Rust Devblog
229 articles tagged “Devblog”, newest first.
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What's New in Rust's "Getting It Right" Update
December 2025 broke a streak Rust had kept for nearly 12 years. The Naval Update was pulled to February rather than risk holiday-period server instability, leaving a wipe-only patch, an early Christmas content shuffle, and naval content playable on Staging.
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What's New in Rust's "Harder Core" Update
August 2025 brought Hardcore mode back meaner than before - fog of war, no craftable firearms, doubled upkeep - alongside a ground-up main menu rebuild, up to 65% faster load times, and a full atmospheric revamp with volumetric clouds and biome-localised fog.
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What's New in Rust's "Breach and Clear" Update
Breach and Clear reshapes early-wipe progression with monument blockers and scarce HQM nodes, taxes big groups through upkeep scaling, finally lets you shoot the armour off an Attack Heli, and ships one of the biggest performance months in recent memory.
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What's New in Rust's "Friends with Benefits" Update
July 2025's update was about playing with your friends: a main-menu party system that drops you on the same server and team, invites from chat and the team UI, plus deployable snapping, a new Outpost spawn mission and another pass at the Patrol Helicopter.
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What's New in Rust's "Crafting Update" Update
March 2025 turned Rust into a cooking game: a Cooking Workbench, pies, bread and wheat, chicken coops, bees and beehives, food spoiling, armor inserts, an Engineering Workbench, the Hopper, plus Premium Servers and a huge round of server optimizations.
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What's New in Rust's "11 Years Strong" Update
Rust rang in 2025 with the 11 Years Strong blog: a recap of a record 2024 (5.5 million unique players), a first proper look at February's Primitive update with siege towers and catapults, and some frank talk on cheating and performance.
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What's New in Rust's "Armed and Animated" Update
November 2024 added two guns at once - the T1 Handmade SMG and T3 SKS - kicked off a major AI overhaul starting with genuinely dangerous wolves, and shipped the first Gesture Pack complete with a playable Rock Paper Scissors minigame.
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What's New in Rust's "Bags To Riches" Update
February 2024 finally gave Rust backpacks - a craftable 12-slot and a military 28-slot - plus a treasure-hunting metal detector, snappier SAR and SAP handling, milder screen effects, and nearly 3GB of memory savings under the hood.
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What's New in Rust's "10 Years Of Rust" Update
Rust's 10th birthday update packed December 2023 with Legacy throwbacks - the wooden shelter, M4 Shotgun and Hapis Island returned - alongside a paint UI overhaul, server-side ragdolls, Oil Rig radiation and a pile of quality-of-life fixes.
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What's New in Rust's "Coupling The Rails" Update
November 2023 finally joined Rust's surface and underground rail networks, switched on functional train signals, let electricians reconnect wires instead of rerunning them, and shipped the western-themed Frontier decor pack plus the Observer Island map.
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What's New in Rust's "Airborne" Update
September 2023 took Rust's combat to the skies: a gunner-seat Attack Helicopter for 2250 scrap, a lock-on Homing Missile Launcher to counter it, craftable parachutes, armored hot air balloons, and experimental 1500m base rendering.
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What's New in Rust's "Bags to Battles" Update
June 2023's patch made death mean something again with a hard 15-respawn-point cap per player, modernised the building upgrade effect, sold you a shipping container home, and polished pings, map markers and horse idles.
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What's New in Rust's "Eye In The Sky" Update
March 2023 handed Rust players remote eyes and remote explosives. Drones, a pan-tilt-zoom CCTV camera, Computer Station-controlled auto turrets, RF-triggered C4 and camera viewing in Rust+ all landed together, plus a solid round of Industrial quality-of-life fixes.
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What's New in Rust's "Industrial Update"
February 2023 brought automation to Rust for the first time. Storage adaptors, conveyors and pipes let bases move items on their own, the Industrial Crafter builds things while you sleep, and Hapis Island was retired after nearly eight years.
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What's New in Rust's "Hardcore Gamemode" Update
August 2022 gave veteran players a Rust with the safety rails pulled off. Hardcore mode strips out safe zones, the team system, maps and global chat, while everyone else got a cleaner smelting UI and a long-overdue storage buff.
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What's New in Rust's "Spring Clean" Update
Spring Clean brings two new building pieces, a genuinely useful tech tree rework, an overfishing mechanic, a from-scratch GPU terrain renderer, and a full F1 menu redesign - plus a fresh batch of Easter skins.
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What's New in Rust's "July Update"
July 2022 was the follow-up to the Combat Update. Grenade fuses got shorter, the M39 was repositioned, loading times dropped, and server admins finally got a proper panel for moderating player-created signs, cassettes and neon art.
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What's New in Rust's "Power Trip" Update
Power Trip ties the Power Plant, Launch Site, Oil Rig, Supermarket, Water Treatment Plant, Gas Station and Airfield together into one shared power grid - plus a new Satellite Crash event, the Bar Games Pack, and a fresh batch of Small Backpack skins.
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What's New in Rust's "Above-ground Trains Update" Update
May 2022 put trains on Rust's surface rails at last: couplable Work Carts and shuntable wagons, procedural branch lines, smarter ziplines with 40% better coverage, death screen fixes, and a much-needed client performance push.
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What's New in Rust's "Arctic Update" Update
February 2022 gave Rust's frozen biome a reason to visit: the Arctic Research Base monument with puzzle-locked snowmobiles, the polar bear as the world's deadliest animal, self-healing scientists, the Spraycan reskin tool, and a stack of QOL wins.
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What's New in Rust's "December Update" Update
December 2021 made the Giant Excavator worth fighting over - 2.5x yields plus on-site airdrop requests - while shrinking its footprint by 30%. Add first-person spectate, denser forests, a blueprint wipe, MP5 and Compound Bow balance, and Rust's 8th birthday.
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What's New in Rust's "Contacts" Update
June 2021 gave Rust a social memory: flag players as friendly or enemy, spot them through binoculars, and wave to show your nametag at range - plus phase one of the AI rework, new animal models, a demo shot system, and Rust+ IFTTT support.
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What's New in Rust's "Gestures Update" Update
April 2021 brought a proper gesture wheel built for first person, poker tables finishing off the Bandit Camp casino, a long-awaited viewmodel jitter fix, the HDRP backport going public, and a frank account of the OVH datacentre fire.
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What's New in Rust's "Freight Transit Line" Update
March 2021 opened up a whole second layer of the map. Train entrances near monuments lead down spiral staircases into a procedurally generated rail network patrolled by tunnel dwellers, with drivable workcarts waiting at the platforms. Slot machines and a round of Twitch drops came too.
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What's New in Rust's "January Update"
January 2021 was a deliberately light patch after the holidays, but it carried two big items: Twitch Drops opening up to every Rust streamer, and the first forced blueprint wipe in years to reset the playing field after tech trees.
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What's New in Rust's "Boat Vendor Update" Update
September 2020 changed how you get to sea: three fishing village safe zones selling Rowboats and RHIBs replaced random beach spawns, the paddle-powered Kayak arrived, and the Storage Monitor hooked your Tool Cupboard up to the Rust+ app.
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What's New in Rust's "Companion App Update" Update
June 2020 brought Rust+ - the official companion app - plus the Smart Switch, Smart Alarm and Button, spiral staircases and a batch of triangle building blocks, conditional wall corners, weapon FOV scaling, and a much-needed horse dung nerf.
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What's New in Rust's "Farming 2.0 Update" Update
April 2020 turned Rust farming from a background chore into a system with real depth. Plants now care about light, water, ground and temperature, seeds carry genes you can breed and clone, and a whole new Fluid IO plumbing system exists to water it all.
