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Harder Core

This month we bring you Hardcore game mode refresh, revamped menu, 65% improved load times, performance improvements, improved visuals and much more!  

07 August 2025
DEVBLOG
Hardcore mode is making a comeback this month, bringing with it some community requested changes and a few new tweaks we've been planning for a while.
Our goal with game modes, such as Primitive and Hardcore, is to offer a fresh way to experience Rust, see how players respond, and try out different ideas. We don’t expect them to stay popular for long, usually just a couple of months. They’re not a major development focus or time sink, as most of the team is working on bigger features behind the scenes.

We look forward to seeing your feedback. These game modes help guide our decision-making for the core Rust experience, so your input really does matter.

If Hardcore’s not your thing, don’t worry, there are plenty of other changes to check out in the blog below.
The fog of war system is back for the Hardcore game mode, exclusively, obscuring the map when you first spawn and slowly revealing itself as you move around the world. This is now integrated with the normal map system rather than a held item like it's original version.


Our goal with this mode is to heighten the inherent risk and reward gameplay in Rust, hopefully leading players to consider their next moves carefully as the consequences for dying can be significant.
As part of an effort to make navigation more interesting in Hardcore we have added the compass as a new handheld tool item.

In Hardcore mode your location on the map is now no longer displayed at all unless you have compass equipped in your belt. Once you have a compass in the belt, the player location is displayed without the direction indicator. The compass UI at the top of the screen is also completely removed, as it was in the previous Hardcore mode.
Whilst the compass is available to use in all other gamemodes too, the changes relating to the map and compass UI are limited to the Hardcore gamemode only.

There is endless fun to be had in spinning around in circles whilst holding the compass. I hope that it will also prove valuable to all those who enjoy roleplaying as scurvy seadogs navigating the high seas aboard boats.
Firearms can no longer be crafted or researched at all. You'll now be at the mercy of what loot you find in the world, although you can now repair any weapon you find without needing to research it. We've also increased the crafting costs of all ammunition by 5x. 

We hope these changes will make you think twice before engaging and promote a more thoughtful style of play.

On hardcore, Sleeping bag respawn cooldowns have been increased to 15 minutes, while beds will now be 10 minutes. Along with the weapon crafting changes this hopefully leads to a more complex thought process when deciding whether to attack other players.

We've doubled the upkeep cost in Hardcore mode. The goal here is to encourage tighter, more efficient base designs and reduce the number of massive, sprawling compounds that tend to dominate the map over time. With higher upkeep, players will need to think more strategically about how they build and maintain their bases, prioritising what's essential and trimming the excess.
This change should help promote more frequent raiding, faster turnover of bases, and a more dynamic map overall. It also aligns with the core intent of Hardcore, leaner gameplay, higher stakes, and a tougher, more unforgiving survival loop. We'll be keeping an eye on how this plays out and adjusting if needed.
You should now expect up to 65% quicker loading from desktop to loading into a server due to a big refactor of how we load assets. This optimization also enabled us to reduce our memory usage by 10-20%. Results will vary but everyone should see a boost!

The experimental option "Optimized Loading" has also been removed. This new optimization completely replaces that and cannot be toggled.

These optimizations also apply to the Rust server.

Technical Details

Everyone who has played Rust before now would know that Asset Warmup takes so long. Even on a top end PC it can take at least a minute or two to complete on its own. This loading step is where we load all of our prefabs from disk and preprocess them to automatically fill in bits of information and remove unnecessary pieces for the client (or server). Loading the prefabs takes up most of the time here. If you had the experimental Optimized Loading option enabled it made them load quicker by having Unity load the prefabs asynchronously (and starts as soon as the menu is visible).

Our new method of loading prefabs is to stick all of them into a couple scenes and then load the scenes. Apparently Unity is way faster at loading scenes than prefabs (who knew?). We can also load those scenes asynchronously - they're loading as soon as you're booted to the menu. Once they're loaded we hook them into our ResourceRef system (basically addressables but predates addressables) and then they can be used as normal prefabs everywhere.

