
The early game of Rust can be the most exciting, unfortunately players rush to fully automatic rifles as fast as possible to get an edge over their enemies. What if the early game could last forever....?The primitive mode brings us to a distant future where the knowledge of high tech items have been lost, leaving the inhabitants of the island only able to make basic items.

- Melee
- Bow, Compound Bow, Crossbow, Mini Crossbow
- Speargun
- Eoka
- Beancan Grenade, Molotov
- Flashlight Attachment
- Shields
- Removed Facemask
- Removed Metal Chest Plate
- Less Sulfur Nodes Spawn (50%)
- Increased Tech Tree Tax (2x)
- Jackhammer & Chainsaw (loot only)
- New travelling vendor trades
- Removed All Rockets & C4
- Removed MLRS
- Removed Metal Building Grade
- Removed Armored Building Grade
- Removed Armored Doors
- Removed C4, Rockets & Explosive ammo
- Removed Monuments (Oil Rig, Missile Silo, Excavator, Underwater Labs)
- Removed Underground Train System
- Removed Scientist NPCs (vendors remain)
- Disabled Patrol Heli Event
- Disabled Cargo Ship Event
- Disabled Bradley APC
- Increased Wild Horse Spawns (2x)
- Removed Helicopters (Minicopter, Scrap Transport Helicopter, Attack Helicopter)
Introducing 4 new vehicles: the siege weapons!


The catapult is capable of launching powerful projectiles with a large impact radius.

- Scattershot: multiple rocks in a spread
- Firebomb: ignites on impact, spreading flames
- Propane Explosive Bomb: high-damage explosives, damages construction
It can also launch players. Use at your own risk.

You can also use the Firebomb and Propane bombs as a deployable raiding tool. Once deployed they will start to spark when they take any damage and explode after several seconds. When used in this way bombs will do less damage.


The Siege Tower provides a new way to get into compounds, high open windows or help with a raid. As the heaviest Siege Weapon, these towers lack some mobility, but make up for it in strength. Like the other Siege Weapons: The Siege Tower can be towed by a horse, or pushed to get it into position.



The battering ram is a heavy fuel-powered vehicle you can drive around. Its reinforced arm can be used to destroy wooden and stone constructions



The ballista is a massive, wheeled crossbow designed for long-range combat. It can be deployed on terrain and towed by horses.


- Pitchfork Bolt: large sweeping projectile
- Piercer Bolt: penetrates armored vehicles
- Hammerhead Bolt: heavy and solid, deals damage to doors
- Incendiary Bolt: ignites on impact, spreading flames

Shields are a new backpack slot item that allows you handle frontal threats with ease. Simply equip the shield in your backpack slot and equip a compatible single handed weapon and the shield will automatically appear.



In the spirit of a primitive mode, we wanted to add another arrow weapon. The Mini Crossbow is a fresh take on the Crossbow. Providing 4 shots in a rotating barrel, at the cost of some damage and range.



Horses have been completely overhauled and should feel much better to play with.
- They can now traverse most terrain types and monuments
- New movement mechanics allow them to skid by pressing CTRL when galloping
- They can swim, auto-avoid trees and be pulled when led


This month, we’re introducing the new Medieval Pack DLC - a themed collection featuring 8 new items and skins consisting of the new Medieval Barricade, Knights Armour clothing skins, Medieval Large Wood Box skin, the Medieval Assault Rifle skin and Medieval skins for the Sheet Metal Door and Double Doors.The pack can be purchased from the Rust Steam item store. Knight Armour Set Arise a brave Knight with these chivalric skins for the Coffeecan Helmet, Roadsign Jacket and Roadsign Kilt.














Temporary player ragdolling has been added for bikes and horses.Taking large amounts of collision damage on bikes and horses will result in the player being flung from their seat and eventually getting back up (assuming they haven't died in the process). Players can also be flung from the saddle of a horse if it's had too much airtime or has slid too far. Horses will ragdoll in these cases as well.

