, but the power and precision make each shot count. Unlockable at a Tier 2 workbench, the High Caliber is for survivors who prioritize accuracy and impact over speed. ##### LEGACY WOOD PILE Welcome back wood piles! These will spawn in the snow, and temperate biomes. They function just like our traditional ore piles, but for wood! Harvestable with a rock, hatchet or chainsaw. A great source of wood early in the game to start off your Rust journey. ##### DIVE SITES ##### Ocean Wreck Buoys We’ve remodelled the old floating bottle indicators on the surface of dive sites into more solid buoys. _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4688900740985785453]_ ### TIME TO KILL - Date: 2024-09-05 - Original notes: https://store.steampowered.com/news/app/252490/view/4616840611117967676 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4616840611117967676 - **added** — Digital Clock craftable item that displays server time when powered and allows setting up to five alarms to trigger circuits at specific times - **added** — Gas Compression Overdrive weapon attachment that boosts projectile damage and velocity for Thompson, SAR, SAP, M92, M39, and Custom SMG - **added** — Wallpapers as a new decorative item for interior walls, craftable for 10 cloth per 2 pieces with default Vintage skins in 4 colours - **added** — Colourblind accessibility options to customize tree marker colours, health/hunger/hydration bar colours, name tag colours, monument blocked colour, and mushroom colour - **added** — Convar client.errortoasts_in_chat to keep error messages in chat instead of toast messages - **changed** — Building error messages moved from chat to toast messages and made more specific, such as 'Blocked by X' instead of 'Cannot build in this area' - **changed** — Increased contrast of icons in Hunger/Health/Hydration bar for better visibility in snowy or bright regions - **fixed** — Re-enabled tunnel network visibility layer separation feature between above ground and below ground networking groups to improve performance ##### DIGITAL CLOCK Meet the Digital Clock, a new craftable item, a simple but powerful addition to your base's electrical setup. When powered, it displays the current server time - Consumes 1 power - Available at the Tier 2 Workbench - Craftable for 100 Metal Fragments The clock also allows you to set up alarms. When an alarm goes off, the power will pass through, allowing you to trigger any sort of circuit inside your base at specific times. Whether you want to automate your farms, activate traps, or control lighting systems, you can set up to five alarms simultaneously. ##### GCO WEAPON ATTACHMENT A powerful new cutting-edge experimental weapon attachment for those who crave more damage and speed in their shots. The Gas Compression Overdrive attachment boosts projectile damage and velocity, allowing you to hit harder. However, this extra power comes with trade-offs, a slower fire rate and increased recoil. If you can handle the extra kick, this attachment is maybe for you. The GCO attachment works on the following weapons: Thompson, SAR, SAP, M92, M39 and the Custom SMG. ##### WALLPAPERS This month, we're adding wallpapers, a new way to decorate your base's interior. Wallpapers can only be applied to the interior side of your walls. Purely visual, they don't provide any additional protection, are easy to remove and won't interfere with the deployment of any other items. - Default blueprint - Crafting cost: 10 cloth for 2 pieces of wallpaper - Includes 'Vintage' default skin in 4 colours - blue, red, green and yellow Just like other deployable items, wallpapers can be skinned during crafting, in a repair bench or after being deployed using the spray can. ##### Wallpaper Starter Pack In addition to the 4 wallpapers skins unlocked by default, you can purchase the [Wallpaper Starter Pack](https://store.steampowered.com/itemstore/252490/detail/10265/) which features 22 extra wallpaper skins for styling your base. Skins included in the wallpaper starter pack, as pictured above: - Clouds - Yellow Stripe - Blue Diamond - Fleur (3 variants) - Retro (3 variants) - Subway (2 variants) - Geometric (2 variants) - Polka Dots (3 variants) - Wainscotting (3 variants) - Venetian Plaster (3 variants) The Wallpaper Starter Pack is available for purchase in-game or through the [Steam's item store](https://store.steampowered.com/itemstore/252490/detail/10265/). ##### COLOURBLIND ACCESSIBILITY As part of my Hackweek last month, I explored some ways we can make playing Rust more accessible for players that experience different forms of colour blindness. Colour blindness is experienced by up to 8% of men and 0.5% of women, so it likely affects a good portion of our player base. We’ve tried to identify problematic areas in the game world, as well as in our UI, and then make those colours configurable so every player can customise the look of their game to meet their needs. Since colour blindness comes in many forms, we’ve exposed each option individually as well as some presets that we think will help for more common forms of the condition. We’ve exposed the following options: - Tree marker colours - Health Bar colour - Hunger Bar colour - Hydration Bar colour - Team Name tag colour - Enemy Name tag colour - Ally Name tag colour (eg. marked friendly in the contacts system) - Monument blocked colour (the new radius that appears when building close to a monument) - Mushroom colour We also adjusted the contrast of the icons in the Hunger/Health/Hydration bar to make them stand out a bit more when in snowy/very bright regions. Please get in touch if we’ve missed a colour you find problematic to see, or if there are other accessibility options you think could help make playing Rust more comfortable. You can contact us via the F7 report menu, or opening a new [Support ticket](https://support.facepunchstudios.com/hc/en-us/requests/new). ##### TUNNEL NETWORK VISIBILITY LAYER Way, way _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4616840611117967676]_ ### STAY ALERT - Date: 2024-08-01 - Original notes: https://store.steampowered.com/news/app/252490/view/4366887026473028521 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4366887026473028521 - **added** — Add Tin Can Alarm, a new primitive trap made from hanging tin cans that triggers when its wire is crossed and alerts nearby players with a loud clatter - **changed** — Bush rustle sounds are now audible to players around you, with slower movement producing quieter sounds than running - **changed** — Hot air balloon tarp rustles are now audible to nearby players and operate the same way as bush sounds - **changed** — Dropped items in water now sink more realistically, slow down, get shifted by currents, and emit bubbles to make them easier to find - **changed** — Ziplines now pick the furthest possible destination instead of the closest - **changed** — Increase maximum zipline length from 150m to 185m - **changed** — Ziplines can now terminate at higher points on powerline structures and prioritize these destinations to reduce climbing required - **fixed** — Prevent players from getting dismounted by trees when on a zipline - **changed** — NPC vendor price changes now operate in real time instead of in-game time - **changed** — NPC vendor prices now change every 5 real time hours instead of every 15 minutes - **changed** — Trains can now break through barricades deployed too close to the tracks - **added** — Hold the Crouch key while driving a bike to perform a faster turn - **changed** — Sidecar bikes now drive more like regular motorbikes - **added** — Horses can now enter terrain holes including train tunnels and the launch site ramp - **added** — Switching gun firemode now plays a sound - **changed** — Storage Adaptors attached to boxes now allow players to walk through them - **added** — Can now turn off the blood on screen overlay when getting hurt - **added** — The last entered code lock input is now saved between sessions ##### TIN CAN ALARM This month, we're adding the Tin Can Alarm, a new primitive trap made from hanging tin cans. Crossing its wire will trigger the trap and cause a loud clatter, alerting anyone nearby to your presence. You can deploy it anywhere from your base to inside monuments. Use it strategically to cover access points and defend your positions. ##### REPLICATED BUSH SOUNDS This month, we are changing how the classic bush rustle sounds work. Bush sounds will now be audible to players around you. Just like with footsteps, you now need to take care of when you make noise in bushes. Going slower through a bush makes a quieter sound than when running through it. This change will also cause the rustles made in hot air balloon tarps to be audible to players nearby, and operates in the same way as the bushes. ##### UNDERWATER ITEMS Dropped items that end up in bodies of water will now sink more realistically instead of just dropping like they are still falling through air. As well as slowing down and getting shifted around by currents they will also emit some bubbles as they move and when they hit the ocean floor. This should make finding these items a little bit easier. ##### ZIPLINE IMPROVEMENTS We’ve made several changes to the powerline zipline system this month to make it a bit more pleasant to use. - Ziplines will now pick the furthest possible destination instead of the closest - We’ve increased the maximum length a zipline can run from 150m to 185m - Ziplines can now terminate at a higher point on the powerline structure and will pick these higher destinations when possible, reducing the amount of climbing required to continue the zipline. - You can no longer get dismounted by trees when on a zipline. We already had several systems in place to prevent trees spawning in zipline paths, but it still happened very rarely. These changes should result in longer, higher ziplines that are safer to use. ##### NPC VENDOR PRICE CHANGES After looking over the data from last months wipe, it was clear that the dynamic vendor pricing system wasn’t operating as well as it could have. It tended to drop to 50% off all items relatively quickly in the wipe. We’ve made a couple of changes this month: - Price changes now operate in real time rather than based on in-game time. This should be more understandable and will work correctly on servers that manipulate in-game time. - Price changes now take place every 5 real time hours. Last month the prices changed every 15 minutes in real time by default, so this will make the prices change much more slowly. As usual we’ll keep an eye on this and make changes going forwards. ##### QUALITY OF LIFE CHANGES ##### Trains break barricades Trains can break through barricades that are deployed too close to the tracks. ##### Bike fast turns Hold the Crouch key while driving to perform a faster turn ##### Sidecar bike physics Sidecar bikes now drive more like regular motorbikes. ##### Horse terrain holes Horses can now enter terrain holes - Train tunnels, the launch site ramp etc. ##### Fire mode switch Switching your gun firemode will now play a sound. ##### Storage Adaptors collision Can now walk through Storage Adaptors attached to boxes. ##### Hurt screen overlay toggle Can now turn off the blood on screen when getting hurt. ##### Saved code lock input The last entered code is now saved between sessions. ##### SHOCKBYTE X RUST - PARTNERED SERVER HOSTING We're extremely excited to be partnering with (https://shockbyte.com/partner/SBRUST) for managed server hosting rental! [](https://shockbyte.com/partner/SBRUST) After seeing their work with the Minecraft community, and hearing great things from