next rust wipe

When is the next Rust wipe?

7pm UK, 2pm ET, 11am PT

Rust's November 2026 update goes live then, and every PC server force wipes.

14days
15hours
54min
00sec
Last wipe 1 OctDay 21 of 35

What's coming in the November update

In developmentupdated

Workbenches go back to scrap, blueprints unlock the tech trees

Workbenches no longer need blueprint fragments, just scrap. Blueprints are now spent on the tech trees instead.

  • Workbench level 1 costs 50 scrap, level 2 costs 500 and level 3 costs 1,250, with no blueprint fragments
  • Each tech tree item costs one blueprint instead of scrap: a fragment on the level 1 tree, a page on level 2 and a book on level 3
  • The engineering workbench takes blueprint fragments
  • Fragments drop from barrels, boxes and other low-tier loot. Pages and books replace basic and advanced fragments in loot
  • 10 fragments upgrade into a page. Pages can't be upgraded into books
  • Research table costs go up: common 15 to 20 scrap, uncommon 30 to 40, rare 60 to 100, very rare 120 to 300
  • The Salvage Workbench Upgrade has a 20% chance not to use up a blueprint

3 commits by cipeaX and Rin, 21 Oct. See it on the commit log

On Stagingmerged

Roof overhang placement fixes

Roof overhangs no longer block foundations and other blocks placed next to them.

  • Square roof overhangs no longer block neighbouring foundations
  • Building skin roof overhang collider inconsistencies fixed

3 commits by Flavien, 20 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Ramp placement fixes

Ramps are blocked less often by deployables and other ramps nearby.

  • Low ramps ignore deployables in the room below when placing or upgrading
  • Ramps no longer blocked by a ramp up to 3m above, even through a floor
  • Triangle foundation deployable on top of brutalist ramps fixed
  • Deploy volumes get a setting to skip them when attached at given sockets

5 commits by Flavien, 20 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Stone frame collider fix

Triangle roofs are no longer blocked by stone frames depending on orientation.

  • All stone frames use the same mesh collider
  • Floor and triangle floor frame skins of the same grade share a collider
  • Editor test added to check the shared colliders

4 commits by Flavien, 21 Oct. See it on the commit log

In developmentupdated

M1 Garand blockout

An M1 Garand is in early development, currently only a blockout mesh.

  • Blockout mesh added
  • Resized to real world dimensions

2 commits by pedro.a, 21 Oct. See it on the commit log

In developmentupdated

FN FAL blockout

An FN FAL is in early development, currently only a blockout mesh.

  • Blockout mesh added

1 commit by pedro.a, 21 Oct. See it on the commit log

On Stagingmerged

Softcore tool cupboard limit

Softcore limits how many tool cupboards you can place, and shows them on the map.

  • Limit of 3 TCs, softcore only, set by the max_tool_cupboards convar
  • Map shows TCs in clusters with sleeping bags
  • New button toggles TC visibility, and TC icons are slightly larger than bag icons
  • Fixed TCs being sent on tutorial island and shown on other map views like MLRS and vending

17 commits by Jake_Rich, 5 Oct to 9 Oct. See it on the commit log

In developmentupdated

Tattoos

Paintable body and face tattoos are being worked on, with fading and stencils.

  • Two layers: a fixed base and an editing layer merged on exit or save
  • Fading blurs and tints old tattoos, and a restore tool repaints them to full colour
  • Stencils can be stamped onto the body, tinted or greyscaled
  • Brush size clamped to 1.0-5.0, with an opacity slider restored
  • Textures compressed: a tattooed player costs +2mb in vram instead of +8.4mb in ram and +8.4mb in vram

27 commits by Taylor Reynolds and ElliotH, 6 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Tea bonus nerfs

Advanced, Pure and Creamy or Milky teas give smaller bonuses.

  • Average nerf: Advanced ~11%, Pure and Milky ~18%, Creamy ~20%
  • Creamy is now at the old Pure level
  • Healing, Crafting Quality and Rad Removal teas unchanged

2 commits by Nick.H and Rin, 15 Oct to 19 Oct. See it on the commit log

On Stagingmerged

Deep sea loads on demand

The deep sea only uses memory when you are actually in it.

