RustAddicted Arena: Help Us Test Our New AIM & PvP Server Tonight

Today, August 21, 2026, we are opening the first experimental version of something I have been working on heavily over the last few days:
RustAddicted Arena
It is a completely new Rust AIM / PvP / shooting server built around custom matchmaking, isolated sessions and extremely fast combat.
And tonight, I need your help testing it.
The first public stress test starts at:
August 21, 2026 — 8:00 PM Prague time (CEST)
Server:
136.243.74.233:28065
Open Rust, press F1 and enter:
connect 136.243.74.233:28065
This is still an experimental prototype, so the lobby, map and visuals are nowhere near finished.
Tonight is about one thing:
functionality.
We want as many players as possible jumping between matches, throwing grenades, killing each other, filling sessions and generally trying to break everything I have built.
Why We Are Building a New Rust AIM Server
There are already several large Rust PvP and training servers.
I do not want to build another clone.
The goal with RustAddicted Arena is to create a platform that can eventually compete with the biggest Rust training servers while introducing game modes and systems that are not currently available elsewhere.
To do that properly, I started with the underlying architecture.
Over the last few days, I have implemented a fairly complex custom system for:
- matchmaking,
- player queues,
- automatic session creation,
- isolated game instances,
- combat state,
- projectiles,
- grenades,
- respawning,
- spectating,
- and session lifecycle management.
The interesting part is that all of this can happen simultaneously inside the same Rust world.
One Map, Multiple Matches at the Same Time
The first prototype currently uses a de_dust2-style arena.
But unlike a normal Rust arena plugin, the map does not need to host only one match at a time.
Multiple completely separate matches can run simultaneously inside the same map and even the same physical zone.
For example, one group might be playing:
FFA AK47
while another group is playing:
Grenade Fight
and another session of FFA AK47 may be running at exactly the same time.
The sessions are completely isolated.
Players from one match cannot:
- see players in another session,
- hear them,
- damage them,
- interact with them,
- affect their projectiles,
- or interfere with their match.
From each player's perspective, the other sessions effectively do not exist.
Even Grenades Are Session-Isolated
This sounds simple until you start dealing with Rust networking.
Hitscan weapons are one thing.
Grenades, projectiles, explosions and other networked entities are considerably more complicated.
The custom session system handles those as well.
You can throw an F1 grenade inside one Grenade Fight session while another match is happening in exactly the same arena, and the players in the other session should remain completely unaffected.
That is one of the systems we especially want to stress-test tonight with more real players.
No Waiting for an Arena to Become Available
Traditional arena systems often have a limited number of physical arenas.
When one fills up, players wait.
Our goal is different.
If a session reaches capacity, the matchmaking system can simply create another isolated session.
That means:
Session full? Start another one.
The underlying architecture is being designed so that eventually many simultaneous matches can exist without requiring a separate physical arena for every group.
Five Game Modes Available in the First Prototype
For tonight's test, we currently have five playable modes.
FFA AK47
Classic fast-paced free-for-all.
Loadout:
- Assault Rifle
- Holographic Sight
Simple.
Shoot everyone.
FFA BOWS
A very different style of fight.
Loadout:
- Crossbow
- Hunting Bow
There is also no automatic healing, making damage and positioning much more important.
GUN FIGHT
Revolvers only.
No expensive kits.
No complicated loadouts.
Just aim.
GRENADE FIGHT
Probably one of the more ridiculous modes currently available.
Your primary weapon is:
F1 Grenades.
The session system keeps explosions properly isolated between simultaneous matches.
Expect chaos.
SHOTGUNS
Close-range combat using:
- Pump Shotgun
- Double Barrel Shotgun
If somebody is standing ten meters away, things usually end quickly.
Built for Nonstop Combat
One of my main goals was removing as much downtime as possible.
Training servers should be about fighting, not staring at menus and death screens.
So the entire combat loop has been redesigned around speed.
Instant Respawn
When you die, you are returned to the fight immediately.
There is:
- no normal death screen,
- no waiting,
- no loading sequence.
Die.
Respawn.
Continue fighting.
Full Health After Every Kill
Successful kills restore your health back to full.
This rewards aggressive play and gives skilled players a chance to continue fighting instead of being permanently weakened after every encounter.
Weapons Automatically Reload After a Kill
Every kill also reloads your weapons.
No downtime.
No unnecessary inventory management.
Just continue fighting.
Assist Healing
Kills are not always clean 1v1 encounters.
You might deal most of the damage to somebody only for another player to land the final bullet.
Our system tracks that contribution.
If you damage another player and somebody else finishes them, you can receive assist healing based on the amount of damage you contributed.
