The second one of these. Here’s what’s on our minds.


Cheating is still a huge priority for us. Thousands of people have already been VAC banned. Even though VAC is doing a great job, a lot of people think it’s not responsive enough. What use is a hacker being banned in a week, when he’s on the server annoying you right now? We agree.

So we’ve been talking to a few different companies about other anti-cheat solutions. If we go for one of these, we want it to be super super lightweight. We don’t want to force you to install an obstrusive third party program. We don’t want to make you sign up for another system.

We’re also taking steps to deal with some of the more obvious of these problems ourselves. This is something we’re hoping you’ll start seeing the results of quite soon.. but please understand that we’re doing this from scratch – and these things take time. The very last thing we want to do is rush out a system that accidentally bans legitimate users – and then have to unban everyone. There needs to be no doubt that a specific steam account has been used to cheat.

It’s important to realise that there’s a lot about our anti-cheat measures that we can’t talk about, for obvious reasons. So it might look like we’re not doing anything about cheats. But please keep in mind that making the game as cheat free as possible is in our interest just as much as yours. It’s our game, of course we care.

Early Access

We feel like we aren’t making it clear enough that the game is Early Access. Rust is still in development. This isn’t 95% finished, like a regular beta. This is 10% finished. We’ve got the bare bone foundations of a game here. We’re still developing it.

This isn’t just is trying to make excused for putting out a buggy game. This is how it is.

Update Speed

We really feel like we’re letting you down with the slow release/size of updates. We’ve been trying to throw out weekly updates, but this isn’t consistent.

We’re looking at our work-flow and trying to identify ways to get stuff done faster. A lot of this is us thinking to ourselves “is spending 2 hours tweaking the colour of that texture a good use of my time”. But there’s a lot of ways we want to enpower the community to help us out. These are things we’re thinking about right now, and stuff we hope to be experimenting with in the future.


We have a Trello up with issues and stuff. This is just for us. You can see what we’re working on, and we’re trying to post updates regularly on the cards so you can experience the progress. This isn’t all we’re doing, we have a private board too – to hide some surprises/secret stuff we’re working on.

This isn’t somewhere for you to post bug reports, issues or requests – but you can certainly sign up and give us a vote on the cards you think are important or are looking forward to.

Server Stability

The huge attacks we were seeing on our servers a month ago seem to have stopped. We have reports of people attacking individual servers, this doesn’t seem to be any more of an issue than in a game like TF2.

Servers do start to suffer once they’ve had 200 people building stuff on them for a week or so. This is something that was impossible for us to test before we had 200 people that wanted to play. We are looking into performance issues, and fixing them where we’re can. This is an ongoing thing.

Server Hosts

We’re not looking for more GSP’s right now. We’re happy with the small group we’ve got. We’ll make a news post appealing when we’re looking for more.


We are blown away by the popularity of Rust so far. It doesn’t even seem real yet. Our original plan was to release on Steam Early Access, without making a big deal of it, and slowly build up a bigger fan base by releasing regular updates, until we reached a point where we felt the game was ready for a bigger audience – and then start advertising it and bringing more people in. The unjustifiable popularity is both a blessing and a curse.

It’s a blessing because we’ve sold 750,000 copies in a month and a half, and this is an amount we never even imagined selling over the game’s lifetime. We’ve been the number one best seller for two weeks, we never imagined ever being listed. Rust has already made us 2/3rds the amount of money that Garry’s Mod has made in 8 years – and we never imagined reaching GMod’s popularity ever again. We’ve been the fourth most played game on Steam at points, reaching 50,000 online players – this is more than we could have ever dreamed of.

But it’s also a curse because the amount of people playing has kind of given us a sensory overload. We see all these amazing things happening, voices from all directions, ideas, bugs, cheaters.. and we’re scrambling to catch up with everything. So please don’t be offended if we’re not doing what you want us to, if we don’t respond to emails or tweets, if we’re not administrating the servers properly. We are still adjusting our trajectory, there’s still a lot we want to do.

Shared Doors

  • You can now set a passcode on a door and share it with other people – Hold E to set the passcode
  • Once they’ve entered the passcode they can open and close the door until you change it.
  • This also works on gates.
  • In addition, you can set a door to be unlocked so anyone can use it without a passcode.


