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** The Military weapons (LR300, MP5, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through helicopter and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.

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** The Military weapons (LR300, MP5, M249) ([=LR300=], [=MP5=], [=M249=]) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through helicopter and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.
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** The Military weapons (LR300, MP5, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through hell and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.

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** The Military weapons (LR300, MP5, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through hell helicopter and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.



** Back onto pistols, supringly, the M92 can be this for military weapons. It’s suprisingly resistant, has the best stats out of all handguns (Best mag size, second in damage only beaten by the Python) and easier to get (Scientists can drop it). Of course, the boring part is that, well, it’s a pistol.

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** Back onto pistols, supringly, suprisingly, the M92 can be this for military weapons. It’s suprisingly resistant, resistant to damage, has the best stats out of all handguns (Best mag size, second in damage only beaten by the Python) and easier to get (Scientists can drop it). Of course, the boring part is that, well, it’s a pistol.

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** The Military weapons (LR300, M92, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through hell and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.

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** The Military weapons (LR300, M92, MP5, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through hell and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.



** Back onto pistols, supringly, the M92 can be this for military weapons. It’s suprisingly resistant, has the best stats out of all handguns (Best mag size, second in damage only beaten by the Python) and easier to get (Scientists can drop it). Of course, the boring part is that, well, it’s a pistol.



** The rocket factory has a [[TankGoodness Bradley APC]] patrolling the place, forcing players to either sneak around it or kill it with rockets (and thus also risk losing a rocket launcher and rockets to other players as well).

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** The rocket factory has a [[TankGoodness Bradley APC]] patrolling the place, forcing players to either sneak around it or kill it with rockets or Timed Explosive Charges (and thus also risk losing a rocket launcher and rockets to other players as well).



* ImprovisedWeapon: Quite a few weapons player can craft fall into this. For example, satchel chages are actually four improvised bean can grenades strapped together in a package.

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* ImprovisedWeapon: Quite a few weapons player can craft fall into this. For example, satchel chages are actually four improvised bean can grenades strapped together in a package. package, among others.



* WouldNotShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.

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* WouldNotShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.on.
** Averted with the APC and Transport heli, who will attack anyone regardless.
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* Chainsaw Good: As of Devblog 198, the Chainsaw was added into the game. It requires fuel and a bit of patience (it may take several attempts to start) and it is noisy, but it strikes very fast. Of course, it's up to you to use it as intended (cutting down trees) or not (cutting down people).
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** There are military weaponry that are powerful...but they run on a gas blowback system instead of the (presumably) piston system that the handmade weapons use, noting also that the environment is also ill-suited for the former, making military weapons more fragile as a result.
** The chainsaw that was recently added attacks very fast and tears through trees like it’s almost nothing. It’s also loud, needs fuel and can take multiple attempts to start.
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* ImAHumanitarian: You if you decide to kill humans and eat their meat. You can also use their bones to craft stuff.

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* ImAHumanitarian: You if you decide to kill humans and eat their meat. You can also use their bones to craft stuff. Be warned that Human Flesh will dehydrate you if eaten.



* VideoGameCaringPotential: If there was ever a game where you could honestly help people out, this is definitely one. From simple things as killing a zombie chasing you or handing a newbie some clothes or a hatchet. Any measure of help can be provided. That being said however...

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* VideoGameCaringPotential: If there was ever a game where you could honestly help people out, this is definitely one. From simple things as killing a zombie wolf/bear/scientist chasing you or handing a newbie some clothes or a hatchet.couple of tools. Any measure of help can be provided. That being said however...

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** The Military weapons (LR300, M92, M249) are this. They certainly look and sound cool and they have the stats to back them up...but they are also very rare (the M249 in particular can only be obtained through hell and APC wrecks), cannot be crafted and researched, and are typically more frail than the craft able variants.
** Heavy Plate armor is certainly this. The leg and body armor reduce damage taken to about 25% of the original amount and the helmet has a whopping 90% damage resist! The armor also reduces your movement speed by 30% (originally, you had to wear the whole set for that, now only one piece is needed for the full speed penalty) and aside from the leg armor, the armor also has other drawbacks (the body armor prevents you from ADSing and the helmet narrows your view).



