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Noch am Updaten.
Rust ist ein Early-Access-Spiel, das am 11. Dezember 2013 als Alpha-Version auf der Plattform Steam veröffentlicht wurde.
Das Spiel wird von den Facepunch Studios entwickelt, die bereits durch Garry’s Mod, einem Sandbox-Spiel auf Basis der verbreiteten
Source-Engine, bei den Fans bekannt und beliebt geworden sind. Rust verwendet die Unity-Engine.
Was ist RUST?
RUST wurde eigentlich als Horror Survival-Sandbox Game entwickelt. Und sollte sogar ein DayZ Clone sein, es gab vorher in RUST sogar Zombies die aber entfernt wurden, und gegen "Zombie" Tiere getauscht wurden die das selbe Droppten wie Zombies, doch RUST entwickelte sich immer weiter und weiter zu einem anderen Spiel. Bis die Entwickler schließlich RUST komplett umgestalteten, so blieb nicht viel vom alten RUST übrig und das neue RUST wurde geboren! So wurde praktisch ein ganz neues Spiel erschaffen, es wurde nicht nur etwas an der Grafik geschraubt oder Items. Sondern man hat das alte RUST praktisch liegen lassen und fast bei 0 angefangen. Eine neue Animations-Engine kam zum Einsatz vieles hat sich geändert wenn ich das auflisten würde wäre das viel zu viel. Im groben und ganze kann man aber sagen, das alte RUST so wie das "neue" RUST waren und sind Fantastische Spiele. Mittlerweile orientiert sich das spiel eher an einem Survival Sandbox mit riesiger Karte und viel Freiheiten.
Unterstütze die Entwickler!
Humble Store
Steam Store
Offizielle Seite
RUST
Coding and stuff
DEVBLOG "37" 05.12.2014
Weapon Refactor
Like last week – almost done. All the weapons have been converted to the new system. Helk is working on an improved damage system now, which is a bit complicated so I’m gonna wait until it’s done until I explain how it works.
If I’ve done my job properly you shouldn’t notice much of a change with the weapons. You might notice a few bug fixes but that should be it. The refactor happened to allow us more options moving forward with things like reloading. I’m sure you don’t
The weapon refactor has encompassed a bunch of things that don’t really have anything to do with weapons, so I’m keen to merge it into the main branch and get testing on the development branch on Steam as soon as we can. These are things like queued network updated, to avoid flood outs and network choking when sending snapshots (which are happening a lot right now).
Washed Up
Players now all spawn on the beach. This is a bit of an experiment we’re running, it’s something we’ve thought about for a while – since the start of legacy in fact.
It means that players initially will run into each other a lot. It means that players will probably want to run away into less populated areas to start their new life. It’s an experiment anyway – let us know what you think.
Legacy Map
This isn’t done yet – but we are working on porting the old legacy map. Andre is working through the procedural stuff making sure a bunch of stuff works on hand-made maps too, and then there’s a bunch of art stuff. So it’s going to be a while.. I just wanted you guys to know that it’s happening – because I don’t think we’ve confirmed it anywhere yet.
We would like to enable community made maps, but it’s a sticky area. I’m not sure whether it would work, so it’s something we’re going to have to talk to Unity about and get their feedback.. because I know they’re keen to support user created content – and I don’t think that’s within capabilities of the engine right now. But I might be wrong.
Faster Water
The old water was killing your framerate. Andre set about making new water this week. Instead of re-rendering the scene to create a reflection, it uses screenspace reflections. It’s about a million times faster because it’s pretty much free to render.
It doesn’t look as good as the old water right now – but I’m sure given the choice you’d rather have those 7 extra frames per second – right?
Lighthouse
Dan’s done his little lighthouse!
Stone and Metal floors
We heard you were worried about people breaking in through your ceilings/floors – so helk went in and made metal and stone versions.. which are much stronger than stupid old wooden versions.
Satellite
Vince’s new improved satellite monument is in!
Light Fixes
We had a problem where if your quality settings were set to one of the lower settings you wouldn’t get any light from the torch, or fires, or lanterns. Andre fixed this for you.
Other Stuff
If you smash a corpse up, it’ll spew a bunch of items instead of just disappearing. Corpses no longer disappear when you’re looting them. If you started the game with the command line “-dev” it enabled a bunch of developer tools – which were being used to cheat with – this is now disabled. Fixed melee attacks sometimes not hitting, or not being that accurate.
