Rust / Features

Rust features, system by system

A deep guide to the systems that make modern Rust tick — from survival and raiding to farming, automation, vehicles, monuments, social play and server modes.

Rather than list every weapon, cosmetic or balance number, this catalogue focuses on mechanics that noticeably change how you play and how those systems connect.

173 features covered15 system familiesLive systems and future plans kept separate

Updated 7 October 2026: Livestock remains the latest named PC update. Cards flag server- or mode-specific behaviour where it matters, and future roadmap items are kept separate from features that are already live.

Feature families

Fifteen system families, not one feature list

The counts below are navigation aids. They do not imply every card has equal gameplay weight.

9Survival & recoveryPlayer-state pressure, healing and respawn systems define how long risk persists after combat or environmental exposure.20Combat & raidingCombat spans weapons, protection, siege tools and automated defence; raiding connects directly to building, progression and world objectives.15Progression & craftingGathering, processing, recycling, research and Workbenches form overlapping routes into technology rather than one linear level track.10Building & defenceConstruction is a persistent infrastructure system: stability, privilege, upkeep, access, vertical movement and active defence all interact.14World & explorationProcedural generation, biomes, navigation and traversal structures determine where resources, monuments and encounters can occur.16Major monuments & PvEMajor monuments are durable world destinations with distinct access, PvE, puzzle, extraction or progression roles; current location is kept separate from historical release mechanics.11Events, missions & activitiesDynamic events, missions and player-triggered objectives change the map over time without becoming permanent locations.12Economy & socialTrade, safe-zone services, rentals and social organisation create systems for cooperation and exchange alongside direct PvP competition.15Transport & traversalLand, rail, air and naval mobility now form a layered travel network with different access, storage and risk profiles.12Power & automationElectricity, RF, CCTV and industrial systems let developed bases sense, route, craft and react instead of remaining passive storage shells.10Farming, food & fishingWater, plants, animals, cooking and processing allow survival production to scale into specialist resource/economy loops.2Inventory & field logisticsCarry capacity and item-routing systems govern how much value can move through the world and how efficiently a developed base can handle it.9Servers & modesServer selection changes wipe cadence, rule configuration and access to alternative modes; these states must not be flattened into one Vanilla ruleset.9Communication, creative & remote playRemote-control, communication and creator systems support coordination, expression and community content beyond the core survival loop.14Platform, security & technicalPlatform, security and runtime records describe how the PC product is accessed and operated, not feature parity with Console Edition or Mobile.

Second expansion pass: durable systems previously hidden inside umbrella entries are now explicit where they create a distinct capability—especially siege tools, restraint, buried-loot exploration, raid sensors, Jungle traversal, refrigeration and server Creative Mode.

System relationships

How the catalogue fits together

Rust’s systems compound: progression feeds construction, construction enables automation and defence, and world objectives feed back into progression and economy.

Progression loop

Gather / loot → process / recycle → research / Workbenches → craft → deploy.

Base infrastructure

Privilege / upkeep → access → power / water → industry → defence / remote control.

World risk

Procedural map → monuments / events → NPCs / players → loot → transport / extraction.

Survival production

Water / crops / animals → cooking / teas → trade / fuel → longer field operations.

Social/server layer

Teams / contacts / clans → trade / rentals → server rules / wipes → alternate modes.

Keep in mind: a current feature can still have a server-, mode- or platform-specific scope. The badge and boundary text are part of the record, not optional caveats.
Recently changed systems

The catalogue is still moving

Recent updates changed mature system families without replacing the whole architecture.

Livestock & Biofuel

Cows, sheep, genetics, barter, food resources and Biofuel expanded farming and economy.

Power-grid loot rooms

New loot spaces expanded the maintained-monument/power-grid layer.

Building & event pressure

Upkeep scaling, monument blockers and Attack Helicopter changes altered base/world interactions.

Clans & rentable spaces

Clan organisation, apartments and rentable shops broadened the social/economic layer.

Showing 173 features
Survival & recovery

Survival & recovery

Player-state pressure, healing and respawn systems define how long risk persists after combat or environmental exposure.

9 features

Hunger and hydration

Food and water remain part of the core player-state loop and influence how long a player can stay away from secure supplies.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Temperature and environmental exposure

Biomes, weather/exposure and equipment can change environmental pressure; the catalogue avoids freezing local damage values.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Radiation

Radiation remains a location/equipment pressure around parts of the world; exact per-location thresholds are deliberately not frozen here.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Sources: The Map — Rust Wiki

Keep in mind: Do not turn historical radiation values into a universal current table.

Bleeding and bandaging

Bleeding is a distinct recovery pressure and Bandages remain a current treatment item.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Medical healing

Medical Syringes and other healing items remain part of active recovery rather than health restoring automatically after combat.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Wounded-state recovery

The wounded state remains part of combat recovery; the current Large Medkit record still exposes a guaranteed-recovery interaction when carried correctly.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Death, loot loss and respawn points

Death can expose carried inventory; sleeping bags and beds provide chosen respawn options whose limits can vary by server or mode.

CurrentPC Main / server-configurable
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Sources: Bags to Battles

Keep in mind: This is the parent death/respawn family. Sleeping Bags and Beds are catalogued separately as current implementations; map/Blueprint wipe rules remain server/mode concerns.

Sleeping bags

Sleeping bags are assignable respawn points with a relatively long reuse cooldown, giving players recoverable spawn anchors outside ordinary random respawn.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Sources: Sleeping Bag — Rust Wiki · Bags to Battles

Keep in mind: Respawn-point caps and timers can be server/mode sensitive; this record does not generalise one configuration globally.