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What's New in Rust's "CCTV Update" Update
March 2020 turned the CCTV camera from a mere turret ingredient into a real surveillance system viewable from the new Computer Station, added trumpet-playing auto turrets, experimented with Valve netcode, and purged a mountain of exploits.
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What's New in Rust's "Horse Equipment Update"
October 2019 turned horses into real vehicles with armour, shoes and saddlebags, added the Tesla Coil to the electrical system, and shipped a large pile of interface work - a redesigned death screen, map markers, and a crafting favourites system.
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What's New in Rust's "Excavator Update" Update
August 2019 finally put the Giant Excavator into the game as a working, fuel-hungry monument rather than a static prop. Alongside it came terrain anti-hack detection, better small-map and Barren options for low-end machines, and a round of server and shader optimizations.
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What's New in Rust's "Giddy Up!" Update
June 2019 put players on horseback for the first time, complete with stamina, feeding and a 3 hour despawn timer. Alongside it came a rebuilt main menu, an in-game item store, the Unity 2019.1 upgrade and a serious nerf to oil rig loot farming.
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What's New in Rust's "Devblog 198" Update
Rust's first post-Early-Access patch brought the Chainsaw, the SPAS-12 shotgun, Dragon's Breath shells, a big scientist AI overhaul, upkeep grief protection, much cheaper repairs, and a first look at the CH47 Chinook.
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What's New in Rust's "Devblog 197" Update
The update that took Rust out of Early Access: a ground-up graphics and consistency refresh, optimized new trees, major recoil and aim-sway changes, scientist aimcones, upkeep fixes, and the legendary Frog Boots.
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What's New in Rust's "Devblog 196" Update
The last Rust patch before leaving Early Access brought working Water Well monuments, a level design refresh of Military Tunnels for the incoming Scientists, far more cliffs and hills on procedural maps, and netcode work that cut peeker's advantage substantially.
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What's New in Rust's "Devblog 195" Update
January 2018's Devblog 195 focused on onboarding ahead of Rust leaving Early Access, adding 20 contextual game tips and 25 loading hints while stripping out paper, arbitrary wood costs and a Spring from each SMG recipe.
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What's New in Rust's "Devblog 194" Update
January 2018's Devblog 194 shipped the new craftable Hazmat Suit, pushed Scientist NPCs onto official servers, locked down helicopter crash sites with a building blocked radius, and stretched the post-damage repair delay to 30 seconds to help online raiders.
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What's New in Rust's "Devblog 193" Update
January 2018's Devblog 193 added bone and fire arrows, rewrote key locks so owners can always open their own doors and raised combinations from 100 to a million, and gave fog, weather and the night sky a proper overhaul.
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What's New in Rust's "Devblog 192" Update
Rust's first patch of 2018 was a small one: the Christmas event ended and servers wiped with blueprints intact. The real content was work in progress - a custom-mesh tree revamp cutting triangle counts by up to half, and a rebuilt Scientist AI.
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What's New in Rust's "Devblog 191" Update
The last Rust patch of 2017 shipped weapon admire animations, made moonless nights genuinely pitch black to counter gamma hacks, added a handheld flashlight and throwable flares, and finally gave the upkeep system a proper status readout.
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What's New in Rust's "Devblog 190" Update
December 2017's Devblog 190 switched on the Christmas event with presents, stockings, candy cane clubs and a decoratable tree, while quietly normalising building tier hitpoints, extending upkeep to doors and frames, and overhauling animal AI.
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What's New in Rust's "Devblog 189" Update
December 2017's Devblog 189 shipped Building 3.0 and base upkeep, ending the era of free megabases by making the tool cupboard consume resources on a sliding tax scale. It also added the junkyard and mining quarry monuments and reworked procedural map generation.
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What's New in Rust's "Devblog 188" Update
Devblog 188 wrapped up November 2017 with a major gunplay pass: stance recoil only when moving, finalised semi-auto recoil, and instant full-velocity grenades. It also added glowing outlines on dropped items and previewed the mining quarry monument.
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What's New in Rust's "Devblog 187" Update
November 2017's Devblog 187 rebuilt the armor UI around readable damage-reduction percentages, added bulletproof glass and half height walls, finished off Building 3.0, retuned the tree minigame, and gave a first look at the junkyard monument.
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What's New in Rust's "Devblog 186" Update
November 2017's Devblog 186 added a hit-marker mini-game to tree harvesting and made trees actually fall over. It also detailed Building 3.0's shift away from tool cupboard radius privilege, and fixed the EAC bug behind that month's influx of undetected hackers.
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What's New in Rust's "Devblog 185 - Post Mortem" Update
Two days after Devblog 185, Facepunch explained why servers rolled back: a workbench experimentation bug could block server saves entirely, an all-night rescue effort failed, and Helk openly questioned whether weekly patches were still the right call.
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What's New in Rust's "Devblog 185" Update
Devblog 185 gave Rust's bald psychopaths hair at last, added scrap-fuelled Workbench Experimentation to the progression system, fixed the nailgun's rough edges, shipped crisper TSSAA anti-aliasing, and previewed the Building 3.0 overhaul.
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What's New in Rust's "Devblog 184 - Post Mortem" Update
Facepunch's frank follow-up to Devblog 184: a corrupted build broke the Powerplant monument and messed up world files on some servers, eight official servers took damage, and the team owned up to last-minute additions squeezing out testing time.
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What's New in Rust's "Devblog 184" Update
Halloween packed up and winter moved in with Devblog 184: a new Nailgun to bridge bows and revolvers, a tiered procedural map layout, a full loot-table overhaul, stance recoil, buildable icebergs, and a Bradley APC on Hapis Island.
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What's New in Rust's "Devblog 183" Update
October 2017's Devblog 183 brought Halloween to Rust with themed resource pickups yielding 50% more, a scarecrow and a skull fire pit. Underneath it was a serious engineering week: network encryption on by default, the garage door shipped, and autoturret server lag fixed.
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What's New in Rust's "Devblog 182" Update
October 2017's Devblog 182 shipped the long-delayed player models, re-rolling every player's race, added the BBQ deployable and buffed the LR300's fire rate by 10%. Helk also explained why looting felt like RNG robbery, and how the rarity tier rework would fix it.
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What's New in Rust's "Devblog 181" Update
October 2017's Devblog 181 was the cleanup pass after blueprints landed: rebalanced Launch Site, Bradley and airdrop loot, a tripled workbench radius with its exploit closed, map grid coordinates, and a proper fix for why stone nodes had become impossible to find.
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What's New in Rust's "Devblog 180" Update
October 2017's Devblog 180 rebuilt Rust's core loop: blueprints returned, scrap and three-tier workbenches arrived, and nearly every item was locked behind research. It also shipped a genuinely new road network algorithm and the first arctic ice lakes.
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What's New in Rust's "Devblog 179" Update
September 2017's Devblog 179 previewed the incoming blueprint, scrap and workbench progression system while shipping a major raid balance rework that stopped twig towers beating high external walls - plus pickup-able boxes, stackable ladders and the death of the map item.
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What's New in Rust's "Devblog 178" Update
September 2017's Devblog 178 shipped mountable chairs, then used that same foundation to build an admin-only test vehicle - complete with Helk's full pitch for how a car would be balanced. It also added penumbra shadows, grass shadow casting, and fixed the new player faces.
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What's New in Rust's "Devblog 177" Update
September 2017's Devblog 177 quietly laid the mounting system groundwork that would later become vehicles, rebalanced raw and burnt food, stopped vending machines dropping loot when destroyed, and turned the art team's attention from monuments to biome-specific natural landmarks.