Summary
More branch work this week, with no real update. The weapon refactor stuff is pretty much done now. Once the loose ends are tied up we’re pretty happy to merge that into main and we can start doing stuff that has appreciable results for you – so you can see this wasn’t just coder masturbation. I’m hoping once that’s out it will fix the lag drop bug we’re seeing pretty commonly that is causing people to have to wipe their servers after a couple of days.
Once that’s out and all working, next week is all gameplay and bug fixes again. I’m hoping to stop houses falling down for no reason. And I’m hoping to do some blueprint stuff.
Rechte zu den Bildern gehören Facepunch!
Performance and Gameplay
DEVBLOG "36" 29.11.2014
The building update!
DEVBLOG "35" 21.11.2014
Structural Integrity
Remember last week when I said something about working on something big for the building system, and everyone thought I just meant the new build system. Well it wasn’t the new build system. It was making buildings fall down.
This has wrongly been referred to as a weight system. It doesn’t take weight into account right now at all, in fact it’s kind of the opposite. The intention was to allow people to be more free in their building, a specific example would be to allow people to build self supporting floors – without a pillar or wall under every floor block. This doesn’t work without the structural integrity system because you could build sky bridges. Now we have integrity we can allow you to build floors on floors, because if it’s wrong it’ll just fall down.
So let me be honest. I’m not a mathematical genius. I’m not a structural engineer. I don’t know what I’m doing. This system isn’t going to ever be 100% true to life. You will be able to build some stuff that defies physics, this is just the way we’re doing it. We don’t want you to not be able to make the legit structures that you’ve made before, we just don’t want you building stairs to the moon.
From a raiding point of view this is a total game changer. We don’t know how it’s going to affect stuff – but we’re going to be watching, tweaking, improving, adding counter-measures over time. There are bug that we know about, and I’m sure there are bugs that we don’t know about. Yes – it would be cool if falling blocks killed the player. It’s all a work in progress.
New Building System Overview
We’ve rolled out the new building system. There’s a few things I want you to know about it so you don’t get angry at the wrong things.
Building Plan
To place building blocks you need a Building Plan. Once you have crafted a plan and have it in your hands you can change the building component by holding down the right mouse button and left clicking on the part you want to use.
The blocks start out black. This means they have low health. You don’t have to do anything – they gain health by themselves.
When looking at at block you’ll get a tooltip showing its current health
If the placement of the block is unstable it will also show the stability as a percentage and the background of the health bar will turn red.
Hammer
You can speed up the blocks health gain by giving them a whack with the hammer. This changes their regeneration speed – which falls back down to normal slowly – so a couple of hammer wacks is all you need to do.
When you’re looking at a block with the hammer you can hold the right mouse button to see a menu. From here you can do things like upgrade/downgrade to another block type, rotate and demolish.
If available for a block, when upgrading to stone (or metal) the block’s maximum health will increase. This will make the block turn dark again – you know what to do here.
Some melee weapons aren’t very effective stone and metal, so it’s a good idea to upgrade your blocks to one of those – especially exposed foundations.
Tool Cupboard
Some options on the hammer aren’t available unless you’re within the influence of an authorised tool cupboard. The tool cupboard makes it so only the people who are authorised with it can use building tools within its radius. The tool cupboard is craftable in the menu.
Once placed you should authorise yourself with it.
You will see information on the bottom left of the screen describing whether you’re within its influence.
Work In Progress
All the models are basic geometry with placeholder textures right now. Real art will be coming soon. Some of the descriptions and icons are missing on the pie menu. The black overlay flickers sometimes. The placement guide block jumps all over the place. We’re on it, don’t worry.
Weapon Refactoring
I started refactoring the weapon system so that weapons are actual entities. They’re just items right now and it’s pretty limiting in the scale of things we’re able to do.
This is not going to be a short process so I’ve started another branch with the changes on, and am working on it periodically. So it’s not done yet and when it’s done you probably won’t see any immediate benefits, but it will make stuff a lot easier for the coders – and we’ll be able to make the weapons suck less.
Map Size
Andre has added a server variable so server owners can change the size of the map for their server as they see fit. If you’re a server owner and want to change your map, you can with the command line “-server.worldsize ” where value is a number – default is now 4000.