* InfiniteFlashlight: The craftable tactical light that you can place on a firearm needs no batteries. This, coupled with the fact that you're already holding a weapon while using the light and don't need to switch out if you're attacked, completely outclasses the torch.

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* InfiniteFlashlight: The craftable tactical light and standalone flashlight that you can place on a firearm firearm/ wield needs no batteries. This, coupled with the fact that you're already holding a weapon while using the light and don't need to switch out if you're attacked, completely outclasses the torch.


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** High Velocity ammo travels faster than standard ammo, reducing bullet drop over longer distances. The same speed also leads to overpenetration and less time to leave a large injury, reducing its damage.


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** Averted with the Makeshift Sight, which is as every bit handmade as the firearms.
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** Pistols could be considered this. They aren't flashy or too exciting to use, but they're easier to research and craft versus rifles.
** The Semi-Auto Rifle is this for, well, rifles. It doesn't have the damage and accuracy of the Bolt Action, nor the mag size and fire rate of the Assualt Rifle, but it has a decent fire cap and magazine, it's easier to craft and it can hold its own as a marksman weapon when there's no other option.


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** Like other games, you can repair said tools, even when they're completely broken, but it will make said tool easier to break, due to the max durability dropping dependent on the damage.
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** To an extent, this has been Downplayed recently, as Sheet Metal buildings, while now more expensive, is more suitably durable (A cool 1000 HP) and Armored buildings are not only MUCH more resistant (2000 HP as opposed to 1000), they only require HQM and half as much as before. Of course, setting up a base like that will still require a fair amount of materials, but it is easier for newer players to get a more defensible base.

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** To an extent, this has been Downplayed recently, as Sheet Metal buildings, while now more expensive, is are more suitably durable (A cool 1000 HP) and Armored buildings are not only MUCH more resistant (2000 HP as opposed to 1000), they only require HQM and half as much as before. Of course, setting up a base like that will still require a fair amount of materials, but it is easier for newer players to get a more defensible base.

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Elaborated on some points and updated the statement on base building due to recent changes to it.


** To an extent, this has been Downplayed recently, as Sheet Metal buildings, while now more expensive, is more suitably durable (A cool 1000 HP) and Armored buildings are not only MUCH more resistant (2000 HP as opposed to 1000), they only require HQM and half as much as before. Of course, setting up a base like that will still require a fair amount of materials, but it is easier for newer players to get a more defensible base.



** Downplayed to an extent in the more recent iteration of the game, but it still is possible to make a couple of guns that are not makeshift looking.



* ImprovisedArmour: Many armor pieces fall into this category. Such as an helmet made out of coffee cans, burlap clothing and bucket helmet, which is a [[ExactlyWhatItSaysOnTheTin bucket that has been turned into a helmet]]

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* ImprovisedArmour: Many armor pieces fall into this category. Such as an helmet made out of coffee cans, burlap clothing and bucket helmet, which is a [[ExactlyWhatItSaysOnTheTin bucket that has been turned into a helmet]]helmet]] and even some of the higher tier items, like the Roadsign Vest, (Road signs that have been shaped into a chestplate) and the Heavy Plate armor set (Most notably, the helmet, which uses a pot for part of the construction).


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** Likewise, walking around in the desert while wearing bulky clothing isn't good for your health either.
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* WillNotShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.

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* WillNotShootACivilian: WouldNotShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.
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* WontShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.

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* WontShootACivilian: WillNotShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.
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* VideoGamePerversityPotential: Thanks to the option of being butt naked and the alpha stage of the game, players have become quite creative with their bodies. An example is reenacting ''Film/TheHumanCentipede''.

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* VideoGamePerversityPotential: Thanks to the option of being butt naked and the alpha stage of the game, players have become quite creative with their bodies. An example is reenacting ''Film/TheHumanCentipede''.''Film/TheHumanCentipede''.
* WontShootACivilian: If you’re unarmed and/or unclothed when the attack helicopter comes knocking, then it will leave you alone and move on.