Beds

Beds provide indoor respawn points that can be reused more frequently than sleeping bags, creating a stronger but more infrastructure-dependent respawn option.

CurrentPC Main
Connects tocombat · food/farming · respawn · logistics
Sources & notes

Sources: Bed — Rust Wiki · Bags to Battles

Combat & raiding

Combat & raiding

Combat spans weapons, protection, siege tools and automated defence; raiding connects directly to building, progression and world objectives.

20 features

Melee and ranged combat

Rust supports an escalation from improvised melee/ranged tools into firearms and specialised weapons.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Armour and protection

Wearable armour and protective equipment remain part of combat progression, with equipment continuing to receive additions and reworks.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Ammunition and weapon progression

Ammunition supply and weapon access are linked to looting, crafting and progression rather than an isolated combat loadout screen.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Mortar siege weapon

The Mortar is a dedicated siege addition in the modern raid toolbox rather than evidence that every server uses the same raid meta.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Traps, alarms and automated defence

Bases can combine traps, alarms, turrets and powered logic so defence extends beyond walls and doors.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: Upgrade hard, raid harder · Smart Alarm — Rust Wiki

Keep in mind: This is the broad defensive family. Auto Turrets and SAM Sites are catalogued separately because they have different enough targeting and counterplay to deserve separate entries.

Hostile NPC combat

Scientists and other hostile NPCs create PvE pressure around monuments and world objectives inside the same PvP sandbox.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Weapon modifications

Supported weapons can accept muzzle, scope, underbarrel and magazine modifications that alter handling or add capabilities such as optics, lights, lasers and burst fire.

CurrentPC Main / compatible weapons
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: Weapon Mods — Rust Wiki

Night vision equipment

Night Vision Goggles provide a dedicated low-light vision option with their own equipment and recharge constraints.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: Night Vision Goggles — Rust Wiki

Auto Turrets

Auto Turrets remain a powered automated-defence system that can mount suitable weapons and participate in base security rather than functioning as a simple static trap.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: Common Ground · Upgrade hard, raid harder

Keep in mind: Nearby-turret interference and server balance changes can alter effective defensive layouts; placement is not unlimited active firepower.

SAM Sites

SAM Sites provide anti-air base defence and can counter player aircraft and MLRS rockets; their current ammunition identity remains documented.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: The Hot Air Balloon Update · SAM Ammo — Rust Wiki · MLRS & desert base update

Remote-detonated explosives

Rust supports remotely triggered explosive raiding through the RF/control lineage rather than requiring every charge to detonate only through a fixed local timer.

CurrentPC Main
Connects toprogression · building/defence · monuments · transport
Sources & notes

Sources: RF Transmitter — Rust Wiki · RF Receiver — Rust Wiki

Keep in mind: This does not make all explosives remotely controllable or erase ordinary timed/fused explosive behaviour.

Player restraint: Handcuffs and Prisoner Hood

Handcuffs can restrain surrendering or wounded players, while the Prisoner Hood restricts vision and map access, creating a player-capture interaction distinct from simply downing or killing an opponent.

CurrentPC Main
Connects towounded state · social encounters · inventory risk · transport
Sources & notes

Sources: Handcuffs — Rust Wiki · Prisoner Hood — Rust Wiki · Road Renegades

Important boundary: Restraint is an interactable player state with breakout/counterplay; it is not evidence of a formal arrest, faction or quest system.

Homing missile launcher and flare counterplay

The Homing Missile Launcher adds active-guidance anti-air combat: the operator maintains target tracking while aircraft can use line-of-sight breaks and flares as countermeasures.

CurrentPC Main
Connects toair transport · anti-air defence · ammunition · raiding
Sources & notes

Sources: Homing Missile Launcher — Rust Wiki · Airborne

Important boundary: Do not assume every airborne entity is targetable under identical rules; some targets depend on server configuration or vehicle-specific behaviour.

Shields

Craftable shields add active frontal protection while retaining one-handed weapon/tool use, creating a defence layer separate from passive armour.

CurrentPC Main
Connects tomelee combat · armour · Primitive · early progression
Sources & notes

Sources: Wooden Shield — Rust Wiki · Primitive

Important boundary: Shields were introduced alongside Primitive but are not Primitive-only; current shield items are part of the wider PC Main item set.

Catapult siege weapon

The Catapult is a towable improvised siege platform that fires specialised projectiles, including structure-damaging ammunition, extending raiding beyond hand-carried explosives and firearms.

CurrentPC Main
Connects toraiding · horses · ammunition · base defence
Sources & notes

Sources: Catapult — Rust Wiki · Primitive

Important boundary: Released with Primitive, but Facepunch explicitly described the siege weapons as available in Vanilla as well.

Siege Tower

The Siege Tower is a towable covered structure that can approach fortifications and create elevated access, making physical positioning itself part of siege play.

CurrentPC Main
Connects toraiding · horses · building · access control
Sources & notes

Sources: Siege Tower — Rust Wiki · Primitive

Important boundary: It is a siege/access tool, not a replacement for ordinary base construction or ladders.

Ballista siege family

Stationary and mounted ballista variants provide long-range bolt fire, with the mounted form adding horse-towable mobility to a siege/defence weapon family.

CurrentPC Main
Connects toraiding · base defence · horses · ammunition
Sources & notes

Sources: Ballista — Rust Wiki · Primitive

Important boundary: Ballista variants have different mobility roles; the catalogue groups the family without treating every variant as mechanically identical.

