EXTENDED DAYTIME
This month we've extended the amount of time each day has sunlight by around 20 minutes. The duration of night is unchanged (around 10 minutes).
BOAT BUILDING IMPROVEMENTS & FIXES
There have been a ton of small fixes and improvements to player boats and boat building this month. I want to a highlight a few of the more common complaints that have been addressed here in this section.Boat building blocks can now be rotated and demolished at any time in edit mode - they are no longer subject to the usual 5 minute timer.

DEEP SEA CHANGES
We made a number of balancing changes and improvements to the Deep Sea.
- Loot now respawns slowly over time. The initial loot fill when the Deep Sea opens has been decreased to around 70% of what it was.[/*]
- The side of the map it spawns on is now random after each opening.[/*]
- The deep sea will no longer open right after the server wipes.[/*]
- You can’t go there using RHIBs now.[/*]
- A notification sound will play when the deep sea opens.[/*]

CANNON HIT MOVEMENT PENALTY
We've added a movement penalty for player built boats that are hit by cannons. Repeated hits can reduce a ship's movement speed to 30% of its maximum speed. We'll keep an eye on how this plays out, but our hope is that this leads to more interesting ship to ship combat as well as some more boarding action.
ELECTRICITY, INDUSTRIAL, AND WATER IO ON BOATS
You can now use electricity, industrial and water IO items on boats.


- Auto turret[/*]
- SAM site[/*]
- Windmill[/*]
- CCTV cameras[/*]
- Seismic sensor[/*]
- Hanging lights[/*]
- Door controller, hopper[/*]
WALLPAPER ON BOATS
You can now use wallpaper on boats, the same way as in your base.
DESTRUCTIBLE BOAT WRECKS
Sunken player-built boats can now be damaged block by block, allowing for exploration and loot recovery.
PLAYER BUILT BOAT DECAY CHANGES
I've made some changes to decay rates, based on player feedback.Decay delay has been doubled from 12 hours to 24 hours and decay duration has been reduced from 18 hours to 12 hours.
STORAGE BOX PACK DLC
Shipping this month is the Storage Box Pack, a packed-out collection of 16 uniquely designed and labelled skins for the Large Wood Box. Featuring bespoke and beautiful designs for Ammo, Armor, Charcoal, Clothing, Components, Explosives, Food, Guns, Meds, Metal, Ore, Scrap, Stone, Sulfur, Tools and Wood.
DEPLOYABLE SNAPPING ON BOATS
You can now use deployable snapping on player built boats!