The memory usage reductions come from not needing two copies of every prefab (the prefab asset + preprocessed copy) and doing a chunk of the preprocessing at build time. Both weren't possible before this optimization because modifying prefab assets during builds is unreliable and modifying prefab assets at runtime is unusually slow. Using scenes lets us stop using prefab assets as soon as they get instantiated into one of these scenes.
Minigun turret changes
Miniguns placed in Autoturrets and Attack Helicopters now spin up before shooting
Invisible indicator
Admins using the `debug.invis` command now have a visual indicator when invis is enabled
God indicator
Admins using the `global.god` (godmode) command now have a visual indicator when godmode is enabled
Map marker keybinds
Two new keybinds can be set in the options, one to place a marker on your current position, and one to clear all map markers
Dynamic weapon stats
Weapon stats update when adding/removing attachments
Server restart warnings
Server restart chat messages moved to toasts
Tugboat horn
Tugboat can now honk in the same way cars can
Metal detectors can now detect weapons dropped by other players. Whenever a player's backpack or dropped weapon despawns, it will now be buried for a day, allowing other players to find it using a metal detector.
To keep things balanced, the chances of finding a weapon are relatively low, but they increase based on the number of weapons dropped. This means scavenging after a raid with a metal detector should still feel rewarding for players.

The buried weapons are stored in a rough grid and have a chance of being buried, you won't be able to drop a weapon to hide it and return to the same spot and dig it back up. The buried weapons will also expire after 24 hours if they haven't been found. 

The weapons are also filtered so that you won't find something crazy underground but the majority of weapons should still be allowed. 
This month, we’re landing a new Hazmat pack based around an elite fighter pilot. 

The pack can be purchased in-game or from the Rust Steam item store.
Pilot Suit
Touchdown in the turbulent world of Rust in this fighter pilot’s G-Suit. Whether sustaining high speed turns or dealing with rads, this suit has you covered.

M15 Semi-Automatic Pistol
Only high-ranking personnel get to handle the M15. Put it to good use.

Flight Control Codelock
High-tech and guaranteed to keep the hostiles out.

Black Box wood storage box
There’s no chance of rescue, so salvage what you can and store it here.

Salvaged Ejector Seat Chair
Pulled from the wreckage and repurposed as the coolest place to hang out after a hard day’s raiding. No longer ejects. 
With this patch, Rust's atmospherics have received a facelift, including:
  • New volumetric clouds.
  • New volumetric, biome-localized fog.
The goal is to better support a wide variety of dynamic weather, which is something we struggled to do with the old tech.

Volumetric Clouds

Available under the Experimental options tab as a replacement for the 2D clouds, the volumetric clouds are fully 3D, move across the sky, morph into different shapes with weather, and interact naturally with lighting from the sky at all times of day.

They can also be enabled through the console using graphics.vclouds 1 through 4, with 4 being the highest quality but most taxing on your GPU.

Volumetric fog

This new fogging technique allows us to have different fog setups localized to each biome that remain spatially consistent.

Previously, we would adjust fog globally depending on which biome you were standing in, which was unnatural and provided an advantage to players standing outside of the biome.  Now, for example, you'll be able to see the haziness of the arctic biome as an outsider looking in.

Along with this, the volumetric nature of the fog presents cool visual improvements.  For example, it receives light from the sun and shadows from the surrounding environment, creating natural god rays and pretty sunsets.  The fog in each biome of also colored slightly differently to better match the environment.

For those marathon painters creating the next masterpiece of Rust's art history, we want to make sure you don't lose it all if you happen to starve to death before the final brush stroke. With this toggleable option checked your paintings will automatically sync with the server every 30 seconds, saving you from a complete restart.
Foliage (trees, bushes) outside of shadow range will apply directional self-shadowing. This should improve visuals of distant foliage and reduce trees looking like they are glowing (especially at sunrise/set).
Each time a bullet or thrown weapon moves around, the client would perform some physics raycasts to see what it had hit and process the results (damage, blood, sound, etc.), then the next projectile would do the same, then the next one, etc. This is pretty standard and works fine when you have a small number of projectiles, but can be a bit slow when you have a large number of projectiles in a densely packed area.