Battering Ram

The Battering Ram is a repairable siege weapon designed to smash wooden and stone construction through direct physical assault rather than projectile explosives.

CurrentPC Main
Connects toraiding · building tiers · horses · repair
Sources & notes

Sources: Battering Ram — Rust Wiki · Primitive

Important boundary: Its structure targets and efficiency are not generalised here into a fixed raid-cost table.

Crafted armour slots and inserts

Compatible player-crafted armour can roll insert slots that accept specialised inserts, allowing projectile, radiation or heat protection to be layered onto selected crafted clothing rather than relying only on the base item.

CurrentPC Main
Connects toarmour · crafting quality · progression · environment
Sources & notes

Sources: Metal Armor Insert — Rust Wiki · Crafting Update

Important boundary: Slots apply to compatible crafted armour and are not a universal socket system for every clothing or loot-only armour item.

Progression & crafting

Progression & crafting

Gathering, processing, recycling, research and Workbenches form overlapping routes into technology rather than one linear level track.

15 features

Resource gathering

Wood, stone, ores and other gathered materials remain the foundation for crafting, building, upkeep and combat progression.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Components and monument loot

Looted components and monument resources feed crafting and technology progression alongside direct gathering.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Blueprint learning

Learned Blueprints remain the persistent knowledge layer for craftable technology, while modern Workbench construction separately uses Blueprint Fragments as a world-loot progression gate.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Sources: Meta Shift · Workbench Level 2 — Rust Wiki · Workbench Level 3 — Rust Wiki

Important boundary: Do not confuse the modern Basic/Advanced Blueprint Fragment Workbench gate with Rust’s older legacy Blueprint Fragment/Page/Book/Library progression system.

Scrap economy

Scrap remains a progression/economy resource, while late-2025 changes removed it from at least one former Workbench cost path.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Sources: Pivot Or Die

Keep in mind: Do not reuse older Scrap costs as current recipes.

Research Table

The Research Table remains a direct route for learning selected items rather than requiring every unlock to come through a Tech Tree.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Workbench tiers

Workbench tiers remain active crafting/progression surfaces. The modern Tier 2 and Tier 3 construction path uses Basic and Advanced Blueprint Fragments respectively, while Tier 1 remains the entry tier.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Tech Trees

Workbench Tech Trees provide directed unlock paths alongside research and looting.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Engineering Workbench

Electrical, water and industrial unlocks have a dedicated Engineering Workbench progression surface.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Workbench upgrades

Looted Workbench upgrades can modify Workbench benefits without replacing the tier 1→2→3 progression ladder.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Furnaces and ore smelting

Furnaces turn mined ores into refined materials, with ordinary and large furnaces supporting different throughput/placement trade-offs.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Sources: Furnace — Rust Wiki · Large Furnace — Rust Wiki

Oil refining and fuel production

Crude oil and fuel-processing systems feed transport, electricity and other resource loops; October 2026 also added Biofuel as a distinct organic Low Grade Fuel path.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Sources: Livestock Update · October Patch

Keep in mind: Do not merge historical player pumpjacks with today’s fixed/world oil-production architecture.

Recycler network

Monument recyclers convert components and recyclable items back into materials; protected safe-zone recycling trades safety for lower yield.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Repair Bench and item durability

The Repair Bench restores damaged items for a fraction of construction cost and also supports applying skins, making durability maintenance a separate loop from crafting replacements.

CurrentPC Main
Connects togathering · monument loot · crafting · economy
Sources & notes

Sources: Repair Bench — Rust Wiki

Blueprint Fragments

Basic and Advanced Blueprint Fragments are a current Workbench-construction gate: Tier 2 and Tier 3 progression now requires fragment items obtained through monument/event loot rather than Scrap alone.

CurrentPC Main
Connects toWorkbench tiers · monument loot · puzzles · airdrops · progression
Sources & notes

Sources: Meta Shift · Basic Blueprint Fragment — Rust Wiki · Workbench Level 3 — Rust Wiki

Important boundary: These are the modern 2025 fragment items, not the unrelated legacy Blueprint Fragment/Page/Book/Library progression system from Rust’s earlier history.

High Quality Metal ore nodes and collectables

Scarce High Quality Metal ore nodes and collectables now provide a direct world-gathering route into HQM, with the Jungle specifically called out as a better place to encounter the node.

CurrentPC Main
Connects toresource gathering · furnaces · high-tier crafting · Jungle
Sources & notes

Sources: Breach and Clear · High Quality Metal Ore — Rust Wiki

Important boundary: This is a current resource-acquisition path; exact spawn rates and biome distribution can change and are not frozen here.

Building & defence

Building & defence

Construction is a persistent infrastructure system: stability, privilege, upkeep, access, vertical movement and active defence all interact.

10 features

Building material tiers

Construction can be upgraded through stronger material tiers with different durability and upkeep implications.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Structural stability

Placement and stability constrain how far construction can extend and how a base can be supported.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Tool Cupboard privilege

The Tool Cupboard remains the ordinary centre of building authorisation within its privilege area.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Upkeep and decay

Tool Cupboard resources fund upkeep; insufficient upkeep can cause eligible construction to decay over time.

CurrentPC Main / server-sensitive
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Deployable barricades

Sandbag barricades remain a deployable defence and were substantially reworked in the October 2026 Livestock update.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Upkeep group scaling

September 2026 changed upkeep scaling for grouped building structures, affecting large-base maintenance economics.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Powered elevators

Stackable powered elevators provide controlled vertical travel inside multi-floor bases and can be called through their electrical control input.

