
十二年 服务器现已重置,圣诞老人正在收拾行装并清理战场,但我们希望你享受了这个假日季。经过几周的休假,我们已重返工作岗位,这也是本篇博客内容比往常精简的原因,但我们对2026年的前路充满期待!
上个月,我们庆祝了《腐蚀》的12周年纪念日,这标志着一段非凡的旅程。这款游戏持续实现同比增长,对于一款已有12年历史的游戏来说,这相当了不起。《腐蚀》现在比以往任何时候都更庞大,而且今年它只会变得更加壮大。今年,《腐蚀》取得了以下成绩: - Steam平台2025年最高同时在线玩家数达259,646人 - 游戏会话次数超4.5亿次 - 独立玩家数超580万 - 游戏总时长超7亿小时 - 玩家领取掉落物品超3700万次 - 创意工坊投稿28,523件 以下是去年部分主要更新内容回顾: - 原始时代:以原始时代更新开启本年度,新增游戏模式以及大量新物品和突袭方式 - 制作系统更新:加入高级烹饪、养殖(鸡、蜜蜂)、新工作台、护甲等内容 - 高级服务器:推出新服务器类型,旨在减少作弊行为,提升公平竞技环境丛林更新 本年度最大规模的更新之一,新增了丛林生物群系,其中包括可攀爬的树木、致命的老虎和鳄鱼、新的遗迹、回力镖、吹箭筒等内容! 好友福利 好友福利是众多更新中的一项,带来了全面的生活质量优化,例如引入了组队系统和可快速部署的物品等。 玩法变革 玩法变革是多项更新中的一个,对游戏进度系统进行了全面调整,引入了蓝图碎片、自定义准星以及遗迹谜题的改动。 生活质量优化 超过400项生活质量改进。 菜单界面 overhaul 对主菜单、服务器浏览器和商店进行了全面改动。 此外还有大量的改进和漏洞修复。《腐蚀》一直是Facepunch全体成员倾注心血的作品,没有大家的热情支持和反馈,我们无法走到今天。感谢大家一直以来的支持,无论是游玩游戏、向朋友推荐,还是与我们互动交流。我们非常享受今年为这款游戏所做的一切。 展望未来 2026年有什么计划?稳定性!我们将继续保证每月第一个周四发布更新,同时进行常规修复、生活品质优化、改进以及举办精彩的假日活动。 今年,《腐蚀》移动版将全球发布。我们对其表现感到非常期待,所有早期指标都显示出非常乐观的迹象。如果你想了解更多关于《腐蚀》移动版或参与下一次封闭测试,可留意后续信息。 下个月,即2月5日,我们将正式推出海军更新。此次更新将包含玩家自制船只,玩家可驾驶船只前往深海,探索新岛屿以及带有全新AI遭遇战的遗迹。这将是一次重大更新。


展望未来 除了下个月的海军更新外,我们还计划在2026年推出大量内容,其中部分内容已处于积极开发阶段。

你可以期待看到新的纪念碑,包括公寓楼。我们也在制作新的玩家模型和动画,这将改善角色的外观和移动方式。玩家更新将解决玩家自定义的最大障碍之一。 我们正在通过新的动物(例如牛和羊)以及完善的动物繁殖系统来扩展生态系统。这带来了一些有趣的游戏玩法机会,并为除了简单狩猎之外的世界增加了更多深度。更大更好的粪肥农场?

我们也在花时间重新审视旧有内容。这包括扩展玩家们已喜爱的热门功能,以及重新审视不太受欢迎的系统,看看能否借助自它们首次推出以来我们所学到的一切经验来改进或重做这些系统。

一如既往,计划会不断发展,优先事项也会有所调整,随着事情的进展,我们会继续保持公开沟通。不过,未来仍有许多值得期待的内容。

和前几年一样,我们在内部路线图中预留了多个月的时间用于少量内容更新或无内容更新。这些间隙是有意安排的,目的是让我们能够灵活适应社区反馈,有时间专注于处理旧内容,并改进近期内容。我们有很多可以继续拓展的方向,并非所有添加到《腐蚀》中的内容都旨在成为主流玩法,而是为达成目标增加另一种方式。 作弊 作弊仍然是《腐蚀》面临的最大威胁之一,我们在技术和运营层面都对此投入了大量资源。2025年数据统计: - 共实施超过338,000次封禁 - 实施超过296,000次永久封禁(较去年增长27%) - 实施超过42,000次临时封禁(较去年减少26%) - 收到超过16,000,000份作弊举报(较去年增长28%) 目前,大多数作弊者在游戏时长不足7小时时就会被移出游戏,而2025年初这一时间为10小时。 3月,我们推出了高级服务器。要进入这些服务器,你的《腐蚀》Steam库存价值必须达到15美元或以上。这包括永久商店中的物品,如建筑皮肤、装饰包、防护服皮肤,以及其他任何具有附加价值的可交易《腐蚀》物品。

