![]() ![]() What are the key things you want to focus on when releasing a game like Rust on console? We came out of early access in 2018, so at that point we felt we could start looking at the console version, but at the same time it isn’t something we wanted to rush out. While it was in early access we felt we had a promise to fulfill for everyone that supported us, so PC was our main priority. We’ve been working on Rust on PC since 2013 in Early Access. Why did you make the decision to release Rust in 2020? Players have been asking for a console release for a while now. We’re also huge FPS players, so the obvious stuff like Call of Duty, Counter-Strike and Battlefield. Skirmishes happening miles away, animals going about their business, lots of unexplained stuff, radioactive areas of great interest. A real living world where things happen when you’re not there. When Stalker was first announced we were really excited for the world they described. What were your main inspirations when originally designing Rust’s brutal world? Every time you die you want revenge, you want to try a different strategy. You could get some friends and work together to rule the whole island. You could find a quiet part of the island to create a base and build up to that. You could find a fully loaded corpse and springboard from there. ![]() You have a rock and everyone else seemingly has an AK. When you start out you’re going to be the underdog. It’s a game of huge risks and huge rewards. ![]() A smart move and you can advance your position on the island by weeks. A dumb move and you can lose hours, days, weeks or progress. Why do you think players have connected with the game so much? We found some time to speak to Facepunch chief Garry Newman and pick his brain about Rust and what the announcement means for players. Facepunch and Double Eleven have today announced that the hugely popular online survival game Rust will be released on PlayStation 4 next year. ![]()
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