CurrentPC Main
Connects toresources · upkeep · power · industrial automation · defence
Sources & notes

Sources: Elevator — Rust Wiki · Elevator Update

Deployable snapping

Supported deployables can snap against walls, corners and similar deployables through configurable placement modes, making precise base interiors less dependent on freehand positioning.

CurrentPC Main
Connects tobuilding · storage · electrical placement · base organisation
Sources & notes

Sources: Friends with Benefits

Important boundary: Snapping applies to supported deployables and placement modes; it is not evidence that every placeable object ignores ordinary collision or building rules.

World & exploration

World & exploration

Procedural generation, biomes, navigation and traversal structures determine where resources, monuments and encounters can occur.

14 features

Procedural maps

Rust’s standard world remains procedurally generated, while custom/community maps are also supported.

CurrentPC Main / server-selected
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Biome-driven world structure

Grassland, swamp, desert and snow remain part of the procedural world structure, with biome choice affecting routes and resources.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Jungle biome

The Jungle adds dense foliage, climbable/vine traversal, wildlife and dedicated monuments to the procedural world.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Sources: Jungle Update

Road, river and rail networks

Procedural maps expose roads, rivers, rail and underground connections that shape travel and monument access.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Cliffs and refreshed terrain

World Update 2.0 substantially reworked cliffs, rock formations and river/world generation rather than leaving the original procedural terrain unchanged.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Day/night cycle

Daylight and darkness remain meaningful travel/combat states, with 2026 extending daytime as part of the Shipshape update.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Sources: Shipshape

Ocean and offshore world

The ocean contains offshore monuments, underwater locations, salvage/loot and naval routes rather than functioning as empty map boundary.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

In-game map and compass

Players have a persistent world map and directional navigation layer rather than relying on the old carried map-only architecture.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Shared map markers and pings

Teams can coordinate through shared map markers/pings, extending navigation from personal orientation into group communication.

CurrentPC Main / team context
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Sources: Teams — Rust Wiki

Keep in mind: Exact ping affordances can depend on equipped tools or later UI changes; this is not a fixed control-layout specification.

Natural caves and underground spaces

Rust’s world includes natural/underground spaces alongside surface biomes and monument interiors, creating hidden building/exploration geometry beyond open terrain.

CurrentPC Main / generated maps
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Dynamic weather

A rebuilt dynamic-weather system can alter visibility and environmental conditions without changing the underlying procedural map seed.

CurrentPC Main
Connects tobiomes · navigation · monuments · resource distribution · traversal
Sources & notes

Sources: The Map — current monument/event index

Keep in mind: This record does not freeze the frequency, intensity or server configuration of individual weather states.

Metal detector exploration

The Metal Detector creates a distinct exploration loop around buried metal-object sites, with rewards varying by area rather than coming from ordinary visible node harvesting.

CurrentPC Main
Connects toexploration · loot · progression · monuments
Sources & notes

Sources: Metal Detector — Rust Wiki · Road Renegades

Important boundary: This is a search/recovery tool, not a replacement for ore-node harvesting or the Recycler economy.

Jungle vertical traversal

The Jungle adds climbable kapok trees and vine swinging, creating local vertical/traversal options that do not exist as a universal movement system across every biome.

CurrentPC Main
Connects toJungle biome · rivers · exploration · wildlife
Sources & notes

Sources: Jungle Update · Surviving 12 Years

Important boundary: Climbing/vine traversal is biome/content-specific and should not be presented as a universal tree-climbing mechanic.

Jungle wildlife and hunting interactions

Tigers, panthers, crocodiles and snakes expand the wildlife threat model in and around the Jungle; related food/tracking systems create reasons to hunt rather than treat animals only as generic resource nodes.

CurrentPC Main
Connects tosurvival · Jungle · food · hunting
Sources & notes

Sources: Jungle Update · Surviving 12 Years

Important boundary: Species distribution and balance are world-dependent; the catalogue does not imply every animal spawns in every biome.

Major monuments & PvE

Major monuments & PvE

Major monuments are durable world destinations with distinct access, PvE, puzzle, extraction or progression roles; current location is kept separate from historical release mechanics.

16 features

Large monument network

Airfield, Launch Site, Oil Rigs, Military Tunnels, Power Plant, Train Yard, Underwater Lab and other large monuments structure shared objectives.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Sources: The Map — Rust Wiki

Keep in mind: This is the monument-network family. Major current monuments with distinct activity architecture are catalogued separately below rather than hidden inside this umbrella.

Keycard/fuse monument puzzles

Selected monuments use access/power puzzle structures that gate deeper loot routes instead of offering one flat loot tier.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Bradley APC / Launch Site encounter

Launch Site remains a large monument whose Bradley APC creates a high-risk armoured PvE objective separate from the roaming Attack Helicopter event.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Military Tunnels

Military Tunnels remain a large scientist-defended monument and progression destination in the current generated world.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Underwater Labs

Procedural Underwater Labs provide submerged multi-room PvE/puzzle spaces accessed from the ocean, extending monument gameplay below the surface.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Nuclear Missile Silo

The Missile Silo is a deep underground scientist/loot monument that became a higher-tier red-keycard destination in later progression tuning.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Sources: R.U.S.T · Meta Shift

Giant Excavator

The Giant Excavator remains a diesel-powered, scientist-defended bulk-resource monument whose outputs are contested at external drop points.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Desert Military Bases and MLRS

Procedural desert military bases contain stationary MLRS launchers that can fire long-range barrages at non-safe-zone targets and interact with SAM defence.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Sources: MLRS & desert base update · SAM Ammo — Rust Wiki

Tutorial Island

Tutorial Island provides a protected guided onboarding space for learning basic controls/mechanics before entering ordinary multiplayer play.