  • Saves around 260MB of RAM and 270MB of VRAM when out of the deep sea
  • Fixed the deep sea spamming tree spawned RPCs to all players when opening
  • Modded servers that spawn deep sea entities on the main island keep the scene loaded
  • Removed an unused ghost ship population asset

10 commits by Flavien, 14 Oct to 15 Oct. See it on the commit log

On Stagingmerged

Faster building privilege checks

Building privilege checks are much cheaper, especially inside large bases.

  • In a base with 575 blocks nearby, the check went from 4.60ms to about 0.50ms, then to around 0.09ms for GetBuildingPrivilege after later changes
  • Legacy shelters, vehicles and boat building stations no longer use Vis queries
  • GetVehicleBuildingPrivilege went from 0.34ms to 0.01ms
  • Bases with no TC are cheaper to check
  • Fixed blocks registering with a 0 net id on the server when placed with the building plan, and a regression with player boat privileges

17 commits by Flavien, 11 Oct to 13 Oct. See it on the commit log

On Stagingmerged

Triangle block visibility check

Visibility checks on triangle blocks are more accurate and cheaper.

  • Applies to triangle frames and foundations as well

4 commits by Grigler, 8 Oct. See it on the commit log

On Stagingmerged

Apple and coconut trees

Apples and coconuts now grow on trees and can be harvested.

  • Apples have a 15% chance to spawn on oak_d and oak_f
  • Coconuts added to small_a, small_b and small_c palms, not the big palms
  • Fixed oak_e always dropping apples when harvested
  • Saving is disabled on apple and coconut trees so fruit no longer piles up and floats after restarts
  • Loot refreshes removed on natural beehives, apple trees and coconut trees

21 commits by Lukester, 10 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Repairable lighthouse

The lighthouse needs repairing to restore its light and open the deep sea.

  • Repairing it restores the light and opens the deep sea
  • Airwolf helipad moved to a new RepairableStructure base class
  • Auto-repairs on startup if the deep sea is disabled

8 commits by Adam W, 15 Oct to 20 Oct. See it on the commit log

On Stagingmerged

Staging clients blocked from release

Staging clients can no longer join release servers.

  • Staging clients blocked from release servers

3 commits by andre and Rin, 2 Oct to 7 Oct. See it on the commit log

On Stagingmerged

Cheaper rain and snow

Rain and snow particles cost less performance and no longer fall under some roofs.

  • Editor profiling at missile silo: 0.42ms to 0.06ms standing, 0.11ms running, 0.14ms at 20m/s
  • Alt tabbing back no longer fires 64 casts in one frame
  • Fixed rain falling under some roofs

2 commits by Flavien, 9 Oct. See it on the commit log

On Stagingmerged

Clans disabled in softcore

Clan features are off in softcore, as they already are in hardcore.

  • Clan features disabled in softcore
  • Clan table restricted in softcore and hardcore
  • Fixed tech trees showing restricted items
  • Fixed client join resetting server convars like gamemode settings to defaults when running C+S

7 commits by Martyn Chapman, 15 Oct to 16 Oct. See it on the commit log

On Stagingmerged

Hemp colourblind variants

Hemp gets alternate looks for colourblind players.

  • Hemp colourblind variants added
  • Hemp impostor rebaked to match visually

5 commits by Jarryd Campi and Petur, 21 Oct to 22 Oct. See it on the commit log

On Stagingmerged

Livestock changes and fixes

Cows and sheep get simpler ownership, better animations and many fixes.

  • Owner is whoever buys the cow or feeds it at their trough; cows without an owner can't breed
  • Cows no longer die of old age, and can store up to 3 charges of milk
  • Lead break distance goes from 7 to 15m
  • Recessive genes now affect the buy price
  • Old bears, stags, boars and chickens no longer sleep

79 commits by Maverick, wes.b and 4 others, 1 Oct to 19 Oct. See it on the commit log

In developmentupdated

UZI 9mm

A new UZI is in progress, with animations and effects still being worked on.