The default map size is now 16km2 – this is down from 64km2. This is a gameplay change, but should help out performance quite a bit.
Window Bars
You can now add bars to your windows. You can look, loot, throw and shoot through them – but you can’t walk through them.
Optimizations
We’re hoping to see some frame rate increases this week. Andre did the tree thing, so they should be a lot faster now. Diogo has been tweaking the terrain shader – so that should be a lot faster now – especially on the shitter quality settings.
We’ve got analytics running so we’ll be able to see if there’s a performance benefit. I’ll post the graph next week.
Chickens
Goosey has been messing with the chickens again.
.. and Andre has put them in game and made them dance. They’re not done yet though.
Operation Unsuck
We’re looking at ways to make the maps better. We’re probably going to make a non procedural map (which will be playable), then generate the procedural maps from that. This will be easier than designing for a procedural map – as the programmers programming the procedural stuff will have a very good idea of what it should look like based on the non-proc map. No timescale on this.
Howie and Paul have done some paint-overs to show some ideas of what the environment should/could look like.
Rustafied
If these devblogs aren’t enough for you then you should really keep an eye on rustafied.com and their twitter feed, and maybe check out their server. They post what’s happening pretty much every day, and usually multiple times a day. It’s really inspiring for us to see someone taking this much interest in what we’re doing.
Summary
I could have worked on the building stuff on the dev branch for another couple of weeks, but I thought I’d better force myself to release it because that couple of weeks would have turned into a couple of months. So it’s out now. Like everything, it’s not perfect, it’s not finished, it’s going to be updated. Let us know what the problems are. I didn’t hit my roadmap targets this week, I was hoping to give you one more cool thing, but that will have to wait now.
Next week is all damage control, bug + gameplay fixes, polish and performance stuff. And probably the weapon refactoring stuff too.
Oh and yeah we removed comments again. I was a comment troll on CSNation 15 years ago – so I know how it works and where it leads. We have reached a bad ratio of legit commenters to trolls. We make games, we don’t have time to moderate stuff like this – nothing useful was coming from the comments, but it is useful for us to hear what you’re saying about Rust. So if you want to discuss the update then please do it at your favourite place to do it. We’ll still hear what you’re saying (unless you’re on the Steam Powered Forums), but your discussions will be properly moderated (unless you’re on the Steam Powered Forums).
RUST
Rust ist ein Early-Access-Spiel, das am 11. Dezember 2013 als Alpha-Version auf der Plattform Steam veröffentlicht wurde.
Das Spiel wird von den Facepunch Studios entwickelt, die bereits durch Garry’s Mod, einem Sandbox-Spiel auf Basis der verbreiteten
Source-Engine, bei den Fans bekannt und beliebt geworden sind. Rust verwendet die Unity-Engine.
Was ist RUST?
RUST wurde eigentlich als Horror Survival-Sandbox Game entwickelt. Und sollte sogar ein DayZ Clone sein, es gab vorher in RUST sogar Zombies die aber entfernt wurden, und gegen "Zombie" Tiere getauscht wurden die das selbe Droppten wie Zombies, doch RUST entwickelte sich immer weiter und weiter zu einem anderen Spiel. Bis die Entwickler schließlich RUST komplett umgestalteten, so blieb nicht viel vom alten RUST übrig und das neue RUST wurde geboren! So wurde praktisch ein ganz neues Spiel erschaffen, es wurde nicht nur etwas an der Grafik geschraubt oder Items. Sondern man hat das alte RUST praktisch liegen lassen und fast bei 0 angefangen. Eine neue Animations-Engine kam zum Einsatz vieles hat sich geändert wenn ich das auflisten würde wäre das viel zu viel. Im groben und ganze kann man aber sagen, das alte RUST so wie das "neue" RUST waren und sind Fantastische Spiele. Mittlerweile orientiert sich das spiel eher an einem Survival Sandbox mit riesiger Karte und viel Freiheiten.
Unterstütze die Entwickler!
Humble Store
Steam Store
Offizielle Seite
RUST
Coding and stuff
DEVBLOG "37" 05.12.2014
Weapon Refactor
Like last week – almost done. All the weapons have been converted to the new system. Helk is working on an improved damage system now, which is a bit complicated so I’m gonna wait until it’s done until I explain how it works.