CurrentPC Main / compatible servers
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Sources: Lighting The Way

Keep in mind: Availability is server/client-context dependent; it is not a universal replacement for ordinary spawning on every server.

Fishing Villages and boat shops

Fishing Villages combine safe-zone/vendor functions with boat/submarine access and fishing-related economy, linking ocean traversal to NPC services.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Arctic Research Base

Arctic Research Base remains a large cold-biome monument, adding a climate-specific scientist/loot destination to the world.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Quarry monuments / fixed extraction

Fixed Quarry monuments remain part of generated worlds as contested resource-extraction sites, replacing the old craftable-player-quarry architecture.

CurrentPC Main
Connects toworld layout · puzzles · PvE · loot/progression · extraction
Sources & notes

Sources: The Map — current monument/event index · Devblog 189

Keep in mind: The current Facepunch Wiki item for the old Mining Quarry is admin-only; do not describe player-placed quarries as an ordinary live feature.

Jungle monuments: Ziggurat and Remnants

The Jungle brought its own monument architecture, including the Ziggurat and smaller Jungle Remnants, extending monument exploration into the biome rather than leaving it as terrain-only content.

CurrentPC Main
Connects toJungle · PvE · loot · exploration
Sources & notes

Sources: Jungle Update · Surviving 12 Years

Important boundary: This record groups the Jungle-specific monument family; it does not imply identical loot, NPC or puzzle rules across each site.

Monument blockers

Red-keycard monument routes can begin a wipe with destructible blockers that delay early access to puzzle-room loot, adding a temporary physical gate on top of keycard/fuse progression.

CurrentPC Main
Connects tored-card puzzles · raiding damage · wipe progression · monuments
Sources & notes

Sources: Breach and Clear

Important boundary: Blockers are destructible/decaying obstacles and do not replace the underlying monument puzzle or remain a permanent rebuilt wall after destruction.

Events, missions & activities

Events, missions & activities

Dynamic events, missions and player-triggered objectives change the map over time without becoming permanent locations.

11 features

Attack Helicopter event

The roaming Attack Helicopter remains a contested world event. September 2026 added damage-based armour loss that progressively exposes the crew, changing how the encounter can be countered.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Breach and Clear

Important boundary: This is the roaming Attack/Patrol Helicopter event, not player-owned helicopters or Hot Air Balloon armour.

Chinook / Locked Crate event

The Chinook can deliver Locked Crates to monuments, creating timed contested objectives.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Airdrops

Aircraft-delivered supply drops remain recurring world objectives that can pull multiple players into the same area.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Cargo Ship event

Cargo Ship remains a moving offshore objective with locked-crate value and harbour interaction.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

NPC missions

NPC missions provide specific objective/reward interactions beyond freeform survival. Later mission additions include an Outpost-related objective that can unlock an Outpost spawn point, alongside Naval-era mission content.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Missions Update · Friends with Benefits · Naval Update

Important boundary: Mission availability, prerequisites and rewards can change; historical mission release notes do not prove that every older mission remains identical.

Player-maintained monuments

Player Maintained Monuments link Power Plant restoration to island-wide infrastructure: powerline electricity, recycler efficiency, powered services and player-triggered monument activities become conditional on keeping the grid running.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Power Trip · Breach and Clear

Important boundary: This is a shared world-state system. Individual outputs such as Satellite Crash, Dome pumping and Airfield triggers remain separate feature records where the player interaction is meaningfully different.

Power-grid loot rooms

October 2026 added new power-grid loot rooms across many monuments.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Power Plant grid restoration

Power Trip allows players to restore island-grid functions from Power Plant using Heavy Fuses, unlocking power-dependent world services and loot opportunities.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Power Trip

Satellite Crash event

Launch Site can trigger the Satellite Crash as part of the Player Maintained Monuments system, adding a player-initiated contested world event.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Power Trip

Airfield-triggered world events

Airfield terminals can trigger airdrop and cargo-helicopter activity when the island power system is sufficiently restored.

CurrentPC Main
Connects toworld events · missions · PvE/PvP pressure · player triggers
Sources & notes

Sources: Power Trip

Keep in mind: These triggers depend on the maintained-monument power state; they are not unconditional passive events.

Dome crude-oil pumping

When the island power system is active, Oil Rig controls can pump crude oil toward Dome for a timed collection window, with a tanker vehicle module required to drain and transport it.

CurrentPC Main
Connects toPlayer Maintained Monuments · Oil Rigs · Dome · modular cars · resource economy
Sources & notes

Sources: Power Trip

Important boundary: The pumping loop depends on restored Power Plant state and specific Oil Rig controls; it is not an always-on passive crude source.

Economy & social

Economy & social

Trade, safe-zone services, rentals and social organisation create systems for cooperation and exchange alongside direct PvP competition.

12 features

Player vending machines

Player vending remains a route for asynchronous trade and shop-style economies.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Outpost safe-zone services

Outpost remains a safe-zone service/economy hub with vending and shared facilities.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Drone marketplace

Outpost’s marketplace/drone economy lets players buy from eligible vending listings without travelling to the seller’s base. Since September 2026, drone deliveries also depend on the island Power Plant charge state.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Sources: Outpost — Rust Wiki · Breach and Clear

Important boundary: Marketplace availability can now depend on maintained world power; it is not an unconditional delivery service in every moment of a wipe.

