# Rust HARDER CORE - Product: Rust (https://whatsnew.fyi/product/rust-game) - Vendor: Facepunch Studios - Date: 2025-08-07 - Original notes: https://store.steampowered.com/news/app/252490/view/498329191821869362 - Permalink: https://whatsnew.fyi/product/rust-game/releases/2025-08-07-harder-core 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. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **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]_