  • Bespoke idle, fire and dryfire ADS animations
  • Different ADS and recoil settings for stock deployed or collapsed
  • Mag capacity and fire rate adjusted
  • Placeholder sounds for now

17 commits by Lewis T, Alex Webster and 2 others, 7 Oct to 21 Oct. See it on the commit log

In developmentupdated

Reactive bird flocks

Seagull and crow flocks that fly in swarms and avoid players are being built.

  • Seagull and crow flock models, textures and prefabs
  • New sounds for both flocks
  • Flapping changes with angle: less when angling down, more when climbing
  • Early work on hovering around interest points and fleeing from events (WIP)

12 commits by ElliotH, diogo.c and 2 others, 12 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Console autocomplete for entities and items

The console now suggests entity and item names when you type spawn and give commands.

  • Items match on display name and short name
  • Shortest or exact match is suggested first
  • spawngrid, teleportany and deleteEntitiesByShortname autocomplete entity names
  • Fixed entity and item completion always showing the SERVER realm
  • Entity name and path are filled in lowercase, which fixes some case sensitive commands

14 commits by cipeaX and Flavien, 2 Oct to 8 Oct. See it on the commit log

In developmentupdated

Character creator

A new character creator screen is in development, with a new layout and lighting.

  • Eyebrows category removed, underwear category added
  • Badges on DLC bound items
  • Click a part to focus on it
  • Fewer skin tones per skin colour
  • Hidden once you are already in game

30 commits by wes.b and Taylor Reynolds and Ian Henderson, 2 Oct to 19 Oct. See it on the commit log

On Stagingmerged

Critter tweaks and blue crabs

Crabs get colour variations, including a very rare blue one.

  • Colour variations for crabs
  • Very small chance of a rare blue crab
  • HP bar hidden for dead critters
  • Rabbit animation fix from interested to startled
  • Jellyfish subsurface scattering fixed

7 commits by ElliotH, 16 Oct. See it on the commit log

On Stagingmerged

Halloween 2026 decor and costumes

Halloween wallpapers, skull wall lamp, string lights and an alien costume join the store.

  • Halloween wallpapers have final textures and icons
  • Skull wall lamp has a world model
  • Alien costume is in the skin viewer
  • Halloween string lights can now be deployed and crafted
  • Walking on xmas and halloween lights no longer gets you stuck

14 commits by Nick.H, alex.m and 3 others, 2 Oct to 19 Oct. See it on the commit log

On Stagingmerged

PT boat turret rewrite

PT boat turrets are rewritten with viewmodels and several reload and aiming fixes.

  • Mounted turret viewmodels added
  • Restrained players cannot use the PT boat
  • Rear turret crosshair and aim down sights fixed
  • Turret ammo no longer refills on restart
  • FOV animations on reload removed

29 commits by Ian Henderson, 7 Oct to 19 Oct. See it on the commit log

In developmentupdated

Local tutorial server

An early tutorial that runs a local server on your own machine.

  • Started by a UI button, very WIP
  • Skins are disabled in the tutorial
  • Furnaces, navmesh, power grid and resource pings fixed
  • Bundle build time cut from 40 minutes to 20

14 commits by Jarryd Campi, 19 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Halloween 2026 event

The Halloween event is enabled, with dungeons, scarecrows and many fixes.

  • Seasonal dungeons no longer spawn in building privilege
  • Halloween NPCs no longer spawn inside safezones
  • Portal exit shows as an interaction prompt
  • Frankenstein table cannot be used if building blocked, and its codelock position is fixed
  • Dead halloween and easter candies no longer persist after restart

31 commits by Rin, Raul and 6 others, 9 Oct to 20 Oct. See it on the commit log

On Stagingmerged

NPC phone conversations

NPCs can hold conversations over the phone from anywhere on the map.

