Wipe Board
Game updates · Monthly update · 03 July 2025

Friends With Benefits

TL;DR of the Facepunch post, by Wipe Board
Wipe impact
This is the July 2025 monthly update, published on Thursday 3 July 2025, the first Thursday of the month, so every server force wiped its map. Facepunch does not mention a blueprint wipe in the post, so blueprints reset only where a server's own schedule says so.
Matters most to
Groups and friends playing together gain the most from the party and team invite changes, while builders benefit from deployable snapping and should note the roof stability fix.
Next force wipe
Thursday 03 September

What changed

SocialFriends can be invited to a party from the friends menu on the main menu. When the party leader connects, everyone connects to the same server, spawns nearby and is put on the same team. Later respawns are scattered as usual. Team invites can now be sent to friends who are offline or on another server, and by right clicking a name in chat.MissionsCZ-721 at Outpost hands out a mission to travel to a Fishing Village and back, which unlocks a permanent Outpost spawn point. It has a 30 minute cooldown and does not count towards the bag limit. The mission works in Vanilla and Primitive, but is disabled in Softcore. The conversation screen no longer bounces while text animates and gains a Mission Complete panel.BuildingMany deployables can be snapped by holding Left Shift while placing. Simple mode snaps to walls and can be used as a slider. Advanced mode, the default, also snaps into corners and onto similar nearby deployables such as box to box or shelf to shelf. The mode is set in the settings menu.BalancePatrol Helicopter keeps the tug of war aggro bubbles but changes its fleeing. It always flees towards a monument, flees at most one grid, shows the flee location on the map, and does not flee at all if it is engaged from near or inside a monument. Facepunch says the change is an attempt to keep serverwide fighting without the frustration of long chases.FixesStability was using the lowest number of links to the ground rather than the highest stability for support, which broke pyramid bases and jungle temples after restarts. Fixing it also fixed disconnectable external TCs and roof stability bunkers. Facepunch states other bunkers are untouched and that external TCs can still be broken manually before replacing the main TC.World generationThe erosion simulation used in procedural map generation was improved. Canyons and lakes blend into the surrounding terrain better and erosion has a larger effect on the world. Generation takes slightly longer but the simulation is heavily multi threaded.Quality of lifePeacekeeper mode shows a holster warning to offending players. A dedicated UI sounds slider controls headshot sounds. Weapons are holstered rather than hidden when surrendering. Auto turret aiming calculations were optimised on the server.VisualsAll viewmodels made before 2017 received hand animated camera movement in Unity, replacing the code driven system from 2017. Admire animations now have camera animation as well.DLCThe Abyss Pack from August 2023 gains free vertical and horizontal Storage Tanks, holding as much as a Large Wood Box. Owners get them as crafting options automatically.RoadmapFacepunch names a Hardcore mode refresh for next month, a Naval Update later in the year with player built modular boats and cannons, and AI and animal overhauls plus the Warhammer collaboration after that.

See which servers wipe today Original post on Steam

Full patch notes from Facepunch

Reproduced as published by Facepunch (2,044 words); "we" in this section means Facepunch. Images and text belong to Facepunch Studios.

RUST 2025: MID-YEAR RECAP & SNEAK PEEK

PARTY SYSTEM

As part of one of our long term goals of reducing friction for new players, we bring the party system to make it easier to connect to a server as your friends!

To invite friends to a party:

Once all your friends have joined your party the party leader can connect to a server. This will cause all party members to connect to the same server.

There is also an in-game advantage to joining a server as a party. When you first spawn on the server your party members will spawn nearby each other and automatically be put on the same team. Future respawns will remain random scattered on the beach.

OUTPOST SPAWNING

After several years of waving a radiation detector around, we’ve finally given CZ-721 in the Outpost something to do. He now offer players a mission to travel to a Fishing Village and back to unlock a new, permanent spawn point in Outpost. This new spawn point has a 30 minute cooldown and won’t count towards your bag limit. This mission is available in both Vanilla and Primitive modes, but is disabled in Softcore (as there is already a permanently available spawn point in that mode).

Along with this new mission we’re also shipping a bunch of under the hood improvements to the mission system. This has been a longer term project over the last few months as we all want to make more missions and flesh this system out but the process to create new missions internally is quite cumbersome and error prone. Prior to these upgrades, creating a new mission involved a long process of manually setting up conversation nodes, filling in translation fields and lots of manual data entry. We’ve automated as much of this as possible, allowing us to iterate and create more missions faster. We’re not quite there yet but we’ve got more missions planned this year that will allow us to push these tools further.  In terms of player facing upgrades, we’ve improved the conversation screen so that it doesn’t bounce around as the text is animating in, added a Mission Complete panel to communicate when a player has finished a mission and applied a lot of performance improvements as the conversation screen was quite heavy.

