Posts Tagged ‘Facepunch Studios’

Rust Update: Female Models, Steam Inventory Items

By Philippa Warr on July 20th, 2015.

This chap has a very dusty shoulder!

Female character models are now available in Rust [official site] (but only for server admins during the testing phase).

When the models do go fully live it won’t be as a “pick your avatar” option. Instead you’ll have a male or female avatar permanently assigned to your Steam ID. It’s the same deal with how race (or at least skin tone) is assigned in the game. Penis size also works that way but apparently that was serendipitous – the result of how skeletons are constructed for animation and the fact that one of these “bones” is the penis.

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Flame On: Rust’s Candle Hats

By Jem Alexander on May 16th, 2015.

Only in Rust’s [official site] dark wasteland would you ignore the obvious practical and safety issues of wearing a lit candle on your head.  Which, I suppose, is what makes Rust’s dark wasteland so appealing. Stand up straight; the last thing you want is hot wax dripping down your face.

This exercise in masochistic torture is just one of the many new additions to Rust, as detailed in the latest Devblog. These weekly blogs give each member of the development team an opportunity to show off what they’ve made this week and plan their week ahead. It’s like being right in the studio for their Friday meetings, but with presumably less beer.

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Virtual Physical Pool: More On Rust Devs’ Arcade Sim

By Alice O'Connor on April 13th, 2015.

Running an arcade was a brief childhood dream of mine, mostly because I wanted free play on multiplayer tank battle FPS Tokyo Wars. Then I got a new PC and Quake and, well, here we are.

Rust and Garry’s Mod makers Facepunch Studios announced last year that they were working on a multiplayer virtual arcade that’d let folks lark about in player-design arcades full of player-made games. They’ve been quiet about it for a few months, so I’d assumed they’d gently smothered the prototype with a digipillow. No, a new dev blog post shows it’s still coming along nicely. I don’t see a Tokyo Wars em up, but they do have virtual physical games like pool running now.

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New Rust Update Lets You Play Guitar With Your Mouse

By Emily Gera on April 12th, 2015.

As someone who’s entire career is about staring silently and slack-jawed at lists of patch updates, I have nothing but love for Garry Newman. He’s the kind of guy who’ll write an update that says: “I’ve been spending a good wedge of my time looking at performance, figuring out why the game sometimes runs like shit.” What prose! What truth!

Then he’ll go on to post pictures of guys playing electric guitar with their wangs hanging loose.

Things like this are central to Rust [official site], a game that has inspired its own developers to introduce guitars into the game so you can finally impress fellow players with your instrumental cover version of Smoke on the Water.

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Lubricated: Rust Revving Up For New Features

By Alice O'Connor on March 21st, 2015.

I’ve been fascinated by the rebuilding of Rust [official site], and DayZ too, and how different their developments are the second time around. The initial free versions of both open-world survive ‘em ups were scrappy things, quickly growing and tossing features onto foundations that, it turned out, weren’t quite able to support them. Starting over from scratch, both have moved more cautiously through Early Access, and I’ve enjoyed seeing how they grow at this slower pace.

Rust is about to enter a bit of a growth spurt, now stable enough to start boshing in more features.

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I’m After Before: First Video Of Prehistoric Strategy Game

By Graham Smith on December 8th, 2014.

I’ve been following Before since creator Bill Lowe first started sharing screenshots of the caveman god game on Twitter. I responded by favouriting some of the tweets with screenshots in them; Garry Newman of Facepunch Studios responded by hiring Lowe and a team of others to make the game happen. The first trailer showing their work is below.

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Impressions: Rust’s New Version

By Matthew Cox on November 26th, 2014.

As of last month, developers Facepunch (headed by Garry Newman of Garry’s Mod fame) declared that what was previously known as ‘Experimental Mode’ is now the definitive version of Rust. It now launches by default on Steam, with an option to play on the old ‘Legacy’ servers instead if you’re not ready for change. Unfortunately, I don’t think the game’s quite ready itself.

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Facepunched: Prehistoric Survival Game Before

By Alice O'Connor on September 24th, 2014.

Open the door, get on the floor, everybody fund the game Before.

While the many ends of human civilization are all the rage nowadays, Before has been looking at its beginnings. It’s a singleplayer-focused survival game about your prehistoric tribe exploring, foraging, hunting, surviving wild animals, surviving the elements, and, over time, developing a culture, beliefs, and rituals. It all sounds delightful, but creator Bill Lowe was struggling for money to finish it. Normally this is where I’d link to a Kickstarter campaign, but no need! You see, those moneybags from Rust and Garry’s Mod gang Facepunch Studios have taken Before and its team under their gamewing.

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Street Fighter X Tennis: Facepunch Reveal Deuce

By Ben Barrett on August 2nd, 2014.

The revelation that Facepunch Studios were not working exclusively on Rust, but daring to prototype new games like Riftlight too (spoiler: this happens literally everywhere), sent some people on the Internet into a bit of a tizzy. “They are probably going to be even angrier to find out that we have three other prototypes being worked on,” head Facepuncher Garry Newman said.

Now they’ve revealed the first of these others, Deuce. It’s a cross between Street Fighter and tennis, which lands it somewhere around one of the Mario sports games.

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Riftlight My Fire: Rust Devs Show Arcade Shooter Prototype

By Graham Smith on July 28th, 2014.

What do you do when your released games unexpectedly make all the money in the world? Use some of it to create prototypes of other games, I guess. Facepunch Studios, makers of Garry’s Mod and Rust, are beginning to write about different projects they’ve been developing. The first is Riftlight, an arcade shooter with “light-RPG” elements like levelling and skill trees. Over on the Facepunch blog, designer Adam Woolridge has concept art, early in-game footage and other details, some of which I’ve picked out below.

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Plant It: Rust Getting Farming, TF2-Like Item Creation

By Nathan Grayson on March 10th, 2014.

Time for some wanton murrrrddeee-- oh my, that is a splendid tomato crop!

Rust is already a purring, slurring engine of human depravity, but there’s no denying that it’s all rather barebones at the moment. You can explore, you can build a house around other people’s houses and take them prisoner but mercifully feed them tuna every couple hours, but Garry (of Garry’s Mod fame) and co have much bigger plans for the future. At this particular moment, that means a whole slew of improvements including a new UI, farming, and an item editor modeled after the one that produces Team Fortress 2’s infamous headwear selection.

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Impressions: Rust

By Rich Stanton on January 7th, 2014.

I was hunting a deer with a rock, as you do, when I heard a voice.

“We’re not going to kill you.”

A shot cracked past my head and the deer slumped to the ground. I turned around to see two guys wearing kevlar and toting M4 rifles. Having recently spawned, my offensive options were a stone and some green trousers.

“Take the deer. It’s yours.”

I scurried over to the corpse like Gollum and began hacking it to pieces with my rock. So delighted, in fact, that I didn’t hear the footsteps as one of the pair walked up, took aim, and killed me with a headshot. I heard the laughs though. I clicked respawn, and started over. Welcome to Rust.

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Garry On Garry’s Mod’s Endlessly Rising Sales Figures

By Graham Smith on November 25th, 2013.

The face I would make all the time if I was Garry.

Last week, Garry Newman tweeted a sales chart that backed up what we already knew: that his game Garry’s Mod is extremely successful and that its sales have not slowed down since its release back in 2006. The extra detail was a little surprising though. July 2013 was the game’s best month ever in terms of copies sold, the number of copies sold doubles each year, and it has sold 3.5 million in total since launch.

Even accounting for Steam sales, those are remarkable numbers. I emailed Garry to ask him how this has happened, and also why, and also how, and what? Fwuh?
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