  • Client conversations no longer reference the NPC entity
  • Test conversation hidden behind an admin convar
  • Fishing villages are mentioned in the commits
  • Less conversation state and fewer string keys sent per speech node

7 commits by Martyn Chapman, 9 Oct to 10 Oct. See it on the commit log

On Stagingmerged

Nailgun visual update

The nailgun gets new models, a visible magazine drop and skin support.

  • New magazine mesh with a mag drop effect
  • Nailgun can be skinned
  • Fixed missing muzzle point that caused errors in a turret
  • Fixed world model outline
  • Fixed error spam on ultra-wide screens with the nailgun, paintball gun and bowless crossbow

21 commits by Alfie Birch, jeddooo and 3 others, 2 Oct to 19 Oct. See it on the commit log

On Stagingmerged

Milk skimming and refrigeration

Skimming now works in cold environments without a powered fridge.

  • Skimming used to need a powered fridge even in the arctic
  • Arctic biome refrigeration threshold raised to 10%
  • Fixed food spoiling in the workbench recycle bin upgrade container

6 commits by Jarryd Campi, 12 Oct. See it on the commit log

In developmentupdated

Underground train network rooms

Underground train areas are getting new randomised rooms, still early work in progress.

  • Small 3x3 randomised rooms added, still WIP
  • Break room and kitchen area in progress
  • Security room greybox and cleanup
  • Forklift variation and elevators added
  • Fixed light wiring where all lights referenced the red light, and broken boiler room prefab links

29 commits by hannah.watts, Brian and 4 others, 2 Oct to 21 Oct. See it on the commit log

In developmentupdated

Scrap King building skin

A Scrap King building skin is in development, with textures and Steam item setup.

  • Updated texture atlases and a less busy layout
  • Simplified meshes, fixed lod0 to lod1 mismatches and corner culling
  • Updated colliders and all gibs
  • Steam item setup added

16 commits by curt, Damian Lazarski and 2 others, 2 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Livestock potential stat

Animals get a potential stat that sets what vendors pay for them.

  • Starts at 0 and can only change while the animal is a child
  • Wild and purchased animals have 0 potential, so only the next generation can be sold
  • Configurable with livestock.potentialUnbredCap
  • Takes 10 minutes to go from 0 to 100 at happiness 100
  • Takes 15 minutes to go from 100 to 0 at happiness 0

8 commits by Jarryd Campi, 8 Oct. See it on the commit log

In developmentupdated

Warhead garage door

A garage door for the warhead is in development, with animation work done.

  • Updated rig and open mesh
  • Improved door animation
  • More precise moving colliders
  • Fixed LODs

6 commits by mauro.a and julek and jeddooo, 14 Oct to 16 Oct. See it on the commit log

On Stagingmerged

Gamepad support improvements

Controller play gets rebindable triggers, map icon navigation and many menu fixes.

  • Attack and AttackAlt are Button actions on the triggers' soft pull, so fire and aim can be rebound to any button
  • Map screen supports the right-side icons, with dpad left/right shifting focus, glyphs and tooltips
  • Map zooming centres around the crosshair
  • Bumpers change pie menu sets, and LB/RB cycle container selection counter-clockwise/clockwise
  • Sprint toggle works when stationary, and pad run/crouch toggles release when keyboard or mouse is used

72 commits by Adam W, 1 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Livestock vendor young animal dialogue

The livestock vendor now responds to young animals and explains potential.

  • New dialogue stage for young animals
  • Young animals are listed last in the vendor list
  • Extra conversation explaining potential

5 commits by Jarryd Campi, 21 Oct. See it on the commit log

On Stagingmerged

Hemp colour swap setting

An accessibility option changes the colour of wild hemp, and hemp is visible from further away.

  • New accessibility option to swap wild hemp colour
  • Settings option added for it
  • Hemp impostor re-enabled, visible from 250m
  • Unused LOD level removed from the hemp collectable

5 commits by Jarryd Campi, 14 Oct to 15 Oct. See it on the commit log

In developmentupdated

Rust 13th birthday items

A birthday cake and balloons for Rust's 13th birthday are being built.

