The Cult Returns to Rust! by icycalm on 15 Sep 2026 14:03

We are a couple of days from our first monthly wipe's midpoint and I have seen enough of how monthly wipes go to amend my plan on how to approach the game in the long-term.

First off, playing every month is off the table. It was a ridiculous idea that can only be conceived if you've never tried playing for a month. It's exhausting, in the best way possible of course (as in more engaging than any real-time game ever), but still exhausting. Moreover there'd be no point to it since after two-three months you would have got pretty close to exhausting the game's possibilities—for your level of clan size of course. Much better to spread out your wipes through the year to allow devs time to add features for you to incorporate.

Realistically, even 4 wipes per year would be too much. I would say 1-2 would be the ideal, or at most 3 if they've been adding lots of stuff you want to try AND you have lots of free time on your hands. So I see us playing at most every four months. More likely twice a year.

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This is what our base looks like midwipe. I am extremely proud of it. It's the biggest and most complex we've had, with quite a sophisticated electrical system and even rudimentary automation, all set up by shubn.

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Ice throne overlooking the pool area, with elevator next to it. The elevator is an endgame item. It's freakin great and I've wanted a base with an elevator for years. Couldn't do it on weekly servers but on monthly we managed it in less than two weeks with a 6-man team.

Ultimately I am happy that monthly wipes are impossible and what's more unnecessary since let's face it they would have interfered with running Battlegrounds. What's more, precisely the fact that it's impossible to play Rust continuously through the year, and would have sucked even if you could because the continual wiping of your creations would get to you, is the reason my game is so much superior to Rust.

Imagine if you could build forever without anything getting wiped all the way to entire countries and even planets! AND multiple plots and subplots and metaplots overlaying everything with no end in sight. And all of it at your own pace and schedule with no exhaustion.

That's my game, compared to which even the mighty Rust is just a minigame.



The End of Videogame (and Art) Theory by icycalm on 14 Sep 2026 13:07

https://x.com/elonmusk/status/2099459125579071512

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This is another way to arrive at my graph. The more cognitively demanding the game, the better it is for your brain health. And the most cognitively demanding games are precisely the ones I prefer, at the far-right of my graph. Clinical studies of genres ranking them by health benefits would ultimately reproduce my graph.

Of course if you can't play some genres at all, or can't enjoy them, then they won't be beneficial to you. So there is an IQ and T ceiling for every genre (therefore also racial ceilings), again exactly as in my graph.



The icycalm thread by icycalm on 08 Sep 2026 23:31

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PC|MAC|ONE|PS4 Rust by icycalm on 07 Sep 2026 16:40

The Game You Can't Quit
https://www.youtube.com/watch?v=Edi2YF6KJ7g

Vibe Gaming wrote:
More than a decade after release, Rust remains one of the most brutal, addictive anomalies in gaming. But its staying power isn't just about monthly updates and Twitch drops. It's built on the terrifying psychology of total loss.

In this video essay, we deconstruct the design engine behind Rust's decade-long survival. While modern games build guardrails to shield players from failure, Facepunch Studios weaponized loss aversion, risk-reward economics, and sandbox chaos to turn every server wipe into an unscripted movie.


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I posted a comment.

I wrote:
The difficulty is one aspect. But even old arcade games are difficult. Difficulty doesn't tell the whole story. Complexity does. And you didn't touch on that at all. Google Alex "icycalm" Kierkegaard and Videogame Culture to study modern art theory and understand art and games. Good video though, I linked it on my frontpage.


More comments:

@handlole wrote:
I've successfully quit Rust and it only took me 10 thousand hours :)


@VibeGamingChannel wrote:
getting off the video game meth
I bet you cooked with a bow in ur prime



PC|MAC|ONE|PS4 Rust by icycalm on 05 Sep 2026 13:26

Remember in early 2023 when the Industrial update was unveiled that I posted a lengthy two-part rant in this very thread calling it The End of Rust? That was a mistake. Yes, icycalm makes mistakes. But it's extremely rare, and they practically never make it into the books (it was just a forum post, after all).

Where was my mistake and how did I finally realize it?

My problem was that you can use the pipes in the Industrial update to move around all kinds of items including absurd stuff like fireplaces and entire freakin' guard posts, and I felt that was ridiculous and utterly destroyed the game's immersion.

But then I saw the screenshots coming out of it.

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And then I played the game again after a half-decade hiatus. And I remembered something.

Rust is a game in which you're running around an island carrying fireplaces and freakin' guard posts IN YOUR POCKETS. And that has never bothered me.

Literally not once in my 500+ hours with the game have I thought "It's pretty fucking dumb to be able to carry 20 freakin' guard posts in my pocket". In fact, it is retarded.

This had never occurred to me, and it had never messed with my immersion.

And the reason for this is both aesthetic and mechanical.

Aesthetically, there is a subtle but unmistakable COMIC tone to the game. Rust doesn't play it 100% straight. Rust is part-comedy. It is incredible how this element lives side by side with the hyper-violent trailers and brilliant edgy music, without any of these aspects feeling out of place or clashing at any given time. Rust's aesthetic is utterly unique and perfectly executed. You can't argue with it from any conceivable angle. It's perfect.

Mechanically, running around a thousand-player free-for-all full-loot PVP map with insane amounts of loot on you turns even the simplest trip into a high-stakes adventure. The chance that any other player you encounter might be carrying a veritable treasure trove on them that can save you hours of work turbocharges the exploration and discovery aspect, and downright forces you to be a homicidal maniac, which feeds the lust of PVP beyond what any other game can manage. No other game has such sky-high stakes when dozens of hours of work can be riding on the outcome of every single shootout. And that can only happen when the inventory works like a bag of holding out of D&D for no apparent reason.

The fact is that the game's industrial feature functions perfectly in-line with the inventory and storage systems (you can put the fireplace and the freakin' guard post inside a box or even backpack). So unless I advocate for these systems to be replaced with a hyper-realistic one from Life is Feudal where every log you cut down must be individually transported via a wheelbarrow and then stacked on top of each other in a fully physicalized log pile and where every pound of dirt you dig up must be placed somewhere thereby forcing you to create a pile of dirt next to every ditch you dig, I have no leg to stand on when criticizing the industrial system.

Do I want Rust's inventory to be fully physicalized?

I've never thought about it until now. I'll say this much: They'd have to redesign half the game to make it work. You'd have to have vehicles from the early-game in order to carry the materials across the map to build anything more than a log cabin. It'd be a vastly different game.

And yes, that is the game I myself would have made.

