Where is the fun in storing all that data, when we can't have a look?
Live trends from 14,057 active Rust servers: how the player population moves, which wipe schedules and game modes dominate, and how the meta shifts over time.
What it takes to be a top server, and which settings hold the players right now.
Three takeaways from seven-day average player activity. Training, creative and servers carrying data-quality flags are excluded.
All active servers in All Regions are ranked by Players (7d avg), then sliced into brackets: "Top 1%" is the best-performing 1% of servers. Each bar shows the minimum Players (7d avg) a server needs to make that bracket.
Where the players actually are: each row compares a setting's share of all players against its share of all servers. A player bar longer than its server bar means those servers punch above their weight. Snapshot of currently active servers, updated daily.
How the Rust population moves over time, globally and by region.
Average and peak concurrent players across all tracked servers. The monthly sawtooth is force wipe: population spikes on the first Thursday of each month.
Concurrent players split by server region. Stack the regions to see the global total, or overlay them to compare.
Which tags, modes and schedules are gaining or losing ground.
How the Rust server landscape shifts: wipe schedules, game modes, modding frameworks and hosting types, tracked as each tag's share of its group by player count.
Compare server and player count across all tracked tags. Click a tag in the legend to isolate it.
When servers wipe, how often, and how that changes over time.
The median daily population peak after a detected wipe, normalized to that server's wipe-day peak. Schedules are classified from each server's median observed wipe interval.
Every interval between two detected wipes on the same server, last 12 months. The spikes sit exactly on the classic schedules — daily, twice a week, weekly, biweekly and monthly (dashed lines).
Every detected wipe of the last 12 months by weekday and hour (UTC) — the brighter, the more wipes. The hotspot on Thursday around 18–19 UTC is force wipe; hover any cell for the exact count.
Each active server is classified by its median wipe interval per month — the lines show what share of servers run each schedule, across our full recorded history.
World sizes, custom maps and the seeds everyone is playing on.
How world sizes are distributed across all active servers, and where the players actually are. A player bar longer than its server bar means those map sizes punch above their weight. Keep in mind that map size is an edge length, so the land area grows with its square: stepping from 4000 to 5000 doesn't add 25%. It takes you from 16 km² to 25 km², over half again as much map.
Server owners snap to round numbers: a handful of exact sizes cover most of the game.
Looking for the big ones? Browse servers with 5000+ maps
Map size only matters relative to how many people share it. Density here is average players over the last 24h divided by map area, computed on servers averaging 10+ players, since empty servers would drown the signal. Spacing is the average distance between players if they spread out evenly.
Do bigger maps actually mean more elbow room, or do they just attract bigger populations?
Servers classed by spacing between players. The ranking algorithm considers ~220m per player ideal.
Procedural maps generate from a seed on Facepunch's servers; custom maps download from external hosts like RustMaps. Shown for all active servers. Servers that expose no map download URL count as unknown.
Many servers run the exact same map: same seed, same size. These seed × size combos hold the most players right now.