  • Birthday cake with world model and viewmodel
  • Cake textures, material and icon
  • Updated clumped balloon texture and mixed clump icon

5 commits by curt, 14 Oct to 16 Oct. See it on the commit log

On Stagingmerged

Livestock petting and jumping animations

Cows and sheep react to petting and have improved jump and mount animations.

  • Leading is the default interaction before petting
  • Petting reactions and moo and baa sounds added
  • Scratch gesture added for first and third person
  • Sheep foot stomp and cow head shake sound events added
  • Jump down and forward mount animations fixed for cow and sheep

23 commits by wes.b and Jarryd Campi and cipeaX, 8 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Grenade drop and attach animations

Grenades and flares get proper drop and attach animations in first and third person.

  • Beancan, bee, smoke, supply signal and flashbang use the grenade animation subsystem in third person
  • Flare, molotov and firecracker converted to the grenade animation system, firecracker throw velocity increased
  • Attached grenades no longer have a delay before becoming visible
  • Fixed a swarm of loose bees appearing near the hand when throwing a bee grenade
  • Fixed viewmodel drop animations not playing for spectators

31 commits by Martyn Chapman and julek, 2 Oct to 21 Oct. See it on the commit log

In developmentupdated

Flail weapon (early)

A flail melee weapon is at an early blockout stage with placeholder animations.

  • Blockout model added
  • Flail scale reduced by 15%
  • Viewmodel rig updated with a new mesh
  • Placeholder animations for viewmodel and third person

5 commits by jeddooo and Pilgrim and wes.b, 6 Oct to 19 Oct. See it on the commit log

On Stagingmerged

Mixing and cooking recipe UI

The mixing table recipe list gets search, source toggles and category buttons.

  • Search bar that searches all categories, hidden or not
  • Toggle buttons per source to turn mixing table entries on or off
  • Separate currently craftable list
  • All button added, categories act as a toggle group
  • Recipe list only reorders when availability changes, fixing 4 layout changes a second

14 commits by Adam W, 14 Oct to 21 Oct. See it on the commit log

On Stagingmerged

Loadout inventory preview follow-up

Small follow-up work on the loadout inventory preview, with no details given.

  • Codegen update
  • Fix after merge

4 commits by Jake_Rich, 5 Oct. See it on the commit log

In developmentupdated

High Stakes pack

A new skin pack with an electronic chessboard and Russian roulette item, still in development.

  • Electronic chessboard gets gibs and an off material state
  • Chessboard has LODs, new icon and updated textures
  • Russian roulette item updated
  • Pack and contents set up with skins and localisation

12 commits by curt, 1 Oct to 12 Oct. See it on the commit log

In developmentupdated

Halloween 2026 alien costume

The alien Halloween costume gets bone armour protection and custom offsets.

  • Protection changed to bone armour
  • Occupation slots match bone armour
  • Custom offset set up
  • Viewmodel skinning and textures updated

6 commits by Taylor Reynolds and jeddooo and nacho.delhierro, 13 Oct to 19 Oct. See it on the commit log

In developmentupdated

Flare visual refresh

Flares get new first person and world model effects and lighting.

  • Final viewmodel and worldmodel FX
  • Third person flare effects play, spawn position fixed in local third person
  • Removed fade in on the flare subsystem to fix a flipping artefact
  • Fixed a shader to use the new pipeline's forward+ light buffer, which fixes some smoke lighting issues
  • Ignite moved to the new grenade subsystem

16 commits by octo and Petur, 8 Oct to 12 Oct. See it on the commit log

On Stagingmerged

Fixes

No jumping under low ceilings, Parented wire fixes, Magazine drop fixes and 17 more.