It would also have territory capture as in LiF, and it'd therefore be a FP4X instead of a survival-builder.

But then... why am I playing Rust today instead of LiF?

Because though ultimately LiF is a better game, it also requires a far greater level of commitment: we're talking ANNUAL wipes instead of weekly or monthly, in order to get anything done. And though LiF's resource physicalization is vastly superior to Rust's, its base-building is vastly inferior: you're placing down ENTIRE KEEPS at a time in LiF. You aren't building them wall by wall. They're all pre-built. So the actual building aspect of Rust more than compensates in terms of complexity for the missing resource physicalization.

Of course a game that physicalized both aspects would be superior. But it doesn't exist, so I can't play it.

I am making it though, and that's exactly how the building in Alex Kierkegaard's Battlegrounds works: fully physicalized everything down to individual rocks and even tree leaves. Moreover it's turn-based and pausable, so you can play for years without needing wipes or to destroy your life. It's gaming heaven.

But it's still cooking, and I feel like playing something right now.

So for now I'll play Rust.


P.S. Once I'd accepted Rust's industrial system, its genius at last hit me: that it finally makes electrification REQUIRED instead of optional, that it pushes electrification back to the midgame instead of the endgame because now it's automation that's the endgame, and that, once you reach that stage, you can focus on war because everything back at base works automatically, and you can spend the endgame blowing up half the island and winning. It's a complete game-changer, and it's so hard that hardly anyone uses it, adding a brand-new layer of difficulty to an already hypertough game for you to master, and blowing the fuck out of lame autism simulators like Satisfactory. But I will discuss all this at length in future essay installments. Now I must play Rust.



lol by icycalm on 04 Sep 2026 23:45

https://x.com/AfterTheReset/status/2095859035643715950

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lol by icycalm on 04 Sep 2026 23:43

https://x.com/profchise/status/2095747834419306955

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MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 04 Sep 2026 23:00

12 years ago, Chris answered Reddit's questions, including modularity of ships like the Caterpillar
https://www.reddit.com/r/starcitizen/co ... _questions

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Tokyo_Ink wrote:
10 for the Chairman was basically just Chris saying literally everything anyone imagined was going to be in the game.


Eric_Olthwaite_ wrote:
I wonder how many things he's talked about putting into the game that have never materialised?


Fritschya wrote:
That's good, dude is living breathing scope creep.



Cult War Journal #2: Breach and Clear by icycalm on 04 Sep 2026 21:18

Every month I will be posting the top 2 Rust trailers in the month's War Journal thread for hype. Always the same two. They're two of the greatest game trailers of all time, very high up the list, the first unrivaled in atmosphere, and the second in action. I watch them regularly. They make me want to play the game all the time.

Console Announcement Trailer
https://www.youtube.com/watch?v=1uprAyRDZn0

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Official Trailer
https://www.youtube.com/watch?v=LGcECozNXEw

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Cult War Journal #2: Breach and Clear by icycalm on 04 Sep 2026 20:34

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Official Page: https://rust.facepunch.com/news/breach-and-clear

Facepunch wrote:
This month's update brings you Monument Blockers, Breakable Attack Heli Armour, HQM Nodes, Upkeep Group Scaling, various item buffs, and QoL and balance changes, as well as many performance updates and much more!


Official Teaser: https://www.youtube.com/shorts/FgorQu3f5Ys

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Game Start: Saturday, September 5 @ 2 PM UTC and continuing through the month

So starting from this month I will be titling the War Journal entries the same as Facepunch's updates, since we'll be playing monthly wipes. No need to reinvent the wheel here. And I would therefore like to launch a tradition that we at least make an effort to engage with each update's headline feature. Last month the Power Trip update turned on the power functionality in the Power Plant and several monuments linked to it, and I visited the Supermarket extensively and got several batches of the chilled food that the update introduced. So I feel that last month I did engage with the headline new feature, even though I only played for a week. For this month, on the other hand, the monuments affected by the monument blockers feature are the top-tier ones that there's no way in hell we can engage on the first day, if even the first week. Moreover, the big clans will clear those blockers within a day or two, so unlike last month's feature, this one can only be accessed in a very limited timeframe. In fact, since it's been a day since the wipe, I am sure the blockers are all cleared. So impossible to engage this month.

The second headline feature, "upkeep group scaling", kicks in pretty much automatically as long as you have more than 4 players authorized on a base. So if we get 5 tomorrow, we'll be paying 2% extra on upkeep. It won't make a noticeable difference to us, but we WILL be engaging with the new features, so I'll chalk that up as a success. But we may not get 5.

Next up in the list of new features are the new high quality metal ore nodes, and we will DEFINITELY be engaging with those over a full freakin' month. Moreover there are tons more smaller changes that we'll have to deal with anyway, read the official page, so I am feeling good about my update engagement requirement even if the headline feature is inaccessible to us. At least directly inaccessible, because indirectly it affects the entire server since it slows down the big clans. So for example, if you want to buy something from them, availability and price differences are already factored in for you.

Overall, it's a minor update, which is why it only gets a teaser animation instead of a full trailer. Not all updates get full trailers. Last month's update was huge, so it got a great trailer. We should get at least two more large updates before year's end, and I'll be posting about them in other threads in due course.

For this update, we just have to get used to the pace of the monthly wipe, which will open up to us a whole new level of depth of engaging with the game. It means we'll have the time to reach the industrial stage, which means we'll be forced to deal with the electrification stage in order to power the industrial stuff. We'll have to wire up the entire base! For lights, traps and turrets, electric furnaces and more. The most we've done with electricity before is connect a solar panel to a battery to power a phone. Now we'll play Factorio in Rust!

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Regarding the start day, I decided to go for Saturday since we aren't playing anything else this weekend. If we're playing Battlegrounds or a Star Citizen event, this won't be possible, and in those months we'll be playing on wipe day (Thursday). But on free weekends, why not start on Saturday to get more people in? The 2-day loss isn't a big deal on a monthly server, and it occurred to me there may even be an advantage to it... You get to see where all the big bases are, so you can try to avoid building near them. And that's a huge advantage on a long-term server where the clans are much more committed and have much more time to mess with other people's bases. You WILL get raided on a monthly server, and one of the major ways you can ensure you're raided less is to build as far from large clans as possible. A Saturday start will give you the intel you need to make a wise choice. Of course note that with all my other requirements for a Cult Base (must be on coast, near snow, road and rail, and so on, not to mention the Apartment Complex), it will be a challenge choosing what to compromise on, since it's impossible to satisfy all these requirements (the big clans also love the coast and roads, etc.) But that's all part of the fun of the early-game.


