Posts Tagged ‘Facepunch Studios’

Rust’s Compound patch makes its apocalypse a bit nicer

Rust

Despite Rust sitting in my Steam library for what feels like forever, I’ve never quite drummed up the courage to dive into its singularly brutal apocalyptic world of angry naked people working their way back out of the stone age in order to shoot each other in the face. This weekend I may finally give it a spin, as its latest update adds a well defended, NPC-run safe zone for players to meet and trade in without fear of a sudden death.

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Rust adds boats, improves forests, deploys choppers

Sandbox murderthon Rust has added driveable motorboats in its latest update, elevating it to the highest class of game: one where you and your pals can pootle around a giant world singing songs until hubris causes a crash. The update’s also good news for landlubbers who’d prefer to lead a woodland hike, as it improves and expands forests. I’m sure those are the only big changes in this patch and there’s nothing to murder each other over, such as valuable supply crates dropped by new NPC transport helicopters – nothing like that. Read the rest of this entry »

Wot I Think: Rust

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“Here, have some arms”.

I’ve been alive for about 2 minutes, and the first player I’ve met in Rust has just chucked a pair of severed human arms at my feet.

“I found them on a corpse just over there. I…may have killed him. But then I wasn’t hungry, so you can have them. Here’s some animal fat too.”

Rust is a strange game.

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A Rust review is incoming…

rust4

…but not till early next week. As Early Access ended, there was a server wipe yesterday evening so I’m going to play a bit more now that I can build up my blueprint collection and base knowing that everything isn’t going to be snatched away from me. Rust‘s world of multiplayer survival can be harsh at the best of times, so it’s only fair that I find out if the promise of actual progress can lessen my sorrow.

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Rust is out of early access – here are its best patch notes

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The nasty, brutish and (often) short survival game Rust has finally crept out of its early access cave today and is sauntering around firing shotgun shells of joy into the sky and also into bodies of people it doesn’t know and doesn’t trust. That’s a simplistic reduction of a five-year process which has seen this Prometheus of the survival genre go from being a janky axe-flailer to a more polished gunslinger. How can we possibly chart all the small changes that shaped this game’s development? I know! By looking at its patch notes without context. Read the rest of this entry »

Rust’s designer on casting off the early access ‘crutch’

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In Rust, everything comes from a single rock. From rifles to radiation suits, it’s all thanks to a naked caveman hitting things with a big stone. Today, if you were to examine a family tree of the survival genre, you’d see Subnautica and No Man’s Sky sitting on the same level. Distant cousins who can’t stand to be in the same room as each other. Whether they like it or not, Rust is their common ancestor, their rock. Of course, you can trace Rust’s lineage back further into DayZ, Minecraft and eternity. I just wanted a flowery intro metaphor so you’d come and read an interview with its chief creator.

Today, Rust leaves early access. So we spoke to Garry Newman, head of Facepunch, about survival, Plunkbat and whether leaving early access even means anything anymore. Read the rest of this entry »

Rust leaving early access February 8th, then development will continue

After four years of nude murders, multiplayer survival sandbox Rust will be declared done enough to leave early access on February 8th. Development will still continue, mind, with future plans including improving farming, adding vehicles from cars to hot air balloons, radios, surrendering, and oh so much more. However, the game has settled into form enough over its time in early access that Facepunch Studios are now happy removing that label and bumping the price. Read the rest of this entry »

Nasty, brutish and short – Rust and the state of nature

Facepunch’s violent, vile Rust isn’t an obvious starting place to learn about philosophy. You might explore virtue ethics with the Ultima series, or free will with Bioshock, or concepts of self and moral worth with Soma. Even when looking at political philosophy, you’d perhaps be more inclined to stop by the totalitarian bureaucracy of Paper’s Please, or Crusader Kings II’s massive variety of governmental forms, or Eve Online’s+ unique democracy/tribalism.

But Rust…? Rust, a primitive world of dingly-dangly dongs and caved-in skulls? A transient land of ramshackle fortresses and roving gangs of hostile thugs? What can we hope to learn from that?

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Rust gets spoOoOoky with Halloween frights

Halloween’s timing is a bit weird this year, with the preceding weekend taking the bloodsoaked brunt of the fiendish frenzy, but video games still remember and will still be here for us. Rust is already a game where nude fiends ritually sacrifice each other, making it unsettling at the best of times, but now it’s proper spooky too. The early access survival sandbox’s latest update has decorated the island with graves and spider hives while adding spoOoOoky scarecrows and fire pits filled with burning skulls. Read the rest of this entry »

Rust introduces sitting down and frozen lakes

Rust sitting down

Rust [official site] now has the ability to let players sit in chairs. I feel like, despite my own lack of Rust experience, sitting in chairs is not a core part of the Rust survival game experience. I was kind of hoping that the game was taking an unexpected detour into the ancient sport of trying out furniture while a sales assistant hovers nearby but apparently it’s part of a mounting system intended to help with vehicles and their attendant need for seated interactions. I preferred my idea. Read the rest of this entry »

Rust: still a game of singular brutality, even 4 years on

Thunk. Thunk. Thunk. I cannot see the source of the dull, relentless sound, but my ears tell me is that it is close by. My chest anxiously thumps its own tattoo in reply, and I have to stamp down an illogical fear that the beating of my hideous heart is a telltale to my own location. Birds do not thunk. Boars do not thunk. Deer do not thunk. Even educated fleas do not thunk. Only people thunk.

