Hotfixes and Forward Progress
12:00am EST - Rust’s next update is already taking shape on staging, with a mix of new systems, ongoing reworks, and a handful of interesting additions. This week brings continued progress on the apartment complex, early work on a new tech tree prototype system, and some solid improvements to industrial gameplay and player visuals.
Post-Wipe Hotfixes
Following last week’s forced wipe and update, Facepunch pushed out a series of rapid hotfixes targeting performance, visuals, and a handful of gameplay issues.
Initial hotfix focused on stability, reverting changes that were causing poor server performance
Water wheel audio improved, especially when mounted or interacting in water
Fixed map preview not showing in the server browser modal
Console improvements
Copying player IDs no longer includes “SteamID” text
Escape key now properly closes console even with text in search
Fixed invisible terrain issues on lower-end systems
Fixed volumetric cloud errors (including workshop-related issues)
Fixed boat I/O incorrectly connecting to tanker modules
UI fixes
Connected friends text size corrected
Water wheel power generation text no longer overlaps
Fixed Green Keycard spawning inside Junkyard desk
Fixed burst cloth issue on Chicken Costume skin viewer
Various store-related fixes
Additional fixes in a follow-up update
Fixed tech tree unlock sound being too loud
Fixed descending on jungle vines
Fixed party.connectparty autofilling the console before client.connect
Fixed world.rendermap command not working on client
Fixed missing terrain/foliage and blur in report images
Fixed workshop error for BBQs
Fixed flexvirtualscroll error
Fixed overly strict RCON connection attempt limits
Added safety check to console layer options
Hotfix 3 addresses an exploit
Crypt Stone Building Skin
A new stone building skin has hit staging, and it’s one of the more unique visual overhauls we’ve seen in a while. The “Crypt” skin gives stone structures a darker, gothic look, with skulls and bones embedded directly into the textures. The hard side leans heavily into this theme with dense skull detail, while the soft side features more subtle lined patterns. Overall, it reads as a darker, gray-toned version of stone that still fits naturally into Rust’s world.
The set includes full coverage across building pieces, with matching stairs, ramps, and roof elements. Roof trim details stand out in particular, featuring skull accents that give it a bit of a Doom/Quake vibe. From a gameplay perspective, it behaves like other building skins, with no changes to peeks or exploits. It’s currently available on staging for testing (admin required), and is expected to release as a DLC alongside other building skin packs.
Apartment Complex Expansion
Work on the apartment complex monument continues to ramp up, and it’s shaping up to be a much larger system than just a new location. This week introduces a shift toward fully entity-driven apartment rooms (small, medium, and large), along with a new building controller that looks to manage the entire system behind the scenes. Alongside that, we’re starting to see early hooks into gameplay systems, including placeholder pricing for rooms and the foundation of an item taxation system tied to resources like HQM and sulfur.
On the visual and world side, the monument itself is getting a steady stream of polish. New doors, windows, roof elements, and interior props are being added, along with collision and structural improvements across the area. There’s also early work on vendor NPC interactions tied to the apartments, hinting that this feature may eventually tie into trading or services. Overall, this continues to look like one of the more ambitious in-progress features currently on staging.
Tech Tree & Workbench Upgrades
The tech tree is continuing to evolve with the addition of a new “prototype” system, which looks to sit alongside the existing unlock and multi-unlock functionality. Instead of fully unlocking items, players may be able to access prototype versions, with the UI now adapting to reflect whether you’re unlocking a full item or just a prototype. The system is still in active development, but the groundwork is being laid for more flexible progression paths.
Alongside this, a new workbench upgrade system is starting to take shape. Workbenches now support upgrade slots through a dedicated UI panel, with different tiers allowing for varying numbers of upgrades. While still early and using placeholder values, this points toward a deeper customization system for crafting that could expand how players progress and specialize throughout a wipe.
Industrial & Automation Improvements
Industrial gameplay is getting a handful of meaningful updates this week, starting with the addition of a new industrial large furnace. This is a new deployable with its own prefab, materials, and setup, likely aimed at expanding automation options for larger-scale smelting setups. Alongside that, work continues on an industrial decor pack, suggesting more themed deployables may be on the way.
Behind the scenes, the pipe system is seeing improvements with a new merging system designed to better handle connected networks and reduce complexity in larger builds. Windmills have also received fixes and cleanup, improving their behavior and consistency. Altogether, these changes continue to build on Rust’s growing automation layer, with a clear focus on scaling up industrial systems.
Player Model & Character Updates
The player model overhaul continues to move forward and has now started landing into the main branch, with a wide range of updates to heads, hair, and overall character visuals. This includes new hairstyles, improvements to existing cuts, and a full pass on materials and dye systems. Head models have also been updated with additional UV channels and more consistent shaping, helping unify how characters look across the board.
There’s also been ongoing work on clothing and skinning, with updates touching multiple outfits and improving how gear fits and animates on player models. While still clearly a work in progress, these changes mark a noticeable step toward a more polished and consistent character system, with more updates likely to follow as development continues.
Tin Can Alarm Improvements
The tin can alarm has been expanded into more of a functional trap, now capable of dropping items when triggered. This opens up a range of new uses beyond simple alerts, allowing players to set up reactive defenses or creative trap setups.
Currently supported items include grenades, molotovs, flashbangs, smoke grenades, supply signals, and more, making it a surprisingly versatile tool. There’s also a slight delay before the item triggers, giving it a bit of counterplay while still being effective in the right setup.
Fixes & Improvements
Fixed build blocking preview issues at harbors and swamp cabins
Fixed missing terrain and foliage in report screenshots
Fixed blurry report screenshots and UI text issues
Fixed kapok tree collider issues affecting vine interaction
Fixed workbench and wallpaper-related errors (NREs)
Fixed scientists not shooting or getting stuck in combat loops
Fixed networking edge cases where players were not detected across cell boundaries
Fixed console autocomplete behavior and ranking
Fixed radtown signage becoming blurry after prior optimizations
Fixed terrain handling issues
Fixed shadow/graphics-related issues (including editor error spam and sky rendering problems)
Improved server browser functionality and persistence of filters (favorites sorting)
Improved console connection flow and quick join behavior
Improved general UI clarity
Crafting queue readability
Inventory notifications no longer blocking UI
Other Stuff
New environmental assets added, including concrete debris and structural elements
Industrial and roadside props continue to expand (including neon sign system rework and new art passes)
Neon signs reorganized and improved with new textures, materials, and “open/closed” variants
Vending machines and kiosks seeing backend improvements
Better handling of inventory, orders, and admin controls
Painting signs now possible while interacting
Reinforced building tier updated
Added gibs and improved prefab setup
Continued work on water-related systems (windmill and water wheel branches merged and iterated on)
Early groundwork for new systems
Vendor NPC conversations
Apartment economy hooks and backend systems
General backend and system refactors to support upcoming features