P.S. Rustoria.co US Long Premium, which we'll be playing on, has the Premium tag which is a new game feature. It was introduced to help combat cheating, and it means you must have at least $15 worth of skins or DLC in your account to log in. It's a one-time payment, so it's well worth it, plus the skins and DLC are always useful. Post in the #rust channel on Discord if you need help picking the skins or DLC.



PC|MAC|ONE|PS4 Rust by icycalm on 02 Sep 2026 18:58

https://garry.net/posts/in-the-shit

Garry Newman wrote:
In The Shit
1 Year Ago, 182,344 views

When I was a kid my dad was always doing home improvements. Redecorating, moving a wall, replacing the doors, installing radiators, re-laying a driveway.

I remember this phrase he used. He'd have the water off, re-plumb a bunch of radiators, turn the water back on and there were leaks everywhere... and then my mom would nag him that dinner was ready - and then he'd shout "I'M IN THE SHIT HERE!".

To me, what it means is you've tried something, it's backfired and you're in over your head, you're drowning, and you've got to fight your way back to the surface.

Garry's Mod

I remember multiple times I've got myself in the shit. When I first made Garry's Mod I knew C++, but not well enough. I got myself into a position where it was crashing and I couldn't figure out why. I didn't use source control - so I couldn't just roll back to a version that wasn't crashing and figure out the delta.

So I deleted the whole thing, downloaded a fresh copy of the SDK and made it again from scratch. I did this at least twice in the very early versions before I started using source control.

I ended up adding Lua support as a shield from these crashes. I didn't understand the C++ code enough to stop it from crashing, but I could be really careful in my Lua implementation to protect against it.

Rust

When we released Rust and it got mega popular, we were immediately launched into the shit. The code was all janky and impossible to iterate on. It was basically a proof of concept that we ended up releasing. I didn't even know C# at that point, so I couldn't get involved beyond simple UI stuff. The community was HUGE and was desperate for bug fixes and new features.

So we were right in the shit.

We debated what to do. Is the code fucked or are we just idiots that don't understand it. Eventually we decided that the code was fucked.

I started rewriting the engine from scratch. I had to learn C# on the job. The community fucking hated the idea. They wanted Legacy, but we knew that we had to suffer for a bit right now so we could flourish more later on.

I didn't fully know what I was doing, but it was coherent and modular. Eventually it got feasible enough that other people could work on it. And then eventually it got feasible enough to play.

People still ask for Legacy, but there's no doubt in my mind that we made the right decision back then.

The Message

To grow, to improve and to achieve anything - you have to enjoy getting yourself out of the shit. You can't avoid getting in the shit. You have to see a pile of shit and jump in it.


Tommy Jääskeläinen wrote:
1.000.000% made the right decision to scrap Legacy Rust and start over with Experimental if the code was pasta. People just ask for Legacy because of nostalgia, they wanna relive Rust Legacy with real player counts again.



DLC: Weapon Racks by icycalm on 02 Sep 2026 10:32

Cool. I just realized there are also spearguns, so we can have a rack of them at the boathouse. So basically pretty much every base module can use these racks, plus a dedicated armory and tool shed.



DLC: Weapon Racks by shubn on 02 Sep 2026 10:28

I confirm that I have it and that I will be playing this month's wipe.



DLC: Weapon Racks by icycalm on 02 Sep 2026 05:48

Since we've been talking about gun racks today over at the Star Citizen forum [ > ], let's make it gun rack day and talk about them in Rust too: https://rust.facepunch.com/store/pack/weaponracks

Facepunch wrote:
Weapon racks introduce a quick, versatile and functional weapon and tool storage solution. With a Weapon Rack, you can efficiently organize, store and display your tools and weapons like a true survivor.


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Weapon racks were introduced in September 2023 alongside the Airborne update. You can see them in motion at the start of that update's trailer. They look great.

Airborne
https://www.youtube.com/watch?v=gTKll4bk968

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Weapon Racks €8,79
https://store.steampowered.com/itemstor ... tail/10224

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My tentative plan with these is to have separate ones for the grungy craftable guns and for the slick lootable military ones, perhaps even in different parts of the base. Unlike Star Citizen, you can craft as many as you want without paying extra, plus no need to worry about losing guns to bugs etc. So you can make an entire armory! Previously, guns would just be stacked in crates, so your "armory" would be just another storage. But now you can build a dedicated Cult Base Armory Module that looks insane and is super-functional! So that's in the plan for this month's wipe. (Plus of course a tool storage shed because unlike SC's racks, these can also be used with tools.)

shubn told me via DM that maybe he has bought this, so can you please confirm because if you have it then I don't need to buy it for now, as there are tons more stuff to buy that could be useful. That's assuming you'll be playing this month's wipe, otherwise it makes no difference.



Exclusive Furniture by icycalm on 02 Sep 2026 05:20

https://www.reddit.com/r/starcitizen/co ... nt/p793q8k

Parking-Confidence72 wrote:
On placing a rifle on the rack a light at the top comes on and lights up the weapons. Each rifle slot (and pistol slot) also has a light that is red when empty and green when a rifle or weapon is placed on it.

The pistol storage section enables placement of medguns and multi-tools as well as pistols (doesn't allow placement of knives). It also tilts to the 45-degree angle when you approach it.

There is a drawer on the left that enables you to store ammo.

As far as flair goes this is one of the best I've seen to date. It's a little pricey (if like me you want to build multiple loadouts to speed up org activities and therefore want several).

I placed mine in the alcoves of my hangar and I haven't had any issues with them jumping around after initial placement. I have loaded them up with guns and they were all still there after a relog to switch servers.

I have no doubt that any jetwash from flying a ship near them will launch them everywhere but with just one individual near them they should be good to remain where they are placed (I did notice some very slight movement when both a friend and I stood up close to the same rack).


All his concerns about jitter or the displays flying away can be solved by placing them in the freight elevator grid, then nothing moves. However, it looks to me that once you have placed them, you can't use that elevator again because if you send it down, it puts everything in storage, and then you have to rearrange it again. Correct me if I am wrong, but that's what I am seeing. So, once you have set everything out, you should forget about using that elevator as elevator again, and if you need to add something, you have to draw it out of your other elevator and move it all the way across the hangar. I think it's workable but it takes a little dedication.



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 02 Sep 2026 01:29

https://www.reddit.com/r/starcitizen/co ... nt/p793q8k

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An arsenal with close to a hundred guns (could have been thousands, he just "only" bought 20 racks at $10 each).

