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1:50pm EST - The client update just hit and Naval Update is live!!
1:00pm EST - Our update stream is live! twitch.tv/rustafied
12:00am EST - Update day has arrived, and with it, one of the larger content additions Rust has ever seen!
The patch is expected to hit at normal time (2pm EST / 7pm GMT). Our update stream goes live at 1pm EST.
Modular Boat Building
Modular boat building is one of the most exciting new systems hitting the game with the Naval Update. Players can now construct fully customized boats using the new Boat Building Station, which must be placed in water to begin the process. Once it’s down, you’ll use a Boat Plan item to place various boat parts on a floating grid, snapping together hulls, decks, and a wide variety of functional components. Be aware that each building block costs between 4 and 15 low grade fuel as well as wood.
Available parts include sails, a small Tier 2 engine, anchors, steering wheels, ladders, planks, ramps, and a door frame like we see in base building, and even mountable cannons with cannonballs. There’s also a tool cupboard system for upkeep—though for now it just costs wood. Boat builds are locked in once placed in the water (no live edits), but you can re-edit an existing boat using the steering wheel and the 'deploy and edit' option if you have a boat building station in your inventory. There’s also the ability to add a lock code on the helm/steering wheel to prevent theft/access. Deploy & Edit is not available in the Deep Sea.
Boats have a maximum size of 10x5 and a height cap of 2 walls (plus a third-height wall), preventing tower-style builds. The engine and sails use a weight-to-thrust system, so adding more power increases your speed—though heavier boats naturally move slower. The damage model uses a global health pool rather than tile-by-tile damage, and when that health hits zero, the boat is gone for good. Larger boats can even smash through floating junk piles on contact. Sails and engines can be reversed via radial menu for easy maneuvering. Most of the related tech is Tier 1, making this new system surprisingly accessible right from the early game.
Naval Combat
Naval combat is shaping up to be one of the core pillars of the update, and it’s bringing some serious firepower to the water. Player-built boats are now fully destructible, with their health scaling based on size. That means bigger boats can take more of a beating—but once they’re sunk, they’re gone for good. No salvaging, no recovery.
You’ll be able to dish out damage using a range of weapons including rockets, HV rockets, incendiary rounds, and mounted cannons. Explosions have real impact too—literally—as boats now react physically to incoming blasts, getting jostled around when hit. On top of that, you can now mount cannons directly on your player-made boats and use them in live naval skirmishes - you can even take them to oil rig, and built with enough engines relevant-to-size, they will outrun cargo ship.. With boat-to-boat raids now a reality, sea control just became a whole new game.
Deep Sea Biome
The Deep Sea biome opens up an entirely new zone beyond the main island, accessible by sailing off the edge of the South side of the map. You'll hit stormy seas and thanks to a portal-style mechanic, load into the Deep Sea Biome.
This vast ocean expanse includes several new features: the massive Floating City monument, AI-controlled Ghost Ships roaming as event-style POIs, and tropical islands you can loot (but not build on). To keep things fresh and dangerous, the entire biome resets periodically—with rough seas, radiation spikes, and a full loot refresh. By default, this reset appears to occur every 2 hours and shows a countdown on the player map, based on server settings. Expect a high-stakes, high-reward experience each time you set sail into the deep.
Floating City Monument
The Floating City monument is one of the centerpiece additions in the Deep Sea biome, offering a massive, ocean-based hub similar in size and function to Outpost or Bandit Camp. It’s now confirmed to be a full safe zone, meaning PvP is disabled and players can interact without fear of getting gunned down.
There are four variants that can spawn per server, and all offer the same facility set. Inside, you'll find a wide variety of sections to explore. There's a vendor area selling firearms, diving gear, boats, clothing, and even accepting fish in exchange for scrap. A greenhouse lets you pay 150 scrap to access a farm area where you can harvest crops like pumpkins, and a recycler is tucked underneath for convenient scrap runs.