PLAYER BOAT AIM SWAY
We've added a moderate amount of ADS aim sway while on player built boats, scaled by the speed of the boat. Ideally this encourages the use of cannons over traditional weapons, but doesn't entirely rule out some poorly aimed rockets and AK spray.
PAINTING LINE TOOL
Just like the line tool from back in the day, but updated for modern day Rust standards. You can now draw lines while painting by holding shift and dragging a click to paint a line!While there's nothing more beautiful to us than the freehand drawing that took seconds to make, we think this tool could benefit the people who really go all out in making masterpieces.DEEP SEA BOAT BUILDING
We've added a static Boat Building Station to every Deep Sea island, allowing you to make repairs and modifications while at sea.
NAVAL SCIENTIST IMPROVEMENTS
We made it so that naval scientists can't see through the smoke from smoke grenades anymore.If this works well we'll port the same soft occlusion tech to prevent them from seeing through bushes, which would be extra nice for the junkpile scientist once he gets the new AI.There's been a bug in Rust since the very beginnings where the hazmat would give no protection against scientists or turrets. Turned out a lot of other armors actually performed worse than expected.We updated the formula but only for naval scientists for now, as rebalancing turret damage is a gigantic can of worms.tldr: Against naval scientist hazmat goes from 5% to 30% protection, and fullmetal from 25% to 50%
Unlike regular scientists naval scientists did not have flashlight and lasersights. We gave them some so it'll be easier to fight them at night.
There were a lot of rough corners to the scientists reactions to sniping from extreme distance.They will be more responsive now, and will reposition if they hear bullets coming from other angles.Previously at long range they would only reposition if they were hit or saw you flank them.We'll keep monitoring the naval scientists performance and gameplay wise, before we start porting their AI to the scientists at other monuments.
ANTICHEAT: TPM 2.0 & SECURE BOOT ENFORCEMENT
Server Owners
Servers can now opt-in to requiring TPM and Secure Boot enabled for players to connect to them. This allows EAC to work better but not all players have it set up. Over 80% of players have TPM hardware already but just under 60% of players have Secure Boot enabled right now.Servers that require TPM and Secure Boot for all players will have the Secure tag shown on the server browser. Clicking on a server with additional requirements will show you what is required and if it is supported on your system.We will be enforcing this on a few Facepunch servers for the initial test period. Community servers will be able to enforce this at-will. Just look for the "Secure" tag in the server browser.To require TPM and Secure Boot for all players and get the Secure tag you can enable the server.useServerWideRequiredSystemConfig convar.Additionally, we are working on backend systems to require TPM, Secure Boot, and more for individual accounts. Servers can opt-in to enforcing these per-player requirements by enabling the server.usePerPlayerRequiredSystemConfig convar. Note that this will not apply the Secure tag to your server - that will only show if it is enforced for all players.Players
Players can check to see if their PC is compatible by running a couple of Windows commands. If you have a PC from the last ~8 years It's likely your PC is already running it or equipped to run it.Here's a guide on how to check for and/or enable TPM/Secure Boot on your PC. It's good to familiarize yourself with it, as many games are already enforcing this. Our end goal is to make it global in the future.We will communicate more about this timeline in future devblogs.SHADOW SETTINGS REWORK
The Shadow settings have been reworked to be part of a Shadow Quality preset setting that can be found under the Graphics Quality section of the Graphics menu. We no longer have a specific section under the Graphics tab for Shadow Settings, as it's no longer needed.
This has been done to allow us to have more control over the performance and visual balance of the shadow settings, while making it easier for players to configure.
REMOVED 64K COLLIDER LIMIT
The physics library that Unity uses, PhysX, has always had a limitation that only around 64,000 colliders are allowed to be within a broadphase cell, the entire world is split into 256 of these cells (16x16).As the world got a lot bigger with the naval update the size of these cells also had to increase, meaning a lot more colliders per cell.
There is now effectively no limit to the number of colliders that are allowed in each broadphase cell. There is a theoretical limit of around 4 billion colliders per cell, but you would hit performance bottlenecks long before that.
MISSION SERVER PERFORMANCE IMPROVEMENTS
Alongside the new missions introduced with the naval update was a bunch of general misc changes to how missions function on the backend and code cleanup in an effort to make missions easier for us to work with and fix some longstanding issues with them. One of those longstanding issues was a problem with how we would find which missions are valid and able to be accepted by players. We need to have this information on hand for each player whenever they open their map due to the mission provider map markers showing how many missions are available and where, and to have the correct dialogue options show up when we go to talk with these mission provider NPC's.






COLLIDER COUNTS
To help ease the burden on the phsyics system this month I've taken a look at some of the worst offending parts of our game in terms of collider counts. These are important - we want accurate colliders for a variety of gameplay reasons, but the quantity and detail level of the colliders can be a drain on server performance, memory use and contributed to the 64k limit mentioned above.After receiving some helpful breakdowns from a few community servers I made some specific changes that should help our most collider heavy environments.- Vine swinging trees use 6-9 less colliders (depending on which variation is spawned)[/*]
- Collectable plants in the world (Hemp, Wheat, Pumpkins, berries, etc) no longer have a collider on the server, just the client. It's needed on the client to allow the player to interact with them, but not needed on the server.[/*]
- Plants growing in planters have also had the server colliders removed. Sprinklers, heaters and environmental factors are calculated by the planter rather than every individual plant, so this should have no gameplay changes.[/*]
WINDOWS MIDI UPDATES
We've discovered in the last week that Windows is rolling out a new MIDI interface that seems to be incompatible with the implementation in Rust. This is sometimes resulting in a constant increase of virtual MIDI devices that degrades client performance over time.We would recommend disabling these commands if you are on the latest Windows updates and have used MIDI commands in Rust in the past: midiconvar.enabled and global.processmidiinput.
NEW WORKSHOP SKINNABLE: BBQ
This month’s workshop skinnable is the BarbequePut another human meat on the barbie with this popular request from the skinning community. The possibilities are endless!
RUST 2026 ROADMAP
The journey for Rust doesn’t stop here.Rust is evolving throughout 2026, with new challenges and changes on the horizon. Here's a current snapshot of this year's roadmap. 
ART OF RUST - ART BOOK
Launching this month is The Art of Rust. A book takes you behind the scenes with a curated collection of concept art, early explorations, environment designs, and visual development that helped define Rust’s unmistakable style.

Get yours here.