Do you know any other game that can do this? That's what physicalized everything can do. That's the metaverse genre. Only in Star Citizen. And of course, even better in Alex Kierkegaard's Battlegrounds with entire castles that can be customized brick by brick and therefore also entire armories that can be customized brick by brick, which Star Citizen's can't.



Exclusive Furniture by icycalm on 02 Sep 2026 00:57

This guy is doing it right: https://www.reddit.com/r/starcitizen/co ... t_loadouts

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multiple_iterations wrote:
This is actually useful for swapping out loadouts, and makes me hyped for suit lockers. Storage is convenient to store ammo/medpens/Cruz/etc. Pistol stands also hold multi-tools, which is awesome.


multiple_iterations wrote:
Gun rack for three long guns, four sidearms. The pistol racks take multi-tools also, the long gun racks won't take a MaxLift, so I think they're guns-only. There's a little storage bin on the left where you can drop your inventory while swapping stuff out.


kst8er wrote:
Just be careful who you group with. I had a box setup in my personal hangar for this purpose, was doing some PUG TSG runs when it came out from the r/sc Discord, and someone went into my hangar while we were in transit to the site and cleaned out my and one other guy's personal hangars for the decorations and things we had set up at Levski.

I remember some rando from the group still being back in Levski while we were doing the trench runs, and one of the times I died in the trench and went back I noticed it was cleared out.


Strange-Scarcity wrote:
Always lie about where you home out of and if you are doing things with randos? Always put your home hangar stuff away. It sucks, but until more social tools and the ability to "LOCK" things in place? Gotta be careful.


I will put my stuff in one of my two freight elevator grids (you get two if you have L or XL hangar), so it will be easy to just send it down and hide them when needed.



lol by icycalm on 01 Sep 2026 23:48

https://www.reddit.com/r/starcitizen/co ... nt/p75nc60

Falcon3333 wrote:
I got a 10 year ban for criticising SQ42s development and delays, that ban expired this year, my decade ban was finished before SQ42 was.


131 upvotes, one of which is mine (with shubn's Reddit account because I am banned).

50calPeephole wrote:
Oh, I'd post up and necro thread that for sure!


RPK74 wrote:
10 more years!!!


netcode101 wrote:
That's the funniest thing I've read today, thank you for sharing :)


There's a ton of fun like that around metaverse development, because it's... metaverse development. The fun comes from treating these games as if they're Super Mario Brothers, and judging them by those standards. It's hilarious. That's how jokes work, by exaggerating stuff. The stupidity comes in when you take these jokes and publish commentary that treats the jokes as if they're reality. Then you become the joke, and you can see several people in that thread do exactly that. The smart laugh and click on the next thread. The dumb take it seriously and try to have a serious conversation about it.



Exclusive Furniture by icycalm on 01 Sep 2026 22:58

September 2026 Subscriber Promotions
https://robertsspaceindustries.com/en/c ... Promotions

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Bosco wrote:
Showcase your favorite firearms with this sturdy display rack. Features display shelves for your favorite guns, as well as storage space for spare ammo and accessories.


This was teased a few weeks ago [ > ] and we all thought it would have something to do with crafting or base-building or the new Nyx I missions coming in 4.11. The coolest speculation I had heard was that it'd be a weapons repair/upgrade bench. That would have been awesome. It ended up being a mere furniture sub item, which is disappointing because it has nothing to with all the cool upcoming features, but on the other hand in itself it's an incredibly cool item that even Rust took a decade to add into the game (and Rust's is also a DLC btw). So I am not too miffed about it. We know that weapon degradation and repair are coming because they've said so for years and they just unveiled a rover with a weapon repair function, so it's all good, and I just bought the rack and will be logging in tonight to add it to my hangar.

Should you buy it?

If you really want to, why not? It's only about a tenner, depending on your location, and it will really make your hangar come together as a kind of base. I wouldn't put rare items on it if I were you because you might lose them to bugs, but you could put on in-game-bought guns and gear, for example from the Inquisitor Spec if you use it a lot, and they can be within easy reach when you're in a hurry, instead of having to look through your vast inventory.

You could even buy several of them and build an arsenal if you don't mind the cost! The sky's the limit, really: you could display every gun in the game as in a museum if you wanted lol. For several hundred dollars, and that's without the gun cost.

Or you can save your money and wait until an equivalent item becomes available or craftable in-game. Probably in different colors, maybe even in cooler ones. That's how they've been rolling with "exclusives" recently, so probably this rack will follow that policy.

But I don't mind spending a tenner to have it RIGHT NOW, so that's what I did.


P.S. It's a sub item, so if you aren't subbed, ask someone to send it to you who is.



Hints & Tips by icycalm on 31 Aug 2026 20:26

https://www.reddit.com/r/starcitizen/co ... nt/p6yzky3

AgonizingSquid wrote:
Honestly I never thought about trying to repair the IKTI with the multi-tool.


Darthm42 wrote:
Yeah same here, I never knew it was a thing until mine went down to 18% and I thought "Well, I really wish I could keep this going... I wonder if the repair tool works..." and turns out that it does!



XS|PS5 Grand Theft Auto VI by icycalm on 30 Aug 2026 23:30

https://orgyofthewill.net/discuss/viewtopic.php?t=2531

I wrote:
§2084. Extinct art

The essentially all-brown GTA6 debacle where even the White protagonist is only there to assuage the brown ego (that Whites find them attractive and are interested in them and their cultures) raises a fundamental question: Why can't brown sales replace the White ones? There are many more of them than there are of us, so why can't they pick up the slack when brown aesthetics turn us off and we stop paying for them?

The easy response is that they are poor, and that is certainly a factor. But it goes much deeper than that, and ultimately it is this deeper factor that's the reason they are poor, so it all starts there. And the "there" is, as always, psychology.

Art works through the faculty of empathy. We empathize with the characters portrayed to us, and thus get closer to them and ultimately we become them in imagination, and we therefore feel what's happening to them as happening to us. That's how art works its magic. But browns have piss-poor empathy! They abandon their families, they sell their children into slavery, they eat household pets! They brutalize even medics and aid agents sent to help them! Just the other day I saw a video on Twitter of dozens of arabs stoning a dog. A completely harmless, defenseless dog. Dozens of arabs lobbing rocks at it for no reason, out of sheer brutality.