That means your work in the fight still matters even if somebody steals the final hit.
Better Kill Information
After dying, the kill message tells you:
- who killed you,
- and exactly how much HP they had remaining.
Instead of wondering whether your opponent survived with 80 HP or 2 HP, you know immediately.
It is a small detail, but extremely useful when practicing PvP.
Kill Streaks
Long kill streaks are also tracked and announced globally.
If somebody begins destroying the entire lobby, everyone is going to know about it.
🔥
Infinite Ammunition
There is no reason to manage ammunition on an AIM server.
Your reserve ammunition is effectively infinite.
The focus is on combat, not farming gunpowder.
Nothing Can Be Dropped or Lost
Equipment is controlled by the arena system.
You cannot accidentally lose your loadout or create piles of weapons across the map.
This also keeps the server considerably cleaner during long PvP sessions.
Spectating Is Supported
Players can also spectate active sessions.
This will become increasingly useful as we expand competitive modes, tournaments and other structured game types in the future.
This Is Only the Foundation
The current five modes are not the main reason I built the session system.
They are primarily the first real-world use case for the underlying architecture.
Once we know queues, isolated sessions, networking and matchmaking are stable, we can start doing considerably more interesting things.
BedWars Is Coming
One of the modes planned next is:
BEDWARS
Rust BedWars already exists in different forms, but we want to push the concept further using our own session and matchmaking infrastructure.
Separate matches can be created automatically, populated through the queue and completely isolated from other games running on the same server.
Battle Royale Is Planned
We are also preparing:
BATTLE ROYALE
The same session architecture gives us the foundation for dynamically creating isolated Battle Royale matches without requiring an entirely separate Rust server for every game.
There is a lot of work still to do here, but the core architecture is now taking shape.
Hunger Games and More Modes
Our Creative admin is also preparing a Hunger Games concept, and I will support the project on the programming side.
Beyond that, we already have several other modes and ideas planned for the coming weeks.
Some of them, as far as I know, currently do not exist anywhere else in Rust.
I am intentionally not revealing everything yet.
First, we need to make sure the foundation survives all of you trying to break it tonight.
Tonight's Server Is Experimental
This point is important.
What you will see on August 21, 2026 is not the finished RustAddicted Arena.
It is the first functional public prototype.
The current lobby is temporary.
The map contains very few prefabs.
The visual design is unfinished.
Some interfaces will change.
The final map will change.
A lot will still be added.
Do not judge the final project by how polished the lobby looks tonight.
What We Need You to Test
The purpose of today's event is to test the systems under real player load.
We especially need feedback on:
Matchmaking
Can players enter and leave matches reliably?
Queues
What happens when many people attempt to join the same mode?
Automatic Session Creation
When one match fills, does another one open correctly?
Session Isolation
Can you ever see, hear or interact with somebody who belongs to another match?
Combat
Do hits and damage behave correctly?
Grenades and Projectiles
Can anything leak between sessions?
Respawning
Does instant respawn remain reliable under heavy combat?
Session Destruction
Are sessions cleaned up correctly when players leave?
Networking
Does everything remain synchronized when many isolated games exist simultaneously?
Performance
How does the server behave when we start increasing the number of players and active sessions?
Weird Edge Cases
This is the fun part.
Try things I did not expect.
Break something.
Do something stupid.
If you discover a situation where the system behaves incorrectly, tell us.
That is exactly what this test is for.
Why We Need Real Players
A system like this can be tested with bots and development accounts to a certain point.
But nothing replaces real players.
Ten people simultaneously joining sessions, dying, respawning, throwing grenades, switching game modes and doing completely unpredictable things will reveal problems that controlled development testing never does.
The more players we get online tonight, the more useful the test becomes.
Join the RustAddicted Arena Test Tonight
The first experimental public test begins:
August 21, 2026
8:00 PM Prague time — CEST
Server IP:
136.243.74.233:28065
Press F1 in Rust and type:
connect 136.243.74.233:28065
Join a mode.
Shoot some people.
Throw grenades everywhere.
Switch sessions.
Try to break the networking.
And let us know what happens.
Help Us Build the Next RustAddicted Server
This first prototype is intentionally simple on the surface.
Underneath it is the foundation for something much larger.
If the architecture performs the way I expect it to, we can use it to build many different multiplayer experiences inside Rust — from fast AIM modes to BedWars, Battle Royale, Hunger Games and other game types we have not announced yet.
Tonight is the first real step.
August 21, 2026 — 8:00 PM CEST
136.243.74.233:28065
Come help us test it.
And please try to break it.