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What's New in Rust's "Devblog 176" Update
September 2017's Devblog 176 wiped servers to ship the long-teased gas station and supermarket monuments, added item information panels to the crafting menu, restored the 16km2 default map, and moved Rust onto Unity 2017.1 - finally killing the crash-on-exit bug.
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What's New in Rust's "Devblog 175" Update
August 2017's Devblog 175 was damage control for the week-old Bradley APC: fixed pathing, double health, self-repair and a loot table that stopped it being an explosives farm. It also gave SMGs learnable recoil and moved long term persistence into the roadmap's Now column.
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What's New in Rust's "Devblog 174" Update
August 2017's Devblog 174 dropped the Bradley APC into Launch Site as an admittedly unfinished trial by fire, alongside the biggest garbage collection cleanup yet, a rendering pass worth 8-12 fps on test machines, and a nasty material memory leak fix.
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What's New in Rust's "Devblog 173" Update
August 2017's Devblog 173 spread learnable recoil to the AK47, M92 and P250, restored heavy armor to 90% helmet damage reduction, cut armor crafting costs, moved Rust onto EAC API 2.0 and finally fixed the wipe-day spawn clustering problem.
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What's New in Rust's "Devblog 172" Update
August 2017's Devblog 172 gave Rust its first public roadmap, softened the LR300's new learnable recoil, added flare effects to flashlights and searchlights, halved searchlight costs, fixed longstanding ore harvesting rounding bugs and revamped the snow biome.
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What's New in Rust's "Devblog 171" Update
August 2017's Devblog 171 wiped the servers and started walking back aimcones with a deterministic, learnable recoil system on the LR300 and MP5. It also rebalanced quarries around biomes, added a Steam achievement task list for new players, and brought icebergs back.
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What's New in Rust's "Devblog 170" Update
July 2017's Devblog 170 shipped the ore gathering minigame, where hitting shimmering hotspots on a node stacks your gather rate up to 300%. It also added game tips, dropped DirectX 9 and finally fixed the EAC Disconnected error.
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What's New in Rust's "Devblog 169" Update
Devblog 169 was a workhorse patch: a brand-new music system with three new songs shipped, while behind the scenes the Bradley APC, scientist AI, and a mountain of texture and performance optimizations took shape.
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What's New in Rust's "Devblog 168" Update
July 2017's Devblog 168 revealed the Bradley APC being built to guard the Launch Site's loot, alongside deep navmesh optimisation work, properly modelled stair colliders and the first player hair experiments.
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What's New in Rust's "Devblog 167" Update
July 2017's Devblog 167 was a wipe-day map patch: the Launch Site monument finally shipped after three months of work, the Airfield got its tunnel network, grass was replaced wholesale, and junkpiles were pushed back onto the roads.
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What's New in Rust's "Devblog 166" Update
June 2017's Devblog 166 rewrote resource gathering: ore nodes now yield only their own resource, a 20% finishing bonus rewards clearing them, and HQM largely moved to quarries. It also overhauled dropped items, decay and explosion effects.
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What's New in Rust's "Devblog 165" Update
June 2017's Devblog 165 was an optimisation week with one standout: fully asynchronous texture loading finally removed the framerate cost of workshop skins, backed by networking fixes, better DOS protection and the completed Tier 3 Workbench.
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What's New in Rust's "Devblog 164" Update
June 2017's Devblog 164 gave the first real look at the Scientist NPCs that grew out of Helk's weapon-testing bots, added contact shadows as an optional graphics setting, and attacked the workshop skin loading problem head on.
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What's New in Rust's "Devblog 163" Update
June 2017's Devblog 163 was the follow-up pass on the previous week's recoil revamp: centre-weighted aimcones for automatics, a proper shotgun pellet distribution, AK47 tuning, and a round of server DOS fixes and client optimisations.
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What's New in Rust's "Devblog 162" Update
June 2017's Devblog 162 rewrote Rust's gunplay: less horizontal recoil, accurate first shots, optional recoil compensation, and the discovery that aimcones had been square rather than circular the whole time. Plus the Drop Box and phase one of the Hapis Island overhaul.
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What's New in Rust's "Devblog 161" Update
May 2017's Devblog 161 finally let players change item skins at the Repair Bench, shipped the reworked Roadsign Armour with backwards-compatible skins, pushed Diogo's new skin shader live and previewed a two-phase Hapis Island overhaul.
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What's New in Rust's "Devblog 160" Update
May 2017's Devblog 160 added the Shotgun Trap, gave floor spikes and floor grills an actual purpose, extended decay to all twig, and squashed a planner entity leak that was costing large servers around 50,000 entities.
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What's New in Rust's "Devblog 159" Update
May 2017's Devblog 159 fixed a semi-auto firing bug that had quietly rewarded scripters for years, buffed spears and crossbows, added the Mailbox and Water Jug, and made tool cupboards lockable to curb post-raid griefing.
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What's New in Rust's "Devblog 158" Update
May 2017's Devblog 158 is one of the most consequential patches in Rust's history: it introduced Scrap as a universal currency, rebuilt the Research Table around it, and blew open the raiding meta by letting twig and ladders be placed inside enemy cupboard radius.
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What's New in Rust's "Devblog 157" Update
April 2017's Devblog 157 was a balance-heavy week: the Muzzle Brake got pulled back to its intended close-range niche, the Eoka became genuinely lethal at point blank, animals got tougher and smarter, and vending machines could finally be named on the map.
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What's New in Rust's "Devblog 156" Update
April 2017's Devblog 156 was the week Facepunch finally reined in Heavy Plate Armour, handing it view obstruction, no ADS and a flat movement penalty. Alongside it came stabler shadows, sky-based ambient lighting, much stricter movement verification and the first look at the Launch Site crane.
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What's New in Rust's "Devblog 155" Update
Devblog 155 rebuilt Rust's animal AI on the Apex framework, made Large Furnaces painless to place, added the Wooden Helmet, eliminated long-standing input lag, and lifted the 10-rounds-per-second cap on projectile weapons.
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What's New in Rust's "Devblog 154" Update
Devblog 154 brought Rust's Simple Handmade Sight and the fuel-powered Searchlight, shipped the reworked Wooden Armour, re-enabled plant hydration colours, and rewrote Unity's invoke system for big server performance wins.
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What's New in Rust's "Devblog 153" Update
Devblog 153 added craftable Binoculars, started dismantling the furnace stack-splitting exploit, let you pick up turrets and lanterns, locked skins out of the Steam market while still in the store, and revealed the first greybox of the Launch Site.
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What's New in Rust's "Devblog 152" Update
Devblog 152 brought the paintable Spinner Wheel for casino nights, climbable netting blocks, a remade bed, and rare Supply Signals in green crates - while killing the 90,000-pumpkin server plague and the frame drops from sustained gunfire.
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What's New in Rust's "Devblog 151" Update
Devblog 151 delivered the Locker with its brilliant one-click loadout swap, taught the Patrol Helicopter to punish Tool Cupboard exploiters with napalm, made turrets cheaper and lootable, and attacked performance from plants to workshop skins.
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What's New in Rust's "Devblog 150" Update
Devblog 150 put your best weapons visibly on your back and hips, ending the hidden-shotgun ambush forever, shipped the long-awaited monument overgrowth with a bigger snow biome in the wipe, and made auto turrets telegraph peacekeeper mode with a green laser.
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What's New in Rust's "Devblog 149" Update
Devblog 149 let players cosplay as tin cans in Heavy Plate Armour at the cost of 30% movement speed, added guest codes and public beds for landlords, marked monuments and vending machines on the map, and outed armed nakeds with the Caveman Sash.
