Join us as we dive back into the depths of Rust Legacy, the “old” version of Rust that existed before the Experimental. In it, there is a consistent world that players must try to survive, build, thrive, and raid in through the survival gameplay oriented systems present in the game! In Part 8 of our Rust Legacy gameplay, we do more work on the walls, and plenty of cool stuff in our new “Gated Community”
What is Rust? (From the Developers’ website)
Rust is a survival game created by Facepunch Studios. Inspired by games like DayZ, Minecraft and Stalker — Rust aims to create a hostile environment in which emergent gameplay can flourish.
The aim of the game is to survive. To do this the player should gather resources. Hitting a tree with a rock will give you wood, hitting a rock with a rock will give you rock and ore. You can then craft a hatchet from the wood and rock, allowing you to gather faster. You can go out and hunt a variety of wildlife such as boars, chickens, rabbits, bears, wolves and deer. Once you have killed an animal you can butcher it to gather its meat and skin. You can craft a fire using wood and cook the meat inside the fire. Then you can eat.
You face two major dangers in game.
Rust is a multiplayer game, so there will be other players trying to survive in the same way that you are. Unfortunately for you they can find you, kill you and take your stuff. Fortunately for you — you can kill them and take their stuff. Or maybe you can make friends and help each other survive. Rust’s world is harsh — so you might need to make friends to survive.
The environment is not kind. Bears and wolves will chase and kill you. Falling from a height will kill you. Being exposed to radiation for an extended period will kill you. Starving will kill you. Being cold will kill you.
Rust started out as a DayZ clone. We liked the idea of DayZ but we got very frustrated when trying to play it. It was decided that we could make a rough estimation of it in less than a month. Four months later we got there.
It became very clear that one thing DayZ had that we didn’t was a huge populated world. We could not justify spending the time to create towns and cities full of enter-able buildings full of furniture and lootable goodies. We decided that the world should be empty — and the user should build those buildings. Joining a different server would be like entering a different world — because it will have evolved completely differently.
After adding this feature we released an early alpha version. This ended up being a million times more popular than we expected and left us satisfied that we had chosen the right direction.
Around this time we came to the conclusion that we were sick of zombies, and after taking a look at the game decided that we didn’t even need them. There are already enough ways to die. So we removed them.