Entertainment options abound in the arcade/casino, featuring blackjack, poker, slot machines, pool, Chippy cabinets, boom boxes, and even instruments. The rooftop includes decorative towers and a Chinook parked up top, helping to sell the floating megastructure vibe. Rounding it all out is “Floating John,” a mission NPC who’ll reward you with a rocket launcher and 6 x HV rockets for taking out 8 boat-bound scientists—a perfect reason to head back out to sea.
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Tropical Islands
Scattered across the Deep Sea biome, tropical islands offer a refreshing (and sometimes dangerous) change of scenery. These islands feature white sand beaches, palm trees, and dense, lush terrain—but they’re not just for show.
Some islands are armed with AI-controlled cannon emplacements, which players can hop onto and use for defense or attack. You'll also find lootable POIs styled like electricity substations and building ruins along with a generous number of resource nodes—making these islands potentially great for mid-sea farming runs (though final spawn rates may still be subject to balancing).
New to these islands is the coconut, a consumable that gives +2 healing, +15 calories, and a hefty +50 hydration—perfect for a quick boost while exploring. Just be ready for a fight if you run into those cannons.
Ghost Ships
Ghost Ships are a new type of AI encounter scattered throughout the Deep Sea biome. There are currently five confirmed variants, each crewed by blue scientists and loaded with light-to-moderate loot. These ships spawn randomly across the open ocean, functioning as floating mini-events for players to raid and clear out. At the time of testing One Ghost ship at a time has a lockbox below deck. Starting the countdown on this will also spawn 3-4 npc patrol RHIB boats.
Right now, the ships are static once spawned, but there are signs they could evolve into more dynamic threats in the future. Whether you're out hunting for scrap or just looking for a fight, these eerie vessels add a welcome layer of danger and reward to deep sea exploration.
PT Boats
PT Boats are a new class of heavily armed watercraft bringing serious heat to the open seas. These patrol boats come equipped with a rear-mounted .50 cal turret, dual front-facing two turrets, and they’re reloaded with standard 5.56 ammo — making them both a threat and a potential prize.
AI-controlled PT Boats actively roam the Deep Sea biome, engaging players on sight. They are slower than RHIB, uses more fuel, but are stronger and packs a punch. They’re tough opponents, capable of continuing the fight even if the pilot is taken out. Like other boats in the Naval Update, they’re fully destructible and will sink once defeated. Scientist boats can be cleared and stolen by players. Whether you’re ready or not, expect to cross paths with these patrols while venturing into deeper waters.
RHIB Update
The RHIB has gotten a fresh overhaul in the Naval Update. The model has been completely updated with higher detail and improved visuals, bringing it more in line with Rust’s modern art standards. A headlight has also been added, making nighttime or stormy sea navigation a bit more manageable. Also, the RHIB now has a new compass plus map display screens.
In the Deep Sea, RHIBs aren’t just for players—they’re also used by patrolling scientists, adding another roaming threat to watch out for. These AI-controlled boats come with limited loot for now, and 3-4 can be triggered by enabling the countdown on the lockbox on one of the ghost ships, but they add to the growing list of naval encounters waiting beyond the edge of the map.
Artist Pack DLC
The Artist Pack DLC officially goes live today, delivering a full suite of creative-focused tools and cosmetics aimed at player expression. The pack includes a new paintball gun and paintball overalls, complete with team color support and refined damage behavior, alongside two new server convars—paintballstandarddamage and paintballoverallsdamage—for finer control. Players also get access to a paintable reactive target skin, frameless extra-large canvases designed for mural-style artwork, and a portable easel that supports mounting frames up to Large size, background and canvas toggles, and black paint support.
On the decorative side, the DLC expands painting and display options with new picture frame styles, a paintable window skin for the Strengthened Glass Window, and rosette award sprays for 1st, 2nd, 3rd, and last place. While much of this content has been tested and iterated on in staging, today marks the first full rollout to live servers. As with other creative additions, expect ongoing polish and tuning as players experiment and feedback rolls in.