Grass Improvements

  • Grass runs twice as fast as it used to
  • Grass looks way better
  • Grass shouldn’t flicker on ATI cards anymore (but let us know if it does)
  • Grass has improved sound effects


Beds & Bags

  • Sleeping bags now reset the use timers of all your other sleeping bags in a 100m radius. This prevents base “zerging”
  • Beds were added! – These can only be placed inside a house with a roof and act like the old sleeping bags did


Other changes and fixes

  • added vsync option
  • rcon now receives msgid 4 containing all console output
  • opening boxes no longer resets decay – old things should actually disappear now
  • added hud indication so you know when you’re voice chatting
  • fixed exploit where mouse sensitivity reduced weapon sway
  • added a delay to repairing objects after they have been damaged
  • metal structures now need metal to repair instead of wood
  • fixed random headshot sound that would happen when shooting near the top of inanimate objects
  • camp fire particles are no longer visible at long range (should help with performance)
  • you can only repair something 5 seconds after it last took damage
  • servers can now be added to favourites by clicking the star on the left


Atrium Carceri, the artist who made the initial music we had in the very very early alpha is a pretty cool guy. When we started selling rust we decided to remove his music because we hadn’t worked anything out with him. But recently we talked to him and he decided to make a few tracks inspired by rust as a demo. We’ve put them in game and will listen to the feedback, if you guys like it we will get him to do more! If you’re not a fan of music in games you can always turn it off in the options ( or press pageup )


  • An attempt was made to fix ghost/desync
  • Fall damage & suicide exploit fixed
  • Reduced lag when entering areas with lots of objects in them (big structures)
  • Rubber banding/network correction is a bit smarter
  • Laser/Flashlight on bolt action rifle/revolver are now fixed and point forward

I don’t know whether we’ll get an update out this week. We’re going to Seattle to Steam Dev Days. Please don’t take that to mean that we’re rich now so we’re abandoning Rust in favor of jetsetting around the world. We’re doing it for you guys! In the meantime, here’s some stuff that is important to us – that we will be working on and thinking about.

Sales and Online Players

Sales have been strong. Stronger than strong. We really have been knocked on our arses by sales. Our plan was to release the alpha on to Steam in a low-key way and slowly build up steam until the game was in a decent state. But our player counts have exploded our wildest dreams.

So we’ve obviously felt a bit shell-shocked by the popularity explosion we’ve seen and it’s scrambled our plans a bit. We’ve had to work with GSP’s to bring more servers online – and make them more manageable via RCON and stuff. This is something we didn’t think we’d have to do for a while because we thought we’d only need about 10 servers. Then we had the DDOS issues – which has taken a week or two to get past (we’re still seeing residual attacks on individual servers/websites – but for the most part they seem to have subsided).

So thanks to everyone that has joined us on our journey so far. We’re going to be working hard to help you justify spending that $20 on our early alpha game and hope you enjoy the progress we make over the coming year.


Well over 1,000 people have been VAC banned from Rust for cheating. We have also done a lot of work on both the client and server to make some cheats impossible. That’s not to say that cheating is eradicated. That’ll never happen. Even if we somehow manage to totally stop software based cheats.. people will still be wrapping dental floss around their monitor to form a crude crosshair.

But it should now be pretty clear and obvious to people that VAC is active and if you cheat you stand a good chance of being banned. So don’t.

We have been looking at other cheat solutions. Things like Punkbuster don’t really appeal to us. We don’t like the idea of forcing you guys install a cheat client on your PC to play Rust. Especially since VAC is already installed and works just as well. There are serverside solutions like Fairfight – which do appeal.. but we’re not so sure of their effectiveness or accuracy. The last thing we want to do is ban legitimate hard working players. It’s an area we will continue to test and review.

Client Performance

It pains us to see people posting videos and screenshots of Rust with the grass turned off. They are obviously doing this for performance reasons – and if it gained us 20fps extra we’d turn it off too.

Performance is something we’re keeping a close eye on and looking for opportunities to improve FPS at every turn.

Server Performance

It’s not something that most of you have probably noticed or even care about. 128 player servers run kind of great. 256 player servers are pushing it. 512 player servers are non existent (I don’t think Steam technically even supports them). Server performance is something we hope to work on and improve.

The problems probably aren’t apparent when you join a freshly made server.. but once the server has about 50,000+ structures it will start to get laggy – and we’ll start to see periods of unresponsiveness. We’re going to have to put some tools together to catch and log these hitches and hopefully get them fixed.

Linux & Mac

Getting Linux and Mac working just as well as their PC versions is another one of our top priorities. It’s important to realize that because we’re using Unity our hands are tied in a lot of ways here. If something runs great on Windows, but runs like crap on Linux – our options are pretty limited because all the workings are on Unity’s side of the engine. In fact most of the time our best and only option is to turn that feature off on that platform. This isn’t a great solution because you don’t want to play a game with crippled graphics.

Mac users account for around 3% of our purchases and 2% of our online players. To us that means that 33% of those players either can’t start the game or aren’t enjoying the performance of it. We’re aware that some mac users can’t play the game and this is one of our top priorities.

Linux users account for 0.4% of our sales and 0.2% of our online players. Similarly to Mac, we’re losing half the users somewhere – we have work to do here.

Defending Yourself

Defense is something we talk about a lot internally. We have a lot of offense.. weapons, grenades, explosives. The only defense we have right now are doors and spikey fence. It’s obvious that there’s a gap here that needs filling. Especially when defending unoccupied homes.