They have no empathy and come to us straight from the Stone Age when empathy hadn't even been evolved yet. Of course they can't appreciate art! It just doesn't work for them, and only catches their attention momentarily when they see a shiny bauble in it, exactly like animals (google dogs watching TV). Art simply doesn't speak to them beyond the most superficial effects, therefore they wouldn't pay for it even if they could afford it. But they can't even afford it because without empathy they are next to useless in the modern world. And that's why they're going extinct, and soon, like the garbage art that liberals make for them.



XS|PS5 Grand Theft Auto VI by icycalm on 30 Aug 2026 03:05

https://x.com/QwertdUp/status/2093520059079811470

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The kids will be alright.



Mission: Siege of Orison by icycalm on 29 Aug 2026 15:03

https://robertsspaceindustries.com/spec ... on/9103205

Searil @Searil wrote:
I wish that, after completing the instanced Siege, there was a better way of getting loot out. Like, you spend time in the verse crafting guns and armor to go do Siege of Orison, you run all the way through, kill the boss, and then you can't get the super heavy armor out without leaving your crafted gear behind? It'd be nice to have an elevator at the end or something so I'm not losing all this stuff that I've worked hard for.


Something to think about. There is a lot of new loot in this mission. The Nine Tails version of the super heavy armor with its backpack, helmet and gun above all, but also the new Arlington rifle in three colors if I am not mistaken, the new Yakuza masks that are super cool, plus Nine Tails versions of the Palatino and other armors. So maybe we should bring a crate along with us? Is that even allowed in the instance? Will it fit the shuttle?

However, I don't think we should bother with too much looting on the first run, because it would break the roleplaying. Supreme Commander shubn is pissed that the Nine Tails have invaded his turf, and it'd look dumb to lug a crate around with his squad. He just wants to kill all of them and he's brought his biggest gun with him to do it personally. From the second run though, we should start seriously looting.



XS|PS5 Grand Theft Auto VI by icycalm on 29 Aug 2026 09:53

https://x.com/PseudoKatabasis/status/20 ... 4390621672

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It's the dreaded DIA!



Mission: Siege of Orison by shubn on 28 Aug 2026 23:31

Here's the plan: I'll be going as SupCom wearing the BUL-H4 SteelTek Super Heavy armor, with two bodyguards wearing the GCD-Army armor [ > ] and a Medic Master Chief. The GCD-Army armor sets will be left in my Orison HQ so that anyone will be able to use them in future runs. The bodyguards' gear is the same as Inquisitors apart from the armor, and they can also get a Quartz 'GCD-Army' SMG from myself or icy as secondary if they desire.

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Everyone should bring as much ammo as they can carry, a few extra HMG mags for me, and a second multi-tool in their backpack with tractor beam and salvage attachments plus SRT canister. The tractor beam I believe is needed to reload the HMG. Why a second multi-tool? So you don't get caught with your pants down switching out the medical attachment on your main multi-tool. That doesn't apply to the medic since he has a medgun and should already have a multi-tool with tractor beam.

For optics, get at least a Gamma Duo unless you have a better idea. For barrel attachments, I wouldn't bother with suppressors, and I'd get a comp or flash hider instead.

This is a 4-player mission and we have 5, so the plan is to do a first run without ysignal, since he's in the US, so he doesn't have to get up too early, and then a second run with ysignal replacing whoever drops out.

The plan might change if more people drop in, and we could also try recruiting from global chat if needed to complete a squad.

As for the mission itself, it should be pretty straightforward. As poet and philosopher Manowar once said: "hail, hail, hail and kill".



XS|PS5 Grand Theft Auto VI by icycalm on 28 Aug 2026 20:17

https://x.com/madcap412/status/2093373501420003554

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Wait till this mod drops. brown status is crashing so badly it will end up in Australia. They're practically teaching us eugenics.



XS|PS5 Grand Theft Auto VI by icycalm on 28 Aug 2026 19:30

https://x.com/jondelarroz/status/2093355046721421467

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Bell-shaped lol. She's the opposite of everything Whites like, and everyone will be needing my racial aesthetics essay soon to make sense of the world. Look at that negro Kaida salivating over her. Of course for him she's an upgrade.

https://x.com/Fernan1393/status/2093360399676473580

Brian nice @Fernan1393 wrote:
Antiwoke influencer: "Did you guys see that brown 6 in current thing? They hate us and we shouldn't give them our money."

"LonelyFaggit85 -$5: I love brown 6 in current thing"

"SadQueer92 -$10: I simp for brown sixes"

Antiwoke influencer: "I love brown 6 in current thing."



XS|PS5 Grand Theft Auto VI by icycalm on 28 Aug 2026 16:56

https://x.com/jondelarroz/status/2093341247520010642

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Oooh latina 5, spicy. Not even a German Nazi "latina". Pure native. Can't wait to not hear the spicy dialogue with the spicy accent she'll definitely have. Her 10 White boyfriend will deliver the game to the pure science-fiction theme. First sci-fi GTA!



Cult Spec by icycalm on 28 Aug 2026 16:05

https://x.com/RobertsSpaceInd/status/20 ... 3593937021

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Cool promo and confirmation of the colors. The default is the darkest so perfect for the Master Chief, but it must be looted from somewhere, I think bunkers? The SteelTek of course as aforesaid for the SupComs [ > ] and I think the Stronghold is the purple Nine Tails one so perfect for the Emperor. And as for the Snow Camo that you can get from Wikelo, it can go to the Master Chiefs of a future white Commander.



Scheduling by icycalm on 28 Aug 2026 15:40

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We're tackling Siege of Orison 2.0 tomorrow Saturday, August 29 @ 2 PM UTC. No briefing's up yet. shubn is working on it, and he'll post the tactics at the last moment if need be. Keep an eye on the thread!

This is a Crusader emergency and Supreme Commander shubn will be personally in charge. Don't let him down, soldiers O7.



Mission: Siege of Orison by icycalm on 28 Aug 2026 15:25

Alpha 4.10: Siege of Orison
Official Page: https://robertsspaceindustries.com/en/c ... -Of-Orison

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Note that they've made all-new music for this, with its own Siege of Orison theme in the tradition that was started by Dark Territory, brand-new and very striking Nine Tails armor variants plus new armor pieces like the Yakuza masks. The enemies now have new weapons like the heavy machine gun plus the super heavy armor and IKTIs. On the downside there are no vehicles anymore. In 1.0 there were ship and ground vehicle segments. So the infantry combat should be more complex with all the new toys and more careful setup, but the combined arms segments are gone. It has to be said though that those weren't extensive, so I am guessing overall the mission will be superior. We'll see. I personally expect a much improved experience overall.

