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Thursday, December 3, 2015
Devblog

Devblog 89

Patch day is here, with lots of changes. The servers are wiping so the new dungeons can loom over the landscape. There's also procgen changes, you can rebind keys, the Eoka has had a buff, reloading is much snappier, and lots more.

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Thursday, November 26, 2015
Devblog

Devblog 88

We're working on improving the official servers, making underwater more interesting, the new dungeons and tunnels, and more. Also, our clouds now look pillowy as hell.

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Thursday, November 19, 2015
Devblog

Devblog 87

Check out that new gun! The M249 is in. Along with major changes to the pumpjack (it's gone for now), some rifle nerfs, blueprint tweaks, building stability changes, and more.

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Thursday, November 12, 2015
Devblog

Devblog 86

No patch, but the first look at the M249, a gun so powerful it can only be obtained by destroying a chopper. There's also the first look at the new human NPCs, a torch nerf, exploits crushed, building tweaks, and loads more.

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Thursday, November 5, 2015
Devblog

Devblog 85

Lots of home improvements this week. You now have arrow slits and shutters to protect your base (or gaze wistfully at sunsets through), and shelves to stack storage boxes on. We made doors and windows craftable, re-added the Stone Gate, fiddled with the building system, and loads more.

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Thursday, October 29, 2015
Devblog

Devblog 84

We added the sentry gun, throwable axes (and other weapons and tools), banners, and new signs. There's also building cupboard tweaks, the removal of the often mis-used half-block (and how we'll replace it), and lots more.

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Thursday, October 22, 2015
Devblog

Devblog 83

Sentry Turrets are Online, Bug fixes, Performance Improvements and Art

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Friday, October 16, 2015
Devblog

Update!

We've just released an update to go along with <a href="http://playrust.com/devblog-82/">yesterday's blog post</a>. Here's the changelog.

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Thursday, October 15, 2015
Devblog

Devblog 82

Jack-o'-lanterns, a reworked options menu, better building colliders, the first step towards painting the inside of your base, further adventures in optimisation, and more.

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