When developing this gap we need to keep in mind that people are crafty and will find a way to work around it. They’ll build stairs over a fence. They’ll put a sleeping bag outside the base so when they die they can respawn there, pick up their weapons and carry on. We want to avoid adding systems to dissuade these types of behavior. If anything they should be rewarded – because they’re finding their own solutions to problems. We want to find solutions that allow the defending players to find innovative solutions to attacks. Ideally solutions that don’t involve putting a million doors in your house, or building a maze around it.

Playing with Friends

One of the most requested features, with 575 votes on trello is shared door access. This is a no brainer for us and reveals that people really want to play with their friends. They want their friends to share their house. They want to work with their friends to defend their house.

Helping people to find, recognize and work with their friends is something we try to weigh into every decision we make. For example – if you and a friend are building a house together.. who controls the house? Should just the builder of a wall be able to rip it down easily – or all of his friends too? If we help people cooperate better – maybe there will be less murders.

Removing Zombies

Helk was meant to remove Zombies before we released on Steam. That never happened. The sooner we remove them the less people will miss them.

We don’t know whether we’re actually going to have to replace them further down the line. It’s not something we want to rush into. Reskinning them so they’re ‘mutants’ instead of ‘zombies’ goes against the whole point of removing them in the first place (which is: we’re not a dayz clone anymore).

Console Release

A console release isn’t out of the question. But it’s not something we’re going to be dedicating lots of time to right now.

Player Customization

We skipped this completely on the first run at the player model because we just wanted something that worked. Customizable faces, beards, hair is something we’re in early talks about. It’s not as huge priority as other stuff on this list – but it’s something we’re basing decisions on.




We’ve got a patch for you that contains a tonne of fixes but also some new content for you to enjoy, check out the change list :

  • fixed open door hack
  • fixed noclipping
  • added revolver – default blueprint
  • removed 9mm pistol as a default blueprint
  • added metal bars you can put in windows
  • quality slider has much more of a significant impact on performance (needs work, maybe tomorrow)
  • disabled cursor hack for linux, which should hopefully fix crazy cursor issues.
  • server -datadir is now used for config files. Server owners should move their cfg folder inside.
  • -datadir default is now “serverdata/”. If not using -datadir previously, server owners should move their saves into the new folder.
  • added server rcon, runs on queryport and uses the same protocol as source servers
  • console now reports an error when command isn’t found
  • console variables now show their values when typed into the console
  • changing a console variable will now print the change
  • ‘ban’ now accepts a second optional argument, reason
  • ‘banid’ now accepts <username> <argument>
  • ‘status’ now shows the connected players
  • ‘banlist’ shows all banned users
  • ‘banlistex’ shows all banned users, with names and reasons
  • ‘removeid’ unbans a user by steamid
  • ‘say’ allows the server admin to talk to all connected clients
  • research kit no longer requires paper
  • research kit has a random amount of uses (1-3)
  • shelters now use a single mesh instead of compound colliders
  • made explosives require metal to craft
  • improved pipe shotgun sound
  • lowered shadow distance to a realistic level, should help with jittery shadows
  • weapon sounds are slightly randomized so each shot isn’t identical to the last
  • stopped looting through walls
  • adjusted clock sycronization
  • fix attempt to ghosting
  • servers start up faster
  • pipe shotgun now visibly ejects a shell on reload
  • bolt action bullets are visible during reload
  • fixed bug where respawning frequently could cause you to get stuck and have to reconnect due to invisible respawn screen.
  • bruteforce rcon guessing is punished


Known issues :

  • Laser sight and flashlight have incorrect angles on the Bolt Action Rifle, and the Revolver – Putting a silencer on the weapon in addition will solve this problem for now


In Addition we’re wiping all official servers to get rid of all the duped items now that we’ve fixed that issue



We’ve rolled out a few patches today but it’s mostly boring security related stuff. We’re aware of the exploits/hacks currently in the game and are working to resolve the issue. In addition there is a minor content patch that will appear on the dev servers tomorrow morning, and if all goes well, the live servers tomorrow evening.

Just a little note, if you only see one or two servers in your server browser it is likely because you opted into the developer branch. You may have done this during the auth issues a few weeks ago when the dev version was the only one that worked, and never bothered to opt back out. Sometimes when we roll out a patch on the developer branch the server/client become incompatible with older versions, thus we limit the servers visible to the ones that will work.

If you encounter this or you do not wish to participate in the dev beta, make sure rust is closed, and then simply right-click on rust in steam, go to properties -> betas tab -> “None – Opt out of all beta programs”

Happy New Year everyone!

We’re excited to get back to improving the game in the new year! And thanks to everyone for their patience throughout last week.
Also, a big thanks to MuchDifferent for assigning their engineers to help solve the problem(s) as quickly as possible.

See you all in-game!