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What's New in Rust's "Devblog 148" Update
Devblog 148 gave Rust its first truly safe trading via the bulletproof Metal Shop Front, brought vending machine screens to life, added the Fridge, buffed the Python and Semi-Auto Rifle, and stopped explosions vaporizing loot behind destroyed walls.
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What's New in Rust's "Devblog 147" Update
Devblog 147 introduced the player-crafted Vending Machine and its fully customizable sell orders, made armored door hatches actually open for shooting through, killed fall damage into deep water, and pushed dynamic occlusion culling to everyone.
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What's New in Rust's "Devblog 146" Update
Devblog 146 was a toy-box patch: the fuel-guzzling Flame Turret arrived for area denial, Wall Lamps lit up bases, ammo stacked to 128, world caching slashed loading times, and you could finally spawn clutching your favourite skinned rock.
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What's New in Rust's "Devblog 145" Update
Devblog 145 completed farming's watering loop with up to 4x hemp yields, slashed crafting times on guns and arrows, turned the F1 grenade into a cheap anti-personnel tool, hacked around a Steam-side skins outage, and remade Rust's classic intro music.
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What's New in Rust's "Devblog 144" Update
Devblog 144 added the hard-hitting Python Revolver, gave plants genetics you can selectively breed via clippings, cut the P250 down to actual-pistol range, and rebuilt the player animation rig so enemies finally aim where they're really looking.
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What's New in Rust's "Devblog 143" Update
Devblog 143 fleshed out Farming 1.5 with watering and double yields, ran a loot experiment with a new purple crate full of ready-made tools and weapons, automated item store pricing over a 7-week cycle, and delivered a heavy round of optimisation work.
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What's New in Rust's "Devblog 142" Update
Devblog 142 opened 2017 by finally shipping harbour monuments, declaring war on performance problems with a new renderinfo tool and hardware instancing, floating an age-based skin pricing model, and fixing NaN god-mode exploits.
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What's New in Rust's "Devblog 141" Update
Devblog 141 was a light pre-Christmas housekeeping patch: small planters came back, picked-up and crafted items started landing in your belt bar, storage containers opened up to multiple players at once, and planter crops stopped dying in the cold.
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What's New in Rust's "Devblog 140" Update
Devblog 140 brought Rust's first Planter Boxes with 3x growth speed, switched the Christmas holiday event back on with gift boxes and stockings, debuted a new Santa hat, and pushed forward on occlusion culling and anti-exploit work.
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What's New in Rust's "Devblog 139" Update
Devblog 139 was the update that finally killed Rust Legacy for good. Alongside that milestone came snappier melee combat, the end of free tool repairs, a wave of anti-cheat fixes, and previews of the Magnum revolver and military truck.
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What's New in Rust's "Devblog 138" Update
Wipe day with substance: Devblog 138 added natural caves to world generation, grew the default map to 3500 with 30% more surface area, shipped the M92 pistol, made military weapons uncraftable, and slashed exotic building piece costs.
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What's New in Rust's "Devblog 137" Update
A smaller week for Rust: Devblog 137 halved burlap clothing costs, made airdrops fall slower with no ammo inside, kicked off two new occlusion culling projects, and pushed the harbor's art into its detail phase.
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What's New in Rust's "Devblog 136" Update
Devblog 136 was a balancing blitz: the Revolver got a real rate of fire, hydration finally mattered, Recycler exploits died, deployable raid towers became history, and the mysterious stuttering near bases was mostly cured.
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What's New in Rust's "Devblog 135" Update
Devblog 135 let players break unwanted Steam items into resources and craft new ones, shipped the finished Hazmat Suit, reined in the wildly overpowered flamethrower, added ration boxes to junk piles, and made the SAR worth crafting.
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What's New in Rust's "Devblog 134" Update
Devblog 134 was the big one: the XP system was removed and the component system went live, radiation returned with a full rework, Recyclers appeared in Radtowns, junk piles dotted the world, and the new integrated workshop launched.
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What's New in Rust's "Devblog 133" Update
Devblog 133 gave the first look at the two new Harbor monuments, finished converting drop tables to components on prerelease, cut every pistol's draw time to about half a second, and fixed the regression that made caves and sewers too bright.
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What's New in Rust's "Devblog 132" Update
Devblog 132 unveiled the integrated workshop that let anyone make and publish Rust skins without touching Unity, added Rifle and SMG Bodies to the component system, defloooded the new caves, and killed two high-profile cheat exploits.
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What's New in Rust's "Devblog 131" Update
Devblog 131 put the MP5 in the game at level 25, made the underused LR300 craftable at level 30, gave the silencer invisible tracers and a 40m sound range, and merged all nine natural caves onto the prerelease branch.
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What's New in Rust's "Devblog 130" Update
Devblog 130 doubled XP rates while the component system brewed on prerelease, finally shipped the Lighthouse monument, introduced the recycler, detailed the full natural caves plan, and floated removing Rust Legacy from Steam.
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What's New in Rust's "Devblog 129" Update
Devblog 129 kicked off the component system on prerelease with everything unlocked, patched a nasty RakNet zero-day that could deadlock servers, realigned every weapon's iron sights, and showed off the finished Flamethrower Turret.
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What's New in Rust's "Devblog 128" Update
Devblog 128 laid out the full plan to replace XP with the component system, showed off pitch-black natural caves, brought back grass displacement, nerfed the building blocked notification, and closed a notorious cupboard-radius exploit.
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What's New in Rust's "Devblog 127" Update
Devblog 127 nerfed the overperforming Semi-Auto Pistol, made gunfights cheaper on your CPU, fixed the wrong-name desync bug, and teased two big things to come: a full recoil rework and Rust's component system.
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What's New in Rust's "Devblog 126" Update
A quiet week with the team on vacation, but Devblog 126 still sharpened Rust's gunplay - shrinking muzzle flashes by 60%, fixing first-person tracers, buffing the Semi-Auto Rifle - and laid out an ambitious plan for deadly natural caves.
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What's New in Rust's "Devblog 125" Update
Devblog 125 shipped Rust's long-teased graphics overhaul with all-new lighting, killed gamma cranking for good, revamped the Military Tunnels, added a WIP Lighthouse, rebuilt Savas Island, and finally delivered the reworked Bone Armour.
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What's New in Rust's "Devblog 124" Update
Devblog 124 brought the LR 300 Rifle to Rust as a rare, uncraftable drop with predictable recoil, made sleeping bags pickupable, patched a nasty free-ESP exploit, and shipped a pile of pooling and stuttering optimizations.
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What's New in Rust's "Devblog 123" Update
Devblog 123 brought researching back via the Research Bench and stackable one-use blueprints, buffed base damage across rifles and pistols, made the holosight actually usable, and saw Helk openly question whether the XP system should survive at all.
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What's New in Rust's "Devblog 122" Update
Devblog 122 was the performance patch: player culling delivered 20-30% FPS gains, the armor-condition microstutter died, and Rust became GPU-bound again. Plus a Double-Barrelled Shotgun buff, supply drop randomness, and a first look at player vending machines.
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What's New in Rust's "Devblog 121" Update
Devblog 121 was a huge community-driven patch: the Satchel Charge and Double-Barrelled Shotgun arrived, the crossbow got un-nerfed, R-key rotation finally landed, revive and bleeding were rebuilt, loot tables were hand-crafted, and researching was announced to return.
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What's New in Rust's "Devblog 120" Update
Devblog 120 introduced the combat log for hard data on every fight, made grenades attachable to buildings to revive early-game raiding, buffed the semi-auto rifle, previewed the Satchel Charge and a bulletproof shop front, and enabled music by default.
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What's New in Rust's "Devblog 119" Update
Devblog 119 tuned the young XP system from firsthand playtesting, nerfed the crossbow, killed barrel sniping and arrow raiding, made projectile damage 100% predictable, shipped the dynamic music system, and squeezed more FPS out of the renderer.