Trailer: https://www.youtube.com/watch?v=Jn7yM2d ... XVyolQO3wj

Cloud Imperium Games wrote:
Crusader is calling. Breathtaking views, incredible dining, and potential death lurking around every corner. Come reclaim the city in the clouds. What are you waiting for?


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@HobnobbersFM wrote:
Dear Chris Roberts, who art in CIG. Thank you for these bugs we are about to receive. Through the bounty of the player base wallets. SE.


@NivisTigris wrote:
Oh, a Swiss mercenary.


@YellowFruit89 wrote:
No joke, they were totally brutal, that's why they still protect the Pope until this day.


@Umemuuli wrote:
Geneva Conventions strictly regulate the use of the Red Cross. #TodayYouLearnedSomethingNew


@Exonic wrote:
If the game would be in this state like you do video, this would be amazing. As always perfect promotion.


@nikkmann149 wrote:
Oh I get it, that glitching in the first few seconds is showing us what it'll actually be like to play.


It's actually pretty stable, as people are reporting. They didn't delay it a month for nothing.

@JaumeSabater wrote:
What happened to the influencer from the previous iteration? Was she thrown out of a cliff by Nine Tails? :)


That's been EXACTLY my main concern after seeing the trailer! In the very last iteration of Siege of Orison 1.0, they showed off a blonde asian influencer who goes to Orison and gets caught in the fracas and video blogs about it. They made several TikTok-size videos of her, and I think even integrated her into whatever in-game con was running at the time, either IAE or Invictus. I neglected to make a thread about her at the time so I have nothing to link to in-forum, and I can't be bothered to look her up right now, but I'll make a thread eventually. Anyway, she's completely gone in SoO 2.0. If it was just some lore on their wiki, I wouldn't have minded, but they made VIDEOS of her, and people were discussing her annoying way of speaking and taking sides about her, etc. It really smarts that they completely erased her, probably not even deliberately. They just forgot about her. I suppose until/if they ever address her, we can chalk her up to this guy's suggestion:

@ninefive0 wrote:
That was a fan-made AI animation lol.


So the influencer IS in the game world, but she never went to Orison during the Siege event, and some of her fans generated those clips with AI to make fun of her (because she does come out as an oblivious ass in the clips, that was the whole point of them).

EDIT: Her name was Mahli and she appeared extensively in the game over several months: https://starcitizen.tools/Mahli

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@EricVidfarne wrote:
1:00 was that a Wilhelm scream?


Google it.

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Release Notes: https://robertsspaceindustries.com/en/c ... -Alpha-410

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Spectrum Thread: https://robertsspaceindustries.com/spec ... -of-orison



Verse News by shubn on 28 Aug 2026 12:47

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4.10.0



Mission: Siege of Orison by icycalm on 28 Aug 2026 05:32

Crazy that even CR uses a random American pronunciation utterly divorced from even the in-game voice acting. More ammo for those saying they don't play their own game lol.

We'll stick to the traditional then. Crazy programmers lol.



Mission: Siege of Orison by ysignal on 28 Aug 2026 04:08

The problem with the pronunciation used in the recent video is that CIG's own page on Orison [ > ] states that it's named after the English word, and the in-game voice acting and early promotional videos use the ordinary pronunciation.



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 28 Aug 2026 02:10

https://robertsspaceindustries.com/en/c ... e-Chairman

New Letter from the Chairman just dropped. These usually appear when they're celebrating something, but in this case they're running damage control because the last couple of patches have been even more unstable than usual, plus there was a PR trainwreck from an official livestream they're trying to dampen. Plus they're announcing yet another Squadron 42 delay, this time because of GTA6. But there is some celebration too, for the billion-funding mark, plus rising player numbers. All this put Chris on the defensive, which is why he resorted to saying:

Chris Roberts wrote:
what is the most ambitious game in all of gaming


Which is the correct justification for the problems being encountered, and one almost everyone misses. Though I do have an objection: It's not the most ambitious game. That would be my Battlegrounds. It's the most technically ambitious game. But anyway. It's close enough. It's the second most ambitious game.

P.S. I once saw a guy linking ALL the Letters to the Chairman, and it ran to dozens of pages, perhaps over a hundred. I should sit and read all of them back-to-back some day. They aren't necessary to playing the game, but they're useful in understanding where it comes from and where it's going. (For my game though, the order of magnitude more pages I have written and am writing on it pretty much must be read to play the game, or at least to get the most out of it. And that too is an indication of which game is more ambitious.)

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Mission: Siege of Orison by icycalm on 28 Aug 2026 01:27

Since Siege of Orison 2.0 launched today, we'll never be able to access 1.0 again. So I thought I would sum up our experience with it.

We must have tried it 3-4 times over the space of a couple of years if I remember correctly. We have all the videos so maybe one day I'll go back and update this thread with them, and pics, and observations etc. But to sum up, the experience was always chaotic and buggy for us. It was chaotic because we never managed to be there right at the start; it was always other players who had started it, so we'd walk in while it was at the halfway point, or the one-third point, or the last third of it, and sometimes we'd even have to face players who'd gone rogue on top of the respawning Nine Tails. Indeed I think in the last occasion the developers had added a system explicitly recognizing rogue players and turning them red on radar for everyone else to shoot at. So it was chaotic because of the open-world MMO setup, with teams of players coming and going, sometimes collaborating and other times fighting; and of course it was buggy because it's Star Citizen. So I remember an entire session where we spent hours crashing through the shuttle, the floors, etc., or awful framerates, or unreliable Nine Tails spawns, and basically not getting anything done in half a day. A complete waste of an occasion, and we'd been waiting months for it!

Other times the game and the other players were cooperating reasonably, and we would make some progress. But even then, in our best run (I think it was the very last one) we managed to reach an early boss, and he wasn't at his station, and we spent a bunch of time looking for him. And then I had to go because we'd already been at it for five hours.

In all, we never got anywhere near the end, so from our perspective it was fair to assume that the end was unreachable. And yet, there were always people on Twitter posting pics of having finished it. So I think it was a matter of monitoring the start times and making sure you went in at the start instead of randomly like we did, and then ensuring you're on a well-running server, and then having expert friends to go in with, and trying the mission enough times over its running window, which was usually a week or so iirc. But this last prescription wasn't viable for us because we only had a Saturday to play when we'd assemble the troops. We couldn't play on a weekday when the crowds were thinner and the servers were running better.

