Core systemWorld
Custom boats and a new offshore event region arrived with islands, ghost ships and scientist patrols. Deep Sea opens intermittently; it is a trip to prepare for, not a permanent place to build.
Plan a separate offshore expedition
Core systemWorld
Dense jungle introduced climbable trees, swingable vines, ruins, tigers and crocodiles. It changes visibility and movement, not just the scenery.
Adapt your routes and awareness
Core systemGear
Eligible player-crafted armour can have insert slots with different bonuses. Slot count is rolled during crafting, so two pieces of the same armour are not necessarily equivalent.
Inspect armour instead of judging by its name
Core systemWorld
Reworked cliffs and rock formations joined new canyons, lakes and oases, with longer rivers. Familiar terrain assumptions need another look when choosing routes and a base location.
Scout terrain before choosing where to build
Major changeFarming
Cows and sheep are being added as livestock that can be captured, kept and bred, producing dung plus milk from cows and wool from sheep.
Recheck your farming setup
Major changeVehicles
Cockpit armour on the Attack Helicopter and armoured Hot Air Balloon now falls off in stages as the vehicle takes damage.
Adapt your transport and vehicle fights
Major changeMonuments
Selected red keycard routes now include destructible blockers that delay early access to high-tier loot.
Recheck your monument route
Major changeEvents
A new Launch Site terminal lets one player steer a decaying satellite and pick its crash site. Everyone on the server watches it come down, and everyone knows where the crates are.
Plan for changed world events
Major changeGear
Ballistic Armour, BDU clothing and the burst-fire M16A2 arrived without crafting recipes. A high-tier workbench alone does not give access to this equipment.
High-end loot matters beyond blueprints
Major changeMonuments
Most keycard monuments changed their loot reset behaviour. Severe radiation around puzzle areas helps clear players before refresh, so camping a loot room is no longer the same strategy.
Leave puzzle areas when radiation builds
Major changeBalance
Tech-tree and research prices were reduced, and workbench crafting lost its scrap cost. Blueprint fragments remained required; this did not announce a permanent monthly blueprint-wipe rule.
Rebudget your early-wipe progression
Major changeMonuments
Crates moved across almost every monument, and Dome, Ferry Terminal and Radtown gained green-card puzzles. Nuclear Missile Silo switched to a red keycard requirement.
Old crate routes and card plans may be wrong
Major changeWeapons
Catapults, ballistas, battering rams and siege towers arrived in vanilla as well as Primitive mode. The separate Primitive ruleset restricts high-tech gear; those restrictions are not vanilla rules.
Account for new raiding approaches
Major changeBalance
Safe-zone recyclers became slower and less rewarding; exposed monument recyclers gained higher yields. The safest recycling trip is no longer equivalent to the most productive one.
Recheck the economy of recycling runs
Major changeMonuments
Procedural labs added puzzles and hostile corridors on the seabed. Submarines sold at fishing villages provide underwater transport and access through the labs' moonpools.
Prepare for underwater exploration
Major changeWorld
Train tunnels added another route between monument areas, with drivable work carts, loot and armed tunnel dwellers. Travel underground is a combat route, not a safe shortcut.
Choose a different route across the map
Major changeMonuments
The Oil Rig added a scientist-guarded offshore monument. Starting its locked crate event brings Heavy Scientists, making the extraction part of the fight.
Plan for armed reinforcements
Major changeElectricity
Electricity introduced player-built circuits with solar panels, wind power, batteries, sensors and switches. Defences and door controls can be wired together with the Wire Tool.
Build powered base systems
Major changeMonuments
Powered puzzles connected green, blue and red keycards to higher-tier loot. Bring the right card and a fuse instead of treating every monument as an open crate run.
Relearn your monument route
Major changeBalance
Each wipe the Air Wolf helipad at Bandit Camp starts in disrepair, and the air vehicle vendor will not sell until players repair it.
Recheck costs and trade-offs
Major changeElectricity
The new Biofuel Generator converts raw or spoiled meat and other organic matter into Low Grade Fuel, but must be stirred by hand.
Recheck your power dependencies
Major changeMonuments
Locked loot rooms are being added to many monuments, opening once enough Heavy Fuses are inserted at the Power Plant to generate the required power.
