Rust is heavy. Big maps, high entity counts, hundreds of bases, scripts on the side. A Pulsar67 VPS gives you the CPU + SAS SSD combo that doesn't choke when wipe-day spike hits. Full root for Oxide/uMod plugins. From $15/mo.
Rust server processes are notorious. 200-player wipe night on a 4k map can push 30+ GB RAM and burn through cores fast. Cheap "game hosts" running 80 servers per box collapse under the load.
Pulsar67 vCPUs are not shared 64:1. You get consistent CPU, SAS SSD save speed, and always-on DDoS protection for public Rust servers.
No 64:1 overcommit. Wipe-day spikes don't drop you to 5 FPS server-side.
4k map + 300 bases = chunky save. SAS SSD writes it in seconds, not server-wide hitches.
Salty raiders book a booter? L3/L4 mitigation kicks in. Your server stays online; they go home.
Full root means full uMod/Oxide/Carbon support. Run any plugin, write your own, no panel limits.
Small community? Pro. Public 200-slot? Enterprise. Don't try Starter - Rust will eat it alive.
SteamCMD again. You know the drill.
apt install steamcmdsteamcmd +login anonymous +app_update 258550 validate +quitrsync to off-host weekly)Consistent CPU for wipe-day spikes and server-side framerate.
Rust servers are prime targets. We mitigate L3/L4; your players never notice the attack.
Test a new plugin without fear. Snapshot first, restore in seconds if it nukes the server.
If Steam content servers misbehave on wipe day, we'll actually look at the issue with you.
Spin up an Enterprise VPS, run SteamCMD, share the IP on Battlemetrics. Your players are waiting.
Concrete setup details for the first deploy, the firewall, and the first thing to check when something acts strange.
Rust commonly uses UDP 28015 for gameplay and TCP 28016 for RCON. Restrict RCON by source IP if possible.
Pro is the minimum recommendation. Enterprise is the better fit for larger maps, high pop, plugins, or wipe-day traffic.
Install through SteamCMD, run as a dedicated user, snapshot before plugin changes, and keep save backups off the game process schedule.
If server FPS drops, inspect entity count, map size, plugin hooks, save interval, and CPU steal before blaming bandwidth.