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Homebrew 4
Homebrew 4 is the latest round of Rust Twitch Drops, running from February 5 through February 15 alongside the Naval Update. This event brings a new set of creator-themed cosmetics to earn simply by watching participating Rust streamers on Twitch, including 10 exclusive drops and 4 general drops available throughout the event. As with previous Homebrew rounds, it’s an easy way to grab limited-time skins while supporting creators, so make sure your Twitch and Steam accounts are linked before tuning in.
Other Stuff
UI and UX improvements
Radar rotation fixes
Corrected paint tint behavior
Pressing Escape now saves and closes sign painting UI
Map and UI cleanup related to workcarts and storage
Animations and presentation
Updated snowmobile driving animations
Fixed and properly set up boogie board animations
New animations for three-player poker
Gesture animation fixes:
Audio playback issues resolved
Playable graph reset fixes
Medical syringe inject-friend animation updates
Player animation pooling fixes
Fixed one-shot animations breaking when leaving network range
Rendering, lighting, and shaders
Regraded ambient lighting for better dark-area visibility
Changed lightbulb emissive material to opaque
Improved shader behavior
Decal layer transmission improvements in the standard shader
Removed shadow mask setting from graphics options
Client performance session fixes
Cloud rendering fixes during demo playback with weather overrides
Backend, performance, and engine work
Server profiling improvements
Occlusion system fixes and safeguards
TriggerParent volume processing optimizations
Indirect instancing
IO budgets
CCTV budget optimizations
Door allocation fixes
Fixed burst compile errors and final compile blockers
Fixed native grid crash with buoyancy batching enabled
Fixed pooling bugs (custom icons, vending clusters, timed explosives)
SyncVar inheritance fixes
Fixed toast notification pushing issues
Switched servers to custom Unity build 2022.3.41x1
Integrated Discord SDK 1.8
Mountable player sync bypass improvements for AI
Skip domain reload fixes
Gameplay logic and fixes
Tug boats have been removed - they might come back later
Roof stability fix rolled back and hard-disabled due to performance risk
Rug deployability fixed on windows
Mission reward logic:
Inventory space checked on completion
Stack sizes respected
Slot calculations corrected
Added parachutes to the hotbar
Improved saving behavior for child storage containers in workcarts
Adjusted map settings related to workcart storage
Fixed junkpile ladder clipping
Fixed photo frames rendering photos onto the frame itself
Fixed vending machine visibility issues
Fixed stay-close death logic
Fixed caboose slot machine interaction issues
Fixed NMS loot not respawning after restart
Dark Mode is Live!
As I’m sure you noticed, this site is now in dark mode — and yes, it’s live on the store too at rustafied.com/vip. Easier on the eyes, better late-night browsing vibes. If you spot anything that looks off, ping on of our @Chat Mod’s in our Discord.
my.rustafied.com is now live
We’re excited to launch the first release of the new my.rustafied.com ecosystem. This is the baseline for a much larger platform we’re building, and all of the pages you see today are brand new from the ground up.
At launch, the site includes:
A completely new Servers page with live data and a cleaner layout
A new Commits page to track Rust development progress and ongoing changes (with a VIP only analytics page)
A new Ban List page to see bans across all of our servers (VIP can see names and SteamID’s for the servers they have VIP on)
As part of this transition, we’ve also sunset our internal player report system. Going forward, all player reports should be submitted using Rust’s in-game F7 reporting system. Our moderation team is actively monitoring and working through these reports via a dedicated internal dashboard, making the old web-based reporting flow redundant.
This is just the starting point. We’re actively building out more of the ecosystem, including map voting, a new VIP purchase and management experience, leaderboards, player statistics, and more. Expect frequent updates as we continue expanding what my.rustafied.com can do.
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