If I’ve done my job properly you shouldn’t notice much of a change with the weapons. You might notice a few bug fixes but that should be it. The refactor happened to allow us more options moving forward with things like reloading. I’m sure you don’t
The weapon refactor has encompassed a bunch of things that don’t really have anything to do with weapons, so I’m keen to merge it into the main branch and get testing on the development branch on Steam as soon as we can. These are things like queued network updated, to avoid flood outs and network choking when sending snapshots (which are happening a lot right now).
Washed Up
Players now all spawn on the beach. This is a bit of an experiment we’re running, it’s something we’ve thought about for a while – since the start of legacy in fact.
It means that players initially will run into each other a lot. It means that players will probably want to run away into less populated areas to start their new life. It’s an experiment anyway – let us know what you think.
Legacy Map
This isn’t done yet – but we are working on porting the old legacy map. Andre is working through the procedural stuff making sure a bunch of stuff works on hand-made maps too, and then there’s a bunch of art stuff. So it’s going to be a while.. I just wanted you guys to know that it’s happening – because I don’t think we’ve confirmed it anywhere yet.
We would like to enable community made maps, but it’s a sticky area. I’m not sure whether it would work, so it’s something we’re going to have to talk to Unity about and get their feedback.. because I know they’re keen to support user created content – and I don’t think that’s within capabilities of the engine right now. But I might be wrong.
Faster Water
The old water was killing your framerate. Andre set about making new water this week. Instead of re-rendering the scene to create a reflection, it uses screenspace reflections. It’s about a million times faster because it’s pretty much free to render.
It doesn’t look as good as the old water right now – but I’m sure given the choice you’d rather have those 7 extra frames per second – right?
Lighthouse
Dan’s done his little lighthouse!
Stone and Metal floors
We heard you were worried about people breaking in through your ceilings/floors – so helk went in and made metal and stone versions.. which are much stronger than stupid old wooden versions.
Satellite
Vince’s new improved satellite monument is in!
Light Fixes
We had a problem where if your quality settings were set to one of the lower settings you wouldn’t get any light from the torch, or fires, or lanterns. Andre fixed this for you.
Other Stuff
If you smash a corpse up, it’ll spew a bunch of items instead of just disappearing. Corpses no longer disappear when you’re looting them. If you started the game with the command line “-dev” it enabled a bunch of developer tools – which were being used to cheat with – this is now disabled. Fixed melee attacks sometimes not hitting, or not being that accurate.
Summary
More branch work this week, with no real update. The weapon refactor stuff is pretty much done now. Once the loose ends are tied up we’re pretty happy to merge that into main and we can start doing stuff that has appreciable results for you – so you can see this wasn’t just coder masturbation. I’m hoping once that’s out it will fix the lag drop bug we’re seeing pretty commonly that is causing people to have to wipe their servers after a couple of days.
Once that’s out and all working, next week is all gameplay and bug fixes again. I’m hoping to stop houses falling down for no reason. And I’m hoping to do some blueprint stuff.
Rechte zu den Bildern gehören Facepunch!
Performance and Gameplay
DEVBLOG "36" 29.11.2014
​
Client Optimizations
We’ve optimized the client a bit this week. There’s still work to be done but we have increased the framerate. The average framerate for the last 2 days (since we released the update) has been 42 fps. This is 12fps more than the average of a few weeks ago – that’s like a 25% improvement. I hope everyone out there is feeling the benefit of that.
There’s still things we can do here though, like making the F3 menu more obvious and more useful. So we’re going to look at those this week.
Gameplay++
Helk is back in the ass kicking business.. and let me tell you something. Business is good. He’s been fixing all the gameplay stuff!
We’ve also started looking at the server optimization. It’s important to us that the servers are able to remain online, and wipe free – for at least 6 months. I appreciate more than anyone that this is an ambitious target.. but we’re making steps towards it.
There was a huge problem with server stability last week – that’s been solved, but at the expense that the building stability system is a bit less predictable than it was. So I’ll be looking at a fix for that this week.
There’s a timeout bug right now too. This seems to happen when the server has been up a long time and it has more than 70 players online. At regular intervals all the players will drop from the server. This is a big problem, so I’ve been analyzing it a lot. I have go what I think will fix this issue already but it’s tied into the weapon refactor, so it’ll come when that’s done. I’m hoping to have it testing on Dev some time next week.