Recheck your monument route
Major changeFarming
A new vendor outside the Stables buys grown cattle, sheep and wool through a bartering system with randomised offers.
Recheck your farming setup
Major changeWorld
High Quality Metal ore now has its own scarce node and collectable; the node is more likely to appear in the Jungle.
Recheck where you gather and travel
Major changeElectricity
The Drone Marketplace must charge from the restored Power Plant before it can accept purchases.
Recheck your power dependencies
Major changeGear
The Medical Honey Bandage is a new Workbench Level 1 item placed between the Bandage and Medical Syringe.
Recheck your equipment
Major changeVehicles
Steering, turning and suspension have been retuned, with a new handbrake on the Control key.
Adapt your transport and vehicle fights
Major changeMonuments
The refreshed control tower has two terminals on the second floor, charged from fuse boxes on the grid. One raises the airdrop rate map-wide, the other calls a resupply crate to the tarmac.
Recheck your monument route
Major changeWorld
With the grid live, a switch on Large Oil Rig pumps crude to the Dome for 20 minutes. Collecting it needs a Tanker module and a car lift, so it is a convoy job rather than a solo run.
Recheck where you gather and travel
Major changeBuilding
Walling off a chunk of the map is now a running cost. High walls have a static 20% upkeep, sitting between the 10% and 33% that building blocks pay.
Recheck your base plan and upkeep
Major changeMonuments
New roadside water pipes spawn empty. Getting them running means keeping two gearboxes turning inside Water Treatment Plant, and gears are consumed as they go.
Recheck your monument route
Major changeBalance
Prices are unchanged but stock is cut hard: 2 items instead of 10, restocking every 10 minutes instead of every 2.
Recheck costs and trade-offs
Major changeMonuments
The Apartment Complex introduced rentable rooms and player-run shops. Keep rent funded; a master key can also expose occupied rooms and shops to theft.
Understand the risk before renting
Major changeQuality of life
Clans added roles, permissions, their own chat and nearby member map positions, managed through Clan Tables. The clan system is disabled in Hardcore mode.
Coordinate beyond a regular team
Major changeWeapons
A deployable mortar introduced separate anti-personnel and structure-damaging shells. Aiming requires estimation; recoil and inaccuracy prevent perfectly identical repeated shots.
Account for attacks over obstacles
Major changeBuilding
Nine non-craftable upgrades added different workbench bonuses. They fit into a bench's inventory, so finding and protecting upgrades became another part of base progression.
Look beyond the workbench's tier
Major changeWeapons
The existing model became the Military Silencer and lost its crafting recipe. Craftable soda-can and oil-filter alternatives arrived with durability, damage and velocity trade-offs.
Recheck your suppressed weapon setup
Major changeFarming
A cooking workbench introduced recipes with stat bonuses. Meat can spoil; refrigeration pauses that timer, adding a reason to manage food storage and power.
Plan food preparation and storage
Major changeBuilding
Placing large external walls and gates gained a stationary placement delay. Wooden barricades were enlarged to serve as the quicker deployable cover option.
Change how you take cover in fights
Major changeGear
Small craftable and larger loot-only backpacks expanded inventory capacity. They occupy the backpack slot and drop on death, so the extra storage also becomes loot for someone else.
Carry more, but risk more on death
Major changeVehicles
The Attack Helicopter introduced a pilot-and-gunner combat vehicle. Homing launchers added a ground response, while wearable parachutes created new approaches from above.
Watch the sky and plan an escape
Major changeVehicles
Modular cars arrived with different chassis and interchangeable modules. Roadside wrecks became vehicles you can restore and configure using a vehicle lift.
Build transport around your load
Major changeFarming
Plant growth began depending on light, water, soil and temperature. Genetics and cloning let you preserve useful plant traits instead of starting from unknown seeds every time.
Manage crop conditions and genetics
Major changeQuality of life
The team interface added a way to identify teammates in-game, instead of relying only on matching clothing or asking someone to jump.
Identify allies during a fight
More to knowBuilding
Animal fences and gates are added to help keep livestock contained.
Recheck your base plan and upkeep
More to knowQuality of life
Throwing grenades, Timed Explosive Charges and Satchel Charges is now predicted on the client, reducing the delay felt on higher ping.