TEAM INVITE CHANGES

We’ve made several improvements to the invite process this month in order to make it easier to find and play with your friends. You’ll find a new Invite button in the bottom left Team UI that allows you to add friends to your team even if they aren’t on the current server or online. 

You can also now send team invites via the chat panel by right clicking a players name in the chat.

NOTABLE CHANGES

Peacekeeper Mode

Now display a holster warning to offending players (like the old safe zones)

Headshot Sounds

Added dedicated UI sounds slider (affects headshot sounds)

Surrendering Holstered

Weapons are now holstered when surrendering, no longer hidden

Optimized Turrets

Optimized Turrets aiming calculations on the server for better performance

DEPLOYABLE SNAPPING

Placing Deployables has always been a bit of a chore in Rust, especially if you want it to be properly in a corner or against a wall. We've finally implemented a solution to this, one that will hopefully be unintrusive, easy to use and help open up the building system by allowing quick and accurate placement of deployables for all.

Plenty of Deployables can now be snapped. This snapping is enabled by pressing Left Shift whilst ready to place an object. It comes in two flavours: Simple and Advanced (default). These modes can be changed in the settings menu.

Simple:

Simple mode will try to snap the object to a wall whenever possible. It will not force any other changes, and can be used to use the wall as a simple slider, allowing custom placement wherever you would like, but with the walls help. Advanced:

Advanced will do everything simple does and more. Deployables will snap into corners, and will try to  snap onto similar Deployables nearby. For example a box will snap to a box, or a shelf will snap to a shelf.

ABYSS PACK - NEW STORAGE TANKS

August 2023's Abyss Pack has been updated to now include another new free item!

The Vertical and Horizontal Storage Tanks have been bought up from the depths. Holding as much as a Large Wood Box, they're great places to store your salvaged loot.

If you already own the Abyss Pack, the new Storage Tanks will automatically be added as an option in the crafting menu.

You can get the pack on the Steam Item Store. 

PATROL HELICOPTER CHANGES

I know the most recent set of Patrol Helicopter changes weren't the best in some respects, so we want to try and improve them. It may be best to discuss some of the reasoning behind the previous changes as well as the reasoning to these new changes before getting into it.

Background

Our main drive with the Patrol Helicopter changes is to encourage PVP across the map, whilst simultaneously stopping the same clans from getting Patrol Helicopter every time it comes out. Our previous set of changes included two main parts: Tug of War

Before the last set of changes, the Patrol Helicopter would simply aggro on the player that shot at it, providing it wasn't mid missile attack and enough time had passed since its previous aggro. This meant that 'the last player that damaged it' could tag the Patrol Helicopter predictably and easily.  Therefore a system known as 'tug of war'/danger zones was developed. When a player attacks the Patrol Helicopter an invisible bubble is generated, players attacking the helicopter from within this this bubble increase the bubbles score according to a specific set of factors (damage dealt etc). This allows multiple groups or individuals to fight for aggro of the Patrol Helicopter in a more serverwide style.

Multi-Stage Fights (Fleeing Mechanics) When these 'bubbles'/danger zones ranked up too much score too fast, then the Patrol Helicopter will flee. With the idea being that the flee would happen 2/3 times and players would be required to chase down the Patrol Helicopter: fighting it across the map to encourage PVP serverwide.  In my opinion: most of the issues with the above changes lie with Multi Stage Fights, with the main one being that players end up feeling frustrated or unrewarded for taking the helicopter.

New Mechanics

The Tug of War system has been left virtually unchanged, with most of the following changes have been made to try and improve the Multi Stage Fight/Fleeing behaviour. Patrol Helicopter has been changed to work the following ways:

These changes are meant to preserve and improve the best parts of the previous changes (increased serverwide engagement and more PVP) whilst also trying to fix the issues players had with the multi stage fights. 

It's possible these changes wont work, but I want to try them out.

IMPROVED EROSION

We've improved the erosion simulation that is done as part of the procedural map generation with this update. 

It will now do a better job of blending the canyons and lakes with the rest of the environment and generally make a larger impact in the generation of the world. The improved simulation adds a relatively small amount of time to the map generation, but is aggressively multi-threaded to try and mitigate this.