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What's New in Rust's "Devblog 118" Update
Devblog 118 dealt with the XP launch's fallout: a catastrophic ownership bug granted full XP to fractional owners, forcing an apologetic XP and map wipe. Meanwhile the gunplay reboot went live, XP earning got caps, and servers got major performance fixes.
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What's New in Rust's "Devblog 100" Update
July 2016's Devblog 100 was Rust's big reset: blueprints and the Research Bench were removed for the new XP and levelling system, with an ownership mechanic sharing XP between players - plus early-game buffs, writable notes, and a legacy branch for the nostalgic.
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What's New in Rust's "Devblog 117" Update
Devblog 117 skipped a patch to focus on the XP launch, but delivered big news anyway: effectively-hitscan close-range bullets, a full hitbox and damage rework to fix random-feeling gunplay, quick crafting, level-up fanfare, and a legacy branch promise.
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What's New in Rust's "Devblog 116" Update
Devblog 116 kicked off a full graphical overhaul of Rust's outdoors, explained the XP system's ownership math in detail, closed the last known through-wall hack loophole via throwable verification, and took another shot at killing rock bases.
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What's New in Rust's "Devblog 115" Update
Devblog 115 saw Garry return from paternity leave, announced the XP system's July 7th launch date, unveiled grass-free Barren maps, declared all-accounts bans for cheaters, rebalanced deployable decay, and brought radiation back to dungeons.
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What's New in Rust's "Devblog 114" Update
Devblog 114 brought server-side melee verification to stop through-wall damage exploits, extended decay to boxes and more deployables, nerfed the pipe shotgun quick-swap tactic, and explained the XP system's fascinating fractional ownership idea.
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What's New in Rust's "Devblog 113" Update
Devblog 113 was a wipe week that shipped the Muzzle Booster and Muzzle Brake, halved attachment costs, fixed a long-standing bug where disabled attachment modifiers were always active, and detailed big XP system progress on prerelease.
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What's New in Rust's "Devblog 112" Update
Devblog 112 previewed the Muzzle Booster and Muzzle Brake attachments, deployed a first defense against the notorious damage-through-walls hack, let resources spawn inside cupboard radius again, and teased rotting corpses and a double-barreled shotgun.
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What's New in Rust's "Devblog 111" Update
Devblog 111 extended decay to sleeping bags, tool cupboards, barricades and traps to fight bush spam and cupboard griefing, buffed hemp farming, added server-side stat tracking for hack detection, and previewed an aiming system for throwables.
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What's New in Rust's "Devblog 110" Update
Devblog 110 added the Water Purifier for turning salt water into drinking water, introduced hemp farming, finally made decay work across server restarts, buffed the silencer, and cracked down on noclip, fly and projectile hacks.
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What's New in Rust's "Devblog 109" Update
Devblog 109 wiped the servers and reshaped the procedural map with a snowier north and new mountain types, while adding Rust's first fishing via the Fish Trap, Peacekeeper Mode for sentry guns, and a hydration penalty for cannibalism.
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What's New in Rust's "Devblog 108" Update
A self-described lite patch from April 2016 that quietly mattered: the bug making Rust slow down over long sessions was found and fixed, tree culling got 7% faster by ditching SpeedTree wind, doors stopped failing to close, and real fire ignition took shape.
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What's New in Rust's "Devblog 107" Update
April 2016 made hydration matter: salt water that makes you vomit, fresh water capped at 40hp of healing, a cheaper Bota Bag, and drinking straight from lakes with E - plus a shareable in-game benchmark system and the first look at facial blendshapes.
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What's New in Rust's "Devblog 106" Update
April 2016 gave Rust fire and the means to fight it: a devastating Flamethrower landed alongside the Water Bucket and Water Barrel, while the XP branch gained search and unlock logic, the powerplant got its cooling towers, and musical instruments took shape.
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What's New in Rust's "Devblog 105" Update
April 2016's Devblog 105 made Rust history: new player models arrived - including females - with your appearance permanently decided by your SteamID. It also fixed a double-protection armor bug, sped up grenades, overhauled procgen maps, and wiped blueprints.
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What's New in Rust's "Devblog 104" Update
Late March 2016 brought atmospheric ceiling lights, a proper armor condition system with breakable gear, rebooted melee hit detection, the great syringe nerf, a rebuilt building weak-side system, and honest news that the XP update wouldn't be rushed out.
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What's New in Rust's "Devblog 103" Update
Fresh back from GDC in March 2016, Facepunch shipped quality-of-life wins - right-click to wear clothes, new inventory sounds - plus the first armour condition system, arrow head plans, and word that the XP system would slip to early May.
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What's New in Rust's "Devblog 102" Update
Devblog 102 was one of the quietest entries in Rust's weekly devblog era - the changelist for the week literally read 'nothing'. The workshop pipeline kept moving regardless, with skins like The Peace Pipe and The Swampmaster tied to this stretch of 2016.
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What's New in Rust's "Devblog 101" Update
A small maintenance devblog: streamer mode now properly hides killer names on the death screen, new workshop skins arrived, EAC got an update, and servers gained flood-protection convars alongside an inventory stack-overflow fix.
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What's New in Rust's "Devblog 99" Update
Devblog 99 added the reactive target for building killhouses, got Linux servers working out of the box, replaced RCON with a websocket version any browser can talk to, and made the kill command actually kill you.
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What's New in Rust's "Devblog 98" Update
Devblog 98 finally added server connection queues so you can stop spamming the join button, shipped Conditional Models 2.0 for faster and more reliable building rendering, and cut the stuttering caused by leaving networking groups from seconds to milliseconds.
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What's New in Rust's "Devblog 97" Update
Devblog 97 was a balance patch with teeth: code lock brute forcing got shut down with escalating shock damage, the metal facemask lost 20% bullet protection, and external walls dropped from eight C4 to three. Skins also returned to the game.
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What's New in Rust's "Devblog 96" Update
Devblog 96 is a wiping update built around the new floor frames and the ladder hatch. Underneath it, stability serialization made server restarts far faster, the shader codebase was refactored, and 144MB of video memory overhead disappeared.
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What's New in Rust's "Devblog 95" Update
Devblog 95 added the 4x zoom scope and the first batch of wall frame building blocks, fixed the sluggish player movement that turned out to be camera smoothing, capped immortal pumpkin plants, and gave the first real look at Rust's planned XP and blueprint tech tree.
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What's New in Rust's "Devblog 94" Update
Devblog 94 brought weapon attachments into their own with the flashlight and laser sight, added a light toggle key, halved attachment costs, and shut down two nasty griefing routes - placing signs on players and attaching roofs to other people's bases.
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What's New in Rust's "Devblog 93" Update
Devblog 93 added the semi-automatic rifle, made weapon damage far more predictable by removing player projectile penetration, and started announcing admin item spawns to the whole server. Facepunch also began officially hosting Battle Royale.
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What's New in Rust's "Devblog 92" Update
Devblog 92 opened 2016 with a full wipe including blueprints, then changed a surprising amount underneath it: raid towers nerfed via stability, lazy aim removed, voice chat notifications deleted, and a new rock and biome set that cut nearly a gigabyte of disk usage.
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What's New in Rust's "Devblog 91" Update
Devblog 91 is where Christmas first arrived in Rust: smashable gift boxes, stockings that refill by the fire, candy canes and teddy bears. Underneath the tinsel it's a heavy performance patch, with tree culling rewritten and the long-standing LOD bias exploit finally closed.