We've been slowly building up the feature set of our admin ESP system over the years, mostly due to the demands of various streaming events. This was restricted to using the debug/flying camera, it will now work as expected while in first person perspective spectating. Many server admins have asked for this to have better situational awareness while spectating players.It uses the same convars as the normal ESP system so you shouldn't need to do anything new. All of the existing convars will apply, this includes:
- ESPCanvas.MaxNameplates
- ESPCanvas.OverrideMaxDisplayDistance
- ESPCanvas.DisableOcclusionChecks
- ESPCanvas.ShowHealth
- ESPCanvas.ColourCodeTeams
- ESPCanvas.UseRandomTeamColours
- ESPCanvas.DisplayDistanceMultiplier
Pickup sleeping bags
Players can now pick up any sleeping bag as long they are in TC rangeIO Reskinning
Can now reskin IO deployables with the spray can without disconnecting it entirelyPhone names
Phones can now have names up to 30 characters longPumpkin Rolling
Dropped pumpkins no longer roll indefinitelyBackpacks on Weapon Racks
Backpacks and shields can now be used with weapon racks. SOCIAL INTEGRATIONS
We're rolling out a social integration layer to Rust this month, no more messing around with overlays or alt-tabbing - you can now view, chat, invite, and add friends, all from right inside the game.

Twitch Drops are back! And from more of our favourite creators on the rise that you should definitely start to recognize!Be sure to sync up[twitch.facepunch.com] at to claim your Drops after watching these fantastic creators on Twitch.

TL;DR - Shipping Linux binary; Server profiler should have less impact when idle and recording by gathering less data; if it fails to generate a snapshot, you can now export a debug binary snapshot and share it with us. Linux Support This update will contain a library built for Linux environment. The library is a native recorder, so the interface (the "perfsnapshot" command) works the same.The library has been built on Ubuntu 24.04.1 via GCC 13.3 in C++20 mode and it depends on POSIX utilities (dlopen, dlsym) - so it should be accessible everywhere. Profiler Overhead Since the first release of our internal profiler, we got the opportunity to test it in the real world conditions. My first tests were rough (could only capture 1-2 frames worth of data before ballooning to multiple gigabytes of data) and I got feedback from number of server owners that not only it doesn't produce snapshots in some situations, it also has idle overhead - just enabling profiler can have a 5-10fps on a high-pop server.I've spent some time this update cycle to to reduce this overhead, as in the current conditions it severely reduces the benefit we can get out of the tool. I've tackled it from a couple angles: Reduced how much Code we capture The profiler works by annotating every code method that it encounters, wrapping it in a set of calls that dispatch to different Mono profilers. Comparatively, for complex and expensive methods these call are unnoticeable, but for small utility functions that do a trivial thing (change a bool, set a bit, append to a list, etc) the dispatching calls add massive overhead (we're talking 10x+ the cost of the utility function). Lastly, these dispatching calls are cheaper when the profiler is enabled, but not capturing - but they are still not free.Originally I set up a number of annotation filters to exclude some known and safe code (stuff from System.Collections.Generic namespace, for example), but it still left a lot of "fat" that we could trim. Here's the before and after of the changes affecting our player processing loop:


- Hash functions
- Casting & comparison operators
- Property getters
- UnityEngine.CoreModule related code
- Enumerators
- Anything Math related
- Our internal collections (like BufferList)
- Serialization code

- Continue trimming down on annotated functions - there's still plenty to reduce.
- Need to expose the annotation filter to server owners - right now it's all hardcoded which is limiting
- Need to expand allocation tracking - right now we just track how much we allocated on main thread. We could track allocated object types, and figure out a better way to display it on Perfetto.
- Emit more metadata about the performance state - provide manual annotation tools to emit the scope of workload for our team, or to show cross-thread dependencies.
- Explore automatic capture during frame spikes.

To celebrate the release of this month's Primitive update, we're having a flash sale!
For the next 48 hours, Rust and all Steam DLC's will be 50% off.Treat your new squad mate to a copy on Steam.