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* ArtificialStupidity: Animals are... Bugged, to say the least. If idle, they're generally simply walking around in circles, ignore each other (even when wolves and bears are near potential prey), and not only do they easily scale slopes and ''rocks'' effortlessly when players can't, they also ''go through player-created structures like they aren't even there''. It's not uncommon for wolves or bears to wander into a player's home and kill them in their sleep. Wolves and bears also tend to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately become ''unstuck'' if a player moves into melee range), and pigs, deer and horses can easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear.

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* ArtificialStupidity: Animals are...Animals, before the big navmesh update, were... Bugged, to say the least. If idle, they're they were generally simply walking around in circles, ignore ignored each other (even when wolves and bears are near potential prey), and not only do did they easily scale slopes and ''rocks'' effortlessly when players can't, couldn't, they also ''go ''went through player-created structures like they aren't weren't even there''. It's It wasn't not uncommon for wolves or bears to wander into a player's home and kill them in their sleep. sleep if they were foolish enough to sleep on the ground floor. Wolves and bears also tend tended to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately become became ''unstuck'' if a player moves moved into melee range), and pigs, deer and horses can could easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear.spear. Fortunately, this is now mostly in the past.



** Not having a second floor, or an even-numbered floor at all. Normally the problem of getting up to a second floor only accessible via ladder hatch once said hatch has been destroyed can be bypassed by "boosting" with the help of another player, even if you don't have build permission. This becomes impossible with two players and much, much more difficult for a larger group if there is no second floor to boost up to in the first place, and a small box is sufficient enough for people who can use the hatches to actually open said hatches and climb up. Just remember to take stability into account when planning out your building design.

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** Not having a second floor, or an even-numbered floor at all. Normally used to be this until the problem of getting up devs decided to a second floor only accessible via allow twig building and ladder hatch once said hatch has been destroyed can be bypassed by placement even in building blocked areas, rendering the threat of "boosting" with the help of another player, even if you don't have build permission. This becomes impossible with two players and much, much more difficult for a larger group if there is no second floor to boost up to in the first place, and a small box is sufficient enough for people who can use the hatches to actually open said hatches and climb up. Just remember to take stability into account when planning out your building design.mostly moot anyway.


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** The rocket factory has a [[TankGoodness Bradley APC]] patrolling the place, forcing players to either sneak around it or kill it with rockets (and thus also risk losing a rocket launcher and rockets to other players as well).
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* ImprovisedArmour: Many armor pieces fall into this category. Such as an helmet made out of coffee cans, burlap clothing and bucket helmet, which is a [[ExactlyWhatItSaysOnTheTin bucket that has been turned into a helmet]]
* ImprovisedWeapon: Quite a few weapons player can craft fall into this. For example, satchel chages are actually four improvised bean can grenades strapped together in a package.


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* ScavengedPunk: Lots of equipment player crafts are based on items they need to scavenge, leading to situations where assault rifle is an AK-47 knock-off that uses slightly modified bolt-action cycler.
* ScavengerWorld: Quite a few items can not be crafted. These include rope, metal blades and certain weapon parts. Players need scavenge the world for these parts.
* SchizoTech: Weapons attachements are quite high tech compared to weapons they are arrached to. Much in the same way, there are automated turrets avaible for players.
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** And of course, with the addition of female character models to the game, the ladies can streak about as well.
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** Not having a second floor, or an even-numbered floor at all. Normally the problem of getting up to a second floor only accessible via ladder hatch once said hatch has been destroyed can be bypassed by "boosting" with the help of another player, even if you don't have build permission. This becomes impossible with two players and much, much more difficult if there is no second floor to boost up to in the first place, and a small box is sufficient enough for people who can use the hatches to actually open said hatches and climb up. Just remember to take stability into account when planning out your building design.

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** Not having a second floor, or an even-numbered floor at all. Normally the problem of getting up to a second floor only accessible via ladder hatch once said hatch has been destroyed can be bypassed by "boosting" with the help of another player, even if you don't have build permission. This becomes impossible with two players and much, much more difficult for a larger group if there is no second floor to boost up to in the first place, and a small box is sufficient enough for people who can use the hatches to actually open said hatches and climb up. Just remember to take stability into account when planning out your building design.

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* BoringButPractical: Creating "airlocks" with two locked doorways in a row and closing each one behind you before opening the next one as you leave and enter basically greatly reduces the chance of accidentally letting someone into your building (for reasons such as if you end up getting killed as you open the exterior "airlock" door by an opportunist trying to get in), and will force raiders/greifers into wasting explosives if they choose to blow up your doors in order to get inside.