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What's New in Rust's "Devblog 90" Update
Devblog 90 was Facepunch clearing the decks before the 2015 holidays: a big sleeping bag rework that ended respawn spam, unified swimming rules, a wave of lag-exploit fixes, and quiet groundwork on new rocks, animations and music.
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What's New in Rust's "Devblog 84" Update
Devblog 84 shipped on 29 October 2015 with the sentry turret finally live, throwable hatchets and pickaxes, 13 new sign and banner items, community-made Halloween drops, and the controversial removal of the half-height and slanted blocks.
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What's New in Rust's "Devblog 83" Update
Devblog 83 arrived in October 2015 with the sentry turret finally playable on the dev branch, throwable rocks, an expanded family of signs and picture frames, footprint decals going in, and a solid pass on building shadow performance.
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What's New in Rust's "Devblog 82" Update
Devblog 82 shipped in October 2015 with jack-o'-lanterns dropping from barrels ahead of Halloween, the options menu moved into the main menu, far more accurate building colliders, and the groundwork for painting the inside of your base.
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What's New in Rust's "Devblog 81" Update
Devblog 81 arrived in October 2015 as a stability-focused week after the previous patch went badly. It brought the first look at the auto turret, an F7 in-game bug reporter, more bow balancing and an ongoing hunt for a memory leak.
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What's New in Rust's "Devblog 80 - Postmortem" Update
Two days after Devblog 80 shipped, Facepunch posted an unusually frank postmortem. Sound pooling caused the freezes, a save bug knocked buildings down, and Garry laid out what went wrong with testing, communication and patch-day pressure.
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What's New in Rust's "Devblog 80" Update
Devblog 80 shipped on 1 October 2015 with a wipe attached. The attack helicopter got a serious rebalance including area-denial napalm, the bow was reined in, small stashes returned, and Facepunch spent most of the fortnight on optimisation.
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What's New in Rust's "Devblog 79" Update
Devblog 79 was a non-patch week in late September 2015, spent chasing the fallout from the attack helicopter's debut. Helicopter exploits got closed, garbage collection got attacked from both ends, and Facepunch floated doubling bullet speed.
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What's New in Rust's "Devblog 78" Update
Devblog 78 shipped in September 2015 and it is the patch that put the attack helicopter into Rust. Alongside it came the holosight, perimeter gates, streamer mode, the Unity 5.2 engine upgrade and a big pass on mid-game stuttering.
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What's New in Rust's "Devblog 77" Update
Devblog 77 was a no-patch week in September 2015, with Facepunch moving to a two-week release cadence. Instead of a build, the team showed off holosights, a rewritten ironsights system, three greyboxed monuments and a serious hunt for frame-time stutter.
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What's New in Rust's "Devblog 76" Update
September 2015's Devblog 76 introduced weapon attachments with the silencer as proof of concept, launched the no-build PvP map Savas Island, added beds and bolt rifle manual cycling, and asked players whether weekly patches were still the right cadence.
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What's New in Rust's "Devblog 75" Update
August 2015's Devblog 75 rebuilt character colliders and added real projectile penetration, overhauled decay so active players never fight it, redesigned the main menu, and stopped ladders ignoring building permissions.
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What's New in Rust's "Devblog 74" Update
August 2015's Devblog 74 turned the Workshop into a storefront - community-made skins became buyable in game, a dirt layer was added so uploads fit Rust's world, and item icons switched to renders of the real models.
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What's New in Rust's "Devblog 73" Update
August 2015's Devblog 73 went after the complaint that Rust's gunplay felt terrible. Hit indicator sounds returned, hand and arm damage scales were corrected, muzzle flashes stopped blocking your target, and rubber banding and gunfight hiccups were tracked down.
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What's New in Rust's "Devblog 72" Update
August 2015's Devblog 72 brought Rust's first ever blueprint wipe, introduced the blueprint fragment system to soften blueprint RNG, rebuilt the Sphere Tank as a proper monument, and fixed a long-standing bug that had made rockets far stronger than intended.
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What's New in Rust's "Devblog 71" Update
July 2015's Devblog 71 fixed a server performance crisis that had some 200-player servers running at 4 FPS, opened the Workshop SDK so players could design skins, added stone and wooden compound walls, and disabled radiation for being broken.
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What's New in Rust's "Devblog 70" Update
July 2015's Devblog 70 was called possibly the biggest change since the reboot. Most firearms moved to High Quality Metal, obtainable almost only from mining quarries, and the pump jack, refinery, large furnace, crossbow and two-handed melee weapons all arrived at once.
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What's New in Rust's "Devblog 69" Update
July 2015's Devblog 69 is a landmark patch: Steam Inventory integration arrived with the first playtime-awarded cosmetics, the female model went live for admins, wood and bone armour sets shipped, and ALT freelook replaced the old look-back key.
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What's New in Rust's "Devblog 68" Update
July 2015's Devblog 68 handed melee two serious upgrades in the machete and salvaged sword, reworked landmines to trigger on step-off, and spent most of its engineering effort on gunfight performance - including a full replacement of the decal system.
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What's New in Rust's "Devblog 67" Update
July 2015's Devblog 67 added the landmine as Rust's third trap, brought in the bone club and riot helmet, halved ore node yields, and shipped Procgen9 alongside a serverside anti-cheat layer that Facepunch had hoped never to need.
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What's New in Rust's "Devblog 66" Update
June 2015's Devblog 66 was a big one: Andre's dynamic weather system arrived, the semi-auto pistol and road sign jacket went in, crouching became silent, C4 was reined in to single-block damage, and 191 Reddit-reported bugs got worked through.
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What's New in Rust's "Devblog 65" Update
June 2015's Devblog 65 planted the literal seeds of farming with corn and pumpkins, added the wolf headdress and bota bag, and gave the first public look at the female character model. Garry also called for a polish week after a long feature push.
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What's New in Rust's "Devblog 64.1 - A Miner Update" Update
A one-day follow-up patch to Devblog 64. The Mining Quarry passed its overnight testing and shipped to Steam, bringing with it the Survey Charge - a small explosive you throw at the ground to see what ore sits underneath before you commit to a spot.
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What's New in Rust's "Devblog 64" Update
June 2015's Devblog 64 brought water catchers, hats that actually burn fuel, and a big under-the-hood win on building performance. The mining quarry was finished but held back for testing, and Water2 finally landed on the development branch.
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What's New in Rust's "Devblog 63" Update
June 2015's Devblog 63 was a two-week patch. Spears became throwable, arrows stuck in things, walls gained an inside and an outside with different damage values, PVE server mode returned from Legacy, and the eighth procedural map iteration went live.
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What's New in Rust's "Devblog 62" Update
Late May 2015's Devblog 62 skipped the weekly patch, but shipped a major networking fix for laggy melee combat, a completely redesigned crafting UI with a proper queue, the miner's hat, and a batch of incendiary and explosive ammo types.
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What's New in Rust's "Devblog 61" Update
May 2015's Devblog 61 added ladders that deliberately ignore tool cupboard privilege, turned on player-versus-player collisions, and spent most of its effort on performance - converting building parts to a custom LOD grid and deleting a 5000-triangle clover.
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What's New in Rust's "Devblog 60" Update
May 2015's Devblog 60 brought back the supply signal and headshot sound from Legacy, added a hold-R menu for swapping ammo types mid-fight, and built out six tiered radtowns on Hapis Island. Also: players discovered they could sleep-talk across servers.
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What's New in Rust's "Devblog 59" Update
May 2015's Devblog 59 finally gave Rust an in-game map - craftable, lootable, drawable and with persistent fog of war. It also added the research bench and bean can grenade, and cut tree counts in half after profiling showed trees were eating most of every frame.