Summary
I feel like we’ve been guilty of working for these devblogs instead of working for the game. This is why working on things like optimization fell by the wayside. Sometimes game development isn’t sexy.So I think we have to reconsider what the aim of these blogs are. Whether they contribute anything to the game itself. Whether we should even be posting concept art, ideas and model renders, or whether we should only post things when they’re in the game.I guess the bottom line is that the development cycle should be about feeding the game, not feeding the devblog audience.
Back to business.
Rechte zu den Bildern gehören Facepunch!
Client Optimizations
We’ve optimized the client a bit this week. There’s still work to be done but we have increased the framerate. The average framerate for the last 2 days (since we released the update) has been 42 fps. This is 12fps more than the average of a few weeks ago – that’s like a 25% improvement. I hope everyone out there is feeling the benefit of that.
There’s still things we can do here though, like making the F3 menu more obvious and more useful. So we’re going to look at those this week.
Gameplay++
Helk is back in the ass kicking business.. and let me tell you something. Business is good. He’s been fixing all the gameplay stuff!
- Adjusted melee ranges
- Made campfires hurt less
- Added audio to furnace
- Destroying a crate makes it spew its contents
- Fixed melee not always registering
- Melee traces now properly use spherecasts
- Fixed lantern material
- Fixed terrain footsteps when inside
- Made footsteps louder
- You now receive more than one bullet per craft
- Spear attack nerfed
- Stone spear cost increased
- Bandages cost 3 cloth
- Right click to smash skulls into bone fragments
- Added large storage box (24 slots)
- Small storage box size went from 12 to 8
- Code locks save/restore their whitelist properly
- Codelock automatically locks after first code entered
- Locks automatically lock after key created
We’ve also started looking at the server optimization. It’s important to us that the servers are able to remain online, and wipe free – for at least 6 months. I appreciate more than anyone that this is an ambitious target.. but we’re making steps towards it.
There was a huge problem with server stability last week – that’s been solved, but at the expense that the building stability system is a bit less predictable than it was. So I’ll be looking at a fix for that this week.
There’s a timeout bug right now too. This seems to happen when the server has been up a long time and it has more than 70 players online. At regular intervals all the players will drop from the server. This is a big problem, so I’ve been analyzing it a lot. I have go what I think will fix this issue already but it’s tied into the weapon refactor, so it’ll come when that’s done. I’m hoping to have it testing on Dev some time next week.
Summary
I feel like we’ve been guilty of working for these devblogs instead of working for the game. This is why working on things like optimization fell by the wayside. Sometimes game development isn’t sexy.So I think we have to reconsider what the aim of these blogs are. Whether they contribute anything to the game itself. Whether we should even be posting concept art, ideas and model renders, or whether we should only post things when they’re in the game.I guess the bottom line is that the development cycle should be about feeding the game, not feeding the devblog audience.
Back to business.
Rechte zu den Bildern gehören Facepunch!
The building update!
DEVBLOG "35" 21.11.2014
Structural Integrity
Remember last week when I said something about working on something big for the building system, and everyone thought I just meant the new build system. Well it wasn’t the new build system. It was making buildings fall down.
This has wrongly been referred to as a weight system. It doesn’t take weight into account right now at all, in fact it’s kind of the opposite. The intention was to allow people to be more free in their building, a specific example would be to allow people to build self supporting floors – without a pillar or wall under every floor block. This doesn’t work without the structural integrity system because you could build sky bridges. Now we have integrity we can allow you to build floors on floors, because if it’s wrong it’ll just fall down.
So let me be honest. I’m not a mathematical genius. I’m not a structural engineer. I don’t know what I’m doing. This system isn’t going to ever be 100% true to life. You will be able to build some stuff that defies physics, this is just the way we’re doing it. We don’t want you to not be able to make the legit structures that you’ve made before, we just don’t want you building stairs to the moon.
From a raiding point of view this is a total game changer. We don’t know how it’s going to affect stuff – but we’re going to be watching, tweaking, improving, adding counter-measures over time. There are bug that we know about, and I’m sure there are bugs that we don’t know about. Yes – it would be cool if falling blocks killed the player. It’s all a work in progress.
New Building System Overview
We’ve rolled out the new building system. There’s a few things I want you to know about it so you don’t get angry at the wrong things.
Building Plan
To place building blocks you need a Building Plan. Once you have crafted a plan and have it in your hands you can change the building component by holding down the right mouse button and left clicking on the part you want to use.