existing Rust users, we've decided to partner with them in an official capacity - endorsing their stability and reliability. You can enjoy full file access, full customization, and oxide support. [](https://shockbyte.com/partner/SBRUST) ##### Promotional Offer As _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4366887026473028521]_ ### ROAD RENEGADES - Date: 2024-07-04 - Original notes: https://store.steampowered.com/news/app/252490/view/4266679397755157139 - Permalink: https://whatsnew.fyi/product/rust-game/releases/steam-4266679397755157139 - **added** — Motorbikes can now be found at several monument locations, including single-person and sidecar variants for two players - **added** — Bicycles can now be found across the map on roadsides and at monuments, with standard and three-wheeled variants - **added** — Handcuff and Prisoner Hood items allow players to take enemies captive and restrict their actions - **added** — Travelling Vendor event spawns naturally on maps with ring roads and traverses roads selling random selections of items - **added** — Sprint mode while biking allows the driver to stand up for temporary power and speed increase - **changed** — Ceiling light IO points are now easier to target - **changed** — Barricades can now be placed on rocks and dirt roads - **changed** — NPC vendor pricing for items purchased with scrap now dynamically adjusts based on item popularity, with prices changing by 5% or 10% every 6 in-game hours - **changed** — Bicycles consume food and water levels instead of fuel when used - **changed** — Memory processing of assets improved through aggressive streamlining at the project level during build - **fixed** — Handcuffed players can hold the attack button to progress an unlock minigame and break free from restraints ##### MOTORBIKES Motorbikes can now be found at several monument locations. One is a single-person bike and one has a sidecar as well, where a second player can sit and use weapons. These are relatively fast and nimble vehicles, useful for quickly traversing the map using low grade fuel. If damaged, they can be repaired with a small amount of Metal Fragments. ##### BICYCLES Bicycles can now be found across the map on roadsides, and also at several monuments. The standard bike takes one player, but a three-wheeled variant allows a second player to sit and shoot from the rear. The bicycles aren't as fast or strong as the new motorbikes, but they're easier to acquire, and they don't use any fuel. Instead, they slowly consume your own food and water levels. Holding Sprint while biking will have the driver stand up and give you a bit more temporary power and speed. Sprint mode will also automatically engage if you're struggling up a hill. This feature wears out after a few seconds and needs time to recharge. ##### HANDCUFFS AND PRISONER HOOD Take your enemies captive with the new Handcuff and Prisoner Hood items! Use the Handcuffs on a surrendering (friendly gesture) or downed player to take them prisoner - restricting their inventory, belt, use and interact options. Handcuffed players can be pushed around and forced into vehicles and other mountables. Place the new Prisoner Hood on your victim to block their vision and disable their map access, preventing them from seeing where you are taking them. Handcuffed players can hold their attack button to progress the unlock minigame. Fill the progress bar and the Handcuffs break, releasing you! Unlock progress is tied to the Handcuff item condition so that you can always eventually get free - but being damaged or pushed will temporarily interrupt your breakout attempt! Additionally, performing the friendly gesture - at any time - lets other players inspect your full inventory and modify your belt - a great way to show you're not a threat or hiding something valuable! ##### TRAVELLING VENDOR We've added a brand new event! The Travelling Vendor. The vendor will spawn naturally on maps with ring roads (4000+) and traverse the roads. The vendor sells a selection of wares: from basic building materials to some of the best items in the game. Each time the vendor spawns a random selection of items are chosen to sell, along with a different price each time. If you're lucky, the vendor will decide to sell something at a discount, so keep an eye out! To get the vendor to stop just run up to it, but don't stand blocking its way for too long or you will be ignored. It can't wait on you forever! It doesn't take too kindly to gunfire or selling to hostiles so make sure you're on your best behaviour. I want to say a huge thanks to the Rust Discord Community for their incredible work in helping debug and improve the vendor. ##### QUALITY OF LIFE CHANGES **Ceiling Light Wiring** Ceiling lights IO points are now easier to target **Improved Barricade Placement** Can now place barricades on rocks and dirt roads ##### DYNAMIC VENDOR PRICING To introduce a little more variety into the NPC vending system, this month we have introduced a change that increases or decreases the sale price of items purchased with scrap based on that item’s popularity. The way it works is we now keep a running total of the average number of items sold every 6 in-game hours. Every 6 hours if the number sold is less than the average then the price of the item will drop by 5% for the next 6 hours (down to a minimum of 50%). If the number of items sold has increased above the average then its price will be increased by 10% (to a maximum of 100% extra, or twice the price). We will be starting prices at 200% so they will likely drop for a while before settling to the “market” price. An example of the logic: - The average amount of SAM sites purchased in a 6 hour window is 150, and the current price has no inc _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/252490/view/4266679397755157139]_