A smaller change to everyday play
More to knowNPCs and animals
Decorative frogs, rabbits, squirrels, sea turtles, crabs and jellyfish now appear in biomes that suit them.
Watch for changed NPC behaviour
More to knowBalance
Heavy Fuses last four times longer on servers with 10 or fewer players online, scaling back to normal at 100 players.
Recheck costs and trade-offs
More to knowGear
Cows provide milk, which can be skimmed into Skimmed Milk and Cream after 4 hours of refrigeration and used in new tea and pie recipes.
Recheck your equipment
More to knowPerformance
Rust is migrating from Unity's Built-in Render Pipeline to a custom Rust Render Pipeline, which Facepunch expects to give slightly better performance at first.
Performance depends on your setup
More to knowBuilding
Sandbag Barricades now have four stages, each upgraded by stacking another sandbag on top, with the final stage being a pillbox.
Recheck your base plan and upkeep
More to knowQuality of life
More than 70 dropped items now use dedicated world models, alongside refreshed Flashlight, arrow and Salvaged Hammer art.
A smaller change to everyday play
More to knowPerformance
The update changes physics scaling, trims memory and VRAM use, and pools vehicles to reduce recreation stutters.
Performance depends on your setup
More to knowBalance
Sprinklers push Radwater through more armour types, while SAM Sites intercept hostile drones more reliably.
Recheck costs and trade-offs
More to knowEvents
Oil rigs, Cargo Ship, Patrol Helicopter, Bradley and satellite crash sites now preserve more of their state through a restart.
Plan for changed world events
More to knowMonuments
The pressurised tank and gearboxes now provide predictable water-flow time and scale pipe output with pressure.
Recheck your monument route
More to knowDLC and skins
A paid pack with two real mini-games. The pool table and dart board are self-contained, playable in real time, and keep a score other people can try to beat.
Optional content, not core progression
More to knowMonuments
With the grid active, or the side generator running, the garage door works from a switch and the car lift inside becomes usable.
Recheck your monument route
More to knowFixes
Hover looting a body bag did nothing when the item needed a clothing swap. In a fight that meant unequipping your own armour by hand mid-raid.
A previously broken interaction was fixed
More to knowPerformance
The main menu now loads only what it needs and streams the rest. On the server side, the experimental Jobs 4 mode gains fully parallel entity saving.
Performance depends on your setup
More to knowQuality of life
Bonus items from the Recycle Bin upgrade now land in a storage attached to the bin instead of needing to be caught as they appear.
A smaller change to everyday play
More to knowQuality of life
One respawn point at a time can be shown on the compass, and favourited bags sort to the top of the death screen list.
A smaller change to everyday play
More to knowWorld
Nodes inside safe zones could only be hit with a rock, so they piled up and consumed the global node population, starving the rest of the map.
Recheck where you gather and travel
More to knowGear
A new bind swaps between the shield on your back with ADS available, and the shield up and blocking. There is a cooldown of a couple of seconds between stances.
Recheck your equipment
More to knowMonuments
A new freezer inside the Supermarket produces a steady stream of chilled food for as long as it draws power from the grid, with a larger cache every so often.
Recheck your monument route
More to knowBalance
The headdress was too strong an early pick because it gave good head protection and still allowed a bandana. Crafting it now needs a workbench, in line with other helmets.
Recheck costs and trade-offs
More to knowPerformance
Several client optimisations reduce memory use by hundreds of megabytes and cut frame time in busy scenes.
Performance depends on your setup
More to knowNPCs and animals
Facepunch is enabling the newer navigation system on selected official servers before deciding whether to make it the default.
Watch for changed NPC behaviour
More to knowQuality of life
The painting UI can project the current brush onto an object, and crafting can choose a random unlocked skin per item.
A smaller change to everyday play
More to knowModding and admin
A full rewrite with a dolly camera, a keyframe timeline, a sandbox mode and PNG sequence export. It is off by default behind demo.newui while feedback comes in.
Relevant to creators and server owners
More to knowDLC and skins
The first wearable opened to the workshop in a while. Download the model from the in-game workshop under the Small Backpack item and add your own materials.
Optional content, not core progression
More to knowDLC and skins
A paid interactive deployable: carve away at a stone block until it is the shape you want, then leave it standing.
Optional content, not core progression
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