The blocks start out black. This means they have low health. You don’t have to do anything – they gain health by themselves.
When looking at at block you’ll get a tooltip showing its current health
If the placement of the block is unstable it will also show the stability as a percentage and the background of the health bar will turn red.
Hammer
You can speed up the blocks health gain by giving them a whack with the hammer. This changes their regeneration speed – which falls back down to normal slowly – so a couple of hammer wacks is all you need to do.
When you’re looking at a block with the hammer you can hold the right mouse button to see a menu. From here you can do things like upgrade/downgrade to another block type, rotate and demolish.
If available for a block, when upgrading to stone (or metal) the block’s maximum health will increase. This will make the block turn dark again – you know what to do here.
Some melee weapons aren’t very effective stone and metal, so it’s a good idea to upgrade your blocks to one of those – especially exposed foundations.
Tool Cupboard
Some options on the hammer aren’t available unless you’re within the influence of an authorised tool cupboard. The tool cupboard makes it so only the people who are authorised with it can use building tools within its radius. The tool cupboard is craftable in the menu.
Once placed you should authorise yourself with it.
You will see information on the bottom left of the screen describing whether you’re within its influence.
Work In Progress
All the models are basic geometry with placeholder textures right now. Real art will be coming soon. Some of the descriptions and icons are missing on the pie menu. The black overlay flickers sometimes. The placement guide block jumps all over the place. We’re on it, don’t worry.
Weapon Refactoring
I started refactoring the weapon system so that weapons are actual entities. They’re just items right now and it’s pretty limiting in the scale of things we’re able to do.
This is not going to be a short process so I’ve started another branch with the changes on, and am working on it periodically. So it’s not done yet and when it’s done you probably won’t see any immediate benefits, but it will make stuff a lot easier for the coders – and we’ll be able to make the weapons suck less.
Map Size
Andre has added a server variable so server owners can change the size of the map for their server as they see fit. If you’re a server owner and want to change your map, you can with the command line “-server.worldsize ” where value is a number – default is now 4000.
The default map size is now 16km2 – this is down from 64km2. This is a gameplay change, but should help out performance quite a bit.
Window Bars
You can now add bars to your windows. You can look, loot, throw and shoot through them – but you can’t walk through them.
Optimizations
We’re hoping to see some frame rate increases this week. Andre did the tree thing, so they should be a lot faster now. Diogo has been tweaking the terrain shader – so that should be a lot faster now – especially on the shitter quality settings.
We’ve got analytics running so we’ll be able to see if there’s a performance benefit. I’ll post the graph next week.
Chickens
Goosey has been messing with the chickens again.
.. and Andre has put them in game and made them dance. They’re not done yet though.
Operation Unsuck
We’re looking at ways to make the maps better. We’re probably going to make a non procedural map (which will be playable), then generate the procedural maps from that. This will be easier than designing for a procedural map – as the programmers programming the procedural stuff will have a very good idea of what it should look like based on the non-proc map. No timescale on this.
Howie and Paul have done some paint-overs to show some ideas of what the environment should/could look like.
Rustafied
If these devblogs aren’t enough for you then you should really keep an eye on rustafied.com and their twitter feed, and maybe check out their server. They post what’s happening pretty much every day, and usually multiple times a day. It’s really inspiring for us to see someone taking this much interest in what we’re doing.
Summary
I could have worked on the building stuff on the dev branch for another couple of weeks, but I thought I’d better force myself to release it because that couple of weeks would have turned into a couple of months. So it’s out now. Like everything, it’s not perfect, it’s not finished, it’s going to be updated. Let us know what the problems are. I didn’t hit my roadmap targets this week, I was hoping to give you one more cool thing, but that will have to wait now.
Next week is all damage control, bug + gameplay fixes, polish and performance stuff. And probably the weapon refactoring stuff too.
Oh and yeah we removed comments again. I was a comment troll on CSNation 15 years ago – so I know how it works and where it leads. We have reached a bad ratio of legit commenters to trolls. We make games, we don’t have time to moderate stuff like this – nothing useful was coming from the comments, but it is useful for us to hear what you’re saying about Rust. So if you want to discuss the update then please do it at your favourite place to do it. We’ll still hear what you’re saying (unless you’re on the Steam Powered Forums), but your discussions will be properly moderated (unless you’re on the Steam Powered Forums).
Anhänge
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