The projectiles have been rewritten to update as a single batched set, where the information on the physics queries they need to perform is gathered first and ran across all available job threads in parallel. Updating projectiles as a set like this also opened up a few new optimisation paths that we're now making use of. 

From our benchmarks we've seen that batched projectiles are generally at least twice as fast to compute as the old serial projectiles. You're not going to see your framerate double but things should be a little smoother when fights get intense.
Quite a small change, but we've modified the syringe self injection animation to now apply the heal just as the syringe leaves the arm rather than slightly after. The animation was reworked so that the duration is no different to before, this is purely a visual change.

This should hopefully result in less accidentally cancelled heals.
Starting this patch, we've made some minor changes to how servers mark themselves as insecure as well as introduced an additional requirement a secure server needs to meet in order to appear on the Rust Client server browser.

If you wish to run an insecure server you will now pass the '-insecure' parameter on startup rather than setting the server.secure convar to false. The convar still exists and server owners will see warnings on server startup if they are still using it, we are aiming to remove the convar entirely on the 4th September 2025.

For existing secure servers, you now need to ensure your secure.encryption value is at least 1 to appear on the server browser in the Rust Client. We have plans to further increase this requirement to 2 on the 4th September 2025. This is, and has been, the default configuration for Rust Dedicated Servers and as a result these changes only impact a minority of servers and most will not need to take any action.
Unless you're a skins artist you probably won't have noticed, but we identified a bug in the client that caused normal maps to be updated in an incorrect configuration under certain circumstances when submitted via the Workshop. 

The Workshop submission was fixed in a previous update but now the historically affected skins have also been fixed and should appear exactly how the creator intended!

Twitch Drops are back!

August 7th - 17th!

And from more of our favourite creators on the rise that you should definitely start to pay attention to!

Be sure to sync up and claim your Drops after watching these fantastic creators on Twitch.


Are you spending your holidays weary of raids? Do you need a friend to help defend your base? Well, Rust is 50% off on Steam for the weekend!

Gift it to a friend, or let them know they can get it here.
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Features

  • Hardcore refresh
  • New menu interface
  • Volumetric clouds, fog, and atmospheric revamp
  • Dropped weapons and weapons from de-spawned dead players can now be found with a metal detector
  • Added handheld compass item
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Improvements

  • Reworked syringe animation to apply heal as syringe leaves the arm
  • Client projectiles update as a batch in parallel, significantly improving their performance
  • Admin command `debug.invis` now has a visual indicator
  • Admin command `global.god` (godmode) now has a visual indicator
  • New admin command `global.godforceoffoverlay` to force disable the `global.god` visual indicator
  • Significantly improved loading times
  • Optimized entity -> item lookup code to reduce lag spike when opening the death screen
  • Optimized nametag update code
  • Flares now flicker less and will stop flickering entirely when the reduce flickering option is enabled
  • No build zones now have an indicator when approached at a height.
  • Added new "BaseRaidBenchmark" benchmark
  • Reduced the performance impact of the UI
  • Reduced the performance impact of industrial conveyors
  • Updated the tutorial to use the new foliage system, saves some memory when not in tutorial
  • Heavy armor shows movement speed changes in the item inspection menu
  • Swapped the movement penalties for the heavy chest and legs: 10% chest, 20% legs -> 20% chest, 10% legs
  • Added command `server.listplayerreportcounts` to view the amount of reports players have received on the server
  • Added player's EntityID to the `playerlist`, `status`, and 'players` console results
  • Added command `global.playerlistids` to list relevant ids for players on the server
  • Scrap & Attack Helicopters “damaged” fire effects no longer play while submerged
  • Added tugboat horn
  • Optimized some inventory searching logic
  • Spraycan no longer loses condition while using the admin infiniteammo command
  • Added new keybinds to mark the current position on the map and to clear all map markers
  • Hitting static objects in safezones no longer mark the player as hostile
  • Map automatically centres on player upon first time opening the map after logging into a server
  • Research tables can now be picked up when theres scrap inside
  • The crafting menu now remembers your search after closing and opening
  • Improved the MLRS target and fire interactions to prevent misclicks
  • Added a visual warning when trying to load into a teamlimited server with a party that too big
  • Improved positions of hoppers and storage monitors on barrels
  • Improved deployable snapping for various items
  • Greatly reduced the amount of log history kept in memory for servers
  • Added the setmaxhealth admin command
  • Server now waits for the map file to finish uploading before allowing clients to connect
  • Improved distant foliage visuals with directional self-shadowing
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Fixed

