Rust survival game artwork
Rust · Dedicated server · Steam

Full pop on wipe day, and the tick rate holds.

Rust wipes on a forced schedule every month, and the hours after are the busiest your server sees. Everyone is farming, building, and raiding at once. Yours is online in under 3 minutes, with no player cap, Oxide or Carbon, and server.cfg in your hands. An online raid at midnight still gets every tick.
  • Online in 3 minutes
  • No slot caps
  • Mod support
  • Automatic backups
  • Live console
  • 30-day money-back
  • Engineers who answer

4.1 out of 5 star rating on TrustpilotBenchmarks and the 60% cap published. Racks we own in the Pacific Northwest.

Get your server Talk to an engineer From $12.99/mo. No contract.

Size it for your pop

Player counts are where each size stays smooth, not a cap. World size and plugin count are the other two knobs. Pick 12 GB for a 3500 map and a long plugin list.

Survivor

For a small community

40+players
8 GBRAM
  • 2 vCPU on AMD EPYC™
  • 20 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$12.99/mo

Get this server

Raider

For a medium pop

75+players
10 GBRAM
  • 3 vCPU on AMD EPYC
  • 40 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$19.99/mo

Get this server

Warlord

Headroom for a large pop

125+players
12 GBRAM
  • 4 vCPU on AMD EPYC
  • 60 GB NVMe for saves and mods
  • Automatic backups
  • Full config and mod access

$25.99/mo

Get this server
Ping test · SEA1

Check your ping to our Seattle rack.

Measured from this browser: one HTTPS round trip to the datacenter your server would run in. Under 40 ms plays like a local machine; under 80 ms is smooth for every game here.

Everything a Rust server needs. Nothing to add on.

Online in under 3 minutes

From checkout to the first player connecting, with the address in your welcome email.

Oxide and Carbon plugins

Drop .cs plugins into oxide/plugins or carbon/plugins. They load live, and permissions are set from the console.

server.cfg, yours

Hostname, seed, world size, max players, decay, and the RCON password, all persistent across restarts.

Live console and SFTP

ownerid and moderatorid from the Game Panel console, files by browser or SFTP, and sub-user logins for co-admins.

Backups you can restore

Take one before every wipe, and restore the map from the Backups tab if the wipe goes wrong.

A tick rate that holds

Rust rewards single-core speed, so your server gets a 4.5 GHz single-core clock, benchmark published.

No noisy neighbors

Your node stops taking servers at 60% load; the cap and the policy are published on Receipts. Wipe day gets the headroom.

Engineers who answer

Tickets go to the people who run the nodes, not to a script.

Illustration of a Rust base under a low sun: a monument tower, a stone wall with a locked door, and a recycler, with callout cards for the CPU, the memory, and the storage above it

Why the hardware matters for Rust

Rust rewards single-core speed and memory. Entity updates, AI, and every online raid land on the main thread. Your server runs on AMD EPYC 4565P at a 4.5 GHz single-core clock. The node stops taking servers at 60% load, so somebody else's wipe cannot slow yours. Both numbers are published on Receipts, with the benchmark run behind them.

Memory sets your map. A 3500 world with 50 players wants several GB, so the sizes are 8, 10, and 12 GB. Map and save files sit on NVMe storage, so autosaves and wipe-day reinstalls are quick. Watch the graphs in the Game Panel and step up a size when your pop does.
Game Panel file manager

Your rules, your files

Hostname, seed, world size, and max players are on the Startup tab; persistent convars go in server.cfg. Add owners and moderators from the console with ownerid and moderatorid, then server.writecfg so they survive restarts.

Oxide or Carbon plugins are .cs files dropped into the plugins folder by file manager or SFTP. They load live. Take a backup before wipe day, then wipe by deleting the map and save files or changing the seed. The live console shows every join, kick, and plugin error as it happens.

Straight Answers, before you ask.

3 guides from the knowledge base, written by the engineers on shift.

Questions people ask first.

About running Rust here.

Explore the knowledge base or open a ticket in the Console. An engineer answers.

Is "40 players" a cap?
No. It is the pop the Survivor server stays smooth at on a stock map. Set server.maxplayers to what you want. If the graphs climb with a bigger pop, upgrade a size and keep the map.
Can I run Oxide, uMod, or Carbon plugins?
Yes. Plugins are .cs files in oxide/plugins or carbon/plugins, loaded live, with permissions granted from the console. Add a few at a time and read the console; plugins are the usual source of lag.
How fast is it online?
Under 3 minutes from checkout. Your welcome email carries the server address and your login, and the Game Panel is ready when it lands.
Can I change the seed, world size, or wipe schedule later?
Yes. Seed, world size, and hostname are on the Startup tab; convars live in server.cfg. Facepunch forces a map wipe on the first Thursday of each month. Wipe weekly if you like; take a backup first.
Can I upgrade later without losing the map?
Yes, from the Console. Pick the larger size, pay the prorated difference for the rest of the cycle, and restart to apply it. Your map, plugins, and settings come with you.
Where does it run, and what if I want out?
Seattle, on racks we own, built for Pacific Northwest latency; the route is published on the datacenter page. No contract, and new servers carry the 30-day money-back guarantee. After 30 days, refunds are prorated at our discretion; request one within 72 hours of the charge.
Wipe day is coming.

Your Rust server is online in under 3 minutes. Bring the pop.