  • No jumping under low ceilingsYou cannot jump while crouched with a solid object directly above you.
  • Parented wire fixesWires attached to doors and boats no longer stretch or break.
  • Magazine drop fixesDropped magazines land on the ground and no longer stick to the weapon.
  • Tool cupboard upkeep spacingLarge upkeep numbers in the tool cupboard no longer overlap.
  • Livestock dung boost fixesDung boost from trough items now stays active while animals eat.
  • Community UI list leak fixA list of UI panels no longer grows until you reconnect.
  • Animal animation fixesAnimal animation allocates less memory and no longer throws errors.
  • Spawn sound fixesFurnaces and similar deployables no longer play wrong sounds when they spawn.
  • Deployable lights stuck on fixDistant deployable lights no longer stay lit after a base streams back in.
  • Flare shader and lighting crash fixFixes a crash caused by invalid values in vertex lighting.
  • Terrain config loading fixA possible fix for terrain configs not loading in a demo.
  • Skin viewer background fixSkin viewer backgrounds use corrected compression.
  • Contacts visibility fixContact updates now work correctly when server occlusion is disabled.
  • Boombox mission event fixesBoomboxes no longer trigger mission events for players without the right mission.
  • Turning animation gun jitter fixHeld guns no longer jitter while turning animations play.
  • Pie food config fixesMinor fixes to pie food configuration.
  • Generic popup sorting fixGeneric popups sort correctly when rrp is enabled.
  • Small fix branchesHardcore upkeep changes, new tea recipes, map marker dragging and many small fixes.
    • Hardcore upkeep for up to 15/50/125/infinite blocks: old 0.2/0.3/0.4/0.66, new 0.1/0.15/0.25/0.4. Bases over 65 blocks pay more, still below old hardcore
    • Map markers can be dragged on the map screen with MMB
    • Berries get an 'Extract' option that gives 1 seed per berry without eating it
    • Mixing table recipes added for the new milky and creamy teas, same cost and time
    • Shotguns now reload all bullets after switching ammo, and 62 craftables moved from 'Items' to 'Fun' in the crafting menu
  • Tweaks straight to mainA batch of bug fixes and small tweaks across vehicles, pets, UI and sounds.
    • Handmade SMG damage 20 > 21
    • Animal fence and gate can be researched at the research table again
    • Frankenstein pet fixes: ignoring shields, sinking in terrain, invisible ranged attacks, kicking the owner, moving through windows
    • Can load a sheep onto a small module while leading a cow
    • Reload sounds added to mortars; ballista, catapult, quarry and metal detector sounds and animations fixed
  • Small fix branchesNew weapon blockouts, a tattoo gun, wool armor insert, sprint hunger and many fixes.
    • Sprinting doubles calorie and fluid use, set by server.sprintmetabolismscale (2 default, 1 for legacy)
    • Wool armor insert WIP: 20 wool, 3 cold, 2 melee, 1 projectile protection, Tier 1
    • Blockouts for P90, G3A3 and war hammer, plus a tattoo gun added
    • Horses can be renamed
    • Decay tick budgeted to 0.25ms so bases stop decaying with upkeep on overloaded servers

648 commits.

On Stagingmerged

Under the hood

Network traffic reductions, Base streaming performance fixes, Lower memory use for skins and 41 more.