  • Miniguns in Autoturrets and Attack Helicopters now spin up before shooting
  • Small decor rocks are now pooled correctly to reduce GC allocation while moving around
  • Fixed bear pie not correctly reducing duration of other teas by half
  • Fixed not being able to spawn into a bag if player died while offline in a game mode (primitive/softcore/hardcore)
  • Fixed edge case where running the tutorial would clear player history in Missions, allowing them to be run again
  • Fixed the door in Fishing Village A being locked on first server boot
  • Fixed ladder on exterior of Lighthouse blocking movement into the Lighthouse
  • Fixed CinematicEntity.DemoHideObjects not working when loading multiple demos in a session
  • Possibly fixed a rare error when ending a cassette recording
  • Possibly fixed a rare server error when cooking food in a workbench
  • Fixed censorship cube still appearing when alt looking and the body is hidden
  • Fixed a way for players to insert items into loot only containers
  • Fixed minigun spinning constantly in 3rd person until the player starts and stops it
  • Fixed server printing a dungeon error when booting into a game mode
  • Fixed Acoustic Guitars generating incorrect icons (Workshop)
  • Fixed first person camera animation applying incorrectly in Workshop editor
  • Fixed player nametags showing through thin floors/ceilings.
  • Fixed oil refinery not producing heat.
  • Fixed flashlight and laser attachment visuals being distorted when switching weapons.
  • Fixed remotely controlled turret always missing
  • Fixed floating geometry on LR300 skins when ironsights have been removed
  • Fixed a memory leak on the server when someone uses Rust+ to connect to remote cameras
  • Fixed attack helicopter headlights turning off occasionally when flying long distances
  • F7 report menu now hides SteamIDs in streamer mode
  • Fixed engine prop collider in powerplant monument
  • Loop audio for powered water pump, water purifier, and fluid switch all now correctly affected by occlusion
  • Fixed amount to reload value when switching ammo types being wrong if ping was too high
  • Fixed typo in changelog for Primitive gamemode
  • Fixed tea timers becoming unreliable on high uptime servers
  • Fixed being able to break vehicles using bar doors
  • Fixed being able to destroy and pick up static monument bbqs
  • Fixed stability number sometimes not showing up when looking at building blocks with a hammer
  • Fixed an ancient rare bug that would make doors unable to be picked up until a lock is placed and removed from them
  • Fixed fps.limitinmenu capping fps while benchmarking
  • Fixed locker collider so deployable items (Candles, pumpkins etc) sit on top instead of floating above it
  • Fixed players getting kicked for flyhack when jumping on the outer parts of roof building blocks
  • Fixed GIB issues with the small planter, bathtub planter and wind turbine
  • Fixed coconut armor pieces not recycling into the same items as regular wood armor
  • Fixed another exploit allowing shelves to be floating midair
  • Fixed junkpile seaweed not moving correctly with the waves
  • Fixed windows of towers in airfield and launch site having no collision
  • Fixed some visual flickering in the friend list UI
  • Fixed lights on tugboats disappearing while driving
  • Fixed not being able to scroll down through all the console commands auto completion list

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