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* BoringButPractical: There are certain tactics that aren't generally glamorous but will do wonders for base security and are commonly used by players:
**
Creating "airlocks" with two locked doorways in a row and closing each one behind you before opening the next one as you leave and enter basically greatly reduces the chance of accidentally letting someone into your building (for reasons such as if you end up getting killed as you open the exterior "airlock" door by an opportunist trying to get in), and will force raiders/greifers into wasting explosives if they choose to blow up your doors in order to get inside.inside.
** Not having a second floor, or an even-numbered floor at all. Normally the problem of getting up to a second floor only accessible via ladder hatch once said hatch has been destroyed can be bypassed by "boosting" with the help of another player, even if you don't have build permission. This becomes impossible with two players and much, much more difficult if there is no second floor to boost up to in the first place, and a small box is sufficient enough for people who can use the hatches to actually open said hatches and climb up. Just remember to take stability into account when planning out your building design.
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* ArtificialStupidity: Animals are... Bugged, to say the least. If idle, they're generally simply walking around in circles, ignore each other (even when wolves and bears are near potential prey), and not only do they easily scale slopes and ''rocks'' effortlessly when players can't, they also ''go through player-created structures like they aren't even there''. It's not uncommon for wolves or bears to wander into a player's home and kill them in their sleep. Wolves and bears also tend to get stuck on the outside or inside of build structures and objects (making them easy targets for ranged weapons, but they immediately become ''unstuck'' if a player moves into melee range), and pigs, deer and horses can easily be cornered at shorelines if pursued right, allowing players without a ranged weapon to kill them with a spear.


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* ThrowingYourSwordAlwaysWorks: You can throw many tools and weapons that arent't otherwise ranged, with varied results. Both varieties of spear, of course, can be used for this purpose, especially for hunting, though prey animals that don't die immediately from the hit will just run away with the spear in their bodies, and it's generally a stupid idea against wolves and bears.
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** An extension of this to a lesser degree is sheet metal, which is much more affordable but isn't much stronger than stone (and doesn't hold up any better against C4), which you get from mining ore anyway, and stone also becomes increasingly less important for making items as you progress, making it an ideal building material. It's best to make sure your entire building is at least stone and have all your doorways have armored doors, which actually hold up slightly better than stone structures do and about as well as sheet metal, and thus become much less of a weakpoint in the overall building.


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* BoringButPractical: Creating "airlocks" with two locked doorways in a row and closing each one behind you before opening the next one as you leave and enter basically greatly reduces the chance of accidentally letting someone into your building (for reasons such as if you end up getting killed as you open the exterior "airlock" door by an opportunist trying to get in), and will force raiders/greifers into wasting explosives if they choose to blow up your doors in order to get inside.
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* TheAlcatraz: It's quite possible to build what is supposed to be an impregnable fortress with enough time and resources, only for a particularly determined group with their own resources to utterly demolish the place. There is nothing you can do to make your building/base outright invincible to raiders and griefers, who can destroy everything with enough C4 and rockets, but you ''can'' try to construct your base in a way that all but the most determined simply give up out of frustration, or decide that raiding your place isn't worth the time and resources.
* AwesomeButImpractical: Armored structures are, at the moment, only 50% stronger than sheet metal, which means warding off an additional timed explosive, but actually upgrading to it ''per-structure'' is prohibitively expensive, especially for solo players. On top of that, it doesn't stop griefers/raiders from using doors as weak links to get into a building, since even armored doors are weaker than armored structures and yet simultaneously essential for obvious reasons.
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* VideoGameCrueltyPotential: ... you can also be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.''

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* VideoGameCrueltyPotential: ... you can also be an absolute ''asshole'' to people. From picking you off at a distance for no reason, holding you up for your items and then killing you anyway, or finding yourself waking up in the middle of nowhere instead of where you signed off safely ''because your shelter just got ruined, all your hard-earned stuff taken away and your respawn point destroyed.'''' But [[VideoGameCrueltyPunishment on the plus side]], nothing's stopping you from going back up to the top, getting better items and coming back to [[RoaringRampageOfRevenge settle the score.]]
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''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed into its own thing, though. Rather, maybe one should say it is develop''ing'' into its own thing; even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an ''early alpha'' stage.

