
|US| Paradise Island
North America
|PvE|Vanilla|2x|NoRaid|NoDecay|
3/150
Last checked 39 s ago
Wiped 1 d ago
Procedural Map
Server admin? Sign in with Steam to claim this server.
<1 ms · Chicago
Jitter 0 ms
Last checked 2 m ago
0 / 50 players
Dark Ages
2x 50 days live Avg ping 0 ms Avg jitter 0.3 ms
Server owner? Add discord.gg/yourcode to your server's name or map to show your Discord invite here.
Connect: 208.115.217.132:28080
First seen 14.08.2026
Last wipe: (1 d ago)
| Wiped | Days since previous |
|---|---|
| 28 | |
| — |
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 5 Sep 9 · 03:16 UTC Median daily peak 2 (median of daily peaks, not average population)
Observed daily peak
51 full · 0 partial · 0 offline · 40 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.
RustHaven Main is a progression-focused PvE Rust server designed for players who want meaningful rewards without PvP chaos. Gameplay is geared closer to survival with a heavy presence of various leveled NPCs. Take on custom events like Raidable Bases, Convoy, Plane Crash, and Harbor events, earn tiered loot balanced to match the effort you put in, and enjoy a fair scrap and server-rewards economy that doesn’t hand everything out. With quality-of-life plugins, active admin support, and cooperative gameplay encouraged, RustHaven Main is the place to build, raid, and progress at your own pace. No wipes, no pay-to-win, just a solid long-term Rust experience. Questions, Comments, or Concerns, please message us in chat or on Discord: https://discord.gg/vWHZQhp
| Checked | Status | Ping | Players |
|---|---|---|---|
| Online | <1 ms | 2 | |
| Online | <1 ms | 3 | |
| Online | <1 ms | 3 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 3 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 2 | |
| Online | <1 ms | 0 | |
| Online | <1 ms | 1 |

North America
|PvE|Vanilla|2x|NoRaid|NoDecay|
3/150
Last checked 39 s ago
Wiped 1 d ago
Procedural Map

North America
Biweekly. BetterNpcs. Zombies. Raidable bases
1/50
Last checked 2 m ago
Wiped 1 d ago
Procedural Map
North America
NPC Raids | Leaderboard | No Offline | Biweekly
0/100
Last checked 2 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.