History books might have said the 21st century was one for medicine, science, and technology; the truth is, it was the century of brands. By the turn of the 22nd, the West was being run by private companies, not governments. Soon after, the world. No one saw it as an issue at first. Tesla put man on Mars, Coca-Cola perfected their formula, replacing tap water in every household (water became a luxury item), Netflix installed eye-chips allowing you to binge-watch shows whilst sleeping, Apple bought every apple in the world. They sold them for ten times as much; they looked prettier, but never tasted as good. For the material world, it was a utopia.
But greed has no limit. Console wars became actual wars, children being indoctrinated through video games to fight for their favourite device. Walmart started up the largest black market on the planet (the staff continued to be exceptionally friendly, lest they lose their jobs), and nuclear weapons could be ordered from Amazon (not through Prime, nobody’s perfect). Commercialism used to be the American Dream, but it became its nightmare.
That’s when the bombs fell. Nobody knows who started it. The Cold War had us believe that it would be Russia, China, or the U.S.A; we couldn’t have been more wrong. Most believe it was Disney. Shortly, before the Day of Atom, they sold all of their land, bought a large island in the Pacific Ocean, and enclosed it. Nothing went in. Nothing went out.
Decades following the Day of Atom, the world started anew. The old world was forgotten, and the new was one of gangs, tribes, and mismatched remnants of history. Sports teams were thought to be war heroes (many tribes wore American Football gear as armour and WWE wrestlers inspired gangs based around their attire and microphone drama). History books were used for inspiration; people dressed as Spartans, Romans, Vikings, and movies were thought to be real. Fiction and history were often confused. Cannibalism became an issue in many countries; mutants evolved from the radiation, and the most valued resources were food, water, explosives, bullets, and, most importantly, scrap. If ever civilization were to restore itself again, these would be known as the scrappiest years of humanity.
Then came word of Eden. Project E.D.E.N, Extraction Destination Eluding Nuclear Fallout (they dropped the last ‘F’ because Edenf didn’t sound nearly as good). The President of the United States was to be flown to an unknown destination, a paradise off the grid, to survive the bombs. The government’s last resources were spent on this project, and its secrecy. Eden was rumoured to be full of untapped resources, enough to establish a new civilization. It was also said that those who lived there couldn’t die. The president never made it to the island and, unlike Disney, Eden didn’t manage to avoid the nuclear fallout as expected.
Now, the location has been found. People are flocking here from across the globe.
Who are you?
A traveller looking to find his place? Do you bring with you your gang? Maybe you’re an entrepreneur, looking to earn as much scrap as possible? Perhaps you seek to establish your own town? Well, whoever you are, this land doesn’t come easy. Disney’s helicopters still loom overhead, their purpose unknown. Good and bad folk alike would seek a place like this, so which one are you? Time will tell, until such time…
Welcome to Eden.
Why the lore?
We wanted to give a backstory to the world to help people with interactions, inspire characters, and build a world, all whilst allowing you to play a character from any era, anywhere, or anything. We were inspired by post-apocalyptic worlds like Mad Max and Fallout – worlds where there’s a dystopia with a dash of comedy.
We keep our lore brief so that you can create all your own factions, town ideas, etc, without being forced into something. If you’re struggling with a character idea, the lore is there to help you come up with an idea which would easily coexist with other players.
How does death work?
We’ve addressed death in ARK seasons before, so we’re doing the same in Rust. It always seemed weird when you killed someone, but they’d still be there the next day; it was always a source of awkward interactions. Though the New Life Rule is still very much in effect (call memory loss a sympton of death), you are open to interpret your return however you want. An unexplainable science on Eden, that was developed for the POTUS, but he never got to utilize it. Be it nanobots cloning you, or even magic, you choose. Think of it like the original Bioshock and how they deal with death.
You’re equally able to kill off your character whenever you choose. Another unexplainable phenomenon.
What is the PvP zone?
We have strict rules when it comes to PvP; it’s the fastest road to salt. That being said, it’s one of the most fun aspects of Rust. We wanted to provide a “danger zone” in which you could go and risk all your gear for KOS-based fights. The border for the PvP zone can be found in the rules upon launch day. Building inside of the zone will allow your base to be fully destroyed and even stolen. Build there at your own risk. This only applies to the PvP zone.
All other PvP rules apply, e.g. New Life Rule, when in this zone.
The four rules which are exempt are:
- You can KOS within the borders (or if someone is shooting you from outside).
- If you see someone leaving the zone, they’re considered fair game for 15 minutes.
- Your base is subject to being fully demolished/stolen inside the zone.
- Rockets can be used for raiding in the zone.