In ''Rust'', you start alone and naked in a vast wilderness (Seriously. [[WithThisHerring Bare-ass naked.]] Depending on the server, you might not get ''[[NintendoHard anything]].''), doing whatever it takes to survive. Aside from killer bears and wolves wanting to eat you, cold, starvation, and radiation will all kill you. You need to gather materials, craft them into tools, and hopefully scavenge some weapons; then you can make fire to keep warm and cook the game you kill.

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''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed into its own thing, though. (Without zombies.) Rather, maybe one should say it is develop''ing'' into its own thing; even though UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an ''early alpha'' stage.

In ''Rust'', you start alone and naked in a vast wilderness (Seriously. [[WithThisHerring Bare-ass naked.]] bare-ass naked]] in a vast wilderness. Depending on the server, you might not get ''[[NintendoHard anything]].''), doing '' You do whatever it takes to survive. Aside from killer bears and wolves wanting to eat you, cold, starvation, and radiation will all kill you. You need to gather materials, craft them into tools, and hopefully scavenge some weapons; then you can make fire to keep warm and cook the game that you kill.



* FullFrontalAssault: You can go around killing people and animals[[note]]And zombies before they were removed.[[/note]] with absolutely no clothes on and suffer nonetheless.

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* FullFrontalAssault: You can go around killing people and animals[[note]]And animals (and zombies before they were removed.[[/note]] removed) with absolutely no clothes on and suffer nonetheless.
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* PercussiveMaintenance: Need to repair your walls? Just smack them with your hammer.
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* BossBattle: An NPC-controlled attack helicopter has recently been added to the game. The helicopter will periodically fly over the game world and will lay waste to any player it spots with machine gun fire, rockets, and napalm. It's also heavily armored and requires concentrated fire from many heavily-armed players to bring down. It's essentially a raid boss. To make things fair, the helicopter ignores players who are naked and not equipped with firearms, so it's only a threat to established players.
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''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed into its own thing, though. Rather, maybe one should say it is develop''ing'' into its own thing; even though {{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an ''early alpha'' stage.

to:

''Rust'' is a first-person, multiplayer-only, persistent-world, SurvivalSandbox game. Perhaps unsurprisingly from that description, it started (by the creators' admission) as a ''VideoGame/DayZ'' clone, complete with zombies. It's developed into its own thing, though. Rather, maybe one should say it is develop''ing'' into its own thing; even though {{Steam}} UsefulNotes/{{Steam}} "Early Access" sales have made it one of the most popular indie games around, its makers consider it to still be in an ''early alpha'' stage.
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* InfiniteFlashlight: The craftable tactical light that you can place on a firearm needs no batteries. This, coupled with the fact that you're already holding a weapon while using the light and don't need to switch out if you're attacked, completely outclasses the torch.


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* [[TenSecondFlashlight Ten-Second Torch]]: The torch you start out with and can later craft lasts less than a night. Later on, you get [[GunAccessories better]] [[InfiniteFlashlight lighting options]].
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* NoPlotNoProblem: ''Rust'' stands out among the many ''DayZ''-like games on Steam in that it feels no need to explain the game world or why it is the way it is, without even the usual perfunctory "Zombie apocalypse, go out there and kill stuff". You're simply dropped into the wilderness naked and are expected to progress at your own pace from caveman to hunter-gatherer to modern survivalist[=/=]U.S. Marine.

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* NoPlotNoProblem: ''Rust'' stands out among the many ''DayZ''-like ''VideoGame/DayZ''-like games on Steam in that it feels no need to explain the game world or why it is the way it is, without even the usual perfunctory "Zombie apocalypse, go out there and kill stuff". You're simply dropped into the wilderness naked and are expected to progress at your own pace from caveman to hunter-gatherer to modern survivalist[=/=]U.S. Marine.
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* RealityEnsures: You will eventually die in the cold environment if you don't wear any clothes or stay near any places of warmth.

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* RealityEnsures: RealityEnsues: You will eventually die in the cold environment if you don't wear any clothes or stay near any places of warmth.
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