LEGACY VIEWMODEL CAMERA ANIMATION UPDATES

As of April 2024 we've been adding hand animated camera animation to our viewmodels via a new camera bone in the rig.  For older viewmodels, we've continued using the code based system implemented back in 2017. While this was functional, the camera didn't accurately track the movements on screen as well as it could.

We are now able to assign any object to be the camera for our viewmodels, so we have intended to bypass the lack of a camera bone on these legacy assets, by creating hand animated movements directly in Unity. We have now completed these animations for all our older assets (pre 2017). Admires now have camera animation as well.

ROOF STABILITY FIX

I want to take a moment to explain the bigger picture of our development process after noticing a large amount of outrage following a commit regarding "roof stability being fixed".

At Facepunch one of the core objectives of our mission statement is as follows:

Valuing Player Feedback: Our community is the lifeblood of Rust. We actively seek out and incorporate player feedback, ensuring that our development process is aligned with the desires and needs of our community.

We understand and respect that some bugs are better left in the game once they turn into important gameplay mechanics. Bunkers and External TCs are well known bugs that we have intentionally left in the game until we find a suitable official game mechanic to replace them. It's not ignorance: we actively keep an eye on them and only fix the variations that we feel cross the boundary from "cool mechanic" into "game breaking". 

Roof stability bunkers and disconnect-able TCs were not considered game-breaking so what happened? Well, often these bugs end their life in the same way they were created: unintentionally. 

After the Jungle Update we noticed players started making more pyramid bases and "Jungle Temples" but there was a problem: roofs would break after server restart and/or it would be impossible to build despite it showing enough stability. The root cause of this bug as well as disconnect-able TCs was the same: the stability system was using the lowest number of links to the ground instead of the highest stability for support. To fix pyramid bases meant disconnect-able TCs would also be fixed. We weighed the options and this seemed acceptable: there are many alternative bunkers in the game & you can still break external TCs manually before replacing the main TC.

I hope this gives a bit more clarity on why we fixed roof stability and gives a better explanation of our development process than a single line commit message did.

TLDR: We didn't break all bunkers in the game nor plan to, we fixed stability calculations primarily affecting stability with roofs which caused a single type of bunker to break.

2025 RECAP & LOOKING FORWARDS

Rust is fast approaching its 12th birthday. That’s nearly 12 years of guaranteed monthly updates - over 380 content updates and 2,500+ hotfixes since launch. This year, we passed 1 million positive reviews, making Rust the 6th most reviewed game on Steam. Thank you.

In 2025 we hit a huge milestone: over 20 million copies sold on PC alone.

We also shipped some of our most ambitious updates yet:

Primitive Update – Four siege weapons, a new bow, shields, and a new game mode. We also rolled out updates to horses, ragdolls, and more.

Crafting Update – A feast of changes: new ways to cook and craft, pet chickens, bees, pies, armor inserts, optimizations, and plenty more.

Jungle Update – A whole new biome! Climbable trees and vine swinging, deadly tigers and crocodiles, new monuments, boomerangs, blowpipes, and more.

Looking ahead:

Next month brings a Hardcore mode refresh alongside some long-requested quality-of-life improvements.

Later this year, we’re setting sail with the Naval Update - introducing modular, player-built boats complete, with cannons, of course and much more. 

Also in the pipeline: AI and animal overhauls, including new animals, a Warhammer collaboration, and more we’re not quite ready to talk about yet.

40% OFF RUST AND STEAM STORE DLCS!

The Steam Summer Sale is here! And with just a few days left, why not pick up a copy for that potential clan partner mate you've been trying to convince to join? Get it to gift here.

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Questions

Does the Friends With Benefits update wipe servers?

This is the July 2025 monthly update, published on Thursday 3 July 2025, the first Thursday of the month, so every server force wiped its map. Facepunch does not mention a blueprint wipe in the post, so blueprints reset only where a server's own schedule says so.

What changed in the Friends With Benefits update?

A party system lets friends queue from the main menu, join the same server together, spawn near each other and start on one team. Deployables now snap: hold Left Shift while placing to line an item up with walls, corners or matching deployables. Patrol Helicopter flees at most one grid, always towards a monument, shows its flee location on the map and will not flee if taken at a monument. CZ-721 at Outpost gives a mission to visit a Fishing Village, unlocking a permanent Outpost spawn with a 30 minute cooldown that ignores the bag limit. The roof stability fix changes how support is calculated

Who does this update matter for?

Groups and friends playing together gain the most from the party and team invite changes, while builders benefit from deployable snapping and should note the roof stability fix.

Summary written by Claude for Wipe Board from the official post and checked against it. Wipe Board is independent and not affiliated with Facepunch Studios.