Rentable shops

Common Ground introduced rentable shop spaces as another layer of player commerce.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Sources: Common Ground

Apartment Complex / rentable housing

The Apartment Complex adds a formalised housing/rental interaction inside the world rather than only player-built accommodation.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Sources: Common Ground

Livestock barter

Grown cattle and sheep can be sold through the Stable vendor economy for resource offers tied to animal quality.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Teams

Teams provide shared map visibility, markers and team chat for coordinated groups.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Pre-server party system

The party system can help friends join the same server and initially coordinate team/spawn behaviour.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Clans and Clan Tables

Clans add a broader organisation layer with roles, permissions, chat and Clan Tables; they are distinct from Teams.

CurrentPC Main; excluded from Hardcore in Jul 2026 spec
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Sources: Common Ground

Contacts / relationship tracking

Contacts let players classify encountered people and feed relationship/nametag context; 2026 server work still references the active RelationshipManager lineage.

CurrentPC Main
Connects toNPC services · player trade · progression · social organisation
Sources & notes

Travelling Vendor

A roaming NPC vendor can travel road networks, stop for nearby players and sell a changing selection of goods, adding a moving commercial opportunity rather than a fixed safe-zone shop.

CurrentPC Main
Connects toroads · NPC economy · map events · progression
Sources & notes

Sources: Road Renegades · Spring Clean

Important boundary: Availability depends on map/server conditions; do not treat the event as guaranteed on every seed or at every moment.

Crafted-item maker history

Supported unstackable crafted items can retain the name of their original maker and how they were produced, preserving the original maker history even after the item changes hands.

CurrentPC Main
Connects tocrafting · trade · looting · social history
Sources & notes

Sources: Crafting Update

Important boundary: The delivered system records one original owner for supported unstackable items; it is not a full chain-of-custody history for every item stack.

Transport & traversal

Transport & traversal

Land, rail, air and naval mobility now form a layered travel network with different access, storage and risk profiles.

15 features

Horses

Rideable horses remain part of land travel and are still connected to Stable infrastructure.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Bicycles and tricycles

Pedal bikes provide fuel-free road/monument transport, with later updates continuing to reference bike handling.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Road Renegades · Meta Shift

Motorbikes

Fuel-powered motorbikes provide fast land travel, including a sidecar variant for a second player.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Road Renegades

Modular cars

Cars remain part of road transport and can appear across the procedural world, including Jungle roads after 2025 polish.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Nerfed, Buffed, Balanced?

Rail and trains

Surface/underground rail remains part of the procedural transport network and world logistics.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Boats and buildable naval craft

Rust supports watercraft, with the 2026 Naval line substantially expanding player-made boats and deep-sea travel.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Naval Update · Shipshape

Keep in mind: This is the broader boat/naval family. Submarines, the Diver Propulsion Vehicle and Fishing Village access remain separate records where their capabilities are meaningfully different.

Submarines and underwater travel

Submersible/underwater traversal remains part of the ocean feature set alongside underwater monuments and salvage.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Minicopter / air transport

Player air transport remains part of Rust’s traversal stack; acquisition details can vary with world infrastructure and server settings.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Parachutes

Parachutes remain craftable/researchable traversal equipment for controlled descents and route changes from height.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Diver Propulsion Vehicle

The hand-held DPV extends underwater mobility for diving and ocean exploration.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Powerline ziplines

Powerline towers can form zipline routes that create fast point-to-point traversal across parts of generated maps.

CurrentPC Main / generated maps
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Hot Air Balloon

Hot Air Balloons provide fuelled wind-dependent flight, adding a very different traversal profile from powered helicopters.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: The Hot Air Balloon Update

Scrap Transport Helicopter

The Scrap Transport Helicopter provides larger-capacity player air transport distinct from the smaller Minicopter.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Airborne

Keep in mind: Do not collapse all helicopters into one vehicle: Attack Helicopter is a world event, Minicopter and Scrap Transport are player transport, and later Attack Helicopters are a separate player vehicle lineage.

Modular Car Lift and vehicle configuration

The powered Modular Car Lift is the servicing/configuration surface for modular cars, allowing vehicle modules/components to be changed rather than treating cars as fixed prefabs.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes

Sources: Modular Car Lift — Rust Wiki · Modular Vehicles Update

Rail freight and train logistics

Rust’s rail system extends beyond riding workcarts: locomotives, coupled wagons and freight unloading connect surface rail to resource logistics.

CurrentPC Main
Connects toworld routes · fuel/maintenance · monuments · logistics
Sources & notes
Power & automation

Power & automation

Electricity, RF, CCTV and industrial systems let developed bases sense, route, craft and react instead of remaining passive storage shells.

12 features

Electrical generation and storage

Player bases can generate, store and distribute electrical power to devices and automation networks.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Water Wheel generation

Water Wheel generation expanded the available power-production options in 2026.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Sources: Spring Clean

Electrical logic and sensors

Switches, sensors and IO logic let powered bases react conditionally instead of running every device continuously.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

RF signalling

RF transmitter/receiver components remain current craftable/researchable signalling tools inside Rust’s electrical ecosystem.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Sources: RF Transmitter — Rust Wiki · RF Receiver — Rust Wiki

CCTV / camera networks

Powered CCTV cameras remain a current realtime surveillance system when paired with the Computer Station.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Sources: CCTV Camera — Rust Wiki

Keep in mind: This record covers camera-network hardware; the Computer Station control hub and player drones are separate capabilities.