So Siege of Orison 1.0 had always been the one "Dynamic"/Global Event we never managed to complete. You'd think it'd be the easiest one because it didn't feature the complexity of spaceships, yet the sheer number of players and bugs involved hurt us more than full enemy fleets in other events. Still we spent enough time fighting it that I feel we got a good grasp of how it worked, and are in a strong position now to appreciate the changes and finally reach the end of its new, more choreographed, strict PVE 4-player iteration. I don't mourn the loss of the much grander, open-world version of the event because there's already tons of that experience elsewhere in the verse and I am sure CIG is planning tons more. For the specific event parameters of Siege of Orison, I think this new approach is the most suitable, and I look forward to tackling it, and finally being able to say that we've completed it.


P.S. We've been pronouncing Orison wrong. It's not "Oreeson", it's "Oreyezon", as Chris Roberts and everyone at CIG pronounces it in Inside CIG: Siege of Orison. Actually, there's one guy in the video who pronounces it like we did. But everyone else differs.



Monument Blockers by icycalm on 28 Aug 2026 00:54

I saw this update on Rustafied:

Rustafied wrote:
Player-maintained monuments

Player-maintained monuments continue to get more intertwined with the rest of the map. Monument blockers have been adjusted across Launch Site, Military Tunnels, Missile Silo, Large Oil Rig, and Small Oil Rig. Their health and protection have been tuned, with the current target putting a blocker at one C4 or five satchels to destroy. They also have visible health when attacked and effects as they move through their damage states, making the whole process a little less mysterious than beating on a pile of debris and hoping for the best.


Having never heard of "monument blockers" before, I AIed it, and got this:

Gemini wrote:
A monument blocker is an experimental feature being tested on the Rust Staging Branch designed to slow down early-game progression by barricading access to high-tier monuments on server wipe day.

How It Works



Part of a Bigger System

These blockers tie into a larger, upcoming "Player-Maintained Monuments" system. Instead of monuments existing solely as static loot spawns, Facepunch is moving toward a loop where players must clear out debris, repair pipes, and restore power grids to bring the monuments back online.

If you want to plan for the next wipe, I can help you figure out which tools are most cost-effective to clear them or detail how the new player-maintained power grids work. What would you like to explore next?


Since this feature is restricted to top-tier monuments, it won't affect us directly. But I am glad it slows down the clans from getting the coolest stuff on wipe day, obviously. Anything that gives people more to do in the game is good in my book. And note that as more and more of the playerbase moves to monthly servers, preventing people from teching up too fast and spreading progression out becomes a priority.

You can see some of these blockers in this video, I think they look appropriate:

Rust Monuments Blocked Off & Many Other Changes
https://www.youtube.com/watch?v=8PVI8L3K1Pc

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Armor: Super Heavy by icycalm on 28 Aug 2026 00:29

Star Citizen 4.9 PTU | Super Heavy
https://www.youtube.com/watch?v=mOtgdI9aZSQ

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Towards the end of this video you can see the HMG being fired. Don't miss it.

@Yuss_SID wrote:
When you walk it sounds like an Iron Man armour.


@vorpalrobot wrote:
I was thinking RoboCop.


@QuercusCorvus wrote:
Idris captain: "Why do I hear music?"
[The Rebel Path intensifies, interspersed with gunfire]


@Sentrix141 wrote:
Far...out...this...looks...sick


@gj-84 wrote:
DoW quote: Walk softly and carry a big gun!!!!! :)


@ThatKoreanGamer-r5m wrote:
This was a fun armor to play around with. I like that you can't be melee'd from behind with it.


@Cybearnaut wrote:
Hearing the sound of that armor approaching around the corner—I'm looking for decent cover.


@gorganhorn6872 wrote:
And this power armor is to light Titan armor like an undersuit is to this power armor.

Imagine Super Heavy Titan Armor :)

The future looks positively mechnificent!


I almost corrected that last word.

@CarbonPixel78 wrote:
I imagine it will be like this suit and an ATLS had a baby :)


@ThornedLily wrote:
Listen, I don't care about this armor in any way, but wow that gun sounds amazing.


Can only use it with this armor tho.

@CarbonPixel78 wrote:
At just the right angle, the head and backpack resemble a cat head (the whiskers are the lights and the two points on the backpack are the "ears").



Star Citizen 4.9 PTU | Stomping Grounds (feat. Super Heavy)
https://www.youtube.com/watch?v=KxeZ7_fgH84

@CarbonPixel78 wrote:
Playing around with video LUTs while taking the Super Heavy armor for a stroll around Lorville.


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@doraxil wrote:
One more step closer to Titan suits O7


@pterodacton wrote:
Apparently this has replaced Titan suits, development was dropped in favour of the Super Heavy armour, and what was left of the code got re-used for the ATLS. I hope to god I'm wrong, but that's what I heard.


@Desrtfox71 wrote:
Titan suits are still a thing. They have not been replaced.


@pterodacton wrote:
God I hope so.


@rayjay8148 wrote:
Can you equip a different backpack to the suit and can you carry a standard weapon if you lose the heavy gun?


@CarbonPixel78 wrote:
Hmm doesn't look like I can equip a non-HMG backpack. But I can carry a non-HMG weapon with the Super Heavy.


@StillnessInMotion88 wrote:
Wait, it can sit? Does it mean it can be used in a ship to pilot it? Damn. Also, the one thing that bothers me with this armor design is the two scrawny metal connector rods connecting the shoulders to the elbows. The whole bulky armor really falls flat when it comes to broad shoulders, plus, no manufacturer would leave such a critical joint so exposed.


@CarbonPixel78 wrote:
When you're not carrying the Vendetta HMG you can jog, jump, crouch, pilot, drive, etc.


@StillnessInMotion88 wrote:
Damn, now I want it even more. The first armor that might make me wanna take off my Palatino Necropolis.


Man of high taste. The Palatino Necropolis is our default Master Chief armor, and he has to take it off in order to switch to the BUL-H4. Inquisitor's stuff is cool, but the Master Chief's is even cooler, as it should. Which reminds me, we still don't have a single Palatino Necropolis... We really ought to fix this. How tf did this guy get one? I posted the question to him on YT.

@Bland-79 wrote:
Do any of the gun racks hold that weopon?


@StillnessInMotion88 wrote:
Maybe the Perseus can hold it as it has multiple special weapon racks.


I've read that someone wore this armor inside an IKTI btw. We ought to test that. It would be the ultimate tanky setup in the game right now if it works. First you empty the IKTI's guns, then you hop out and empty also the HMG. All they need now is a horde mission, and as more and more players have been asking for it, I suspect the devs are preparing it. They've let hints that a new profession is coming up for the new Nyx planets, and I am hoping it is this.



