
|US| Paradise Island
North America
|PvE|Zombies|Quests|NoRaid/Kill|NPCRaidBas
21/150
Last checked 2 m ago
Wiped 1 d ago
Procedural Map
Server admin? Sign in with Steam to claim this server.
No reading yet from Chicago
Server admin? We haven't been able to get a ping reading for your server from Chicago yet, which can keep it from ranking well for players browsing that region. This usually means a firewall or DDoS-protection rule is blocking the brief, unsolicited connection check we send to your game port — the same kind of lightweight check the game client itself uses, separate from your server's normal browser-listing info. Allowing that check through on your game port should let us start measuring and showing an accurate ping for your server there.
Last checked 1 m ago
0 / 20 players
Procedural Map
51 days live Avg ping 58.4 ms Avg jitter 1.6 ms
Server owner? Add discord.gg/yourcode to your server's name or map to show your Discord invite here.
Connect: 24.20.234.2:28015
First seen 13.08.2026
Last wipe: (1 d ago)
| Wiped | Days since previous |
|---|---|
| — |
Wipe timing behind this data is sometimes inferred rather than confirmed, so daily figures right around a wipe boundary can land on the wrong day. Accuracy improves over time as detection gets more precise.
Highest peak 0 Sep 21 · 16:49 UTC Median daily peak 0 (median of daily peaks, not average population)
Observed daily peak
13 full · 0 partial · 18 offline · 0 no data
Each line follows one wipe cycle from the moment it started, lined up by days since that wipe rather than by calendar date — so you can compare how well this server held onto its population after different resets, independent of when each one happened.
Not enough wipe history yet to compare cycles — this fills in as more wipes complete.
| Checked | Status | Ping | Players |
|---|---|---|---|
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 59 ms | — | |
| Offline | 57 ms | — | |
| Offline | 57 ms | — | |
| Offline | 59 ms | — | |
| Offline | 58 ms | — | |
| Offline | 63 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 56 ms | — | |
| Offline | 59 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 57 ms | — | |
| Offline | 57 ms | — | |
| Offline | 58 ms | — | |
| Offline | 60 ms | — | |
| Offline | 58 ms | — | |
| Offline | — | — | |
| Offline | 56 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 58 ms | — | |
| Offline | 57 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 57 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 62 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 58 ms | — | |
| Offline | 59 ms | — | |
| Offline | 57 ms | — |

North America
|PvE|Zombies|Quests|NoRaid/Kill|NPCRaidBas
21/150
Last checked 2 m ago
Wiped 1 d ago
Procedural Map

North America
PVE 1000X|Kits|Loot+|NoBPs|Events
10/50
Last checked 3 m ago
Wiped 1 d ago
Custom Map

North America
|PvE|Vanilla|2x|NoRaid|NoDecay|
5/150
Last checked 1 m ago
Wiped 1 d ago
Procedural Map
A wipe resets a server's map and usually player progress too — bases, resources, and blueprints, unless the server keeps blueprints through wipes (shown here as "No BP wipe"). Most servers wipe on a regular schedule, often weekly.
Facepunch pushes a mandatory update on the first Thursday of each month that requires every Rust server to wipe, regardless of its own schedule — a "force wipe," distinct from a server's regular map wipe.
The "Next wipe" time above is extracted from the server's own published schedule. "High confidence" means the server stated an explicit date or time; "Predicted" means it's estimated from the server's typical cadence and isn't guaranteed.
Copy the server address above, open Rust's in-game console with F1, and run client.connect followed by the address — or connect directly through Steam's server browser using the same address.