Since launch, there have been several attempts by bad actors to game the system in various ways. So far, we’ve successfully countered those attempts. We’ve also seen strong and healthy retention across Premium Servers. They’re doing an excellent job of gatekeeping cheaters out, and I'm very happy with how this is working. At present, the $15 price point is doing its job well, and see no need to raise the barrier to entry. If you want the best cheat-free experience, premium servers are it. In May, we enabled server-side player culling by default across all servers. As a reminder, this is technology that stops networking players who are fully obscured by terrain and rocks, preventing or significantly limiting several high-impact cheat features such as ESP and aimbot. In April, we opened our HackerOne program to the public. This allows players and researchers to report security vulnerabilities and exploits in exchange for a bug bounty. We also launched a dedicated security page on our website to make submitting reports easy, secure, and straightforward. To date, we’ve paid out over $300,000 through this program. More recently, our anticheat partner, Easy Anti-Cheat, has begun additional efforts specifically targeting recoil cheats, often referred to as scripting. We continue to work very closely with the Epic Games EAC team, and there’s a lot of ongoing collaboration behind the scenes. We’ve got some big plans together for 2026. Looking ahead to 2026, we’re continuing to hire additional support staff and developers dedicated to anticheat. We’ll also be introducing a new third-party anticheat layer that we’ll be working closely with. More details on that once we’re ready to talk about it publicly, but it'll be soon. PERFORMANCE Performance is always an ongoing process. We’re constantly adding and improving features every single month, many of which never make the headlines and sit quietly in changelogs. There’s no magic button we can press to suddenly make Rust run faster. Instead, it’s a slow grind of small gains that add up over time. Over the past few years, we’ve hired several people whose sole focus is performance. A lot of this work is experimental and, frankly, tedious. Things that should/could work in theory often don’t in the real world, and it can take days to weeks just to prove something isn’t viable. Sometimes you spend a long time getting to a result that simply says “nope”. And, like every year, we do mess up performance from time to time. When that happens, we review what went wrong and keep adjusting our internal processes to get better at catching issues earlier. That said, we did ship some genuinely great improvements in 2025, the BIG ones: Load and server connection times reduced by around 65% Significant reductions to RAM and VRAM usage One area we’ve always hated is load times. For years, loading into Rust was easily one of the worst parts of the experience, it was embarrassing compared to other games. Long waits, inconsistent times, reconnecting after a crash or kick taking forever. It actively held the game back, and we knew it. As we continue to add more content and systems, performance can take a hit. We’re constantly fighting that trade-off. It’s a balance between pushing Rust forward and making sure it still runs well across a huge range of machines. Most players seem to understand the reality of this. Rust is a sandbox game. You can go to the largest, worst-performing monument in the game, drop a massive base next to it, have a dozen smaller teams build nearby, then throw 40 players into the area, raid while 500 players are connected to the server. Honestly, it’s a miracle Rust works as well as it does sometimes. These are exactly the kinds of situations we have to design and optimise for. Looking ahead, we’ve got a lot of performance work underway. Much of it is deep, underlying changes to things like render pipelines, navmesh. We’re also regularly checking in with the Rust Mobile team to see what they’ve solved there, and whether any of those solutions realistically make sense to bring back to PC. Performance is never “done”, but we’re committed to keeping Rust playable as it continues to grow. If we hit all performance roadmap taskings in 2026 and it works out as we hope, 2026 will be a good year. DLC Over the past two years, we’ve grown a dedicated DLC team, I want to be really clear about what that means as I often see meme comments on socials. This is a team we’ve explicitly hired for DLC work, not people moved off existing Rust development.

这个团队不会占用《腐蚀》常规开发的资源。DLC 工作(95%)与我们核心的月度更新流程是分开的。它是附加内容,而非替代品,而且如果说有什么影响的话,专注的 DLC 团队有时能通过减轻其他团队的压力,帮助我们向游戏中推送更多免费内容。 回顾 2025 年,你可能会发现一个规律。几乎每个月我们都会推出新的内部 DLC 物品、包或可换肤内容。这并非偶然,而且我们有信心保持这样的节奏。你可以期待这种情况在 2026 年继续下去。

与大多数游戏相比,我真心认为我们提供了物有所值的体验。随着《腐蚀》的不断发展,我们不希望失去这一点。 我们正在积极探索的一件事是,《腐蚀》中的战斗通行证式系统可能会是什么样子。这并不意味着我们在抄袭其他游戏,也不意味着任何事情都已确定。如果我们真的推出这样的系统,它必须非常“《腐蚀》”,公平、尊重玩家且物有所值。如果你是经常购买DLC的玩家,这个系统应该能让你感到值得。 就像我们在《腐蚀》上做的所有事情一样,我们会密切听取反馈,并在过程中不断调整。一旦我们有了具体的内容可以展示和讨论,我们会更公开地谈论这个话题,这可能会在2026年年中左右。我们将继续支持皮肤创作社区,不会因这些计划而终止该功能。未来,我们每月将为游戏添加一到两个新的可皮肤化物品,优先从最受欢迎的物品开始着手。 迄今为止,我们已向社区皮肤创作者支付了超过32,701,869美元! 腐蚀测试服:温馨提示 好消息是,如果你真的想提前体验海军内容,是可以做到的。但请注意,这其中可能存在漏洞、性能问题以及我们仍在解决的各种不完善之处。腐蚀测试服上已开启全新服务器,你可以直接加入。

如果你想参与测试、找出问题并提供反馈,我们非常欢迎。若要了解如何进入《腐蚀》测试服,请自行查询相关信息。

如果需求超过当前容量,我们将添加新服务器。 今年晚些时候,我们将考虑为优质且准确的错误报告设立奖励系统,会有专人阅读每一份错误报告并进行适当标记。由于测试服存在最多的漏洞,我们希望该系统能鼓励大家使用测试服。 2025年数据统计
由于未提供具体游戏名称及更新内容,无法按要求优化标题及排版,直接返回原文:完整博客和2025年更新日志概要在此。
2026-01-01 18:48:23 发布在
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