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What's New in Rust's "Devblog 58" Update
End of April 2015 brought Hapis Island, Rust's first hand-crafted map, after months of quiet work from Petur. Alongside it came AI optimisations for high-population servers, terrain displacement, checksum verification and the beginnings of an in-game map.
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What's New in Rust's "Devblog 57" Update
April 2015's Devblog 57 gave Rust the rocket launcher and replaced text signs with a full painting system - the latter arriving as a side effect of chasing down a Unity memory leak in the old sign renderer.
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What's New in Rust's "Devblog 56" Update
April 2015's Devblog 56 introduced decay so abandoned bases finally fall down, took the first real step toward custom maps with CraggyIsland, and closed the underwater and inside-rock base exploits. André also put real star constellations in the night sky.
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What's New in Rust's "Devblog 55" Update
April 2015's Devblog 55 folded in the delayed terrain patch and added the two silliest items Rust had seen - a playable guitar and a working camera - alongside barricades, hand grenades, a full medical rework and the end of consumable spam in fights.
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What's New in Rust's "Devblog 54" Update
April 2015's Devblog 54 was mostly André's month-long terrain rework surfacing at once - cliffs, prefab mountains, proper ocean-versus-lake logic and a whole new colour palette - alongside crash reporting, shader preloading and a decal system. The patch itself slipped a week.
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What's New in Rust's "Devblog 53" Update
Late March 2015's Devblog 53 gave Rust two things it never had: signs you could write on, and a wounded state so dying stopped being an unexplained cut to black. It also kicked off a serious performance campaign and revealed a hard PhysX collider limit.
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What's New in Rust's "Devblog 52" Update
March 2015's Devblog 52 was a quality-of-life week - locks became removable instead of requiring you to destroy your own door, auto sprint arrived to save everyone's left pinky, and Facepunch announced they were done stabilising and ready to start adding features again.
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What's New in Rust's "Devblog 51" Update
March 2015's Devblog 51 was a performance-and-polish week: LODs arrived on building parts, server AI stopped thinking every frame, players got faces tied to their SteamID, and the stone pickaxe finally gave early-game ore gathering a proper tool.
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What's New in Rust's "Devblog 50" Update
March 2015's Devblog 50 was the one where rivers and bridges finally landed on procedural maps, the reinforced building grade got finished, and Garry spent most of the week hunting a single networking bug that turned out to be a packet reassembly ordering issue.
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What's New in Rust's "Devblog 49" Update
February 2015's Devblog 49 let you gift sleeping bags to friends and removed hammer demolition entirely, so cracking a cupboard no longer means unbuilding a whole base. It also added the repair bench, biome temperatures, comfort and split radiation.
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What's New in Rust's "Devblog 48" Update
February 2015's Devblog 48 swapped Rust's networking library for Raknet, finished the metal building tier, brought back starvation and headshot damage, and gave bullets drag and ricochet. Updates also moved to Thursdays.
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What's New in Rust's "Devblog 47" Update
February 2015's Devblog 47 put roads into procedural maps and gave every weapon proper reload animations. Gathering was reworked to dispense one resource at a time, and Facepunch abandoned an over-engineered web-based item system.
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What's New in Rust's "Devblog 46" Update
February 2015's Devblog 46 rebuilt raiding. Building blocks stopped healing themselves, the twigs tier arrived for cheap layouts, durability punished using the wrong tool, and the pump shotgun and timed explosive charge both landed.
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What's New in Rust's "Devblog 45" Update
January 2015's Devblog 45 was the one with the new UI. Two weeks of crunch replaced the server browser, inventory, blueprints, chat and death screen, alongside randomized rad town layouts, restored water reflections and a working Linux build.
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What's New in Rust's "Devblog 44" Update
January 2015's Devblog 44 overhauled Rust's world: new terrain generation with sand dunes, lakes and cliffs, four to five times more trees, and radtown loot that now respawns at random positions instead of sitting in the same empty boxes.
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What's New in Rust's "Devblog 43" Update
Devblog 43 was a landmark January 2015 patch: the blueprint system arrived, radtowns and loot barrels gave players a reason to roam, the AK-style assault rifle and bear trap shipped, and a nasty mass-disconnect bug finally died.
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What's New in Rust's "Devblog 42" Update
Devblog 42 was the week Rust's servers finally stopped choking: 60fps with 200 players and 150,000+ entities. It also brought real weapon recoil, a reworked stability system, melee hit fixes, and animals that actually try to survive.
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What's New in Rust's "Devblog 41" Update
January 2015's Devblog 41 was a holiday week with modest but welcome fixes: the invisible-walls networking bug reverted away, an engine bump to Unity 5 beta 18, fall damage and global chat back, and a server FPS counter for owners.
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What's New in Rust's "Devblog 40" Update
December 2014's Devblog 40 wasn't a patch at all - it was Facepunch grading their own year. Devblogs that got out of hand, the move to Easy Anti-Cheat, Early Access regrets, the reboot post-mortem, and a self-awarded C-.
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What's New in Rust's "Devblog 39" Update
December 2014's Devblog 39 fixed Rust's jittery movement with a real interpolation system, hunted down a recursion bug that could lock a server for ten minutes, and found 10,000 phantom torches burning in the sky above every player.
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What's New in Rust's "Devblog 38" Update
December 2014's Devblog 38 merged the weapon refactor into main, bringing rewritten hit detection, network optimization and multi-attribute damage. It also introduced Facepunch's mind map instead of a roadmap, and animals that hunt and eat each other.
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What's New in Rust's "Devblog 37" Update
December 2014's Devblog 37 was a coding-heavy week. Faster screenspace water, everyone spawning on the beach, stone and metal floors to stop ceiling raids, a rebuilt satellite monument, and confirmation that the legacy map was being ported.
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What's New in Rust's "Devblog 36" Update
November 2014's Devblog 36 was the unglamorous one: a 25% average framerate improvement, a long list of Helk gameplay fixes including the large storage box and lock behaviour, and Garry questioning whether the devblogs were distracting from the game.
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What's New in Rust's "Devblog 35" Update
November 2014's Devblog 35 was the building update. Structural integrity arrived so towers could actually collapse, the new building system shipped to everyone with tool cupboards and hammer upgrades, and the default map shrank from 64km2 to 16km2.
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What's New in Rust's "Devblog 34" Update
November 2014's Devblog 34 was all about the new building system taking shape on the dev branch, backed up by hammer demolition, block health bars, faster animals, local text chat, and Garry's first honest post-mortem on Rust's performance problems.
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What's New in Rust's "Devblog 33" Update
November 2014's Devblog 33 was short but consequential: it introduced the tool cupboard and its 30 metre building radius, scrapped hammering as the way to upgrade structures, and marked a deliberate shift toward game systems over strict in-world believability.
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What's New in Rust's "Devblog 32" Update
October 2014's Devblog 32 brought back the code lock from Legacy, rewrote the key lock system so keys are coded and doors just open, networked trees globally so forests reach the horizon, and published a blunt ranking of what was really hurting framerate.
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What's New in Rust's "Devblog 31" Update
October 2014's Devblog 31 opened with Facepunch walking back the previous week's blueprint trading storm, then got on with the work: a DDOS exploit closed, fake redirect servers blacklisted, real physics on dropped items and a metabolism rebalance.
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What's New in Rust's "Devblog 30" Update
October 2014's Devblog 30 was, by Facepunch's own admission, their lowest content update ever. Most of it went on build tooling and a Unity fight, but it laid out the plan for tradeable Steam Inventory blueprints in detail.
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What's New in Rust's "Devblog 29" Update
A stabilization week for the experimental Rust reboot: a long list of bug and exploit fixes, all craftable guns finally working, new weapons and tools implemented, a hide-chat convar for streamers, and early Steam Workshop plans.