Somewhere nearby, another human being is grimly and mechanically hitting a tree with a rock, over and over again, and I’ve never been more terrified in my life. Rust [official site], old man – you’ve still got it.
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Gleaming! Rust overhauls recoil and inaccuracy

Sandbox survive ’em up Rust [official site] has launch a sizeable update reworking how gun recoil and inaccuracy work. It should now feel more like a traditional first-person shooter, developers Facepunch Studios say. Thursday’s early access update also fancied up parts of the map Hapis Island, making them a lot more interesting, and added a new one-way drop box for players to easily dunk items. Let’s talk pew-pew! Read the rest of this entry »

Garry’s Mod Devs Release Vive Sandbox Game Chunks

WHOOOO!

Garry’s Mod gang Facepunch Studios have released their virtual reality sandbox game Chunks [official site] onto Steam Early Access. It looks like Minecraft, obvs, and building with cubes is certainly part of its foundation, but Chunks is built to be mega-moddable so who knows what it could become? Heck, even from a blockbuilding perspective, things like using the HTC Vive controllers to wave rollercoaster tracks into existence within the world looks pretty dang swish. Have a gander:

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Rust Adds Female Model, Randomly Assigned To Players

The nude murderisland of Rust [official site] has welcomed women to its bloody shores, adding a female player model in last week’s update. Yes, they too are beautiful slapheads. It’s not a choice, mind. As Rust did before with penis length and race, each player’s in-game sex is decided randomly – and permanently. Some players are not too thrilled with this, but developers Facepunch say they won’t make it optional. Part of their plan to make individual players recognisable, see.

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Premature Evaluation: Rust

Every Monday, Rob Zacny gathers the raw materials of Early Access and attempts to survive against a world of crazed, screaming unfinished games. This week, he visits the ultra-popular survival game.

As I died screaming between a wolf’s jaws, collapsing in the snow that dusts the top of the mountains while listening to it gnaw through virtual flesh, I had a realization: survival games are fun as long as they are about the threat of death.

Death itself is underwhelming: a gateway to an ever-increasing set of chores and tasks that you must repeat in order to recover your lost progress. Inevitably, the process eventually repeats, and the to-do list gets longer and less fulfilling, which sounds a little bit like hell and a little bit like a parable about the human condition. Rust [official site], the multiplayer survival game from Facepunch Studios, seems comfortable with both analogies.

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Rust Concepts Include Eerie Aloof NPC Scientists

Hi no don't worry everything's fine here Dr.

I like strange characters who largely ignore players, following their own unknowable agendas until you cause problems. Skyrim’s giants who’d rather scare you off but will eventually knock you into the clouds. The Borg in Star Trek: Elite Force who don’t even consider you a threat at first. Despairing Hollows in Dark Souls. That sort of thing. I do hope that Rust [official site] will follow through with ideas raised in the latest devblog, for NPC scientists in hazmat suits investigating this strange island of ruins and naked men chasing each other swinging rocks.

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Rust Adds Item Store For Modders To Sell Cosmetics

Rust [official site] now has a microtransaction item store, through which players can buy cosmetic items direct from their creators. The idea is that modders can add and profit from the sale of their own work. Perhaps most interestingly, this is all happening through Steam itself using new ‘Item Store’ functionality.

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It’s Avive! VR-Focused Garry’s Mod Sequel Confirmed

VR almost certainly needs a killer app if it’s to spread beyond monied game-fans. Facebook have probably got something up their sleeves for that there Oculus Rift, but as for the Vive, I do wonder if Garry Newman’s talk of a VR-focused follow-up to his monster-selling Garry’s Mod [official site] could be the mega-toy it needs.

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Lubed: Rust Tackles Its Creaky Gunplay

Guns N' Roses got weird.

“This game’s murdering sucks” is a common complaint amongst murdergame enthusiast, but what does that even mean? Virtual murder is a system of many tiny parts, covering animations, timings, kinaesthetics, damage, balance, effects, sounds, and, you know, murder – basic murdering. Sometimes a few small changes can make all the difference.

Rust [official site] developers Facepunch have taken a look at complaints of “how badly the gunplay sucks” in their open-world survival murdersim, and come up with a few changes – big and small – that might help fix that.

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Rust Update: Female Models, Steam Inventory Items

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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