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Devlog #2 - R.U.S.T. Gets Rules, and the Bros Go Dual-Carry

FRAGGED week two: enemies with mechanics instead of stat sheets - kamikazes, rotation-locked flamers, tower shields - plus two guns on your back and a swap button.

#devlog#fragged

Rule we set this week: no enemy ships unless it changes how you move. Bullet-sponge difficulty is how the old games padded their grind, and it's the part nobody is nostalgic for.

The R.U.S.T. roster so far:

  • Boom-Ticks. Small, round, hazard-striped, blinking. They sprint when they get close and detonate on contact. They also detonate when anything else detonates, which turns tight packs into chain-reaction physics lessons.
  • Torch units. Flamethrowers with a design flaw we stole from the best: they can't rotate while hosing flame. Strafe the cone, hit them from behind for double damage. Flanking is now a verb in this game.
  • Bulwarks. Tower shield welded to the front chassis. Frontal fire does a quarter damage with a very smug clank spark. Your bro draws its attention; you introduce its back to a shotgun.
  • Extraction Wardens. Crowned, huge, and they only show up when you're trying to leave with the ore. Of course they do.

Dual-carry landed too. Two guns equipped, swap mid-fight with one button, holstered gun cools its heat faster than the one in your hands. Pistols make you sprint 12% faster, which makes "rocket launcher + sidearm" a legitimate escape kit. Six weapon classes now: pistol, rifle, shotgun, spread, laser, rocket.

And the explosive barrels are in - player-only triggers, 150 damage, chain reactions included. The first time a barrel chain took out a whole bridge of scrappers we knew the map system was paying rent.

Next week: making any of this matter between runs.

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