Video Game Updates & Patch Notes

Rust October 5 Patch Notes, Quality of Life and Gameplay Updates

The latest patch for Rust introduces several fundamental changes and improvements designed to tackle long-standing community issues and enhance gameplay. From controlling the abuse of turrets to beefing up the capabilities of SMGs, the update brings a fresh layer to the popular survival game.

One of the main issues players have pointed out is the overuse of turrets. To solve this, the developers have introduced “Turret Interference.” The new system limits how many turrets can be active in a 40-meter radius. Turrets that exceed this limit will glow blue and not lock onto targets. This change allows players to still deploy as many turrets as they want, but they’ll need to think strategically about which ones to activate.

Players have also raised concerns about the effectiveness of SMGs, especially at long ranges. The update narrows the aimcone for SMGs, making it easier to hit targets. In addition, the MP5 has received a damage boost, reduced bullet drop, and an improved burst mode for increased accuracy and lower recoil.

Below you can find more details about it:


A common complaint we have been hearing for a very long time as the over-use and abuse of turrets. To combat this we’ve added “Turret Interference” Basically this means that only a certain amount of turrets (sentry.maxinterference) can be active in any particular area ( sentry.interferenceradius). subsequently activated turrets will emit a blue electrical glow and fail to acquire any targets.

There is no hard limit on the number of turrets you can deploy, only a limit on the number of turrets to be activated at any one time within 40m. For example, you may choose to enable 12 of your outdoor turrets but keep your indoor turrets disabled or you can set up smart circuits to detect players and power up turrets when needed.

Hopefully this addresses some of the concerns we’ve been hearing regarding this issue, and we plan to iterate and improve, we’ll be watching the feedback.


While SMGs are not intended to be used in long range engagements, some of the clips sent to us are a little out there.

I’ve reduced the aimcone on SMGs slightly so that more rounds will land in the center during sustained fire. I’ve also given the MP5 a bit of a buff, it’ll deal slightly more damage and have less bullet drop. The burst mode has also been improved, yielding higher accuracy and less recoil.



Updated TC Layout

TC contents and tools are now one page with +1 tool slot

Vehicle Dismount Settings

Adjust how long it takes to dismount a vehicle per type (Ground/Air/Aquatic/Horse)

Toggle Vending Machines

Can now hide Vending Machines from the map view

Bad Weather

Higher chance of rain, storms and fog

Water Catchers

Water catchers now fill much faster when it rains, even faster in stormy weather

Small Battery

Small Battery now outputs more power and has a higher capacity

Underwater Visibility

Underwater is now slightly brighter

Tug Boat Player Respawn

Players are now unable to respawn on Tug boats if too close to water monuments

Workbench Radius

Workbench radius has been slightly increased, allowing crafting from further away


Available now from the Rust store is the new brutalist building skin which allows you to change the visuals of your stone base.

This skin is for sale at the Steam store. To use, simply equip your hammer tool, display the wheel, and enable building skins. This should reveal the skin’s wheel on which you may choose Brutalist upgrade.





In the last update we released the Homing Missile Launcher, and some keen-eyed players probably noticed the sleek digital scope attached to it. We’re now happy to announce that this scope is fully functional, and allows for a full ADS view as you doom your whirly-twirly foes.



Last month, we rolled out a Unity engine update for the server. After prolonged monitoring, we’re confident to say the upgrade has resolved several long-standing server crashes dating as far back as 2019.

While most server crashes and stalls are resolved, we have identified another AI-related stall we’re investigating.

Overall, servers should now be more stable.


Last month we launched Global Networked Bases as an experimental feature… and disabled it 4 hours into wipe. Despite monitoring for a week on staging, it still managed to DDOS servers and make bases invisible on certain hardware!

Although all known issues have been resolved, this feature is still considered experimental and disabled by default.

If you want to give it a whirl, look for “Global Rendering” in the options menu & remember to restart your game after enabling or disabling it!



Tired of waiting 60+ sec for your favourite server to show up? Try enabling the “Use Cache” button & click “Refresh” to load all servers instantly!

Note: although this should be an improvement over steam’s server browser, it is still considered experimental and disabled by default.



Another monthly round-up of data that we’ve captured in the last 30 days. We’ve got a lot of data at hand but we’re trying to pick out the more interesting bits to share.

The data shown below is only from Facepunch official servers, we eliminate data from community-run servers to ensure accuracy within the data we share.









October 23rd at 19:00BST / 14:00 EST

, we’ll release a mandatory server and client update to enable some new spooky features!

Server owners, please remember this date.

If you are a video game developer and you have a submission to make, you can mail us at

Amie Gammons

A huge fan of puzzlers. Would love to experience the world and takedown on every single and upcoming game title. In the free time love to sing, follow recent game rumors and try to decrypt them in the best possible way.

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