  • Network traffic reductionsMany entities send less data, which cuts bandwidth on busy servers.
  • Base streaming performance fixesLarge bases stream in with less memory churn and lower rendering cost.
  • Lower memory use for skinsWorkshop skins use far less RAM and VRAM.
  • Gun firing performance workFiring guns costs less frame time and several effect pools use less memory.
  • Animal footstep performanceWild animals cost less to run, and some footstep bugs are fixed.
  • Lower server spawn memoryServers use much less memory for spawn data and start faster.
  • Rust Render Pipeline follow-up fixesMany visual fixes and additions for the Rust Render Pipeline, including occlusion culling.
  • Faster map openingOpening the map is quicker and uses less memory, with some marker fixes.
  • Horse performance improvementsHorses cost the server less per frame, with a few animation fixes.
  • Font memory savingsDuplicated and unneeded fonts are removed, so the game uses less memory.
  • Faster entity spawningIndustrial conveyors and furnaces spawn faster, which helps when loading big bases.
  • Building privilege lookup optimisationWalking around in big bases costs less frame time.
  • Parented mounting for all seatsAll vehicles and seats now use parented mounting, which should lower network load.
  • Faster bone retargetingCharacter clothing and skins cost less frame time to set up.
  • Menu and UI memory savingsMenus use less memory and cost less per frame.
  • Server map memory fixServers now free unused world maps, saving memory.
  • Sound occlusion performanceSounds cost less performance, especially when standing near bases with many looping sounds.
  • Cached entity links on restartServer restarts reuse saved entity links instead of rebuilding them all.
  • Faster server upkeep calculationThe server works out upkeep more cheaply when buildings change.
  • Faster pipe mesh generationPipe meshes are built on job threads instead of the main thread.
  • Fewer memory allocations in UIMany per-frame allocations in the UI and gameplay code are removed.
  • Prefab hierarchy flatteningPrefab hierarchies are flattened at build time, with fixes for tunnel lights and underwater labs.
  • Lower memory use on procedural mapsProcedural maps use less memory because the watermap texture is no longer created.
  • Audio compression passAudio files are compressed more to save memory, with some unused clips removed.
  • Light LOD optimisationsLights allocate less memory when they spawn and are destroyed.
  • Smaller object pool sizesPool sizes for projectiles, seats and some other objects are reduced.
  • Map loading network reworkLoading into a different map from a running client is reworked behind the scenes.
  • Viewmodel allocation fixViewmodel rendering allocates less, and skins still work.
  • Automated test expansionInternal tests are expanded, including client tests and Halloween fixes.
  • Editor logging and leak fixesMostly editor log spam and leak fixes, plus a fix for duplicate bone colliders.
  • Unity 6000.3.26f1 upgradeThe project moves to Unity 6000.3.26f1, with build and package updates.
  • Build error cleanupFixes exceptions and errors that happen during game builds.
  • Procgen bounds testA test checks decor bounds so rocks keep spawning correctly.
  • Pool leak debug commandsDeveloper tools for tracking memory leaks in pooled containers.
  • Less server log error spamServer logs no longer fill with socket errors from rcon and companion connections.
  • Flare shader error fixFixes a shader error that appeared after a merge.
  • Post-merge fixesHousekeeping fixes after a merge, with no player-facing change stated.
  • Experimental network LOD systemAn early experiment that updates distant entities less often to save bandwidth.
  • Batched position updatesEntity movement is sent in smaller batched packets to cut network traffic.
  • Terrain texture and LOD workTerrain rendering is changed to save memory, still in development.
  • Indirect instancing renderer workRendering work moves instancing to a new draw call API, still in development.
  • MeshLOD conversionsMore prefabs move to MeshLODs, including seasonal items and some villages.
  • Bone collider improvementsEarly work on physics-driven clothing and held item movement, tested on the plague hazmat.
  • Sign upload to backendSign images are uploaded to a backend, apparently for moderation.

551 commits.

365 fixes and 48 under-the-hood changes are hidden.

Upcoming force wipes

7pm UK
7pm UK
7pm UK
7pm UK
7pm UK

What time is the Rust wipe?

The 5 November wipe, the same moment everywhere

Your time
UKThu 7pm
UTCThu 19:00
Central EuropeThu 8pm
US EasternThu 2pm
US PacificThu 11am
SydneyFri 6am

Last wipe, 1 October

You can now farm cows and sheep and sell them at the ranch. 19 changes went live.

Honey Bandage32 likes
Repair the Bandit Camp helipad22 likes
Smoother rail junctions16 likes
Powered loot rooms at monuments13 likes

Is Rust wiping today?

No. The next force wipe is Thursday, 5 November 2026, in 14 days.

What is a force wipe?

Facepunch releases Rust's monthly update on the first Thursday of the month. Every server has to install it, and every map resets at the same moment: 7pm UK time.

What gets wiped?

The map: every base, deployable and stash. Blueprints only reset when your server wipes them, or when Facepunch forces it on every server. Blueprint wipes explained

Do all servers wipe at once?

Only at the force wipe. In between, each server runs its own schedule: weekly, every two weeks or monthly. Rust wipe schedule