Rust is the HARDEST game to make content on no doubt. I have streaks of successful wipes but man u get a lot of fail wipes. I’m legit on the 7th fail wipe in a row, played for hours upon hours. It’s not even a skill issue, I perform very well. Mostly it’s nothing but bad luck.
I hadn’t planned to share this quite so soon, but you guys are observant.
Today was my final day at @FcpnchStds working on @playrust.
Nearly thirteen years ago, I discovered a game called Rust. Nearly eleven years ago, I was given the incredible opportunity to work on it by @garrynewman and @Helkus
I joined Facepunch from the community and worked my way up to COO and Executive Producer on Rust, originally from QA. Today, I’m stepping away and returning to where I started: as part of the community.
Rust and Facepunch have consumed a huge part of my life. I’ve loved it, fought for it and given it everything I had. Leaving has been one of the hardest decisions I’ve ever made, but I’m incredibly proud of what we’ve achieved. I've live my 10 year old dream.
Rust has one of the best development teams in the industry. For more than a decade, they’ve delivered monthly updates without fail, constantly improving, experimenting and pushing the game forwards. I’m proud of the culture we built and the legacy I leave behind.
Rust is currently reaching some of the highest numbers in its 13 year history across multiple platforms. Rust Mobile is also well underway, and I’m incredibly proud to have worked so closely with that team and helped bring Rust to an entirely new audience.
It's not always easy running a game of this scale, but I fucking loved it. Rust has made gaming history.
None of this would exist without the community. A game is nothing without the people who play it, support it, create content around it, run servers, make mods, report issues and continue play. You’ve challenged us, frustrated us, inspired us and helped shape Rust into what it is today. I’ll always be grateful for that.
Looking at you /r/playrust - you're a confusing bunch.
I don’t have another job or some big new adventure lined up, but I can't wait to see what next sparks my passion.
The years I dedicated to Rust inevitably took time away from other parts of my life. Now it’s time to give some of that time back into the areas I sacrificed.
Thank you to everyone at Facepunch, our partners, the creators, server owners, admins, modders, mappers, [you] and the tens millions of players who made this journey possible.
I’ll still be around. Just back in the community where it all began. 🫡
It's being a wild ride.
🩷🩷🩷
ATLAS HUB - SEASON 0!
Get your first taste of Atlas Competitive before Season 1 launch on July 2nd.
Competitive prizes:
🏆Season 0: $5000+ in prizes (June 28)
🏆Season 1-∞: $10,000+ in prizes (July 2)
Seasons repeat every force wipe.
https://t.co/qulDU3KNGj
Everyone big angwy about shields.
- They are super easy to shoot out and break.
- You can avoid them by better positioning.
- Hit headshots or legs.
- Get good and adapt?
Complaining about anything that works slightly against "pew pew i saw you first you're dead" is how we nerfed blowdarts to complete uselessness.
I have no problems saying they need a mesh tweak, but just complaining about new things because you don't like them is how we end up with a game that stops trying to innovate.
At least give feedback, offer suggestions. Help improve rather than cry for it to be removed or cry it's op.