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What's New in Rust's "Friday Devblog 28" Update
October 2014's Devblog 28 is the historic one: experimental became the default version of Rust and the old game became Legacy. It also brought peer-to-peer voice chat, a rebuilt survival HUD, attacking wolves and bears, graded damage and the return of radiation.
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What's New in Rust's "Friday Devblog 27" Update
September 2014's Devblog 27 introduced upgradeable building blocks - the five-tier frame-to-metal system Rust still uses - plus foundation steps, returning name tags, fleeing deer and boars, and the first modding SDK on GitHub.
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What's New in Rust's "Friday Devblog 26" Update
September 2014's Devblog 26 brought SpeedTree with proper LODs and wind, triangular floors, movement fixes and server auto-updating - plus the first analytics data, showing 8,000 daily users and an average 33 fps.
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What's New in Rust's "Friday Devblog 25" Update
September 2014's Devblog 25 introduced triangular foundations - an elegant fix for Rust's boxy bases - alongside starting with only a rock, visible door locks, 64-bit Windows builds, a melee animation rework and the hazmat suit.
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What's New in Rust's "Friday Devblog 24" Update
September 2014's Devblog 24 opened up server files for legacy and experimental, added a metal facemask plus coffee and bucket helmets, restored PVT under Unity 5, gave each biome its own look, and fixed the crafting bugs blocking metal and sulfur.
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What's New in Rust's "Friday Devblog 23" Update
Devblog 23 from August 2014 was the Unity 5 port. Few new features, but two hard ceilings fell: the 65,000 collider limit that forced server wipes, and the 2GB editor memory cap. It came with a long list of beta-related breakages.
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What's New in Rust's "Friday Devblog 22" Update
Crafting, cursors, clothes and caves. Devblog 22 from August 2014 split locks into craftable items, rebuilt the crafting menu and interaction tooltips, added the first real armour and a huge network view distance increase - then announced the move to Unity 5.
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What's New in Rust's "Friday Devblog 21" Update
August 2014's Devblog 21 was "Doors, Keys and Fur" - the week Rust got its lock-and-key system built on the idea that nothing is owned, plus the monuments framework for procedural landmarks, a fur shader for animals, and a brute-force item icon renderer.
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What's New in Rust's "Friday Devblog 20" Update
August 2014's Devblog 20 was almost entirely a building week: conditional corner models, an art pass on walls and foundations, and a dedicated test level. Alongside it came RCon and moderator permissions, better terrain generation, and a big terrain-shader performance win.
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What's New in Rust's "Friday Devblog 18" Update
July 2014 added the scaffolding for airdrops. An event system modelled on the Left 4 Dead AI director went in with the cargo plane, alongside spectator mode, material-driven impact effects, a clothes preview tool and the first pass at the snowy biome.
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What's New in Rust's "Friday Devblog 17" Update
July 2014 and this was a monster week. Experimental Rust got the furnace, sleeping bags, the torch, medkits, ironsights, fall damage and cold nights - plus a move away from traditional hitboxes to skinned mesh collision on the player model.
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What's New in Rust's "Friday Devblog 16" Update
July 2014 brought walls to experimental Rust along with some genuinely clever engineering: a grid-based workaround for Unity's 64k collider limit, ditching ScriptableObjects for a huge memory saving, and a fix for why trees sometimes ran around like players.
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What's New in Rust's "Friday Devblog 15" Update
July 2014 brought experimental Rust much closer to being an actual survival game. Metabolism, heart rate, bleeding, drowning and wetness all went in, along with the bow, eating, cannibalism and bullets that are real projectiles affected by gravity and wind.
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What's New in Rust's "Friday Devblog 14" Update
June 2014, and experimental Rust learned how to kill you. Death, corpses and lootable sleepers arrived the same week the HTML UI switch was finished off with crafting, context menus and tooltips, plus a rebuilt player rig with LODs.
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What's New in Rust's "Friday Devblog 13" Update
June 2014, and the experimental branch stopped being something you had to opt into. This week also brought a round of overdue legacy fixes, a purge of servers with silly names, and the first look at what Rust's caves might become.
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What's New in Rust's "Friday Devblog 12" Update
June 2014, and this is the week Rust's building system as we know it took shape. Foundations became placeable frames you upgrade with a hammer, resource numbers got multiplied to allow finer granularity, and a spawn screen finally explained why you couldn't move.
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What's New in Rust's "Friday Devblog 10" Update
May 2014, and Garry admits up front this was a light week for gameplay. What it did deliver was foundational: the entire UI moving to an HTML renderer, a hard line on error handling, Easy Anti-Cheat landing on experimental, and grass coming back.
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What's New in Rust's "Friday Devblog 9" Update
May 2014, mid-reboot. Weapon world models returned, crafting finally got a cancel button, the procedural terrain went mountainous, and Facepunch started testing a game UI built entirely in HTML - while re-explaining why the experimental branch existed at all.
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What's New in Rust's "Friday Devblog" Update
March 2014, and the very first Friday Devblog. Rust's first Steam trading card set, a ground-up inventory rewrite, a deliberately UI-agnostic redesign ahead of the Unity 5 move, and a candid explanation of why the updates had gone quiet.
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What's New in Rust's "18th March Update" Update
March 2014's Legacy patch fixed airdrops to spawn daily around noon, stopped foundations self-destructing on placement, closed a broken-armor exploit, and handed players a toolbox of gfx convars to tune performance themselves.
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What's New in Rust's "25th February Update" Update
Late February 2014 brought one of Legacy Rust's most visible overhauls: a brand-new sky that boosted framerates and lit the night by moon cycle, much better water, the debut of item durability and the Repair Bench, plus proper OSX and Linux support.
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What's New in Rust's "17th Feb Update" Update
February 2014's second Legacy patch introduced whitelist servers tied to Steam Groups - the ancestor of today's community server gating - alongside tooltip cleanups, fixed explosives, and another go at the bug where harvesting resources killed you.
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What's New in Rust's "11th Feb Update" Update
A small but telling patch from February 2014, back in Rust's Legacy days: harvesting resources stopped killing players, shelter decay was switched on for real, wolves got scarier to other AI, and a few classic building exploits were closed.
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What's New in Rust's "6th Feb Update" Update
The February 2014 patch that changed Rust's identity forever: zombies were removed and replaced with red bears and wolves. Alongside the purge came wildlife AI fixes, a locked-backpack and lockpick experiment, and faster crafting at workbenches.
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What's New in Rust's "Censorship Update" Update
A tiny but memorable December 2013 patch: Rust's naked cavemen were flooding Steam with screenshots, so Facepunch turned nudity censoring on by default, left a console toggle, and warned that uncensored Steam Hub uploads would be deleted.
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What's New in Rust's "Shipshape" Update
Shipshape is a naval cleanup pass - boat building blocks you can rotate any time, electricity and wallpaper finally working on boats, a rebalanced Deep Sea, and cannons that actually slow ships down. Plus extended daytime, the Storage Box Pack, and a new BBQ skin.
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Rust's "Surviving 12 Years" Update: 2025 Recap and 2026 Roadmap
Servers are wiped, Santa's packed up, and Facepunch is back with Rust's yearly recap: a record 2025 for players and playtime, a full breakdown of the year's anticheat and performance work, an honest Q&A on the DLC team, and a first look at 2026 - starting with the Naval Update on February 5th.
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What's New in Rust's "Silent Night, Violent Night" Update
Rust's December 2025 festive drop brought jingle bells and present-bashing back to the island, three new festive wallpapers, the return of classic Rustmas store items, dual-platform creator drops, and a base decorating contest with real prizes.