MOST WANTED: Star Citizen & Squadron 42 (PC) by icycalm on 28 Aug 2026 00:08

https://www.youtube.com/watch?v=1wStKk8AAJY

Cloud Imperium Games wrote:
In this episode of "Inside CIG" we follow the anticipated release of Alpha 4.10: Siege of Orison, dive into instancing technology, and take a look at all the challenges that come with bringing new experiences to the Star Citizen Live environment. How did Alpha 4.10 get to the finish line? Let's find out.

"Inside CIG" is a series where we further uncover the realities of game development, show the journey of delivering a patch to the Star Citizen universe and its community. We meet the developers, listen in on critical conversations, learn more about the complexities of building the most ambitious space game ever and what it means as we head to 1.0.


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@Lx-yd2ev wrote:
Do the elevators work in the CIG HQ? ¿?


@HotWheels1776 wrote:
There's a 50% chance you just fall through the floor on your way to work. That's where all the devs that left went, they didn't move on to other companies they just fell through the planet.


@TecHippy wrote:
Why do you think they have such trouble retaining talent? Got nothing to do with 10 years of crunch, pay that makes Subway competitive or management that couldn't code their way out of a hello world. It's because the elevators just kill people at random.


Note that they have the coolest dev office ever, just as they have the coolest everything ever. It's the same taste governing everything from a desk or carpet choice outside the game to an armor texture inside it: Chris Roberts'.


P.S. The video includes some sneak footage of the Kraken! And remember, we have three on order [ > ].



Armor: Super Heavy by icycalm on 27 Aug 2026 20:23

https://starcitizen.tools/Category:Super_Heavy_armor

Only one Super Heavy armor in the game yet, the BUL-H4 that was just released. But it's wild to think they might add more. They're certainly adding more guns to it, I think I heard a flamethrower might be next.



Exclusive Gear by icycalm on 27 Aug 2026 20:11

SteelTek Super Heavy Armor
https://www.youtube.com/watch?v=Rzc4s9LC0gQ

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@Spezies wrote:
Reminds me of Dune 2 RTS Game - Intro - Harkonnen :D


This guy gets it! Remember when, in The Way of The Cult, I said I want to play Star Citizen as if it's first-person Dune 2? We're there now, with Baron Harkonnen going to personally deal with the trouble in his city!

@TrashBandicooot wrote:
Baller! Heckin' epic trailer for the battle about to commence. Boss fight vibes like woah!


Exactly: boss fight. The boss wears this armor, whether he's the fireteam leader, or better yet a faction leader in the special silver version.

So this, like all silver and gold gear, is exclusive to Supreme Commanders. shubn can wear it to Siege of Orison 2.0 if he wants. He isn't Stanton's SupCom, but he is Nyx's, so it's part of his gear and he can use it wherever, and certainly in his home city.

It's a great kit for the SupCom because it's the thickest armor in the game. And if the enemies somehow get close, that's the biggest handheld gun in the game.

The boss in Siege of Orison 2.0 has the purple Nine Tails version btw, and I want it for the Emperor, so that would be our number one looting goal.



Story Missions: Recco Battaglia by icycalm on 27 Aug 2026 19:31

Here's a pic of Battaglia's location in Levski from the 4.9 feedback thread: https://robertsspaceindustries.com/spec ... -battaglia

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Shark-CIG @Shark-CIG wrote:
Recco Battaglia is back as one of the new in-person mission givers with three story missions that introduce players to Nyx, followed by repeatable contracts. She is located in Levski inside of her workshop acting as a new instanced location. Recco's story missions take you through industrial mining, missing person boarding, FPS gameplay, and locating special people for her, and we'd love to hear what you think!


Her workshop looks like it's located in the Grand Barter. You take an elevator to get to her (that's how you cross into the instance), maybe it's off to the side of the stalls somewhere.

The discussion in the thread centers mainly around Recco's looks. Apparently she's been uglified since her last appearance in an earlier version of the game (before we started playing).

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Evinco @Evinco wrote:
What happened to the old Recco, why does she now look like a man, terrible change, what was wrong with the original Recco, this looks nothing like her?


Monty M. Montgomery @Monty_M_Montgomery wrote:
The new one looks like an NPC from Fallout 3...


I can definitely see the uglification, but it doesn't bother me TOO much when I consider that Levski is a commie spot, so people are bound to be ugly.

Either way, as this guy below explains, she, her workshop, and her missions are a fantastic addition to the verse, and we're bound to see more of those populating the landing zones in the near future.

QuantumHive @quantumhive wrote:


I was planning to ask shubn to hold an official Recco session this week, but after some chatting it turns out her missions are mostly meant to be handled solo. They aren't particularly difficult, plus if you just get a shared contract from someone instead of walking into her workshop and interacting with her yourself, you're missing out on the experience. So I've chosen to just let each player deal with her on their own, in their own time. That said, there are complaints in that thread about SOME of the missions in terms of difficulty, though other players are countering that the tough spots can be cheesed... So I would say: Try Recco on your own, and if you get stuck, ask for help from shubn and the rest of us. There are three story missions plus repeatable contracts, and the total playtime should be at least around ten hours. Perfect for this weekend if you don't make the Siege of Orison 2.0 cut, or whenever else you have a couple of evenings to spare.



Screenshots by icycalm on 27 Aug 2026 03:14

What do you think about my interiors?
https://www.reddit.com/r/playrust/comme ... _interiors

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shubn wrote:
Completely next-level. You've inspired me.


That's me posting with shubn's account.

His base looks like an illegal lab from Star Citizen. Part of what makes it look so good is the lighting, which requires electrification. We've dabbled with electricity before, most notably getting the phone to work by hooking it up to a battery fed from a solar panel. But for night lights all over the base, it'd take a lot more effort. But it would allow working at night and really enjoying it instead of worrying about the torch mechanics. And you could light all the outside too if you wanted.



Screenshots by icycalm on 27 Aug 2026 00:18

A thread for third-party screenshots.



Builds by icycalm on 27 Aug 2026 00:12

https://www.reddit.com/r/playrust/comme ... /code_lock

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Qwen7 wrote:
Upkeep costs will be tied in future updates to the number of players authenticated on code locks and TC (nerf for clans). With this, no need for usual code locks to open doors, so no increased upkeep costs.


Amazing. I am gonna get into this sort of stuff. This is more complexity than Factorio... in first-person. While competing against a thousand people. More than a thousand really, a thousand AT ANY GIVEN TIME. More like 5,000 or 10,000 over the course of the wipe.