Our servers

Pure vanilla Rust on hardware picked for Rust, watched by an AI anti-cheat layer we built ourselves. Unofficial Rust-a-Man community servers.

Region, wipe schedule, rules and connect details will be published here before launch.

See the roster

Vanilla only.

Every server we run is the game as designed. We believe vanilla is the one experience every Rust player should start with, and the one every other mode is measured against. Modded servers may come later; for now we do one thing and do it properly.

Gather
1×
Loot
stock
Crafting
stock
Decay
stock
Kits
none
Shops
none

Hardware chosen for Rust.

A Rust server is one process whose simulation runs on a single thread. We choose the machine and the provider for the things that keep a full server smooth, not for the lowest line on a price list.

  1. Single-core clock

    Clock speed, not core count, holds server FPS at high population.

    5/5
  2. DDoS filtering built for game traffic

    Popular Rust servers are attacked constantly. A generic firewall is not enough.

    5/5
  3. Memory for the end of a wipe

    Entities grow every day until the next wipe. We size for the last night, not the first.

    4/5
  4. Ping to the region we launch in

    Bandwidth and location chosen for low, stable ping where our players are.

    4/5
  5. Fast storage for saves

    So autosaves do not stall the world.

    3/5
  6. Core count

    One thread runs the world. Extra cores host extra servers, not a faster one.

    1/5

How much each factor weighs when we pick a machine. Five is decisive, one is nice to have.

Only a machine can fight a machine.

Modern cheats are AI-assisted software. On top of Facepunch's anti-cheat and server checks, our own behaviour-analysis layer watches how players actually play on our servers and scores what it sees, continuously, with our own agents and models. How it works stays private: every detail we reveal makes the next cheat a little smarter.

  1. Join

    Facepunch's anti-cheat and server-side checks run first, as on any server.

  2. Watch

    Our layer scores behaviour continuously. On purpose, it takes its time: it keeps watching a suspect to capture enough behaviour to be sure, and to learn.

  3. Kick

    A confident detection can end in a kick, and not always at the first flag. A kick is a warning, not a verdict.

  4. Record

    High-confidence cases that are not yet certain are kept and analysed. A ban follows only when the evidence holds up.

How the AI layer works

Tough game. Fair game.

We make sure the game is played fair. We do not make it safe. Trash talk, betrayals, roof camping and getting doored by a better player are Rust; cheats, scripts and exploits are not.

  • We chase cheaters.
  • We keep play fair.
  • We never ban you for being a brat in chat.
Read the code of conduct

Roster

Every server we run or plan, with its real status. Nothing here is live yet; connect details appear the moment they exist.

Flagship

  • Why it exists

    The first server. Pure vanilla, hand-picked hardware, the AI layer on from day one.

    The machine

    Single-core-first machine, game-aware DDoS filtering, memory sized for the end of a wipe, fast storage for saves.

    Wipe
    Weekly — day and time announced before launch
    Status
    In preparation

By region

By experience

These are unofficial Rust-a-Man community servers. They are not affiliated with, endorsed by, or sponsored by Facepunch Studios.