Smart Alarm phone notifications

Powered Smart Alarms can send phone notifications through Rust’s smart-device integration.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Smart Switch

The Smart Switch remains a current electrical control item with remote/smart-system relevance and an Engineering Workbench research path.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Sources: Smart Switch — Rust Wiki

Industrial conveyors

Industrial Conveyors can route filtered items between compatible storage and production endpoints.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Industrial Crafter

The Industrial Crafter can automate crafting at a Workbench when supplied with power, materials and an appropriate blueprint.

CurrentPC Main
Connects tobuilding · defence · remote control · storage · crafting
Sources & notes

Seismic raid detection

The powered Seismic Sensor detects nearby explosions and converts the detected blast class into an electrical signal, allowing raid alerts or automated circuits to react to explosive activity.

CurrentPC Main
Connects toelectricity · alarms · raiding · Rust+ notifications
Sources & notes

Sources: Seismic Sensor — Rust Wiki · Seismic Shift

Important boundary: The sensor detects explosion/vibration inputs; it does not identify an attacker or independently stop a raid.

HBHF player detection

The HBHF Sensor detects nearby humans and outputs a signal based on the number detected, providing a reusable presence input for alarms, counters, doors and defensive logic.

CurrentPC Main
Connects toelectricity · access control · alarms · automated defence
Sources & notes

Sources: HBHF Sensor — Rust Wiki

Important boundary: Detection behaviour belongs to the electrical sensor system and should not be generalized into omniscient player tracking.

Hopper item collection

A powered Hopper can collect dropped items in its radius into attached storage and expose industrial inputs/outputs, bridging loose-world drops with automated base logistics.

CurrentPC Main
Connects toindustrial conveyors · storage · electricity · farming
Sources & notes

Sources: Hopper — Rust Wiki · Crafting Update

Important boundary: The Hopper is a powered collection/industrial interface, not a general vacuum mechanic available without placement, power and storage context.

Farming, food & fishing

Farming, food & fishing

Water, plants, animals, cooking and processing allow survival production to scale into specialist resource/economy loops.

10 features

Plant farming and genetics

Crop farming combines planters, water and genetics for repeatable food/material production.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Irrigation and water systems

Water collection/distribution can support farming and other base systems rather than farming being purely manual hand-watering.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Advanced cooking

The Cooking Workbench remains a dedicated surface for advanced cooking/mixing and recipe categories.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Chickens and bees

The modern farming ecosystem includes animal/bee systems introduced with the 2025 Crafting Update.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Fishing

Fishing remains a food/material/Scrap loop across river, swamp, ocean and Underwater Lab contexts.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Cows and sheep livestock

Cows and sheep can be captured/farmed, bred through genetics and harvested for distinct resources.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Biofuel Generator

The Biofuel Generator converts organic matter into Low Grade Fuel through a manual production process.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Sources: Livestock Update · October Patch

Keep in mind: It is not an electrical generator and is not described as fully autonomous.

Water collection, pumping and distribution

Powered Water Pumps and controllable fluid pumps move water through connected systems, supporting irrigation and other base water uses beyond manual carrying.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Sources: Water Pump — Rust Wiki · Fluid Switch & Pump — Rust Wiki · Engineering Workbench — Rust Wiki

Mixing Table and teas

The Mixing Table combines ordered recipes into teas and other products; berry-derived teas provide timed boosts and the system also supports selected explosive recipes.

CurrentPC Main
Connects tosurvival · water · cooking · economy · biofuel
Sources & notes

Sources: Mixing Table Update · Livestock Update

Food spoilage and powered refrigeration

Perishable food can spoil, while powered refrigeration supports longer-term food storage, turning electricity and storage planning into part of sustained food production.

CurrentPC Main
Connects tofood · electricity · farming · logistics
Sources & notes

Sources: Spoiled Produce — Rust Wiki · Fridge — Rust Wiki · Crafting Update

Important boundary: Do not infer one universal spoil timer for all foods from the existence of the spoilage system.

Inventory & field logistics

Inventory & field logistics

Carry capacity and item-routing systems govern how much value can move through the world and how efficiently a developed base can handle it.

2 features

Backpacks and expanded carry capacity

Small and large backpacks expand field inventory capacity while adding a separate wearable slot/risk on death, changing how much loot a player can move before returning to storage.

CurrentPC Main
Connects toinventory · transport · industrial routing · death/recovery
Sources & notes

Storage Adaptors and auto-sorting

Storage Adaptors connect compatible containers and deployables to industrial item movement. With an adaptor attached, supported storage can also use local Box Sorting rules such as category/count/order or saved-layout sorting, while later updates extended sorting support to more storage/economy endpoints.

CurrentPC Main
Connects toinventory · transport · industrial routing · death/recovery
Sources & notes

Sources: Industrial Update · Pivot Or Die · Common Ground

Important boundary: Box Sorting is local container organisation and Industrial Conveyors are routed item transport; related, but not the same automation function.

Servers & modes

Servers & modes

Server selection changes wipe cadence, rule configuration and access to alternative modes; these states must not be flattened into one Vanilla ruleset.

9 features

Official, community and modded servers

Rust exposes official, community and modded server ecosystems, so server choice can dramatically change rules and pacing.

CurrentPC Main
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Server-configurable rules

Map, rates, schedules and other rules can be server-defined; one server’s configuration must not be presented as universal Rust.

Server optionalPC Main server operators
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Map wipes

Map resets are a distinct server/world event and must not be conflated with learned Blueprint resets.

Server optionalPC Main server operators
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Blueprint wipes

Learned Blueprint resets are separate from map wipes; historical forced wipes do not establish a universal monthly Blueprint rule.

