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Company Handbook

Internal field notes. Core mode rules are separated from map-specific notes.

Company Handbook

Last updated: March 29, 2026

Core Gamemode

Start Here (2 Minutes)

Rust Company is still Rust survival, but every player belongs to either Red or Blue. Your combat, territory, and dogtags all feed company Victory Points (VP) during the campaign.

  • On first join, pick a company in the selection screen. No company means limited access.
  • Chat is company-routed. Neutral players are blocked from normal chat until they choose.
  • Teams are company-locked: Red can only invite Red, Blue can only invite Blue.
  • Respawn rule: bed/bag spawns stay vanilla; random respawns route to your company outpost spawn.
  • Useful commands: /help, /stats, /score, /teamname, /badge.
  • Optional but recommended: link Steam + Discord on /link for automatic company role/channel sync.
Campaign winner is the company with the most VP when campaign ends.
Image SlotCompany picker screen with Red/Blue options visible
Recommended: full UI screenshot (16:9)
Core Gamemode

How A Session Usually Flows

You can play frontline or backline, but both should feed company score. Frontline creates pressure; backline turns resources and dogtags into VP.

  • Secure a base with TC and foundations to start claiming territory footprint.
  • Fight enemies and hold space; enemy kills add VP to your company.
  • Enemy players drop company dogtags; hotspot NPCs can also drop neutral tags.
  • Bring enemy dogtags to your company dogtag dropbox at CSO to convert them into VP.
  • Dropboxes only accept the correct enemy tag type and reject wrong items.
If your squad farms tags, hand them to reliable runners who can safely reach CSO for deposit.
Image SlotDogtag handoff/deposit flow (enemy tag in inventory + dropbox)
Recommended: 2 screenshots combined later
Core Gamemode

Crafting & Economy

Economy is close to vanilla, but company systems change where spending matters most. Logistics and purchases should support territory and VP growth.

  • Company vending restrictions apply: opposite-company vending purchase is blocked.
  • Enemy company vending markers are hidden from your map; friendly markers stay visible.
  • Airwolf flying vehicles cost enemy dogtags (default): Balloon 5, Mini 25, Transport 40, Attack 75.
  • Use backline players for craft throughput, fuel, ammo, meds, and transport support.
Air vehicle costs use dogtags, not scrap, in this mode setup.
Image SlotAirwolf purchase dialog showing dogtag price
Recommended: close UI capture where cost text is readable
Map-Specific

Camera Codes

On maps with duplicated monuments, camera IDs are auto-prefixed with monument index. This is why many codes start with a number.

  • Outpost station bookmarks are rewritten as indexed codes (example set):
  • 1COMPOUNDSTREET, 1COMPOUNDMUSIC, 1COMPOUNDCRUDE, 1COMPOUNDCHILL
  • 2COMPOUNDSTREET, 2COMPOUNDMUSIC, 2COMPOUNDCRUDE, 2COMPOUNDCHILL
  • If a camera code looks right but fails, check missing leading index (1 or 2).
Keep this section map-specific. New maps may use different station sets and indexes.
Image SlotComputer station bookmarks list with indexed camera codes
Recommended: screenshot while mounted at station UI
Core Gamemode

Scoring & Campaign Win

VP are calculated from kills, deposited dogtags, and territory area. Current server defaults below come from scoreboard config.

  • Enemy kill VP: 3 VP per kill.
  • Dogtag VP: 12 VP per deposited enemy dogtag.
  • Territory VP: 0.1 VP per territory point (area-weighted from TC territory).
  • Teamkills do not grant VP and are tracked separately.
  • Use /score to see live company totals and player/team contribution.
Admin can tune VP weights between wipes. If values change, update this section immediately.
Image SlotLive scoreboard showing Territory VP, Dogtag VP, and team standings
Recommended: full scoreboard UI capture
Map-Specific

Launch Island Notes

Launch Island behavior is profile-driven, so treat this as map-specific, not universal rules.

  • Each company has anchored outpost zones with authored spawn points.
  • Default outpost radii: danger zone 200m; optional no-damage bubble 100m (if enabled).
  • Territory is built from TC-connected foundations (union model), then shown with map outlines.
  • Low-pop hotspot mode can raise dogtag drops in hotspot zones (default 3/player and 3/scientist).
  • Launch-specific systems also include managed bikes and outpost facility entities.
When map profile changes, update this section first: hotspots, outpost behavior, and movement tools.
Image SlotTac map showing Red/Blue outposts + hotspot circles + neutral pressure area
Recommended: one annotated map overview screenshot
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You can join campaign now, copy the code from button and paste it in Rust console or find server from ingame server browser, under modded tab: "Rust Company"

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Thanks to Carbon and RustEdit. ❤️
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