Server optionalPC Main server operators / selected forced events
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Softcore

Softcore has its own resource/raid-protection rules; July 2026’s release specification must not be applied to Vanilla.

Mode specificPC Main Softcore
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Sources: Common Ground

Hardcore

Hardcore remains evidenced in the 2026 server/mode line, with separate restrictions such as the July clan exclusion.

Mode specificPC Main Hardcore
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Primitive

Primitive remains a separate rules/content profile; September server consolidation did not establish that the mode itself was removed.

Mode specificPC Main Primitive
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Premium Servers

Premium Servers are a separate server type introduced to raise the access barrier for selected servers; exact current eligibility should be checked before prescriptive use.

CurrentPC Main / eligibility-gated servers
Connects towipes · progression persistence · modes · community/modded rules
Sources & notes

Sources: Surviving 12 Years

Keep in mind: Do not equate Premium Servers with Rust Premium or speculative battlepass systems.

Creative Mode

Rust includes a built-in server-configurable Creative Mode that can remove resource costs and placement/repair restrictions and relax IO limits for selected users or whole servers.

Server optionalServer-configured PC play
Connects tocommunity servers · building · custom maps · experimentation
Sources & notes

Sources: Creative Mode — Rust Wiki

Important boundary: Creative Mode is a server/admin-controlled ruleset and must not be presented as the default Vanilla survival experience.

Communication, creative & remote play

Communication, creative & remote play

Remote-control, communication and creator systems support coordination, expression and community content beyond the core survival loop.

9 features

Rust+ companion app

Rust+ remains the official remote companion layer for server pairing, map/team visibility, alerts and supported smart-device interaction.

CurrentPC Main / paired mobile app
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Companion App Update · Rust+ Server — Rust Wiki

Player-controlled reconnaissance drones

Craftable player drones can be piloted remotely from a Computer Station for reconnaissance. The 2025 storage update added one carried stack that the pilot can drop, while SAM Sites and Auto Turrets can treat player drones as hostile.

CurrentPC Main
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Drone — Rust Wiki · Meta Shift

Important boundary: Marketplace delivery drones are a separate system and are not the same controllable player drone.

Computer Station remote-control hub

The Computer Station acts as a control/viewing endpoint for remote cameras and player drones, turning surveillance into an operated base system rather than passive CCTV only.

CurrentPC Main
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Drone — Rust Wiki · CCTV Camera — Rust Wiki

Telephones

Base and public telephones provide an in-world voice communication layer separate from proximity/team chat and external voice services.

CurrentPC Main
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Stables Update

Gestures and emotes

A gesture wheel lets players communicate visually without dropping their weapon, supporting non-verbal interaction inside tense multiplayer encounters.

CurrentPC Main
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Gestures Update

Playable musical instruments

The Instruments Pack adds note-based playable instruments with octave control and MIDI input support, expanding Rust beyond purely survival/combat interactions.

Platform specificPC Main / Instruments DLC
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: The Instrument Update

Keep in mind: This is paid DLC content and should not be represented as part of the base-game entitlement.

Signs and player painting

Players can create persistent in-world visual communication/art on supported signs and canvases, making bases and public spaces customisable beyond skins.

CurrentPC Main
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: MLRS & desert base update

Keep in mind: Do not treat every community image/art tool or server plugin as a standard painting capability.

Custom maps and World SDK ecosystem

Rust supports custom community maps alongside procedural worlds, with World SDK/map tooling forming a durable creator/server ecosystem.

CurrentPC Main / community servers
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Demo recording and compatibility

Rust’s demo system supports recorded-session playback, and 2026 introduced a compatibility layer intended to reduce breakage when older demos are opened after updates.

CurrentPC Main / recording tools
Connects toteams · Rust+ · cameras/drones · communication · community servers
Sources & notes

Sources: Common Ground

Platform, security & technical

Platform, security & technical

Platform, security and runtime records describe how the PC product is accessed and operated, not feature parity with Console Edition or Mobile.

9 features

Windows client

Steam currently lists Windows 11 64-bit as the Windows minimum and publishes current hardware/storage requirements.

Platform specificPC / Windows
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

macOS Apple Silicon client

Steam currently lists macOS Monterey and Apple M1 as the Mac minimum baseline.

Platform specificPC / macOS
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

Easy Anti-Cheat

Steam currently identifies Rust as using kernel-level Easy Anti-Cheat.

Platform specificPC / Steam
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

Secure Servers

Secure Servers can require TPM 2.0 and Secure Boot; October evidence says rollout is expanding but not global.

Server optionalPC Main selected servers
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Steam Workshop

Steam currently lists Workshop support, underpinning Rust’s wider community/creator ecosystem.

Platform specificPC / Steam
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

Language and content controls

The current store exposes broad interface localisation plus options around nudity, blood, player signs, voice and text communication.

Platform specificPC / Steam
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

Accessibility settings

Steam currently surfaces adjustable text, subtitle, colour/camera and audio-related accessibility options.

Platform specificPC / Steam storefront taxonomy
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Rust on Steam

Keep in mind: Storefront accessibility tags are not an independent accessibility certification.

Steam Inventory / tradable-item ecosystem

Rust uses Steam Inventory value and tradable items as part of its wider commercial/community ecosystem; this is separate from ordinary gameplay progression.

Platform specificPC / Steam
Connects toaccess · anti-cheat · performance · compatibility boundaries
Sources & notes

Sources: Surviving 12 Years · Rust on Steam

Keep in mind: Do not infer that cosmetic or inventory value confers ordinary Vanilla progression power.

Unity 6 runtime

Email updates